Skills & Training¶
Skills are ranks bought with training points (TP). Ranks convert to the bonuses combat, magic, and thievery use. Every skill caps per level, costs depend on your profession, and the bonus curve front-loads value into early ranks — so breadth pays.
Training points¶
Each level grants two pools, sized by your stats. Your profession's two prime requisites count double, and DIS + AUR feed both pools at half weight:
PTP per level = trunc( 25 + (STR + CON + DEX + AGI + (AUR + DIS)/2) / 20 )
MTP per level = trunc( 25 + (LOG + INT + WIS + INF + (AUR + DIS)/2) / 20 )
(each stat ×2 where it's a prime requisite). A typical starting sheet lands in the 40s–50s of each per level — and since stats grow slowly as you level, the grant creeps up over a character's life. Fresh characters receive their level-1 grant immediately. INFO shows unspent totals.
Spending — the TRAIN menu¶
TRAIN show the training sheet (skills, ranks, caps, costs)
TRAIN <skill> [count] buy ranks by name (fuzzy-matched), e.g. TRAIN edged 5
3 from the sheet, a bare number trains that skill once
3 5 "<number> <count>" trains five ranks of skill #3
Each skill keeps a fixed menu number for the life of the character — a capped skill keeps its slot (shown (max)) rather than reshuffling the list.
TP conversion (both ways, 2:1)¶
If you are short on one kind of point, training automatically converts the other at 2:1 — 2 MTP cover each missing PTP, and 2 PTP cover each missing MTP. You cannot convert both ways in the same rank, so being short on both pools still refuses. The sheet marks skills you cannot currently afford with *.
The rank cap¶
cap = (level + 1) × trainings-per-level
A skill trainable 2×/level caps at 4 ranks at level 1, 6 at level 2, 8 at level 3, and so on. "Trainings-per-level" is per skill and per profession (a Wizard may train Edged Weapons only 1×/level; a Warrior 2×). Caps keep young characters broad.
The bonus curve¶
Ranks give diminishing returns; the first ranks are the best value:
| Rank range | Bonus / rank | Cumulative |
|---|---|---|
| 1–10 | +5 | 10 → +50 |
| 11–20 | +4 | 20 → +90 |
| 21–30 | +3 | 30 → +120 |
| 31–40 | +2 | 40 → +140 |
| 41+ | +1 | 50 → +150 |
Ten ranks each in five skills (+50 × 5 = +250 of bonus) far outweigh fifty ranks in one (+150). This curve, plus the per-level cap, is why broad characters are strong.
Note
A few systems use raw ranks rather than this curve. Dodging contributes its raw ranks (plus AGI bonus) to Defensive Strength; lore contributes 3 × ranks to the cast roll. Where a skill departs from the standard curve it is noted on that system's page.
Skill list¶
Costs below are the default (Warrior-column) per-rank cost and trainings-per-level. Actual costs are per profession — see the next section.
Combat¶
| Skill | Key | P / M | ×/level | Role |
|---|---|---|---|---|
| Armor Use | skill.armor |
2 / 0 | 3 | Reduces armor hindrance; adds DS |
| Shield Use | skill.shield |
2 / 0 | 3 | Parry/block (needs a shield) |
| Edged Weapons | skill.edged |
2 / 1 | 2 | AS, parry, and RT with edged weapons |
| Blunt Weapons | skill.blunt |
2 / 1 | 2 | AS with blunt weapons |
| Two-Handed Weapons | skill.twohanded |
3 / 1 | 2 | AS with two-handers |
| Brawling | skill.brawling |
2 / 1 | 2 | Unarmed combat (3 s RT) |
| Multi-Weapon Combat | skill.multiweapon |
3 / 3 | 2 | Each rank sheds 1 of the off-hand AS penalty |
| Dodging | skill.dodge |
4 / 2 | 3 | Primary defense (DS); raw ranks + AGI |
| Combat Maneuvers | skill.maneuvers |
4 / 3 | 2 | Small AS contribution |
| Physical Fitness | skill.fitness |
2 / 0 | 3 | +3 max HP per rank (hard cap 150) |
Stealth & thievery¶
| Skill | Key | P / M | ×/level | Role |
|---|---|---|---|---|
| Hiding | skill.hiding |
4 / 4 | 2 | Quality of HIDE; sneak success |
| Perception | skill.perception |
0 / 3 | 2 | SEARCH; ANALYZE locks/traps |
| Picking Locks | skill.lockpicking |
2 / 2 | 3 | PICK endroll (+ DEX, + AGI assist) |
| Disarming Traps | skill.disarmtraps |
2 / 2 | 3 | DISARM endroll (+ DEX, + INT assist) |
| Picking Pockets | skill.pickpocket |
3 / 2 | 2 | STEAL endroll (+ DEX, + AGI assist); Rogue-cheap |
| Climbing | skill.climbing |
2 / 1 | 2 | CLIMB check (+ AGI) on climb-only exits |
| Swimming | skill.swimming |
2 / 0 | 2 | SWIM check (+ STR) on swim-only exits |
Magic¶
| Skill | Key | P / M | ×/level | Role |
|---|---|---|---|---|
| Harness Power | skill.harnesspower |
0 / 10 | 1 | +1 max mana per rank (any profession) |
| Spell Research | skill.spellresearch |
0 / 120 | 1 | Reserved for future spell gating |
| Fire Lore | skill.lore.fire |
tier | tier | Fire cast roll; raises safe tier |
| Air Lore | skill.lore.air |
tier | tier | Air cast roll; raises safe tier |
| Earth Lore | skill.lore.earth |
tier | tier | Earth cast roll; raises safe tier |
| Water Lore | skill.lore.water |
tier | tier | Water cast roll; raises safe tier |
Physical Fitness is the only way to raise maximum HP after creation. Harness Power is the universal mana skill — even a Warrior can build a pool with it.
Costs by profession¶
Skill costs are profession-specific. The pattern tracks the caster tier — squares buy steel cheaply and magic dearly; pures the reverse. Representative per-rank costs (PTP / MTP, with trainings-per-level):
| Skill | Warrior | Rogue | Ranger (Semi) | Wizard (Pure) |
|---|---|---|---|---|
| Edged Weapons | 2 / 1 (2×) | 2 / 1 (2×) | 3 / 1 (2×) | 6 / 1 (1×) |
| Dodging | 4 / 2 (3×) | 2 / 1 (3×) | 7 / 5 (2×) | 20 / 20 (1×) |
| Physical Fitness | 2 / 0 (3×) | 3 / 0 (2×) | 4 / 0 (2×) | 8 / 0 (1×) |
| Picking Locks | 2 / 2 (3×) | 1 / 1 (3×) | 2 / 2 (2×) | 2 / 2 (3×) |
| Harness Power | 0 / 10 (1×) | 0 / 9 (1×) | 0 / 5 (2×) | 0 / 4 (3×) |
The TRAIN sheet always shows your actual costs.
Lore costs by caster tier¶
Elemental lores are priced by tier (not in the per-profession matrix yet):
| Tier | Cost / rank | ×/level |
|---|---|---|
| Pure | 0 / 2 | 3 |
| Semi | 0 / 5 | 3 |
| Square | 0 / 12 | 2 |
A Wizard buys a lore rank for 2 mental points and can train it three times a level; a Warrior pays 12 and may train it twice. This is the economic gate on magic — see Character Creation.
Thievery discounts¶
Picking Locks and Disarming Traps are discounted for roguish professions: Rogue 1 / 1 (3×), Bard and Ranger 2 / 2 (2×); everyone else pays the standard 2 / 2 (3×) column.
See also¶
- Experience & Leveling — where TP comes from
- Combat — how weapon, dodge, and shield ranks feed AS/DS
- Magic System — how lore ranks feed the cast roll and safe tier