Cheat sheets · all 12 skills
Every skill, one page
Per skill: what it's for → fastest leveling route → must-picks → notes. Routes are broken out into level bands; picks you should always take are listed up front. Compiled from the 2018–19 original-game guides (namu.wiki, the r/DurangoWildLands leveling guide, Korean cook/level blogs) and the archived Fandom wikis.
Revivals (XD Lands, Primoria, Reborn, Primal Colony) reimplement the same 12 skill trees — the routes below should work, but tuned rates and content may differ. Check your server's Discord when exact numbers matter.
Global mechanics (read once)
- Skill level can never exceed your character level.
- Research gate: from Lv 20 on, every 5th level is time-gated. Start long researches before logging off, and keep several trees sitting at “research available”.
- SP economy: ~827 SP by Lv 60, plus ~70 from milestones ≈ ~900 total. Survival + Gathering + Construction + Processing full trees alone cost 829 — specialization is mandatory, and combat trees realistically can't be maxed.
- Unlearn: 5 free swaps per day, then 30 warp gems each (max 10/day). Auto-learned skills can't be unlearned. Full reset scroll = 900 gems (not worth it). “Craft, then unlearn” is a normal strategy — especially for Construction.
- Quests require specific unlocks from Gathering / Butchering / Construction — you can't skip those basics entirely.
- Tier rule everywhere: recipes only pay XP until their item cap — move up a tier when returns stop.
| Level step | Research time | Level step | Research time |
|---|---|---|---|
| 20 → 21 | 20 minutes | 45 → 46 | 12 hours |
| 25 → 26 | 40 minutes | 50 → 51 | 1 day |
| 30 → 31 | 1 hour | 55 → 56 | 2 days |
| 35 → 36 | 2 hours | 59 → 60 | 3 days |
| 40 → 41 | 4 hours |
Quick reference
| Skill | Fastest route | Must-picks |
|---|---|---|
| Survival | Auto — follows character level, never research-gated | Bulk Up (energy), capture tools for taming |
| Gathering | Levels naturally; mud/ore spam if behind | Mud 2, Metal 1–4, Precious Metal I–II, Sap 1, Log 1–4, Fiber 1 |
| Butchering | Clams (beaches) + Coconut Crabs; desert bone graveyards | Leather I, Pelt I, Bone II–III, Teeth I |
| Processing | Stalk → rope; log → split → nails (needs half the XP of other skills) | Nails, Charcoal, Refined Ore (40), trimmed mats |
| Melee | Kill lots of weak targets in defensive gear | ONE weapon line + one stance + Enhanced Melee |
| Ranged | Same — shoot from safety | Bow or Crossbow, one stance, Barrage/Aimed Shot |
| Defense | Compsognathus packs (temperate/tropical): block & roll on purpose | Roll, Weapon Block, Recovery + Physical Training |
| Weapon/Tool | Wooden Spear → Stone Plate / Stone Work tools (20+) → Earthenware Pot = 3× Mud (35+) | Metal tier, mortars, repair kits, Handle/Tang |
| Tailoring | Leaf → Straw gear (to 20) → Thread/Fabric at Flax Crater (Small Loom) | Looms, thread/fabric + upgraded mats |
| Construction | Leaf/stalk bundles (<20) → log→planks, rock→pillar→slab (20+) | Workbenches, kiln, oven/stove, racks, looms, boxes, warp holes |
| Cooking | Skewers → Meat Dumplings (mortar) → Lv 40: Squeeze Oil + Frying | Chop Meat, Squeeze Oil, Frying |
| Farming | Mud craters (Mud II + shovel) = instant 1 → 30+; then flax/corn plots | Mud 2 (Gathering), high-grade fertilizer (40) |
Jump to a skill
1 · Survival (생존)
Auto-levels
- Auto-levels — rises just by playing and alongside every other skill; the only tree that never needs research. Never grind it.
| Sub-tree | Ranks | What it gives |
|---|---|---|
| Exploration | I–III | area exploration / discovery +1 |
| Stealth | I–VI | Hiding ability |
| Bulk Up | I–X | Max Energy +10 per rank — energy is life in Durango |
Taming lives here (it is not a separate skill), together with taming pens (Construction) and herb-lure mechanics.
| Unlock | Level | Gives you |
|---|---|---|
| Capture tools I / II / III | 15 / 20 / 40 | beginner / intermediate / advanced taming tool crafting |
| Four-legged capture I | 15 | zebraceratops, protoceratops |
| Four-legged capture II | 45 | centrosaurus, styracosaurus |
How to tame
- Equip a blunt weapon (e.g. a stone hammer) and beat the dino low.
- Press capture — only dinos within 5 levels of you can be captured.
- Feed, name, bag or ride it afterwards.
- Mounts: max 3 without specialization — one fast (raptor-type; Ornithomimus at speed 790) + two high-carry pack animals. No feeding needed: summon → transfer → re-summon.
2 · Gathering (채집)
Core tree
- Core tree. Your gathering level = the max level of materials you can collect — a Lv 55 island still gives Lv 30 mats if your skill is 30. It levels naturally as you play; the research gate is the real bottleneck, so keep it researching.
Must-picks
- Mud II
- Metal I–IV
- Precious Metal I–II
- Sap I
- Log I–IV
- Fiber I
Skip unless needed
- Unusual Plants
- Gathering Basics
- Bugs
- Mud II unlocks mud → Farming/Construction (Mud I: poo = fertilizer). Fiber I is required for Tailoring.
- With Log I–IV you make sticks at will — skip picking up branches. Always mine rare ore when you find it.
- Wild Seed I–V (Lv 10, 25, 35, 40, …) tell you which wild seeds you can pick — onion, flax, rose, mushroom … — to start Farming them.
- Mining ability matters: low ability = very low success on rare ores. Don't lose a found gold vein — invest in the ability.
3 · Butchering (도축)
Free to level
- Turns corpses and bone piles into meat / leather / pelt / bones / teeth / sinew. Result level = min(animal level, your butchering level).
| Source | Where | Notes |
|---|---|---|
| Clams | any beach | the production grind — spam these to max it |
| Coconut Crabs | tropical palm trees | also free |
| Bone graveyards | desert | also free |
Must-picks
- Leather I
- Pelt I
- Bone II (large leg bones)
- Bone III
- Teeth I
- Skip if not needed: skulls and horns (market-cheap), the Carving sub-tree. Full Butchering Basics is only for a dedicated clan butcher.
- Synergy: Cooking (meat), Weapon/Tool (bone, sticks), Tailoring (leather).
4 · Processing (가공)
Half XP per level
- Converts raw → advanced materials (rope, nails, charcoal, planks, dried/trimmed leather, refined ore) — it touches every other tree.
- Needs only HALF the XP of other skills — one of the fastest trees; almost never needs deliberate grinding.
| Chain | What it's for |
|---|---|
| Stalk → Rope | rope for Tailoring & Construction (rope → rope also works) |
| Log → Split Wood → Nails | nails for Construction |
| Plank (from Construction) | pays BOTH Construction + Processing XP |
Must-picks
- Normal Nails (Lv 5)
- Charcoal (Lv 10, kiln)
- Dried Leather (racks)
- Refined Ore (Lv 40)
- Trimmed Materials (tables)
- Non-crafters should still take nails, charcoal, leather drying and ore refinement. Metal consumables come from kilns.
5 · Melee (근접전)
Combat
- XP comes from killing — stronger targets give more.
- Build rule: ONE weapon type. SP are too tight for two — pick 1H or 2H, then Knife(/Sword), Axe, Blunt, or Lance (2H).
Stances
- Attack (balanced)
- Berserk (2H)
- Blitz / Charge (lance)
- Defense
- Counter
- Pick one stance and take all its combat skills — e.g. 2H Axe → Berserk + Crush/Cleave/Sunder maxed.
| Weapon line | Mastery bonus |
|---|---|
| Sword | crit chance + defense penetration |
| Axe | crit damage + AoE |
| Blunt | accuracy + stun |
- Tactics: Assault Tactics (+damage, −cooldown), Vigilance Tactics (evasion/counter); advanced tactics at Lv 16 — Defense Tactics, Pinpoint Tactics.
- Leveling: wear defensive gear and just kill lots of things; alternate Melee/Ranged sessions to feed Defense (the harder tree) at the same time.
6 · Ranged / Archery (궁술)
Combat
| Pick | Type | Character | Best for |
|---|---|---|---|
| Bow | Weapon | accuracy + defense penetration; fast, consistent | general play |
| Crossbow | Weapon (Lv 20) | crit + stun; slower | burst damage |
| Shooting | Stance | fast, medium range; Barrage DPS | solo play |
| Sniper | Stance | slow, heavy, long-range | big AoE bosses (e.g. mammoths) — bad vs fast movers |
- Skills: Barrage (3-shot volley — drains a lot of stamina/energy) and Aimed Shot; only one combat skill per stance + “Enhanced Ranged Attack” upgrades.
- Leveling: the 2019 guide author preferred Ranged over Melee (no running to targets); shoot everything, then switch to Melee once Ranged caps.
7 · Defense (방어)
Needs timed play
- The only combat tree that needs deliberate, timed play: XP only when your block / parry / roll actually avoids an incoming hit — a missed roll wastes the cooldown.
- Grind route: temperate/tropical Compsognathus packs — aggro the whole group and spam weapon block or roll on purpose. Anticipate attack patterns.
| Skill | What it gives |
|---|---|
| Recovery (Defense I–VI) | +10 / +20 / +30 def |
| Physical Training (Health I–VI) | +25 / +50 HP |
| Roll | full evade — works in Attack & Shooting stance |
| Weapon Block (Lv 10) | block incoming hits with your weapon |
- Stance defense: Roll = full evade; Parry (Defense stance) mitigates rather than negates; Counter attack in Counter stance.
8 · Weapon/Tool (무기/도구 제작)
Top-2 money maker
- Top-2 money maker (with Tailoring): tools, weapons, mortars, repair kits.
- Non-crafters should still take the metal tier — Lv 55+ islands need metal tools to harvest anything, and buying them is expensive. Cooks: take cooking-tool crafting.
| Level | Route | Notes |
|---|---|---|
| Early | spam Wooden Spear | — |
| Lv 20+ | rock → Stone Plate; or Stone Work Knife / Axe / Hammer | sell knives — always in demand |
| Lv 35+ | Earthenware Pot = 3× Mud, no workbench, craftable on the spot | gather mud in swamp/tundra craters; batch-craft at home while resting |
| Lv 40+ | Earthenware Mortar | — |
Must-picks
- Stone/bone work tools
- Stone Work Knife at 25 (unlearn the Standard knife)
- Stone + Earthenware Mortar
- All repair-kit skills
- Handle / Improved Handle / Tang
- One weapon family you actually use (bow / knife / blunt)
- Repair loop: repairs give skill; repeated repairs lower max durability → retire tools once a repair would drop them below ~100. Kits are cheap to mass-produce and sell.
- Caps climb wood → stone (~44) → bone → metal (45+). Batch style: gather mats for 100, craft 100, sell the extras.
Bone & metal material buff tables → Crafting details.
9 · Tailoring (옷 제작)
Late bloomer
- Needed for inventory bags and desert/tundra climate outfits (otherwise fatigue drains fast). Keep it moving to at least 20 even if it's not your main.
| Level | Do this | Notes |
|---|---|---|
| 1–5 | Leaf Outfit / Hat (2× Leaf, no bench) | — |
| 5–20 | Straw Outfit | unlearn Straw at 20 to free up SP |
| 20+ | learn Thread + Fabric; build Small Looms (Construction 15) | take a loom to a Tundra island's Flax Crater near your skill level; fill a bag with flax; spin Thread → Fabric until you drop the loom there |
| 50+ | Strong Thread + Thick Fabric (Large Loom) | fill mounts with flax + sticks and grind at base/camp |
- Desert kit (Lv 20+): fabric bag, canteens, sleeve pockets.
- Upgrades: modern-clothes repair (20), remodel (25); the bag line climbs Fabric Bag 30 → Backpack 60.
- Supports: Fiber 1 (Gathering), Farming 25+ (grow your own flax), Construction 15 (Small Loom).
Hide, fabric & modification tables → Crafting details.
10 · Construction (건설)
Craft, then unlearn
- Builds workbenches, facilities, storage, furniture. “Red ocean”: high demand early, saturated later — craft what you need, then unlearn (facilities keep working inside your domain even at 0 durability; the 2018-03 patch lowered repair wear anyway).
| Level | Route | Notes |
|---|---|---|
| < Lv 20 | leaf & stalk bundles | bundles from bundles also works |
| 20+ | log → plank; rock → stone pillar → stone slab | — |
| Any time | box-spam | also levels it — and boxes sell well |
Must-picks
- Courier warp holes (best you can make)
- Basic + Journeyman Workbench
- Simple Kiln
- Oven + Stove
- Small + Large Drying Rack
- Small + Large Loom
- Small / Large / Wide Boxes
- Makeshift Taming Pen
- Plank, Stone Pillar, Hinge
- From Processing: Normal Nail, Charcoal
- Facility notes: cooking fire (아궁이) = 2 cooking jobs; hearth (부뚜막, Construction 40) = 3 — four hearths cook 12 회찜찜 at once.
- Workstations upgrade: basic 2 jobs → 3 jobs, and unlock advanced crafts (e.g. crossbows).
Building material cheat sheet → Crafting details.
11 · Cooking (요리)
Energy supply Medicine lives here
- Jobs: energy supply, buffs, and medicine — meds live in this tree.
| Sub-tree | SP |
|---|---|
| Basics | 78 |
| Ingredient Processing | 62 |
| Medicine | 45 |
| Baking | 43 |
| Preservation | 31 |
| Practice | 17 |
| Applications | 27 |
| Stage | Skills | Route |
|---|---|---|
| To Lv 19 | — | skewers: any food + a branch + a fire — shortest cook time; cook twice for “well-done”. Stops training you at Lv 19. |
| Lv 19 → 40 | Chop Meat (mortar) | combine meat so the piece keeps ≥ 2 processing counts; only convert ≥×2 meat into Meat Dumplings — else skewer it. Cooking must be the last processing step. |
| Lv 40+ | Squeeze Oil 1–2 + Frying 1 | fry meat in nut oil (pine/hazel nuts from tundra islands) repeatedly. |
- For eating: the food table on the Systems page is the quick version — 회찜찜 is the staple.
| Spice | Buffs |
|---|---|
| Salt | Str / Per |
| Sugar | Dex / Per / Cha |
| Herb | Str / Dex / Will |
Ingredient hidden abilities
| Ingredient | Hidden ability |
|---|---|
| Tomato | +Cooking ability |
| Grape | +Sewing (tailoring) |
| Banana | +Leather processing |
| Pumpkin | +Farming ability |
| Bell pepper | +Weapon crafting ability |
| Onion, potato | +Gathering ability |
| Fig | +Clothes crafting |
- Base ingredients also carry stat buffs (player guide): meat/sirloin/peas → STR, onion/potato/wheat → DEX, tomato/pumpkin → INT, salt/worm → CHA. Advanced baking and the full food-buff list live in the Systems food section.
- Never burn the stone plate — “burnt” is a huge energy loss. Eat standing still (finish the animation).
- Salt from seawater (Lv 25+) makes skill grinds easy.
12 · Farming (농사)
Easiest to level
- Cheapest & easiest to max — no farming skills required. Avoid animal poo (dirty/fatigue debuff).
| Step | Do this | Notes |
|---|---|---|
| Unlock | Mud II (Gathering) + a shovel | mud work starts here |
| Grind | swamp mud nodes / tundra mud craters | one spree can take you 1 → 30+; mud at or above your farming level gives faster skill |
| Plots | grow flax — or corn | flax: stalk + seeds + leaves feed Tailoring / Construction / Processing at once; corn needs zero farming-skill investment |
| Lv 40 | high-grade fertilizer | quality meat fertilizer out-values fruit/grain ones (compost 97→105 vs 46→50) — big plots get cheap |
| Mechanic | Detail |
|---|---|
| Plot | mud + hoe |
| Water | success chance |
| Fertilizer | yield — excess carries over to the next crop (small flower beds hold 5 compost, large 10) |
| Crop level | set by your farming level + the field's level + the seed's level — water and fertilizer don't change it |
Fertilizer values
| Fertilizer | From | Compost |
|---|---|---|
| Quality meat fertilizer | meat, fish (intestines — dumpling them first) | 97 → 105 |
| Quality manure | animal droppings (Lv 60) | 82 → 89 |
| Quality grain/fruit fertilizer | grains, fruits, moss, honeycomb, raw fish | 46 → 50 |
| Plain compost | mud, droppings, moss | 10 / 20 / 35 |
- Domain location matters: gravel/sand/coastal ground = bad farming; if your domain sits there, plan around it.
Stats & attribute boosts
Attributes raise the chance of better gathering/crafting outcomes. Use Titles (University of Durango courses) and gear to match — and leveling any skill also grants +1 to two stats every 3 levels.
What each stat does
| Stat | Boosts |
|---|---|
| STR | attack power, defense penetration, weapon crafting |
| INT | plant gathering, mining, demolition, cooking, furniture crafting, building, handicrafts, metal processing |
| AGI | accuracy, evasion |
| DEX | crit chance, food gathering, mining, weapon crafting, tailoring |
| END | health, energy, furniture crafting, building |
| WILL | energy, butchering, farming, handicrafts, metal processing |
| CHA | tailoring, cooking, farming |
| PER | faster butchering, demolition, hiding |
What to wear
| Activity | Main ability | Primary stat | Secondary stat |
|---|---|---|---|
| Butchering | Slaughter | — | — |
| Cooking | Cooking | Charisma | Int |
| Construction | Furniture crafting | Endurance | Int |
| Defense | Max Health | Endurance | — |
| Farming | Farming | Will | — |
| Gathering | Plant/Mining gathering | Perception | Dexterity |
| Melee | — | Strength | Accuracy |
| Ranged | — | Agility | Accuracy |
| Tailoring | Tailoring | Dexterity | Charisma |
| Weapon/Tool | Weapon crafting | Dexterity | Strength |
| Processing | ? (not documented) | — | — |
Skill level buffs
| Skill | Buffs | Skill | Buffs |
|---|---|---|---|
| Survival | AGI + PER | Defense | AGI + END |
| Butchering | WILL + PER | Melee | STR + END |
| Gathering | DEX + PER | Ranged | STR + AGI |
| Processing | INT + WILL | Weapon/Tool | STR + DEX |
| Construction | INT + END | Tailoring | DEX + CHA |
| Cooking | INT + CHA | Farming | WILL + CHA |
Skill-management tips
- Plan your SP tree before level 40 — everything cannot be maxed (~900 SP total vs 829 SP for just four full trees).
- Construction: finish your facility kit → unlearn the extras; only keep points in what you'll repair/expand.
- Research timing: before logging off, start the longest research available; avoid grinding a tree that's sitting on “Research Available”.
- Combat is the SP sink — stick to one weapon + one stance family, and level Defense opportunistically.
namu.wiki skills doc (§1–§14), r/DurangoWildLands “Character and Skill Leveling Guide” (2019), Inven webzine cook guide, KR leveling blogs and the archived Fandom wikis. Full list on the About page.