Core Keeper Skills Explained: All 12 Skills, Talent Points and Respecs

All 12 Core Keeper skills explained: how each one earns XP (hits vs kills vs harvests), what every level pays, talent points, and the 1.3 Summoning and Magic changes.

Core Keeper Skills Explained: All 12 Skills, Talent Points and Respecs
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Core Keeper has no character experience bar at all: your explorer improves along 12 independent skill tracks, and each one levels only from its own activity. Dig walls and Mining rises. Land hits and Melee combat rises. Take a finished dish out of the cooking pot and Cooking rises. Every skill caps at level 100, every level pays a small permanent bonus, and every five levels earns a talent point for that skill's own tree. Once you know how each skill counts its experience, levelling stops being a mystery and becomes a by-product of playing with intent. This guide lays out the counting rules first, then the full table of all 12 skills, the fastest honest way to train each cluster, how talent points and respecs work, and what update 1.3 changed for summoners and mages.

Watering crops in a wild meadow, a Moolin grazing at your side: Gardening XP is earned right here, one manual harvest at a time. — Community screenshot (via Steam)

Quick answer

  • No shared XP exists: each of the 12 skills levels from its own activity, and progress in one never feeds another

  • Counting decides everything: combat skills count hits, Vitality counts kills, and life skills count completed actions such as a dish collected or a fish hooked

  • Every level pays: each skill grants a small permanent bonus per level, from +1 max health for Vitality to +1 fishing power for Fishing

  • Talent points: 1 point every 5 levels in a skill, plus 5 bonus points at level 100, and a respec costs 200 Ancient Coins at any time

At a glance

  • Skills: 12 in total: Mining, Running, Melee combat, Vitality, Crafting, Range combat, Gardening, Fishing, Cooking, Magic, Summoning and Explosives

  • Level cap: 100 per skill

  • Experience: Earned per skill from its own activity only

  • Talent points: 1 per 5 levels in that skill, plus 5 extra at level 100, for 25 points per maxed skill

  • Talent tiers: Spending 5 points in a tier unlocks the next tier of that tree

  • Respec: 200 Ancient Coins, available at any time

  • Update 1.3 changes: Summons are permanent, mana regeneration continues while casting, and early Melee, Range and Magic levelling is faster

1. Count first: hits, kills and actions

Every argument about fast levelling in Core Keeper is really an argument about counting. The 12 skills use three different counters, and training a skill with the wrong one in mind wastes hours.

Hit-counted skills

Melee combat, Range combat, Magic, Summoning and Explosives all count hits landed. A swing that connects earns experience whether the target dies, shrugs it off or walks away. For these five skills, a durable target that soaks many hits is worth far more than a weak enemy that dies in two.

Kill-counted: Vitality alone

Vitality is the only skill counted by kills. It rises when enemies die by your hand, regardless of how many hits the fight took. That makes Vitality the mirror image of the hit-counted skills: quick, clean kills on plentiful enemies feed it fastest, and long duels with a single tough target barely move it.

Action-counted skills

The remaining six skills count completed actions. Mining counts mining damage dealt to walls. Running counts distance travelled on foot. Crafting counts items crafted, and bulk crafting counts every item in the batch. Gardening counts mature crops harvested by hand, one point per harvest. Fishing counts every successful hook, junk included, one point per catch. Cooking counts each finished dish you take out of the cooking pot.

Early mining against a giant orange ore rock: every point of mining damage dealt to the wall is Mining experience in the bank. — Community screenshot (via Steam)

2. All 12 skills at a glance

Read the middle column as the training instruction and the right column as the reward. Together they explain why a well-rounded explorer ends up levelling everything: each activity pays its own track, in its own currency.

Swipe horizontally to view all columns.

SkillExperience sourceGain per level

Mining

Dealing mining damage to walls

+1 mining damage

Running

Moving on foot, vehicles, boats and conveyor belts excluded

+0.1% movement speed

Melee combat

Landing melee hits, counted per hit

+0.5% melee damage

Vitality

Scoring kills, counted per kill

+1 max health

Crafting

Crafting items, counted per item crafted

+0.5% armour

Range combat

Landing ranged hits, counted per hit

+0.5% ranged damage

Gardening

Harvesting mature crops by hand, 1 point per harvest

+0.4% chance of extra harvest

Fishing

Every successful hook, junk included, 1 point per catch

+1 fishing power

Cooking

Taking a finished dish out of the cooking pot

+0.2% chance of an extra finished dish

Magic

Landing hits with magic weapons, summon hits excluded

+0.5% magic damage

Summoning

Your summons landing hits, counted per hit

+0.5% summon damage

Explosives

Hits from explosions you set off yourself

+0.5% explosion damage

Two rows deserve a second look. Magic and Summoning sit side by side and are easy to confuse: a hit from your own staff levels Magic, while a hit from your summoned minion levels Summoning. The two never cross over. And Vitality's reward is the quiet giant of the table: at level 100, the per-level health adds up to serious staying power, earned simply by finishing fights.

A finished storage hall, chests and furnaces in rows: every item crafted on the way to a base like this counted toward Crafting, one by one. — Community screenshot (via Steam)

3. How to train each cluster

Combat cluster: hits for damage, kills for health

For Melee and Range combat, pick targets that stay standing. Because experience follows hits, a sturdy enemy, a boss or any target you can strike repeatedly teaches more per minute than a field of weak slimes that pop on contact. Keep your weapon swinging or firing at a pace you can sustain, and let the hit counter do the work.

Vitality wants the opposite session. Take your best clearing setup into busy areas and finish enemies quickly and often: every kill is a tick, and hit count is irrelevant here. Magic follows the hit rule with your own spells, so a rapid-casting weapon against durable targets trains it steadily, and update 1.3 made the early levels of Melee, Range and Magic faster to earn. Summoning trains itself once your minions are out: their hits are your experience, and since 1.3 those minions stay until you dismiss them, so the training continues for as long as they keep fighting. Explosives counts hits from explosions you set off yourself, so detonate into groups: several enemies caught in one blast means several hits counted from a single action.

A giant slime faced by two torch-lit explorers: durable targets like this are hit-counting practice for combat skills and a kill worth having for Vitality. — Community screenshot (via Steam)
Fighting from a boat with a barrage of pink star projectiles: every projectile that connects is a hit counted toward its combat skill. — Community screenshot (via Steam)

Gathering cluster: walls, footsteps and your own hands

Mining is the most honest grind in the game: deal mining damage to walls and long digging sessions toward the next material tier level it as a side effect. Running asks for the same honesty on foot. Explore on foot, walk your own tunnels and save the cart, the boat and the conveyor belt for trips where levelling does not matter, because none of them count. Gardening closes the cluster: plant in rows you can sweep by hand, and harvest every mature crop yourself. Automated harvesting keeps the farm tidy and gives the skill nothing, so the manual pass is the training.

The long way across the Desert of Beginnings, on foot with a pet in tow: journeys like this are exactly what Running counts. — Community screenshot (via Steam)

Life cluster: the pot, the pond and the workbench

Cooking levels at the pot's mouth: each finished dish you collect is a point of progress, so a kitchen that cooks in batches trains the skill every time you unload it. Fishing is equally plain: cast, hook, repeat, and take the junk catches gladly, because a hooked piece of junk pays the same experience as a fish. Crafting rounds out the cluster and needs no special session at all: every item you craft counts, bulk batches count item by item, and a growing base produces thousands of crafts across a normal run.

Farm rows beside the lake, a Larvlet tooltip open on the bank: the life skills share this ground, fields for Gardening, water for Fishing. — Community screenshot (via Steam)
Cooking pot and furnaces in the storage room, a merchant in attendance: dishes leave this pot one at a time, and each one collected is Cooking experience. — Community screenshot (via Steam)

4. Talent points in brief

Each skill has its own talent tree, and points never move between skills. You earn 1 talent point every 5 levels in a skill, and reaching level 100 adds 5 bonus points, so a maxed skill holds 25 points in total. Trees are tiered: spending 5 points in a tier unlocks the next tier up, so early points are also keys to the next layer.

Spending is safe to experiment with. A respec costs 200 Ancient Coins and can be done at any time, resetting that skill's tree so you can rebuild it around a new weapon, a new role in your group or a new biome. At that price, the correct early strategy is to spend points on the problems in front of you this week and rebuild later without regret. For the full breakdown of point pacing, tier planning and when a reset is genuinely worth paying for, see the dedicated talent points and respec guide listed under Related guides below.

5. What update 1.3 changed

Update 1.3 (Riders of the Underground, September

2026) reworked two trees and quietly sped up three more. Summoning changed the most: summoned minions are now permanent and stay until you dismiss them manually, the summoning tree gained 2 new talents, you can summon straight up to your minion cap in one go, and the casting cooldown on summons was removed. A summoner build is now a standing army rather than a timer you keep refreshing.

Magic became smoother to play and to level: mana regeneration now continues while you cast, at 50% efficiency, instead of pausing during casting, and the Magic tree's talents were rearranged. Finally, the experience curves for Melee combat, Range combat and Magic were accelerated in their early stretch, so the first talent points in those three trees arrive sooner than they used to. Nothing about the counting rules changed: hits still count for combat, kills still count for Vitality, and actions still count for the life skills.

Two flame imps on duty in a pool room base: since update 1.3, summoned minions like these stay until you dismiss them. — Community screenshot (via Steam)
Holding a glowing blue scepter on the farm: scepters arrived with update 1.3 as the new warlock weapon line feeding the Magic and Summoning playstyles. — Community screenshot (via Steam)

Common skill mistakes

Swipe horizontally to view all columns.

MistakeFix

Grinding kills to level Melee

Melee counts hits, so fight durable targets you can strike many times; kills are what Vitality counts

Riding everywhere to level Running

Carts, boats and conveyor belts earn no Running experience; travel on foot when the levels matter

Expecting summon hits to level Magic

Summon hits level Summoning only; Magic levels from hits with your own magic weapons

Hoarding talent points for a perfect build

A respec costs 200 Ancient Coins at any time, so spend points on your current week and rebuild later

Automating the harvest to level Gardening

Gardening counts crops harvested by hand, 1 point per harvest; automated harvesting earns none

FAQ

What is the maximum skill level?

100 for every skill. All 12 skills share the same cap, and reaching it also pays that tree 5 bonus talent points.

Do skills share experience with each other?

No. Each skill has its own track and levels only from its own activity. An afternoon of mining raises Mining and nothing else, which is why rounded characters come from varied play rather than from one long grind.

How much does a respec cost?

200 Ancient Coins, and you can respec at any time. The price is deliberately low: rework a tree when your build changes instead of treating early talent choices as permanent.

My summons landed the hit. Which skill gets the experience?

Summoning. Hits from your summoned minions count toward the Summoning skill and pay into its per-level summon damage bonus. They never count toward Magic, which levels only from hits with your own magic weapons.

Related guides