Train between battles to reach your next skill choice
To gain skills during a Chained Beasts run, use the training opportunity between battles, earn enough XP to level up, and choose from the skills offered. The catch is that pushing the workout can also give you an affliction. Getting another upgrade is useful only if the price leaves your fighter able to use it.
The official Chained Beasts launch announcement says the game includes more than 70 skills. The training sequence described below is supported by player experience in Gohjoe's launch-review gameplay transcript, rather than a complete developer manual for every skill unlock.
How the training sequence works
In that recorded run, training adds XP toward a level-up while the workout carries a risk of an affliction. The player reads the possible downside, trains, and stops once the desired level is reached. The next choice screen offers skills for the build.
The first illustrated session is a useful example: a result of three XP followed by two reaches the five XP needed for that level. The player then stops rather than continuing to push the workout. Treat those numbers as an example from that session, not a promise that every future level or modified training session uses the same target.
When you reach your own trainer:
- Read the XP target and the possible training affliction.
- Check how much progress you already have.
- Train while the potential gain is worth the displayed risk.
- Stop when you have reached your goal or the downside is too expensive.
- Read the offered skills and select one that helps your current build.
The transcript also includes an item that grants XP at the start of a training session. If you have a training modifier, account for it before deciding how much more exercise to attempt.
Choose a skill you can actually activate
The most useful skill choice often strengthens something you already do. A perk that rewards blocked projectiles needs you to block them; a punch-focused perk needs you to fight unarmed. Read the trigger as carefully as the bonus.
In the recorded player experience, one early selection makes blocked projectiles land nearby and prepares a critical attack. Another lets the player pick up stunned enemies. Later choices support punches, critical hits, executions, and movement speed. These are examples of the different directions a run can take, rather than a guaranteed sequence of offers.
Ask two questions before committing: “How often will I trigger this?” and “Does it help with the problem that is hurting this run?” A modest bonus you use constantly may serve you better than an impressive effect built around an action you rarely perform.
Avoid buying a level with an unmanageable affliction
Training can make your fighter stronger and harder to control at the same time. In the launch-review transcript, the player repeatedly checks the possible affliction before deciding whether to continue. That is a useful habit to copy even when your own build is very different.
Consider combinations. A movement restriction can be especially awkward if you are already struggling to reach enemies or preserve stamina. Losing control of weapon handling matters differently to a weapon-focused build than to a fighter built around punches. Make the decision around what your character can still do afterward.
Do not assume you must keep exercising whenever training remains available. Stopping is part of managing the risk. Reaching the next battle with a functioning build can matter more than squeezing out one additional upgrade.
There is also a distinction between gaining a skill in a run and permanently unlocking entries across runs. The sources here demonstrate the former, but do not establish every permanent unlock requirement, a complete skill tree, or a way to force a specific skill to appear.
FAQ
How do I get skills during a run?
Train between battles, gain enough XP for a level-up, and select a skill from the resulting offers. The launch-review player experience demonstrates this sequence.
Is the training target always five XP?
Five XP is shown for one early level in the recorded run. Check your displayed target and modifiers instead of applying that number to every session.
Can I guarantee a particular skill will appear?
The available material does not establish a method for forcing a specific offer. Plan around the choices you actually receive.
Are all skill unlocks permanent?
The documented training examples show skills gained for the ongoing run. They do not provide enough information to promise that every selection permanently unlocks something for later runs.