Skill metal ranks
Every trained pool has the same metal ladder. A pool climbs when something already grants it experience. The rank is the pool's current tier, and the bonus stays on that pool.
Ladder
Thresholds follow the live curve 100 × 1.12^(level−1). Skill tier N starts at display level N×10. Primaries use display level (internal XP / 10). Ability mastery uses that ability's own pool.
| Rank | Step | About | Bonus |
|---|---|---|---|
| Unranked | 0 | 0 XP | none |
| Iron | 1 | 280 XP | +3% |
| Bronze | 2 | 860 XP | +6% |
| Steel | 3 | 2,700 XP | +9% |
| Silver | 4 | 8,300 XP | +12% |
| Gold | 5 | 26,000 XP | +15% |
| Platinum | 6 | 80,000 XP | +18% |
| Platinum 2–5 | 7–10 | up to about 7.4M XP | +20% to +26% |
Platinum 6 and beyond stay listed as not yet attainable. The skill cap is tier 10.
The percent is a rank factor, 1 + bonus, on that pool's work. Combat abilities multiply damage and healing by the school rank and by that ability's mastery rank, beside the existing tier and mastery curves. A skill also adds one display point per rank step to its linked primary, only while attributes are resolved for play. Stored attributes stay the trained values.
| Skills | Primary |
|---|---|
| Swords, Logging | Strength |
| Archery, Crafting | Dexterity |
| Evocation, Alchemy | Intelligence |
| Mining | Stamina |
| Restoration, Cartography | Wisdom |
A primary's own metal adds the same one-point-per-step bump. It does not copy the skill bump a second time.
Training
Any existing training event updates the pool it pays. Ore, vein, stone, and outcrop harvests train Mining (training_skill: mining on the node). Other harvests train Logging. The first visit to each 16 m map cell trains Cartography a small amount; walking the same cell again does not.
Atrophy can shave practice above the last rank a pool has reached. It cannot pull that pool under the XP of the rank already earned. Primaries also keep the display-15 baseline when that floor is higher.
Character sheet
The i sheet shows each skill, primary, and ability mastery with the rank name in its metal color, a medal row for the nine skills and seven primaries, and the XP remaining until the next metal. A rank-up writes one log line. The first time any pool on that character reaches Gold, town gossip names the character and the pool. Later Golds stay on the personal log.
A daily streak counts consecutive game-days with a completed generated daily. The count is on the sheet. Each streak day adds the configured percent (default 10%, capped at five days) to that day's quest skill XP. Missing a day resets the streak. Finishing a weekly earns one streak keep, which absorbs a single missed day.
Advancement quests
Hand-authored quests stay on the quest editor. The live quest authoring publishes a fresh daily batch and a weekly quest when the game day or week changes. Lint still gates publish. A failed batch is kept for retry and the previous quests stay on the board.
Dailies include a skill XP bundle. The weekly states the chance of an ability book (default one week in four) and sometimes includes a book from the allow-list. Quest rewards can list skill_xp (skill and amount).
Combat skill books are not on Ada's open list. The starter board quest First Lessons teaches Arrow Shot and Heal Touch. Later books require the school rank named by min_rank on the item. Weapon swings that are part of the weapon stay available without a book.
Designers edit the ladder at content editor Metal ranks, harvest training and book ranks on the item form, skill XP on the quest form, and weekly book odds on live quest authoring.