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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