skilllaw

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Skill Law

Otherwise known as the practiced-abilities handbook. Where players learn how skills work in Nilgiri the Forgotten World — fundamentals, martial and other practicals, and utile skills — and how they sit on the shared skills tree.

Spells live on the same graph; casting and spell-side practice are covered under Spell Law.

Nilgiri is classless. Natural stats rolled at character creation set how far fundamentals can grow; fundamentals gate primary practicals; those gate tertiary practicals. Practice caps follow prerequisites on the Skills Tree Graph (Graphviz skills.png from ant SkillTreeGraph / skills.dat).

A skill is a practiced ability. Until you invest practice sessions it sits at 0; fundamentals and primary practicals may be raised toward a maximum set by weighted prerequisites (up to 100 where the tree allows). Tertiary practicals unlock once prior practicals meet category minima.

Kinds of ability on the tree:

  • Fundamentals — bases of knowledge (for example martialism, spellcraft, perception). Their ceilings come from weighted natural stats.
  • Primary practicals — skills (and spells) applied directly in the world; ceilings average connecting fundamentals.
  • Tertiary practicals — further practicals gated by category thresholds on prior practicals.
  • Utile skills — utilitarian practicals; typically not dependent on other skills.

The practice command is informative: alone it lists what you can train and sessions remaining; with a skill name it shows qualifiers or pre-requisites, the calculated maximum, and post-requisites. Investing sessions uses learn under a master (apprenticeship). You can only practice as far as the graph and your natural stats allow.

Point to Practicing for the full command sessions, and to Skills Tree for the weighted-average math and category gates.

  • Spell Law — spells as practicals on the same tree
  • Game Law — Skills and Spells overview
  • Races — racial stats shape what the tree will support
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  • Last modified: 2026/09/23 16:12
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