Character
Skills
The 17 bars that rise with use. No class locked in at creation; you are what you train.
In Grimbreck you don't pick a class at creation. Each Skill is a bar that rises through real use: swinging an axe raises Axe, casting fire raises Fire, healing raises Light. Death takes no Skill away.
Every character starts with 10 in every bar, and the Skill feeds straight into the damage and the technique strength of that type.
The bars
| Weapons | Magic |
|---|---|
| Sword | Fire |
| Spear | Light |
| Axe | Earth |
| Fists | Arcane |
| Mace | Frost |
| Shield | Shadow |
| Dagger | Lightning |
| Throwing | Nature |
| Bow |
What it yields
The damage factor is (Skill + 40) / 50. At Skill 10 it equals 1.0; each point above adds 2% of base damage.
| Skill | 10 | 20 | 30 | 50 | 80 | 100 |
|---|---|---|---|---|---|---|
| Factor | 1.0 | 1.2 | 1.4 | 1.8 | 2.4 | 2.8 |
- Strike: weapon damage × factor, plus a little for level.
- Spell and heal: technique value × the school's factor, plus a little for level.
- Shield: what the guard holds × the Shield factor.
- Bow and throwing: damage × factor, and long-range accuracy improves with the bar.
Only results train
The bar rises with strikes that land, blocks that hold and heals that heal. Swinging at air trains nothing, and training gets steeper as the bar climbs.
See also: Techniques, Oaths and the highscores by Skill.