28 trades. Which one first?
- Attack
- Strength
- Defense
- Vitality
- Ranged
- Magic
- Vigil
- Quarry
- Woodcutting
- Fishing
- Mining
- Farming
- Pilfering
- Hearth
- Beachcombing
- Kindling
- Cooking
- Forging
- Handicraft
- Bowcraft
- Inscription
- Apothecary
- Scrimshaw
- Shipwrighting
- Wayfaring
- Stargazing
- Binding
- Chartwork
Point at a trade to meet its pet. Pick one to read its guide. Tap a trade to read its guide, or let the dice pick.
Every trade, shelf by shelf
Tideward has 28 distinct trades, the depth of an MMO, the patience of a lighthouse-keeper. Each one trains at your pace, in any order, with full 24-hour offline progression. Below: every skill, what it does, and how it fits into the rest.
Combat
8 tradesAttack
Melee accuracy. The hand on the hilt that decides whether the sword lands.
Strength
Melee damage. Each level on Strength shows up at the end of every swing.
Defense
formerly DefenceEvasion against every style of attack, and the key to heavier armour.
Vitality
formerly HitpointsYour hit-points pool. The skill that decides how long you stay standing.
Ranged
Bows, crossbows, javelins and throwing knives, and the discipline of holding your distance.
Magic
Spells, runes, and the quiet third leg of the combat triangle.
Vigil
formerly PrayerBury bones for Vigil Points, then spend them on boosts in a fight.
Quarry
formerly SlayerTask-driven combat. Take a task, hunt the target, earn Quarry XP and Quarry Marks.
Gathering
7 tradesWoodcutting
Trees to logs. The first AFK loop nearly every player runs.
Fishing
Raw fish for cooking, gold for the patient. The genre's most relaxing skill.
Mining
Ores for the Forging chain. Rocks deplete; you stand and swing.
Farming
Plant. Walk away. Return hours later. The skill that genuinely respects offline play.
Pilfering
formerly ThievingPick pockets for coin and unique drops. Risk per attempt, reward per success.
Hearth
formerly TownshipTend a settlement that runs on its own clock. The long game's long game.
Beachcombing
What the sea left overnight. The only trade whose yield depends on when you last looked.
Artisan
9 tradesKindling
formerly FiremakingBurn logs for XP, Coal and Ash. Light a bonfire and every burn pays more.
Cooking
Raw fish to healing food. The skill that makes long combat AFK possible.
Forging
formerly SmithingSmelt ores into bars, hammer bars into gear. The metal economy in one skill.
Handicraft
formerly CraftingLeather, dragonhide, jewellery and urns. Everything Forging doesn't cover.
Bowcraft
formerly FletchingBows, arrows, crossbows and bolts. The Ranged skill's artisan supply chain.
Inscription
formerly RunecraftingTurn Rune Essence into runes, staves and robes. The supply line for every spell Magic casts.
Apothecary
formerly HerbloreBrew potions from herbs. Combat boosts and skill boosts, one charge at a time.
Scrimshaw
Bone and shell carved into charms worth wearing. A whole equipment slot the other trades cannot fill.
Shipwrighting
One vessel, built once, for the length of the account. Where your bank space comes from now.
Wayfaring
4 tradesWayfaring
formerly AgilityBuild a course of obstacles, run it for XP, and keep the bonuses each obstacle grants.
Stargazing
formerly AstrologyStudy thirteen constellations and spend their dust on lasting boosts to the trades beneath them.
Binding
formerly SummoningFind a Bond, craft its tablets, wear the familiar. Twenty-five helpers for trade and combat.
Chartwork
Read the water ahead. Turn fragments into charts, and charts into places nobody else can reach.
Try the trades yourself. Become a Founding Tester.
Tideward is free in beta: on TestFlight for iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch, and on Google Play for Android phones and tablets. Join before launch and you are a Founding Tester: first crack at every build and a vote on the roadmap, plus the Founder's Mark profile icon on TestFlight.