Difference between revisions of "Skill"

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'''Skills''' represent your character's ability to perform several different offensive, defensive and magical activities.  Starting skill levels depend on character [[species]] and [[background]].  As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), with bonuses based on species [[aptitudes]].  Skill levels are capped at [[27]].
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'''Skills''' represent your character's effectiveness in offensive, defensive, and magical disciplines.  Starting skill levels depend on character [[species]] and [[background]].  As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), multiplied by species' [[aptitudes]].  Skill levels are capped at [[27]].
  
Skill management is central to strategic play.  Focusing your skill points to align with your [[aptitudes]], available [[Item|equipment]], and play style will make or break a character.   
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Skill management is central to strategic play.  Allocating your XP to align with your [[aptitudes]], available [[Item|equipment]], and playstyle will make or break your character.   
  
Every species is rated from -5 to +5 in each skill, with higher scores giving faster skill progress. Training low-aptitude skills is possible, but will be notably slower and hence may leave characters under-prepared for later content.  
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Every species is rated from -5 to +9 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but will be notably slower and may leave characters underprepared for later challenges.  
  
 
==Skill Types==
 
==Skill Types==
Skills are divided into three categories:
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Skills can be divided into three categories:
  
'''Offense'''
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===Offense===
*[[Fighting]]: Improves your damage and accuracy in melee and increases your max [[HP]].
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*'''[[Fighting]]:''' Improves melee damage, melee accuracy, and max [[HP]].
*Weapon skills: Improve your damage, accuracy, and attack speed with a specific weapon group. Training a weapon skill will also give a bonus to any skills that [[crosstrain]]s with it.
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*'''Weapon skills:''' Improve damage, accuracy, and attack speed with a weapon group. Training a weapon skill also gives a bonus to any skills that [[cross-train]] with it.
**[[Axes]]: Axes.     ''Crosstrains with [[Maces & Flails]] and [[Polearms]]''
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**'''[[Axes]]:''' Axes. ''(Cross-trains with [[Maces & Flails]] and [[Polearms]])''
**[[Bows]]: Bows.
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**'''[[Bows]]:''' Shortbows and Longbows.
**[[Crossbows]]: Crossbows.
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**'''[[Crossbows]]:''' Hand crossbows, arbalests, and triple crossbows.
**[[Long Blades]]: Swords.     ''Crosstrains with [[Short Blades]]''
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**'''[[Long Blades]]:''' Swords. ''(Cross-trains with [[Short Blades]])''
**[[Maces & Flails]]: Maces, flails and whips.     ''Crosstrains with [[Axes]] and [[Staves]]''
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**'''[[Maces & Flails]]:''' Maces, flails, and whips. ''(Cross-trains with [[Axes]] and [[Staves]])''
**[[Polearms]]: Spears, tridents, etc.     ''Crosstrains with [[Axes]] and [[Staves]]''
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**'''[[Polearms]]:''' Spears, tridents, etc. ''(Cross-trains with [[Axes]] and [[Staves]])''
**[[Short Blades]]: Daggers, short swords, rapiers etc.     ''Crosstrains with [[Long Blades]]''
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**'''[[Short Blades]]:''' Daggers, short swords, rapiers etc. ''(Cross-trains with [[Long Blades]])''
**[[Slings]]: Slings. ''crosstrains with [[Throwing]]''
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**'''[[Slings]]:''' Hunting slings and fustibali. ''(Cross-trains with [[Throwing]])''
**[[Staves]]: Quarterstaves, lajatangs and magical staves.     ''Crosstrains with [[Maces & Flails]] and [[Polearms]]''
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**'''[[Staves]]:''' Quarterstaves, lajatangs, and magical staves. ''(Cross-trains with [[Maces & Flails]] and [[Polearms]])''
**[[Throwing]]:  Thrown weapons & blowguns.     ''crosstrains with [[Slings]]''
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**'''[[Throwing]]:''' Thrown weapons. ''(Cross-trains with [[Slings]])''
**[[Unarmed Combat]]: When without a wielded weapon. [[Auxiliary attacks]] are ''not'' improved.
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**'''[[Unarmed Combat]]:''' Fighting without a wielded weapon. Most [[auxiliary attacks]] are ''not'' improved.
  
'''Defense'''
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===Defense===
*[[Armour (skill)|Armour]]: Improves the [[AC]] bonus armour gives (more effective with heavier armour). Reduces the impact of armour [[EV]] and [[spell success]] penalties.
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*'''[[Armour (skill)|Armour]]:''' Improves the [[AC]] bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour [[EV]] and [[spell success]] penalties.
*[[Dodging]]: Improves [[EV]]. More effective with lighter [[armour]] and higher [[dexterity]].
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*'''[[Dodging]]:''' Improves [[EV]]. More effective with lighter [[armour]] and higher [[dexterity]].
*[[Shields (skill)|Shields]]: Improves the [[SH]] bonus [[shields]] gives you. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.
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*'''[[Shields (skill)|Shields]]:''' Improves the [[SH]] bonus from wearing a [[shield]]. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.
*[[Stealth]]: Reduces the likelihood of unaware monsters detecting you. Increases the chance of out of sight monsters losing track of you.
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*'''[[Stealth]]:''' Reduces the likelihood of unaware monsters detecting you, increases the chance of out-of-sight monsters losing track of you, and improves [[stab]]bing damage. More effective with lighter [[armour]] and higher [[dexterity]].
  
'''Magic'''
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===Magic===
*[[Spellcasting]]: Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.
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*'''[[Spellcasting]]:''' Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, reduces [[spell hunger]] costs, increases your max [[MP]], and grants you extra spell levels to memorize more spells.
*[[Invocations]]: Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.
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*'''[[Invocations]]:''' Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.
*[[Evocations]]: Improves the effectiveness of using [[wand]]s and [[evocable]]s. Increases your max [[MP]].
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*'''[[Evocations]]:''' Improves the effectiveness of using [[wand]]s and [[evocable]]s. Increases your max [[MP]].
  
The highest of your [[Spellcasting]], [[Invocations]] and [[Evocations]] skills will determine your [[MP]] bonus. For this purpose each level of Spellcasting skill counts as two.
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The highest of your [[Spellcasting]], [[Invocations]], and [[Evocations]] skills will determine your [[MP]] bonus. For this purpose, each level of Spellcasting skill counts as two.
  
*[[Spell school]] skills: Improve [[spell power]] and [[spell success|success rate]]. Casting a single spell may rely on more than one skill.
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*'''[[Spell school]] skills:''' Improve [[spell power]] and [[spell success|success rate]] for all spells of that school. Many spells rely on more than one skill.
**[[Air Magic]]: Mainly attack spells that focus on [[wind]] and [[electricity]].
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**'''[[Air Magic]]:''' Spells that focus on wind, [[cloud]]s, and [[electricity]].
**[[Conjurations]]: Direct attack magic.
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**'''[[Conjurations]]:''' Direct attack magic.
**[[Charms]]: Magic to enhance your abilities.
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**'''[[Charms]]:''' Magic to enhance your abilities.
**[[Earth Magic]]: Mainly attack spells that involve manipulation of the earth.
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**'''[[Earth Magic]]:''' Spells that involve physical damage and manipulation of the earth.
**[[Fire Magic]]: Attack spells that involve fire.
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**'''[[Fire Magic]]:''' Spells that involve [[fire]].
**[[Hexes]]: Magic to weaken enemies.
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**'''[[Hexes]]:''' Magic used to weaken enemies.
**[[Ice Magic]]: Mainly attack and enhancing spells that involve cold.
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**'''[[Ice Magic]]:''' Spells that involve [[cold]] and ice.
**[[Necromancy]]: Spells involving manipulation of negative energy and the undead.
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**'''[[Necromancy]]:''' Spells involving manipulation of life, [[negative energy]], and the [[undead]].
**[[Poison Magic]]: Magic involving poison.
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**'''[[Poison Magic]]:''' Spells involving [[poison]].
**[[Summonings]]: Magic involving temporarily creating allies.
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**'''[[Summonings]]:''' Spells that temporarily create allies.
**[[Translocations]]: Move yourself, enemies or objects.
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**'''[[Translocations]]:''' Move yourself, enemies, or objects.
**[[Transmutations]]: Transform yourself, enemies or objects.
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**'''[[Transmutations]]:''' Transform yourself, enemies, or objects.
  
 
==The Skill Screen==
 
==The Skill Screen==
Pressing '''m''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.
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Pressing '''m''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' key.
  
 
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.
 
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.
  
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that.  Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.
+
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that.  Most veteran players advise always using manual mode, as it allows for far more precise control over where your experience goes. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.
  
You can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields skill-to-remove-penalty by entering the item description and pressing '''s'''. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.
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You can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields' skill-to-remove-penalty by entering the item description and pressing '''s'''. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.
  
 
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets.  
 
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets.  
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**Having abilities provided by [[Kikubaaqudgha]] will allow training [[Necromancy]].
 
**Having abilities provided by [[Kikubaaqudgha]] will allow training [[Necromancy]].
 
*You must worship a god who grants invocable powers to train [[Invocations]].
 
*You must worship a god who grants invocable powers to train [[Invocations]].
*You must be carrying an [[evocable items|evocable item]] or have abilities provided by [[Nemelex]] to train [[Evocations]].
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*You must be carrying an [[evocable items|evocable item]] to train [[Evocations]].
  
 
Additionally carrying a [[manual]] will always allow training the associated skill. Skill points gained from drinking a [[potion of experience]] are not subject to these restrictions.
 
Additionally carrying a [[manual]] will always allow training the associated skill. Skill points gained from drinking a [[potion of experience]] are not subject to these restrictions.
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==Experience Required==
 
==Experience Required==
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:
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The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27.
  
 
{| class="wikitable"
 
{| class="wikitable"
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points
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! Level !! Total skill points!! Percentage !! !! Level !! Total skill points !! Percentage !! !! Level !! Total skill points !! Percentage
 
|-
 
|-
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300
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| 1 || 50 || 0.2% || || 10 || 2,800 || 9.4% || || 19 || 12,300 || 41.3%
 
|-
 
|-
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950
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| 2 || 150 || 0.5% || || 11 || 3,450 || 11.6% || || 20 || 13,950 || 46.9%
 
|-
 
|-
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750
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| 3 || 300 || 1.0% || || 12 || 4,200 || 14.1% || || 21 || 15,750 || 52.9%
 
|-
 
|-
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700
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| 4 || 500 || 1.7% || || 13 || 5,050 || 17.0% || || 22 || 17,700 || 59.5%
 
|-
 
|-
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800
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| 5 || 750 || 2.5% || || 14 || 6,000 || 20.2% || || 23 || 19,800 || 66.6%
 
|-
 
|-
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050
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| 6 || 1,050 || 3.5% || || 15 || 7,050 || 23.7% || || 24 || 22,050 || 74.1%
 
|-
 
|-
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450
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| 7 || 1,400 || 4.7% || || 16 || 8,200 || 27.6% || || 25 || 24,450 || 82.2%
 
|-
 
|-
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000
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| 8 || 1,800 || 6.1% || || 17 || 9,450 || 31.8% || || 26 || 27,000 || 90.8%
 
|-
 
|-
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750
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| 9 || 2,250 || 7.6% || || 18 || 10,800 || 36.3% || || 27 || 29,750 || 100%
 
|}
 
|}
  
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.
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These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.  The resulting multipliers are in the chart below.
 
{| class="wikitable"
 
{| class="wikitable"
! Aptitude  
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! Aptitude
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5
+
|| +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5
 
|-
 
|-
 
! XP Multiplier
 
! XP Multiplier
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42
+
|| 4.76 || 4.0 || 3.36 || 2.83 || 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42
 
|}
 
|}
 
These amounts are also themselves significantly increased as your character gains more and more skill experience.  At higher levels, the amount of actual experience required to produce the same increase in skill levels reaches as high as 265 times the amount of experience a character with no skill experience would require.  However, mobs in the late game give drastically more experience, so this effect is not too difficult to overcome.
 
 
 
==History==
 
==History==
 
*[[0.21]] - Added skill targets.
 
*[[0.21]] - Added skill targets.
 
*[[0.18]] - Added the ability to see the relative cost of training different skills.
 
*[[0.18]] - Added the ability to see the relative cost of training different skills.
 
*[[0.15]] - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.
 
*[[0.15]] - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.
*[[0.13]] - Removed [[Stabbing]] and [[Traps]] skills.
+
*[[0.13]] - Removed [[Stabbing]] and [[Traps (skill)|Traps]] skills.
*[[0.12]] - Equalized all skill costs. Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.
+
*[[0.12]] - Equalized all skill costs. Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.
 
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.
 
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.
 
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.
 
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.
*[[0.9]] - Change to current skill system. Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.
+
*[[0.9]] - Change to current skill system. Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.
  
 
==See Also==
 
==See Also==

Revision as of 18:21, 10 October 2020

Version 0.25: This article may not be up to date for the latest stable release of Crawl.

Skills represent your character's effectiveness in offensive, defensive, and magical disciplines. Starting skill levels depend on character species and background. As characters earn experience, XP is spread across different skills according to the distribution specified on the Skill Screen (m), multiplied by species' aptitudes. Skill levels are capped at 27.

Skill management is central to strategic play. Allocating your XP to align with your aptitudes, available equipment, and playstyle will make or break your character.

Every species is rated from -5 to +9 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but will be notably slower and may leave characters underprepared for later challenges.

Skill Types

Skills can be divided into three categories:

Offense

Defense

  • Armour: Improves the AC bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour EV and spell success penalties.
  • Dodging: Improves EV. More effective with lighter armour and higher dexterity.
  • Shields: Improves the SH bonus from wearing a shield. Reduces and eliminates the impact of shield EV and spell success penalties.
  • Stealth: Reduces the likelihood of unaware monsters detecting you, increases the chance of out-of-sight monsters losing track of you, and improves stabbing damage. More effective with lighter armour and higher dexterity.

Magic

The highest of your Spellcasting, Invocations, and Evocations skills will determine your MP bonus. For this purpose, each level of Spellcasting skill counts as two.

The Skill Screen

Pressing m will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the * key.

You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.

The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the / key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that. Most veteran players advise always using manual mode, as it allows for far more precise control over where your experience goes. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.

You can set skill targets by pressing = in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields' skill-to-remove-penalty by entering the item description and pressing s. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.

Pressing ! will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets.

Skill Requirements

In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:

  • You must have an appropriate weapon in order to train its weapon skill.
  • You must be carrying a shield to train Shields.
  • You must have a spell of a particular school memorized to train that school's skill.
  • You must worship a god who grants invocable powers to train Invocations.
  • You must be carrying an evocable item to train Evocations.

Additionally carrying a manual will always allow training the associated skill. Skill points gained from drinking a potion of experience are not subject to these restrictions.

Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far.

Experience Required

The chart below shows how many total skill points must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27.

Level Total skill points Percentage Level Total skill points Percentage Level Total skill points Percentage
1 50 0.2% 10 2,800 9.4% 19 12,300 41.3%
2 150 0.5% 11 3,450 11.6% 20 13,950 46.9%
3 300 1.0% 12 4,200 14.1% 21 15,750 52.9%
4 500 1.7% 13 5,050 17.0% 22 17,700 59.5%
5 750 2.5% 14 6,000 20.2% 23 19,800 66.6%
6 1,050 3.5% 15 7,050 23.7% 24 22,050 74.1%
7 1,400 4.7% 16 8,200 27.6% 25 24,450 82.2%
8 1,800 6.1% 17 9,450 31.8% 26 27,000 90.8%
9 2,250 7.6% 18 10,800 36.3% 27 29,750 100%

These amounts are then adjusted based on your character's aptitudes. An aptitude of n means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would. The resulting multipliers are in the chart below.

Aptitude +9 +8 +7 +6 +5 +4 +3 +2 +1 +0 -1 -2 -3 -4 -5
XP Multiplier 4.76 4.0 3.36 2.83 2.38 2.0 1.68 1.41 1.19 1.0 0.84 0.71 0.59 0.5 0.42

History

  • 0.21 - Added skill targets.
  • 0.18 - Added the ability to see the relative cost of training different skills.
  • 0.15 - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.
  • 0.13 - Removed Stabbing and Traps skills.
  • 0.12 - Equalized all skill costs. Formerly, Spellcasting cost 130%; Invocations, Evocations, and Stealth 80%.
  • 0.10 - Stealth cost changed from 50% to 80%.
  • 0.10 - Equipment impact on skill training standardized from skill level 0-27.
  • 0.9 - Change to current skill system. Formerly, XP was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying victory dancing designed to funnel the XP appropriately.

See Also

Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations