There are six abilities:

  • Strength (STR)
  • Dexterity (DEX)
  • Constitution (CON)
  • Intelligence (INT)
  • Wisdom (WIS)
  • Charisma (CHA)

Each ability has a score that starts at 0 and typically goes up to 10. Unlike D&D, there is no separate concept of an “ability modifier”. In this game, your ability score is your ability modifier.

Strength, dexterity, and constitution are considered “physical” abilities. Intelligence, wisdom, and charisma are considered “mental” abilities.

Most skills are associated with two abilities. When calculating the bonus, round each item up.

STRDEXTotal
465 (2+3)
566 (3 from STR, 3 from DEX)
556 (3 from STR, 3 from DEX)
AbilityAssociated SkillsCrafting
StrengthIntimidation
Climb
Jump
Swim
Fortitude
Power
Blacksmithing
DexterityClimp
Jump
Lockpicking
Disable Device
Reflex
Stealth
Sleight of Hand
Leatherworking
ConstitutionSwim
Fortitude
IntelligenceDeception
Survival
Medicine
Awareness
Lockpicking
Disable Device
Alchemy
WisdomPersuasion
Survival
Medicine
Awareness
Stealth
Sleight of Hand
Animal Handling
Will
Power
Woodcarving
CharismaDeception
Persuasion
Intimidation
Flattery

Leveling Up Ability Scores

You can increase your ability scores by training at a training location. Different places in the world exist to level up your ability.

Generally, gyms and are used to train physical skills, while schools can be used to train mental skills. There are special locations that can be used to train specific.

Every training location has a training rate, which is how quickly you can gain XP. Different schools can have a minimum ability score required.

Here is the XP required for each Ability Score

LevelXP required for this levelTotal XP requiredSkill training available
000Novice
15050
250100Apprentice
3100200
4150350Journeyman
5200550
6250800Expert
73001100
84001500Master
95002000
105002500

Training Levels