Skip to content
Mageholdplaymagehold.com

Skills

What each crew skill does, level by level.

Skills grow with use, up to cap (knack for a knack's own skill, tinker for Tinkering). Each new level brings a choice of N small perks: pick one on the victory panel, or later on the crew sheet. A fighter's Melee perks are mostly boarding tactics, and on a ship with a Prison a Melee level also offers Take Them Alive. Crew also grow traits from what they live through: beat out six fires (Fire-hardened), put down five boarders on your own deck (Boarder-bane), live through a sinking (Unsinkable), or come back up from a delve (Delver).

Helm

Steering the ship so that shots miss.

Where it works: Only while this crewmate stands at the station in the Helm.

  • Each level: +5% evasion.
  • Each level: a ramming run is 0.5 s shorter from Long range and 0.2 s shorter from Close.
  • From level 2: a ram costs your own hull 1 less.

Grows when the ship dodges a shot or a ram with them at the Helm.

Drive

Working the engine so that the ship is harder to hit.

Where it works: Only while this crewmate stands at the station in the Drive, and the Drive has Flow.

  • Each level: +5% evasion.
  • Supercharging the Drive: 10% less chance of straining it for each level of your best Drive crewmate (up to level 2).

Grows when the ship dodges a shot with them at the Drive.

Wards

Weaving the ward layers back after they stop a shot.

Where it works: Only while this crewmate stands at the station in the Ward Loom.

  • Each level: broken ward layers recharge 10% faster.
  • A layer takes about 2.2 s with nobody there, 2.0 s at level 1 and 1.8 s at level 2.

Grows when a ward layer stops a shot with them at the Ward Loom.

Gunnery

Loading and aiming the ship's weapons.

Where it works: Only while this crewmate stands at the station in a Battery Deck, and only for the weapons mounted in that room.

  • Each level: those weapons charge 10% faster.

Grows when the weapons they man fire and hit.

Repair

Mending damaged rooms.

Where it works: In any damaged room this crewmate stands in. No station is needed.

  • Each level: repairs go 25% faster.
  • A stop to make repairs: 25% more hull repaired by this crewmate for each level, and each level takes 5% off the silver (50% off at most).

Grows when they repair a damaged room or patch a breach.

Melee

Fighting hand to hand.

Where it works: Wherever this crewmate fights: against boarders, aboard the enemy ship, and on a landfall.

  • Each level: +15% damage with every blow, and enemy systems break 15% faster under their hands.

Grows with every blow struck, and more for each enemy put down.

Casting

A mage's or natural caster's skill at spells.

Where it works: Wherever this crewmate casts. A mage must still be seated in the Casting Room to cast at ships.

  • Each level: spells cost 10% less mana, and +3 mana.
  • Each level opens the next spell tier: Tier II at level 1, Tier III at level 2.
  • Each level: an element disk carries one more crewmate (2 at most).
  • From level 2: a Striker can raise an element disk (a Warden always can).
  • From level 2: a natural caster can cast at ships.
  • Each level: a mage's counterspell is ready again 1 s sooner (6 s with no Casting, 3 s at the least).
  • A counterspell is an attempt: it works 50% of the time, 75% with Practiced Counter and 100% with Perfect Counter (two trainings, taken at a new Casting level or bought at a magehold).

Grows with every spell cast.

Tinkering

Building and overclocking devices at a Tinker's Bench.

Where it works: Between passages, on a ship with a Tinker's Bench. It does nothing in a fight.

  • Level 1: builds a device of the simpler kinds for 40 silver, one job a passage.
  • Level 2: builds any kind of device, and can overclock one for 15 silver (+50% effect, but a 10% chance to break each time it is used).
  • Level 3: 2 jobs a passage, and the devices they overclock break 6% of the time.
  • A gnome works the Tinker's Bench one level better than their Tinkering, pays 10 silver less to build, and the devices they overclock break half as often. A gnome starts at Tinkering 2. At Tinkering 3 a gnome does 3 jobs a passage, and their overclocks break 2% of the time.

Grows with every job done at the Tinker's Bench.

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord