Training Time and Costs Table #
| Level of Mastery Sought | Time Required (wks) | Cost per Week (SP) |
|---|---|---|
| Basic(BS)/Junior Journeyman(JJm) | 1 | 100 |
| Skilled(SK)/Journeyman(JM) | 2 | 250 |
| Expert(EX)/Senior Journeyman(SJm) | 4 | 500 |
| Master(MS) | 8 | 750 |
| Grand Master(GM)/Craft Master(CM) | 12 | 1000 |
Chance of Training Success 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% |
Training #
Gaining advanced skill mastery requires dedicated training beyond the basic level.
Training Requirements #
- Trainer: You must find an NPC or PC trainer who possesses knowledge of the skill equal to or greater than the level you wish to achieve. This often involves seeking out specific academies, monasteries, or masters during adventures.
- Sequential Learning: You can only train to the next level of mastery above your current rank (e.g., Basic to Skilled, not Basic to Expert).
- Cost and Time: Training requires time and money, detailed in the Training Times and Costs Table.
- Payment Upfront: All costs must be paid before training begins.
The Training Process and Failure
- Chance of Success: A chance of failure (see Chance of Training Success Table) applies to each training period. This is checked halfway through the training.
- Failure Notification: If you fail the roll, the trainer informs you that you are not ready to continue at that time.
- Options After Failure:
- Stop Training: You can stop immediately and receive a half refund of costs (unless the trainer is chaotic). You must find a new trainer for the same level of mastery.
- Continue Training: You can continue training for the full duration. You lose the entire cost and time, but gain a +10% bonus to success when training for that same level with a new trainer.
- Results of Failure: Failing a training period costs time and money, but you do not lose the skill choice; you simply need to train again until you succeed.
Training with an Equal #
While possible to learn from an equal-level trainer (1% chance of success), it is very difficult. It is always recommended to find a trainer of a higher level. When training with an equal, most choose to finish the full training period despite failure to gain the +10% bonus for their next attempt. Attaining Grand Master level is a long and arduous process.
Mastery Limits by Level #
Skilled Ranks can’t be achieved until 5th level
Expert Ranks can’t be attained until 7th level
Master Ranks can’t be attained until 9th level
Grand Master Ranks can’t be attained until 15th level
With the exception of Weapon Mastery Skills and Cross Class Skills, Class Skills can be achieved 2 levels sooner, so each progression can be obtained at 3rd, 5th, 7th, and 13th respectfully
Other Trainable Ranks for Skills #
| Title | Glantrian Motes | Motes | Prayers |
|---|---|---|---|
| BS | Penny Rank | Cantrip | Temporal |
| EX | Baccara Rank | Charm | Celestial |
| SK | Sovereign Rank | Incantation | Empyreal |
| MS | Ducat Rank | Enchantment | Eternal |
| GM | Crown Rank | Grand Mote | Hierarch |
Alternative Training Time #
The Skill Training Time presented above is based on full days spent on training, meaning no other activity can be done at the same time. The tables below show how many days it takes to complete training with alternative times devoted to training. The tables also include fatigue creep: The shorter the time devoted daily, the longer it takes to attain the goal of learning the new skill.
| # Days | Max Hrs | 12 Hrs | 10 Hrs | 8 Hrs | 6 Hrs | 4 Hrs | 2 Hrs |
|---|---|---|---|---|---|---|---|
| 1 Day | 14 | 2 | 2 | 2 | 3 | 4 | 9 |
| 2 Days | 28 | 3 | 3 | 4 | 6 | 9 | 18 |
| 3 Days | 42 | 4 | 5 | 6 | 8 | 13 | 27 |
| 4 Days | 56 | 5 | 6 | 8 | 11 | 18 | 36 |
| 5 Days | 70 | 7 | 8 | 10 | 14 | 22 | 46 |
| 6 Days | 84 | 8 | 9 | 12 | 17 | 26 | 55 |
| # Weeks | Max Hrs | 12 Hrs | 10 Hrs | 8 Hrs | 6 Hrs | 4 Hrs | 2 Hrs |
|---|---|---|---|---|---|---|---|
| 1 Week | 98 | 9 | 11 | 14 | 20 | 31 | 64 |
| 2 Weeks | 196 | 18 | 22 | 28 | 39 | 61 | 127 |
| 3 Weeks | 294 | 26 | 32 | 42 | 59 | 92 | 191 |
| 4 Weeks | 392 | 34 | 43 | 56 | 78 | 123 | 255 |
| 5 Weeks | 490 | 43 | 54 | 70 | 98 | 153 | 319 |
| 6 Weeks | 588 | 51 | 65 | 85 | 118 | 184 | 382 |
| 7 Weeks | 686 | 60 | 75 | 99 | 137 | 214 | 446 |
| 8 Weeks | 784 | 69 | 86 | 113 | 157 | 245 | 510 |
| 9 Weeks | 882 | 77 | 97 | 127 | 176 | 276 | 573 |
| 10 Weeks | 980 | 86 | 108 | 141 | 196 | 306 | 637 |
| 11 Weeks | 1078 | 94 | 119 | 155 | 216 | 337 | 701 |
| 12 Weeks | 1176 | 103 | 129 | 169 | 235 | 368 | 764 |
Characters may use these alternative times when training is not possible to devote their entire day. The training still has to be consistent daily, any cumulative breaks that totals 5 days, will force a Chance of Training Check. Failure does not mean the student is not compatible or untrainable, it simply means the student will have to start over from their last successful check.
When used in schools or universities, the “courses” will follow a curriculum by a qualified instructor. The DM can assign a 5%-20% bonus to the training checks. Also, the time is usually longer as the instructor can assign days off, usually one per week. The table below shows a typical curriculum time to spend at each level.
| Level | Hrs per day | Weeks/Days | Days Off |
|---|---|---|---|
| BS/JJm | 2 | 10/3 | 9 |
| SK/Jm | 4 | 10/0 | 9 |
| EX/SJm | 8 | 10/0 | 14 |
| MS | 8 | 18/3 | 16 |
| GM/CM | 10 | 21/0 | 18 |
