Torment: Tides of Numenera

Torment: Tides of Numenera

130 ratings
Skills Guide
By fabula_rasa
This is a fairly comprehensive guide to Skills in Torment: Tides of Numenera. It endeavors to explain how skills work and what do specific skills do. It describes the most useful Skills in the game, as well as Skills of your potential companions, to help with character creation and planning. It also lists all the items, implants, cyphers, buffs found in the world of the Tides that will help you further increase level of training in certain Skills.
4
   
Award
Favorite
Favorited
Unfavorite
Introduction
Skills signify what your character is good or bad at. They are used for fighting (weapon skills) and various checks and challenges during conversations, exploration and Crises (exploration skills). A character can have a various level of training in each skill.

Inability


-15% penalty on tasks
Chosen Class and various Descriptors you can chose will give you Inability to train certain Skills. Some Bonded Items can lower your level of training in a particular Skill pushing you down from Novice/Trained to Inability.

Novice


No bonuses, no penalties
Basic level of Skill training. If you do not put any points into a Skill and nothing lowers your level training in that skill – you are a Novice.

Trained


+15% bonus on tasks
One point of training in a Skill.

Specialized


+30% bonus on tasks
Two points of training in a Skill. This is maximum amount of points you can assign to a skill during leveling up.

Specialized+


+45% bonus on tasks
Three points of training in a Skill. This is only possible to achieve with equipped items, implants, buffs or Cypher effects. If you assign two points of training to certain Skill, an equipped item and so on can increased it further. This will be graphically represented by a change of color of your skill point from blue to green.

Specialized++


+60% bonus on tasks
Four points of training in a Skill. This is only possible to achieve with equipped items, implants, buffs or Cypher effects. If you assign two points of training to certain Skill, an equipped item and so on can increased it further. This will be graphically represented by a change of color of both your skill point from blue to green. There is absolutely no benefit from having more than 4 points in a Skill.

Some Skills work a bit differently and getting a point of training in them will have a different effect than gaining a standard 15% bonus on a task. Those Skills are: Concentration, Cypher Use, Endurance, Healing, Initiative, Running, Tidal Affinity. More on that in “Skill Details” sections.
Character Creation and Development






















Your choice of class will determine what exploration and combat Skills you will be able to train during character creation. Certain Descriptors will give you a level (or two) of training in a Skill but they can also in addition give you Inability in other Skill. Descriptors are not locked to any Class – meaning any Class can take any Descriptor and benefit from Skill training it provides.

Note!
Skills you chose to train during character creation will not be the only Skills you will be able to train during a game. By default, every Exploration Skill will be available to you independent of which class you chose and you will be able to put points in any exploration skill during level up.
Weapon Skills will not be available to you in the same way as Exploration Skills. Only Glaives can train Weapon Skills. Other classes can chose to get training in Light Weapons during character creation by choosing appropriate Descriptor.


Jacks
Jacks have the biggest variety of Exploration Skills available on character creation:
  • Anamnesis
  • Concentration
  • Cypher Use
  • Deception
  • Endurance
  • Healing
  • Intimidation
  • Lore: Machinery
  • Lore: Mystical
  • Lore: Natural
  • Perception
  • Persuasion
  • Quick Fingers
  • Running
  • Smashing
  • Stealth
They get Inability in Heavy Weapons.


Nanos
Nanos can chose Exploration Skills based on Lore on character creation:
  • Lore: Machinery
  • Lore: Mystical
  • Lore: Natural
They get inability in Heavy Weapons and Medium Weapons.


Glaives
Glaives are the only Class that can chose to train a Weapon Skill (without getting it from a Descriptor). They are also the only class that will ever be able to get training with Medium and Heavy Weapons. During character creation you can chose from:
  • Light Weapons
  • Medium Weapons
  • Heavy Weapons
  • Ranged Weapons
  • Melee Weapons
You also get the following choice of Exploration Skills:
  • Endurance
  • Running
  • Quick Fingers
  • Smashing
They do not get any Inabilities.


Descriptors
You can get training in additional Skill by choosing a Descriptor. Chosen descriptor will usually give you +1 point in some Skill (or Skills) but can also give you -1 in another (making you potentially unable to ever train that Skill). Some descriptor also affect your primary Stat Pools (Might, Speed, Intellect) as well as your defenses.
  • Cautious: +1 Perception, +1 Stealth, -1 Initiative.
  • Charming: +1 Persuasion, +1 Deception, -15% Willpower, -1 Intellect
  • Clever: +2 Intellect, +1 Deception, +15% Willpower, -1 Lore Mystical, -1 Lore Machinery
  • Graceful: +2 Speed, +1 Quick Fingers, -1 Smashing
  • Intelligent: +2 Intellect, +1 Anamnesis, -1 Concentration
  • Learned: +1 Intellect, +1 Lore Natural, +1 Lore Machinery, +1 Healing, -1 Persuasion, -1 Deception
  • Mechanical: +1 Lore Machinery, +1 Concentration, -1 Deception
  • Mystical: +1 Cypher Use, +1 Lore Mystical, -1 Intimidation
  • Observant: +1 Perception, +1 Concentration, -1 Running
  • Rugged: +1 Endurance, +1 Lore Natural, +2 Resistance, -1 Lore Machinery, -1 Deception
  • Slick: +1 Persuasion, +1 Quick Fingers, -1 Endurance
  • Stealthy: +1 Light Weapons, +1 Stealth, +1 Deception, -1 Initiative, -1 Running
  • Strong: +3 Might, +1 Intimidation, +1 Endurance, -1 Quick Fingers, -2 Intellect
  • Strong-Willed: +15% Willpower, +1 Concentration, +1 Intimidation, -1 Lore Machinery, -1 Perception
  • Swift: +2 Speed, +1 Running, -1 Stealth
  • Tough: +1 Armor, +1 Resistance, +1 Endurance, -15% Evasion
  • Wrathful: +1 Heavy Weapons, +1 Intimidation, +1 Smashing, -1 Concentration, -1 Stealth
Skill Checks and Stat Pools








When you perform a Skill check, it is always based on a particular Stat Pool. So, you will be for example performing a Persuasion (Intellect) check or Quick Fingers (Speed) check. However, the actual size of your Stat Pool has no effect of the difficulty of the check at all – so having a lot of Intellect will not make a Persuasion check any easier for you. But, of course, having some Intellect to spend will allow you to apply Effort to your task increasing the probability of success.
And so, your check will be affected by your Edge – as each point of Edge gives you basically free Effort. So each point of Edge in a specific Stat Pool will allow you to apply Effort without actually spending any points from your specific Stat Pool.
  • Skill checks usually based on Intellect: Anamnesis, Deception, Lore Mystical, Lore Natural, Perception, Persuasion
  • Skill checks usually based on Might: Intimidation, Smashing
  • Skill checks usually based on Speed: Quick Fingers, Lore Machinery, Stealth

Some Exploration Skills work in a special way and you never perform any checks connected to that Skill. As such, those skills are not connected to any Stat Pool and do not benefit from spending any Stat Pool points on Effort. Those are: Concentration, Cypher Use, Endurance, Healing, Running, Tidal Affinity.
Skill Details – Castoff Specific
Anamnesis
A Skill only the Last Castoff can train. It allows her/him to access memories of the Changing God, recall past experiences. It is used rather often and successful Anamnesis tests can allow you to achieve many different things over the course of the game – get more lore about the world, understand how certain machines work, recall who some people are and so on. In purely practical terms, it will often gain you some experience points, give you a bonus or an item, allow you to proceed more easily in certain quests. There are even few cases in which successful Anamnesis test is required for a positive resolution of the quest (e.g. succeeding in getting Catena Intelligence into your Labyrinth).
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.

Tidal Affinity
Allows you to use Tides to affect your environment. Usually it is used to force somebody/something to do something you want them to do. This Skill can only be trained by the Last Castoff and, contrary to all other Skills, it cannot be learned on level-up. Last Castoff will find two people on her/his journey who will teach her/him how to use Tidal Surges.
Skill Details – Conversational
All the Skills presented below are used in conversations to convince your counterpart to do something, to make him agree with you etc.

Deception
This Skill lets you deceive others in order to achieve something. Usually, you will use it to lie to people in order to make them do what you want them to do. Option of using Deception appears rather often in conversations but it rarely is the only choice you get of manipulating the person you are talking to (usually, although not always, you will get a choice of Persuasion or Deception, Intimidation or Deception).
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.

Intimidation
Allows you to threaten others to achieve your goals, bully them into submission. Appears as an option less often than two other conversation abilities (Persuasion and Deception) but that does not mean you will see it rarely. It is a nice conversation Skill for a character heavily based on Might (as Intimidation checks are usually based on Might and Might Edge as well as a lot of Might points to spend will be helpful).
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.

Persuasion
It is an art of convincing others to do what you want them to do. It will allow you to sway people to your cause by a sheer strength of argument. It is very useful and appears very often in conversations and quests – over the course of the game, you will see Persuasion used more than its two sister Skills (Deception and Intimidation).
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.
Skill Details – Item/Weapon Use
Concentration
This Skill mitigates penalties of equipping Bonded Artifacts, so you will only get positive effects they provide and no drawbacks. There are just over 20 Bonded Artifacts in the game to chose from. At the beginning, in Sagus Cliffs, there may be not that many but you can find significantly more as you proceed in your quest. The bonuses they give tend to be rather nice.
  • One point of training gives: cancels negative effects of a Bonded Artifact in one of your two Bonded Artifact slots.
  • Inability: causes one Artifact slot to be locked.
The is no benefit of rising this skill above 2 points of training.


Cypher Use
This Skill represents your proficiency in using Cyphers. The more trained you are, the more Cyphers you can carry on you before suffering adverse effects of the Cypher Sickness. Cyphers are plentiful and tend to be very useful – they can provide variety of good stuff, from healing yourself and your friends, hurting and applying negative Fettles to your enemies, to giving you bonus to various non-combat tasks. Everybody can cary some Cyphers even without any training in Cypher Use. The base amount of Cyphers the Last Castoff can carry (without suffering from Cypher sickness) depends on a chosen class: Glaives – 2, Jacks – 3, Nanos – 4.
  • One point of training gives: +2 to Cypher limit.
  • Inability: -1 to Cypher limit.

Weapon Skills (Light Weapons, Medium Weapons, Heavy Weapons, Ranged Weapons, Melee Weapons)
Nothing complicated about it, those Skills will affect your chance to hit with a chosen type of weapon. They are useless in a Crisis on characters that focus on Esotery attacks or on chucking Cyphers. You can of course use a weapon, any weapon, without training in Weapon Skill or even with Inability – you will just have a lower chance to hit. Additionally, all Light Weapons have a trait of “+15% bonus on attacks” so they can be used effectively even by characters with no training.
It is also worth noting that bonuses from training in Weapon Skills stack, so both training in Heavy Weapons and in Ranged Weapons will work if you are using a heavy crossbow.
Each weapon makes use of a different Stat, which should be taken into account before choosing a weapon for a character. Light Weapons use Intellect or Speed; most Medium Weapons use Speed but there are few that use Might; Heavy Weapons all rely on Might.
Weapon Skills are, obviously, only ever used during Crises and most of them will only be available to Glaives. Jacks and Nanos can train in Light Weapons by choosing “Stealthy” Descriptor.
Outside of Crises, Weapon Skills appear in few checks, most notably in some meres (thanks to Kaigen for a great catch).
  • One point of training gives: +15% bonus on attacks.
  • Inability: -15% penalty on attacks.
Skill Details – The Rest
Initiative
Determines how early you will act during a Crisis and how fast your reaction time is in general. The higher your initiative, the earlier you will be acting in the turn order. It is not a completely useless Skill, as acting before your enemies do can sometimes be very nice in a fight. However, it is in no way vital to success in any of Crises in the game and you can easily win your way though anything without ever investing even a point into Initiative on any of your party members.
Outside of Crises, it is used in some (yet not very many) Skill checks.


Endurance
This Skill provides a character with additional HP and more survivability in combat as a result. To be honest, it is not that useful as any character has enough survivability without it (and Rhin cannot train it anyway), especially if you remember to have some healing items/skills available. Endurance can be useful if you really really want to build a tanky character out of the Castoff or one of the companions (Erritis being an obvious choice here) or if you are making a party focused on combat.
  • One point of training gives: +5 Health
  • Inability: -2 health

Healing
Improves the effectiveness of both healing items and healing skills used by the character on herself/himself or others. If you want one of your party members to be a dedicated healer, this will be a great skill for her/him to have. I recommend training Rhin in it, as chucking Cyphers and items at friends and foes is her forte and she can also have a healing ability that benefits from this Skill. Otherwise, Healing can be ignored.
  • One point of training gives: +5 points of Health healed.
  • Inability: -2 points of Health healed.

Lore: Mystical, Natural, Machinery
Lore: Mystical represents knowledge of things that do not belong to either natural or mechanical world. Transdimensional creatures, occurrences as well as some more esoteric devices belong to this category. This is will allow you to analyze and understand those things.
Lore: Natural represents knowledge of nature and medicine.
Lore: Machinery represents knowledge of machines, constructs, just anything mechanical.

Sometimes using a Lore Skill will make a quest easier to solve, allow you to solve it without help of others or just give you experience for successful analysis. It isn’t used very often in checks and is in no way vital to successful resolution of any quest. However, training in Lore does unlock some additional dialogue options and, well, lore about the world.
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.

Perception
This Skill represents your aural and visual acuity, allows you to notice things that others will miss. Having developed Perception will occasionally provide you with some additional lore, details about somebody or something. It will also unlock some conversation options that you would not have otherwise. It mostly works “in the background” and actual Perception checks do not appear very often. There are only few instances where Perception check is used in a quest.
It is most useful on the Last Castoff as training it on a companion will not result in unlocking conversation options. It is a great Skill to have if you are interested in lore and want more role-playing options for your Castoff.
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15%

Running
Represents how fast you can move. It is used exclusively during Crises and there are no checks connected to it. Each point in Running gives you a wider range of movement, will allow you to move further during your turn. It can create a nice combo with Stealth if you want a character to run around the battlefield and interact with elements of environment rather than face the enemies head-on. But it can also, of course, allow you to reach in one turn enemies you would not be able to reach so fast otherwise; and run away from the range of melee enemies leaving only a cloud of dust behind you.
Personally, I do not consider it terribly useful.


Stealth
Represents proficiency in hiding and remaining undetected. During Crises, it will affect effectiveness of your Hide action. Hide action is available to every character (even those with no Stealth whatsoever) but your Stealth Skill will determine how successful you will be in trying to hide in shadows and how long you will manage to remain unseen. It can create a nice combo with Running if you want a character to run around the battlefield and interact with elements of environment unseen rather than face the enemies head-on.
Attacking from Stealth boosts damage so it is also useful if you are planning to perform some sneak attacks.
Outside of Crises, it is used in some (yet not very many) Skill checks and it will help you succeed in remaining unnoticed/unheard.
  • One point of training gives: +15% bonus on uses of the Hide ability during Crises.
  • Inability: -15% penalty on uses of the Hide ability during Crises.

Quick Fingers
This Skill represents ability to manipulate intricate devices, alacrity of movement in certain situation and proficiency in the fine art of stealing. It is used often throughout the game and will allow you to retrieve some items from various places (who doesn’t love more loot!) and perform many roguish tasks during quests.
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.

Smashing
Art of crushing stuff, breaking stuff and smashing your way though obstacles. It comes up rather often (although considerably less often than Quick Fingers) and will allow you to take some shortcuts in quests. It is exclusively used for smashing items (for smashing people we have Intimidation). It is also, but rather rarely, used to find items in the environment.
  • One point of training gives: +15% bonus on tasks.
  • Inability: -15% penalty on tasks.
Most Useful Skills
For specific descriptions and details about Skills see "Skill Details" sections.

Skills are not equal and some of them are much more useful than others. Some of them will see only severely limited use throughout the game while others will pop up all the time.
Of course, what is considered useful will also depend on your play-style. If you are not interested in lore at all, have little interest in uncovering character stories though conversation and you just want to go around and smash stuff, than… you are playing a wrong game ;). But, anyway, if you want to make a more combat-oriented party then you will of course want to focus on fighting Skills: chosen Weapon Skill, Endurance, Healing, Running and add some Cypher Use and Concentration.
If you want to know more about the world, are focused on lore, want to get to know the characters around you and have maximum possible available conversation options than your focus should be Anamnesis, Perception, Lore Skills and Persuasion/Deception.
Remember also that you are not alone (unless you want to play the game solo, of course) and your companions can supplement the Last Castoff, specializing in Skills that she/he does not have.
But whatever your play-style and primary focus is, some Skills are just undeniably better and more universally useful than others.

Following Skills are of great use and should be taken by the Last Castoff (not companions) if you are to reap the full benefits:
  • Anamnesis: Only the Last Castoff can train this skill. It is used extensively throughout the game. It gives you experience points, provides you with a lot of lore, opens up new options of resolving some quests, gives you deeper understanding of the story and the world around you. You really should not skip on this skill.
  • Perception: Although not immediately apparent (as direct Perception checks happen rarely), Perception is used all the time as you explore the world. It opens up new dialogue options and gives you more information as you notice more than an average Joe. And those options in turn provide you with new ways of resolving quests, experience points and all that good stuff. As such, it is most useful on the Last Castoff and really cannot be substituted with Perception trained on companions.
  • Persuasion: Of all the skills that allow you to convince people to do your bidding (Persuasion, Deception, Intimidation), this one is used the most often and is the most universal. You can of course think that you will just train a companion in Persuasion instead of the Castoff, and you can do that. Yet, there are many situations where you cannot use a companion to help you in this: during some Crises when opponents only want to talk to you; in the meres; in your Labyrinth; in some conversations that seem not to allow the use of companions and… when your companions are actually the ones who you want to persuade. Of course, if you would like to take more skills of convincing people, Deception and Intimidation may be used a bit less often than Persuasion but they still see quite a bit of use. However, I do recommend Persuasion as your first choice.
  • Concentration: Bonded Items are quite useful. They can boost your Skills, Stats, damage and so on. And penalties they apply tend to be rather awful. It is beneficial for every character to be able to equip those items without having to suffer their adverse effect.
  • Cypher Use: This one can be disputable. Yes, Cyphers are powerful and immensely useful – not only in combat. Some even are personal-use only (so they only affect the one who uses them and they cannot be “cast” on others). And ability to carry more of them will logically allow for more versatility, more firepower, more buffs, more healing and so on. Those are definitely arguments for investing in Cypher Use. Yet, even without investing in Cypher Use you can carry some Cyphers (the base amount the Last Castoff can carry without experiencing Cypher sickness depends on your class: Glaives – 2, Jacks – 3, Nanos – 4). And again, you are not alone – your companions can carry some Cyphers too. Some of them (like Rhin) can have a lot, a lot, a lot (and become a Cypher-Chucking God). So you can spread your Cyphers among four party members and you will have a fair amount, more than you can use in any one Crisis. All in all, do not be afraid to abandon Cypher Use if some other Skill appeals to you more.

Some useful Skills that will be as useful (or almost) when trained by companions as they would be when trained by the Castoff:
  • Quick Fingers: It is used very often – to retrieve items, to repair machines, to steal stuff, to move fast in certain situations and so on. Yet you do not have to perform those menial tasks alone, your companions can just as well do it for you (of course with the exception of those few moments in the game when you are alone, like in the meres).
  • Smashing: There are situations in the game where smashing stuff comes in very handy. It is never vital or necessary but can provide you with some additional loot, easier resolution to a quest or a shorter path to your goal. It is definitely not used as often as Quick Fingers is.
  • Healing: If you want to train one of your Nanos or Rhin (or the Castoff, of course) to be a healer for the party.
  • Deception and Intimidation: If you did not train them on the Last Castoff, you can always train a companion or two. They will definitely come of use in many conversations.
  • Lore (Natural, Machinery, Mystical): When trained by companions, they will not provide you with additional dialogue options (sadly but logically). Yet they still can be used during those few tasks that use Lore.
Companions’ Skills
Each companion has his/her own path of development. They come with specific Skills trained and some inabilities. And they have only limited amount of Skills available to train. So, no matter how hard you try, you will never teach Erritis to chuck Cyphers or train Rhin how to smash.
This section is not meant to be a comprehensive guide to companion builds. It is aimed at providing information on what Skills can companions train – which can help decide on party composition that will best compliment your Last Castoff.


Aligern
Hardened Nano who Fights With His Demons
Aligern is a former Aeon Priest with a far-from-sunny disposition. He is quite a versatile companion. You can make him an effective fighter (Medium Weapons – you will not be able to raise this one though, so one point of training is all he can ever have here; Endurance; Concentration), your own hired thug (Smashing, Intimidation) or healer (Healing, Cypher Use, Concentration). He is not very speedy, so it’s better to give him weapons based on Might.

Aligern starts with following Skills:
  • Trained: Concentration, Cypher Use, Endurance, Lore: Machinery, Smashing, Medium Weapons
  • Inability: Running, Stealth, Heavy Weapons
All the Skills that Aligern can train:
  • Concentration
  • Cypher Use
  • Endurance
  • Healing
  • Intimidation
  • Lore: Machinery
  • Lore: Natural
  • Medium Weapons
  • Smashing


Callistege
Cunning Nano who Pierces Realities
Callistege is a Nano who is never really alone. Always flanked by her sisters, she gets the benefits of experience of many – albeit similar – lifetimes. She is best as a scholar (Lore Skills accompanied by a big Intellect Edge) and avid user of Esoteric attacks. Cypher Use and Concentration are of course as great for her as for any other Nano.

Callistege starts with following Skills:
  • Trained: Concentration, Perception
  • Specialist: Lore: Mystical
  • Inability: Endurance, Medium Weapons, Heavy Weapons
All the Skills that Callistege can train:
  • Concentration
  • Cypher Use
  • Deception
  • Lore: Mystical
  • Lore: Machinery
  • Lore: Natural
  • Perception


Erritis
Overly-impulsive Glaive who is as heroic as he believes himself to be
Erritis is the most heroic hero you ever saw. But under all the glowing heroism, he is still a Glaive. You can easily make him your protector and quite a heavy hitter. He shines in fighting, just train him in whatever weapons you like (Might-based are better for him though), increase his Endurance and Running. His available Skills do not make him very useful outside of combat – but you can train his Smashing to teach him to better break stuff in your name.

Erritis starts with following Skills:
  • Trained: Endurance, Initiative, Running, Smashing, Melee Weapons
  • Inability: Concentration
All the Skills that Erritis can train:
  • Deception
  • Endurance
  • Healing
  • Heavy Weapons
  • Initiative
  • Light Weapons
  • Malee Weapons
  • Medium Weapons
  • Ranged Weapons
  • Running
  • Smashing


Matkina
Furtive Jack who Murders
Matkina is a castoff best known as the White Death thanks to her unmatched assassination skills. She is filled with mistrust and clearly just needs a hug. Her fighting skills can benefit from Stealth (as she gets Assassination Ability later on), Light Weapons, Endurance. But she can also help with everyday exploration if you invest in her Quick Fingers and Deception.

Matkina starts with following Skills:
  • Trained: Quick Fingers, Light Weapons
  • Specialized: Perception, Stealth
  • Inability: Persuasion, Initiative, Heavy Weapons
All the Skills that Matkina can train:
  • Cypher Use
  • Deception
  • Endurance
  • Light Weapons
  • Perception
  • Quick Fingers
  • Running
  • Stealth


Oom
Loyal Guardian who Flows with the Tides
Oom is a toy you always wanted to have – an emergency armor, walking bag of buffs and a Tide guide in one. He also makes his own weapons – what’s not to love! His Skill development may focus purely on fighting (Ranged Weapons, Endurance, Running) but you can make him your exploration helper with Quick Fingers and Smashing.

Oom starts with one Skill:
  • Trained: Healing
All the Skills that Oom can train:
  • Cypher Use
  • Endurance
  • Initiative
  • Quick Fingers
  • Ranged Weapons
  • Running
  • Smashing
  • Stealth


Rhin
Lost Child who Shapes Gods
Rhin is just a little girl and, contrary to all the little girls that can become a part of your party in every JRPG ever, she cannot fight in any conventional way. Yet she can become the greatest Cypher user that ever was and will be and you can enhance effectiveness of her healing Cyphers by training her in Healing. One of her Gods helps make her rather sneaky which is nicely complimented by Running Skill.

Rhin starts with following Skills:
  • Trained: Perception, Quick Fingers, Running
  • Inability: Endurance, Melee Weapons, Ranged Weapons, Medium Weapons, Heavy Weapons
All the Skills that Rhin can train:
  • Healing
  • Lore: Machinery
  • Lore: Mystical
  • Lore: Natural
  • Perception
  • Quick Fingers
  • Running


Tybir
Cagey Jack who Knows How to Take Care of Himself
Tybir is one of those lucky soldiers who lived to see his retirement. He is all you would expect from a proper rogue: shady, manipulative, appreciative of fine points of bad behavior. He is a sweet-talking thief (Persuasion, Deception, Quick Fingers) and really best if kept that way. But you can of course supplement his usefulness in a fight with some Endurance or Running.

Tybir starts with following Skills:
  • Trained: Initiative, Quick Fingers
  • Specialized: Deception, Persuasion
  • Inability: Smashing, Cypher Use, Heavy Weapons
All the Skills that Tybir can train:
  • Deception
  • Endurance
  • Initiative
  • Perception
  • Persuasion
  • Quick Fingers
  • Running
  • Stealth
Items That Provide Bonus to Skills
This section contains minor spoilers: items and a way to find them are described (bigger spoilers, like specifics about how to resolve a quest, are clearly marked). You have been warned anyway.







This list only includes those Cyphers that provide a permanent bonus. It is meant to help plan Skill points distribution by providing information on what can you expect to be able to increase with items, implants and so on during the game.

Concentration
  • Embrace the All (Cypher, sold by Ioxu in Ioxu's Shanty in the Vast Interior): +1 Concentration

Cypher Use
  • Psychic Guard (Ornament, reward for finishing “Beleazar and the Beast” quest in a specific way: you need to either kill the Nychthemeron or obtain El-Jinto's notes and give them to Beleazar): +1 Cypher Use

Deception
  • Cortical Shunt (Bonded Artifact, sold by Casmeen in the Circus Minor): +1 Deception, +2 Damage on Esotery attacks, Negative: -3 Resistance

Intimidation
  • Berserker's Yoke (Ornament, sold by Mechela in the Underbelly): +1 Intimidation, +3 Damage, -1 Intellect edge

Lore: Mystical
  • Numenera Analyzer (implant/ability, sold by Jernaugh in the Cliff's Edge): +5% on Lore Machinery, Lore Mystical, and Lore Natural tasks
  • Psychic Focus (Bonded Artifact, sold by Ioxu in Ioxu's Shanty in the Vast Interior): +15% on Lore: Mystical tasks, +2 damage on Esotery attacks, +2 damage per Effort, max +16 damage, Negative: -1 Endurance, -15% Evasion and Willpower
  • Essence of Knowledge (Cypher, sold by Sheen in the Chiurgeon's Slump): +1 to one chosen type of Lore – Lore Machinery, Lore Natural or Lore Mystical

Lore: Natural
  • Scholarch's Archive (Bonded Artifact, sold by Madelia Glittering in the Cliff’s Edge): +1 Lore: Machinery, +1 Lore: Natural, +2 Damage on Esotery attacks, +1 Damage per Effort applied, Max +8
  • Numenera Analyzer (implant/ability, sold by Jernaugh in the Cliff's Edge): +5% on Lore Machinery, +5% Lore Mystical, +5% Lore Natural
  • Essence of Knowledge (Cypher, sold by Sheen in the Chiurgeon's Slump): +1 to one chosen type of Lore – Lore Machinery, Lore Natural or Lore Mystical

Lore: Machinery
  • Scholarch's Archive (Bonded Artifact, sold by Madelia Glittering in the Cliff’s Edge): +1 Lore: Machinery, +1 Lore: Natural, +2 Damage on Esotery attacks, +1 Damage per Effort applied, Max +8
  • Numenera Analyzer (implant/ability, sold by Jernaugh in the Cliff's Edge): +5% on Lore Machinery, Lore Mystical, and Lore Natural tasks
  • Silver's teaching (enhancement, taught by Silver in the Necropolis: you need to give him the Philiactery and say you want him to teach you what he knows as a reward): +1 Lore Machinery
  • Essence of Knowledge (Cypher, sold by Sheen in the Chiurgeon's Slump): +1 to one chosen type of Lore – Lore Machinery, Lore Natural or Lore Mystical
  • Ancient Spirit Cube (item, acquired while salvaging with Crimper in Little Nihliesh: you need to interact with it and repair it): +1 Lore Machinery, +1 Intelligence

Perception
  • Ebon Eyes (Bonded Artifact, reward for finishing “Shaky Foundations” quest in a specific way: you need to convince Sticha to stop digging without agreeing to give them tribute): +1 Perception, Immune to Dazed and Blinded fettles, Negative: -1 Stealth
  • Artificial Eyeball (implant/ability, sold by Jernaugh in the Cliff's Edge): +1 Perception

Persuasion
  • Child's Grace (Bonded Artifact, sold by Lady Anshe in Miel Avest): +1 Persuasion, Negative: -1 Deception and Intimidation

Quick Fingers
  • Prestidigitator (Cypher, in a pile of rocks in the Circus Minor: to find it you need to fail the smashing check): +1 Quick Fingers
  • Clockwork Strut (Bonded Artifact, sold by Skaydi in the Memovira's Courtyard): +30% Evasion, +1 Quick Fingers, Negative: -2 Armor, -1 Endurance

Stealth
  • Sylph Cord (Bonded Artifact, sold by Madelia Glittering in the Cliff’s Edge): +1 Stealth, +2 Damage on Esotery attacks, Negative: -1 Ranged Weapons
4 Comments
fabula_rasa  [author] 2 Jan, 2019 @ 1:47pm 
@Samedi Yes. Esotery is only nano stuff.
Samedi 2 Jan, 2019 @ 11:37am 
"Esotery attacks" its only nano-spell?
fabula_rasa  [author] 5 Jun, 2017 @ 4:16am 
Thanks for noticing! You are of course right - those happen so rarely that I completely forgot about them. I will modify it in the evening.
Kaigen 4 Jun, 2017 @ 7:18pm 
Useful stuff, especially the section on companion skills. Many of the skills you talk about as crisis specific, however, have non-crisis applications. Initiative and Stealth are used for some non-crisis skill checks, and weapon skills are sometimes checked in Merecasters.