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Game version 1.0 patch #25

Tribesman quality, professions, talents and the Training Ground

  • Tribe
  • Checked against 1.0 patch #25
  • Updated

A tribesman’s profession decides which proficiencies can roll the high cap of 120, talents and titles add bonuses on top, and the 1.0 Training Ground lets a strong tribesman teach talents and weapon masteries to others. Since patch 21 (22 October) you choose what is taught. Judge a recruit by caps in the proficiencies you need, then by talents.

Rows of tribesmen standing in glowing storage pods inside an ancient hall.
Official screenshot of tribesmen stored as data in pods, a 1.0 feature for keeping recruits you cannot field.

Professions and proficiency caps

Profession Group Proficiencies that can reach the 120 cap
Warrior Combat Single blade, dual blades, hammer, great sword, gauntlets
Hunter Combat Bow, spear, single blade, dual blades, gauntlets
Guard Combat Great sword, single blade, spear, shield, bow
Laborer Production Logging, mining, planting, harvesting
Porter Production Weaving, wood and stone, leatherworking, potting, kiln
Craftsman Production Crafting, alchemy, weapon crafting, armour crafting, cooking

A cap of 120 is a chance, rolled once per proficiency. A tribesman’s starting proficiency depends on level, profession and status; a level-40+ high-status smith can start at 55–65 crafting. Shifting Sands adds Egyptian professions and talents, and tribesmen keep them on both maps.

Proficiencies run to level 150. Bonuses step up at 30, 60, 90 and 120, so a weapon proficiency at 120 gives its last damage step (+8% at that milestone in the 1.0 data).

Quality

Quality goes from white (lowest) through green, blue and purple to gold and higher. Warrior Mode starts your own body at white quality with no talents. Players who sorted many recruits report that quality affects talents and attribute rolls more than proficiency caps; one found a 122 weapon crafter at the lowest quality, so check caps directly.

Talents, titles, likes and defects

The 1.0 data holds 551 talents in seven groups: experience, general, origin, personality, preference, title and tribe-exclusive. Most have three tiers (I, II, III).

Type What it does Example
Origin Raises proficiency growth for the profession’s skills by 50/60/75% Origin - Craftsman
Tribe Bonus tied to the recruit’s tribe and home biome Flint: DEF +3/6/9%; Fang: poison resistance
Title Unique bonus, up to 30 kinds Mad Worker: max morale +100%
Likes Mood boost from a liked gear type, food or temperature Likes sauced meat
Defects Penalties to growth or morale Born Revolt: Recognition falls faster and they may leave

Growth while levelling: a tribesman gains a new advantage talent every 10 levels and has a chance to lose a defect every 5 levels. Patch 25 fixed duplicate talents and multiple talents at the same tier.

Avoid Born Revolt for any tribesman you plan to keep: Recognition drops 200% faster, and at low Recognition they defect with some of your goods.

Training Ground

The Training Ground is built at the Building Workshop from 40 Stone Brick, 20 Hardwood Plank, 40 Bronze Ingot and 20 Premium Leather.

  • Talents: a mentor passes talents to a trainee and can raise a talent’s tier. Before 22 October the talent was picked at random; now you designate it.
  • Weapon proficiency caps: training raises the trainee’s combat technique limits.
  • Mastery Learning (31 August): assign mentor and trainee to teach any weapon mastery.
  • Upkeep: trainees stop when hydration and satiety run low but no longer starve during training (since 21 April).
  • Undo: a Talent Training Amnesia Potion (Brewing Stand) erases one recently trained talent; a Mastery version exists too.
  • Speed: the server setting Training ground XP (default 1, up to 100) scales training.

Community testers report that mentors need level 50 and that tribe-exclusive talents only pass within the same tribe. These rules are not in the official notes; check the in-game prompt before planning around them.

Keeping and copying tribesmen

1.0 added appearance recording (copy a look to other tribesmen, 5 records by default) and data storage: a tribesman can be stored in an item and restored later. Patch 19 (10 September) added Quick Deploy, which stores chosen fighters as data in your mask and swaps them between physical and data form.

Sources

  1. Soulmask Fandom - Tribesmen (professions, talents, likes)Profession-to-proficiency table, growth talents, likes and defects. Early Access text.
  2. Soulmask Database - Proficiencies150 proficiency levels with milestones at 30, 60, 90 and 120.
  3. Soulmask Database - Talents and Titles551 talents in seven groups; title effects in 1.0 data.
  4. Soulmask 1.0 launch notesTraining Ground, appearance recording, data storage.
  5. August overhaul report (Mastery Learning)Mentors and trainees for any weapon mastery.
  6. Patch 21, Day of the Dead updateChoose which talents and specializations to teach.
  7. Soulmask Database - Training Ground and Amnesia Potion recipesTraining Ground materials; Amnesia Potion erases one trained talent.
  8. Steam discussion - Training Ground talents were random before patch 21Player reports of random talent selection, April 2026.

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