Those skills, though, come at a high price. You need gold to get practically anything done on Tacarigua, and that includes learning new abilities. Killing creatures and completing quests gives you Glory (XP) which can be spent to increase your base attributes, and you use gold to buy new abilities from trainers once your attributes are at a certain level. At the beginning, you can learn how to sneak, kick enemies away or be more resistant to damage; later on, you can learn how to make special items through voodoo, train a monkey to climb through a window and steal items for you, and most importantly,
how to brew your own rum. The skills quickly rise in price as you increase ranks, and unless you're diligent about making as much coin as possible, you can quickly run out of money. This becomes a big problem since several missions require gold or purchased items to proceed in them. Without it, your progress is blocked until you run out into the wilderness to kill things, and possibly discover a hidden campsite with a chest or two.
That means diving into the weakest portion of Dark Waters: its combat. If you saw the game's cinematic trailer, you might expect something like Batman: Arkham Asylum's brawling systems with some Assassin's Creed swordplay. Alas, when it comes to killing things, you'll spend 95% of the time just hacking and slashing your way through enemies with the normal attack because of how ridiculously difficult it is to do anything else. Combat skills beyond the simple attack and block rely on context-sensitive actions to trigger, which can also lead to serious frustration if you miss the narrow window of opportunity to activate them. In one mission, I had to use Kick on several massive, armored crabs to knock them over so they'd be easier to kill. But since the Kick button is also Jump, every time I'd go to Kick a crab when the game prompted me to, I'd instead take a short hop, followed quickly by a claw to the face. After two playthroughs and 12 hours, I still can't figure out how to Kick properly.
Don't like melee combat? Thinking about taking up the dark arts of voodoo instead? Well, be prepared to wait a while. You can't learn anything about voodoo until you've pleased the pirates and headed off to the second island of Dark Waters, several hours into the game proper. Even then, you can only learn voodoo if you decide to help out the native villagers being forced to work with the Titan-allied pirates, and skip the Inquisition colony that wants to drive the pirates out. However, you can still spend points on the attribute that governs voodoo from the moment you start your character, which can be disappointing for anyone gung-ho on making a dark magic warrior right out of the gate. This is a place where the developers would have been better off letting the player know they'll get the chance to do voodoo later on, or just preventing them from spending points on an attribute they won't be able to use until a few hours into the game.