“A warrior who doesn’t know his own scars is bound to repeat them.”
— old Minos saying
/stats and /skills
Two commands, two different pictures of your character: /stats is the state of your current life right now, /skills is what you’ve been practicing — one tells you who you are today, the other what you’re slowly becoming.
/stats
/stats shows your own character. It prints, top to bottom:
Your class, Circle, and nickname (if you’ve set one).
Honor and Class XP on one line. Honor resets to 0 every life — see the Injury and class articles for what moves it.
A class-specific line where it applies: Clerics see their pledged goddess and prayers remaining today; Mystics see spells remaining today. Warriors and Rogues don’t get an extra line here.
Wounds — any broken bone, bleeding, or dizziness currently affecting you, or “None.”
Ten lifetime counters for this life: playtime, distance traveled, blocks mined, advancements, mob kills, PVP kills, enchantments, crafts, fish caught, and healing done.
Everything here resets when your life does — see Experience & Class Circles for how a life ends and begins.
/skills
Twelve non-class skills, grouped into three categories, each shown as a level bar (1 through 50):
Movement: Horseriding, Running, Jumping, Swimming
Gathering: Mining, Fishing, Woodcutting, Farming
Survival: Hunting, Cooking, Repair, Stamina
Unlike class Circles, skills aren’t tied to your class in what they cover — anyone can work on any of them — but your class does shape how much each one is worth to you (more on that below). Skill progress is a slower, longer-term thing to build up over a life, and deliberately resists being rushed: repeating the same action in a tight burst won’t meaningfully speed up the climb, so there’s no reward for grinding a single motion over actually playing.
Every one of the twelve now has a real effect, and the shape is the same idea for all of them: level 1 is a genuine handicap compared to a player who’s never touched the system at all, not just “no bonus yet,” and your level climbs toward a real advantage beyond that baseline the further you take it. Starting out, you’re worse at these things than an ordinary newcomer would be; put in the practice, and you end up better than one ever could be.
Your class changes the shape of that climb. Warriors, Rogues, Mystics, and Clerics don’t level a skill at the same rate of return — a skill that fits a class’s identity has a shallower starting handicap and a higher ceiling for them than it does for a class it doesn’t suit:
Rogues — the sharpest reflexes of any class: best-in-class at Running, Jumping, Swimming, Horseriding, and Hunting. That agility comes at a real cost, though — Rogues have the clumsiest hands of any class for patient trade work (Mining, Woodcutting, Fishing, Farming, Repair). A Rogue is built to move and to hunt, not to work a mine or a field.
Warriors — steady and reliable across most of the list, without dominating it, but with a real, specific edge at Mining and Woodcutting — physical labor rewards physical strength.
Clerics — come out ahead specifically at the skills tied to sustaining others and the land: Fishing, Farming, and Cooking. Middling everywhere else, never the worst at anything.
Mystics — the weakest of any class at anything physical or athletic (the whole Movement category), matching how far mysticism sits from raw fitness — but the surprise standout at Repair, ahead of every other class. Steady, careful hands, even from a body that isn’t an athlete’s.
None of this is visible as a number anywhere in the UI — it’s baked into how fast a given skill actually pays off for your class, so two players at the same level of the same skill won’t always feel identical.
Movement — Horseriding (softer falls while mounted, plus a little extra speed from the horse itself the better you ride), Running (faster sprinting, though it costs you — see below), Jumping (softer falls on foot), Swimming (holding your breath longer underwater).
Gathering — Mining and Woodcutting (breaking the right kind of block faster), Fishing (shorter waits for a bite), Farming (a shot at a bonus harvest at high skill — or a shorted one at low skill, if your hands aren’t steady yet). Mining, Woodcutting, and Fishing start from a deeper hole and top out lower than the rest of the list — in Irrupt’s world, competent trade work is something you earn, not something everyone starts halfway toward. Low skill in these three isn’t just slow — it’s genuinely risky: a shaky start means a real chance of losing part of what you just gathered, and of hurting yourself in the process. Both ease off fast as you improve, and once you’re truly skilled, the block or catch can pay out extra on top of the ordinary yield.
Survival — Hunting (a better shot at closing the distance on a fleeing animal while sneaking — bow or blade, but only in daylight), Cooking (more nourishment out of a cooked meal), Repair (a chance to spare your tool’s durability entirely — or double the wear, if you’re clumsy with it yet), Stamina (slower to tire while sprinting or swimming, especially for Warriors — Stamina’s Warrior bonus is separate from the class-shaped curve above, and stacks on top of it).
Running a lot has a real trade-off worth knowing: it also makes you thirsty faster and pushes your need for real sleep sooner, on top of the speed it grants — a small, deliberate cost for a skill built around covering ground fast, and it’s the same cost for every class regardless of how well Running otherwise suits them.
