Alongside the dungeon, Emberville runs a set of life skills that the studio describes as feeling more like building a life than building stats. They split into gathering, which supplies raw materials, and crafting, which turns them into gear, food, furniture and trinkets. Eleven have been named, and they gate the rare materials and high end recipes needed for the best equipment in the game.
The Eleven Named Skills
Skill | Type | What it produces |
|---|---|---|
Mining | Gathering | Stone, metal and precious stones |
Woodcutting | Gathering | Wood |
Herborism | Gathering | Herbs and plants |
Fishing | Gathering | Fish, algae, assorted things pulled out of the water, and treasures |
Weaponsmithing | Crafting | Weapons |
Armorsmithing | Crafting | Metal armor |
Alchemy | Crafting | Potions and chemicals |
Cooking | Crafting | Food and drink, including temporary stat bonuses |
Carpentry | Crafting | Furniture, and the advanced materials used to build the town |
Jewelcrafting | Crafting | Trinkets, rings and necklaces |
Tailoring | Crafting | Cloth and leather armor, and accessories |
The studio frames these as a genuine alternative track rather than a side activity, noting that some players may spend as much time mastering the forge as fighting bosses, and that this is by design. Even gathering or fishing pushes something forward.
Farming
Farming sits beside the eleven and has been shown working. Planting, watering and harvesting are all animated, down to water droplets and the pull of a grown crop, and the system was built out across the first half of 2025 from flow diagrams to a working prototype. Farming is on the list of content present when Early Access opens. Crops are grown on the player's own Estate.
Fishing
Fishing happens inside the Vitromotus, not just in the town, and each biome carries its own catch list. Two characters anchor it from a shoreline area, and one of them, Loen, sells the tackle: hooks, rods and baits. Catches can be sold back to him, and building rapport that way levels the player's kit toward larger and stranger catches. A later devlog showing a house interior mentions fish tanks and two ponds, with the studio speculating in the same breath that the ponds might be fishable or might be where Loen keeps what the player brings back from the prison.
Cooking
Cooking produces food and drink that grant temporary stat bonuses. Hands on coverage of a pre release build described cooking gathered mushrooms and meat at a campfire and relying on the results to survive fights, with cooked food noticeably more effective than raw. Specific figures reported in that coverage are not reproduced here, since they come from an unreleased build and were given by a single account.
Where the Skills Feed
Output | Where it goes |
|---|---|
Weapons and armor | Weaponsmithing, armorsmithing, tailoring and jewelcrafting produce the gear tiers. See Weapons and Equipment. |
Furniture and buildings | Carpentry supplies furniture and the advanced materials the town rebuild consumes. See Rebuilding Emberville. |
Consumables | Alchemy and cooking cover potions, chemicals, food and drink, including the temporary bonuses taken into fights. |
Skill tools | All of the life skill tools live on the player's Estate. |
Progression | Crafting and gathering are part of the wider progression track. See Classes and Progression. |
Learning and Levelling
The press release framing puts learning crafting and gathering skills alongside levelling weapon and armor categories as part of one multifaceted progression system, and says crafted items improve as the player levels up, learns skills and collects blueprints and recipes. Hands on coverage of a pre release build described gathering and crafting as mastery trees with visible progress, though that interface is not confirmed for the shipping game. Recipes were also reported as coming from characters, books and quests as well as from skill levels.
At Early Access Launch
Gathering, crafting, farming and cooking are all named in the studio's list of what is present when Early Access opens on 27 October 2026. Rescued villagers teach their trades as they are brought home, so the breadth of what can be made is tied to how much of the town has been restored. See Early Access.