.: Help for progression How your character gets better. There are no levels and no experience points in Gaius. You improve the things you actually use. ━━━ The One Rule ━━━ Every time you use an attribute or a skill, you get one chance to improve it. Not a little bit of progress toward a bar. A chance. Most of those chances come to nothing. Some of them land, and when one lands you see a banner naming what improved. ━━━ What Makes It Harder ━━━ The further something has already come, the rarer that chance becomes. That is the whole difficulty curve. A skill you have barely touched improves quickly and visibly. One you have pushed a long way improves rarely, and keeps improving rarely rather than stopping outright. There is no ceiling you slam into. There is no point where a thing can no longer improve at all. What does not matter: How many times you have done it. Swinging a sword ten thousand times does not make the next swing teach you less. Only how far the skill has come counts. Your equipment. Gear that raises an attribute does not make that attribute harder to train. Only what you have earned counts. How big or old your character is. A fresh attribute is cheap for everyone. ━━━ How To Improve Something Specific ━━━ Use it. That is genuinely the whole answer, but the useful version is knowing what trains what: Strength Hitting things in melee. Dexterity Attacking, dodging and parrying. It fires constantly, so each chance is deliberately smaller. Perception Foraging, searching, spotting what is hidden, aimed shots, and the crafts that need a careful eye. Vitality Taking a solid hit, and recovering afterwards. A glancing blow you mostly turned aside will not do it. Willpower Casting, and holding a spell together when you are struck. Charisma Taunting, haggling, and manifestation. Skills train from the obvious thing: fighting with a weapon trains weapon-combat, brewing trains alchemy, studying a corpse trains manifestation. See help skills for the full list. ━━━ Doing Something Exceptional ━━━ A critical success teaches you more than a routine one, and so does a fumble. Failure is instructive. Being on the receiving end of either teaches you something too, though less than causing it. ━━━ Where To See It ━━━ status your attributes, described in words skills your skills and their tiers Both describe where you are rather than printing raw numbers, which is deliberate. The feel of a thing is what you play with. ━━━ A Note On Companions ━━━ Creatures bound to you improve the same way you do, within limits. A companion that has already come a very long way may have stopped improving. It keeps everything it has earned. See help companion. See also: help skills, help status, help combat, help companion