The Path to Mastery: Training Rules
Gaining advanced proficiency in Class Skills requires more than experience; it demands rigorous study under a qualified mentor.
I. Training Requirements #
To advance a skill, a character must meet the following criteria:
- Qualified Mentor: You must find an NPC or PC trainer whose rank in the skill is equal to or higher than the rank you seek to attain.
- Sequential Progression: Mastery must be earned in order (e.g., you must be Skilled before training for Expert).
- Level Prerequisites: Your character level dictates the maximum rank you can achieve. Note that core Class Skills allow for earlier advancement than Weapon or Cross-Class skills.
| Rank Goal | Weapon / Cross-Class Level | Class Skill Level |
|---|---|---|
| Skilled (SK) | 5th Level | 3rd Level |
| Expert (EX) | 7th Level | 5th Level |
| Master (MS) | 9th Level | 7th Level |
| Grand Master (GM) | 15th Level | 13th Level |
II. The Training Process & Failure #
Training is an investment of both gold and time. All costs must be paid upfront.
- The Success Check: Halfway through the training duration, roll against the Chance of Training Success Table.
- If You Fail: The trainer determines you aren’t ready. You have two choices:
- Withdraw: Stop immediately for a 50% refund (unless the trainer is Chaotic). You must find a new trainer to try again.
- Persist: Complete the full duration. You lose all gold and time, but receive a +10% bonus to your success chance on your next attempt with a new trainer.
- Training with Equals: Learning from someone of your own rank is possible but carries only a 1% success chance. Most students who attempt this do so specifically to gain the +10% persistence bonus for future attempts.
III. Training Costs & Success Rates #
Cost & Duration Table
| Martial Skill | Guild Skill | Mote | Prayer | Time Required (wks) | Cost per Week (SP) |
|---|---|---|---|---|---|
| Basic(BS) | Junior Journeyman(JJm) | Cantrip | Temporal | 1 | 100 |
| Skilled(SK) | Journeyman(JM) | Charm | Celestial | 2 | 250 |
| Expert(EX) | Senior Journeyman(SJm) | Incantation | Empyreal | 4 | 500 |
| Master(MS) | Master(MS) | Enchantment | Eternal | 8 | 750 |
| Grand Master(GM) | Craft Master(CM) | Grand Mote | Hierarch | 12 | 1000 |
Success Chance Table
| Student’s Knowledge | Trainer’s BS/JJm | SK/Jm | EX/SJm | MS | GM/CM |
|---|---|---|---|---|---|
| None/Apprentice(Ap) | 60% | 80% | 95% | 99% | 99% |
| BS/JJm | 1% | 50% | 70% | 90% | 95% |
| SK/Jm | – | 1% | 40% | 60% | 80% |
| EX/SJm | – | – | 1% | 30% | 50% |
| MS | – | – | – | 1% | 20% |
| GM/CM | – | – | – | – | 1% |
IV. Alternative Study & Fatigue Creep #
If a character cannot devote full days (14+ hours) to training, they may study part-time. However, “fatigue creep” makes part-time study less efficient, requiring more total hours to reach the same goal.
- Consistency: Training must be daily. If you miss a total of 5 days, you must make an immediate Success Check. Failure means you lose progress and must restart from your last successful check.
- Academic Environments: In structured schools, instructors provide a 5% to 20% bonus to success checks, though the curriculum is often longer due to scheduled days off.
Selected Alternative Durations (Total Days to Complete)
| Required Full-Time | 12 Hrs/Day | 8 Hrs/Day | 4 Hrs/Day | 2 Hrs/Day |
|---|---|---|---|---|
| 1 Week (7 Days) | 9 Days | 14 Days | 31 Days | 64 Days |
| 4 Weeks (28 Days) | 34 Days | 56 Days | 123 Days | 255 Days |
| 12 Weeks (84 Days) | 103 Days | 169 Days | 368 Days | 764 Days |
Alternative Ranks for Skills #
| Title | Glantrian Motes | Alphatian Motes |
|---|---|---|
| BS | Penny Rank | Conjurer |
| EX | Baccara Rank | Magician |
| SK | Sovereign Rank | Enchanter |
| MS | Ducat Rank | Wizard |
| GM | Crown Rank | Arch-Mage |
