Skill training and specialization costs
Basic costs
Zero indicates the skill is free and does not cost any skill credits OR that it cannot be specialized
- Alchemy 6/6
- Arcane Lore 4/2
- Armor Tinkering 4/0
- Assess Creature 4/2
- Assess Person 2/2
- Axe 6/6
- Bow 8/8
- Cooking 4/4
- Creature Magic 8/8
- Cross Bow 6/6
- Dagger 4/4
- Deception 4/2
- Fletching 4/4
- Healing 6/4
- Item Magic 8/8
- Item Tinkering 2/0
- Jump 0/4
- Leadership 4/2
- Life Magic 12/8
- Loyalty 0/2
- Mace 6/6
- Magic Defense 0/12
- Magic Item Tinkering 4/0
- Mana Conversion 6/6
- Melee Defense 10/10
- Missile Defense 6/4
- Run 0/4
- Spear 4/4
- Staff 4/4
- Sword 8/8
- Thrown Weapons 6/6
- Unarmed Combat 6/6
- War Magic 16/12
- Weapon Tinkering 4/0
How Many Skill Credits do you get?
50 at Creation - unused credits carry over to post creation
Levels 1 - 10 = 9 credits (every level: 2, 3, 4, 5, 6, 7, 8, 9, 10)
Levels 11 - 20 = 5 credits (every other level: 12, 14, 16, 18, 20)
Levels 21 - 29 = 3 credits (every 3 level: 23, 26, 29)
Levels 30 - 35 = 2 credits (32 and 35)
Levels 36- 130 = 19 credits (every 5 level: 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120, 125, 130)
Levels 131-160 = 3 credits (every 10 level: 140, 150, 160)
Levels 161-200 = 2 credits (every 20 level: 180, 200)
Levels 201-275 = 3 credits (every 25 level: 225, 250, 275)
AC:DM Skill credit quest - 1 credit
AC:ToD Skill credit quest - 1 credit
Total available credits thru level 275 = 98
A total of 64 credits may be applied to specialized skills including credits used to initially train that skill.
Thanks a lot to
Dei Ray of Harvestgain∞ for all this info here.
CategoryCharacterTemplates,
CategoryQuests
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