Learning and improving skills

At the end of each adventure session hero action points are awarded according to the difficulty of the encounters. After each adventure any skill may be increased by one place only.

After each adventure Training Points are awarded.

To raise any skill the sacrifice of training points is needed during the training. If the skill has been used during the adventure then the number of Training points needed is the level that is being trained to. If the skill has not been used in anger then the TP cost is doubled. This means that those skills practiced under fire are the easiest one to train up in.

In many cases training must be performed at a suitable location such as a fighting school/ wizards laboratory where there is access to plenty of training apparatus. In most cases training cannot be performed whilst adventuring as dedicated time is required for the activities.

Related Skills

One weapon skill is often closely related to another. Similar weapons (in the same group but not miscellaneous) may be used at 1d8 +skill.

Training Point Costs

Maximum Improvements

When training between adventures it is only possible to increase your skills by a limited amount.

  • Skills may increase by 1 level,.
  • Power points by 10%+1 (Round up, bonus points rolled may take you over the normal limit).
  • Stamina points by 10%+1 (Round up, bonus points rolled may take you over the normal limit).

Skill Increases

The number of points required to increase an ability is the level of the ability that is being gained. (Double if not used in anger since the last training session)



Gaining stamina does not cost anything.

Additional stamina points may be gained by training for 1 day and using one training point.

Characters may gain an additional points equal to their CON each time their combat skill rises. (For this purpose Deadly attack also counts as a combat skill).


Stamina (excluding Breathers) may not exceed :

10 + (6+Constitution) x Endurance.

Points are equally split across the stamina columns (excluding Breather) starting from the slowest to recover.

Typical stamina (including starting and breathers (5)) for a given class is approximately 2/3 of the maximum:

Constitution 2 1 0 -1
Endurance 2:3 1:2 1:3 1:4
Level Fighter Priest Rogue Mage
1 17 13 11 10
2 19 16 13 11
3 23 18 15 12
4 28 21 17 13
5 32 23 19 14
6 36 26 21 15
7 41 28 23 16
8 45 31 25 17

It is expected that Endurance rises with level in the ratio given.


Additional wound points may be gained by increasing your constitution.

Power points

Gaining power points does not cost any gold.

Maximum power points for a given level

Spell / faith level
17 21 25 29
20 26 32 38 44
29 37 45 53 61
40 50 60 70 80
53 65 77 89 101
68 82 96 110 124
85 101 117 133 149
104 122 140 158 176

Approximate expected power

= bonus + level squared

Intelligence / Willpower



1 2 3 4 5
1 2 3 4 5 6
2 6 8 10 12 14
3 12 15 18 21 24
4 20 24 28 32 36
5 30 35 40 45 50
6 42 48 54 60 66
7 56 63 70 77 84
8 72 80 88 96 104
9 90 99 108 117 126


Additional power points may be gained by training for 1 day and using 1 training point. Characters with high intelligence gain an additional points equal to their intelligence when their Arcane Knowledge rises.

Your willpower controls the mental strain you can put up with and your Arcane knowledge ability gives you the skill to control and therfore be less affected by the power, This limits the number of power points you may have.

Arcane knowledge * (Arcane knowledge + 2xWillpower) +5


Additional power points may be gained by training for 1 day and using 1 training point. Characters with high Willpower gain an additional points equal to their Willpower when their Faith rises.

Power points may not exceed your

Faith x (Faith+2xWillpower) +5

Spells and Prayers


Mages don't need training points to learn spells. They require 1 day's teaching per power point of spell.

When being taught a new spell level for a spell type (e.g. elemental level 4) the mage will also teach one spell of that level which is automatically learnt as they will have examined it in detail as part of the training to the new level.

Mages need to learn Arcane Knowledge to the spell level before they can learn any spells of that level.

To train in Arcane knowledge you require 1 speciality at the level below and an additional speciality at each lower level.

e.g. To train to AK 5 you could have

  • Level 4 Alteration
  • Level 3 Electro-Magnetism
  • Level 2 Divination
  • Level 1 Force

You need Arcane Artistry to a level dependent upon the spell level.


Priests gain about 2 prayer levels for each TP sacrificed in good causes to the god (e.g. using it to improve your concentration on the perfection of a statue whilst creating a shrine). These acts for you god will take 1 day per training point spent. Substantial monetry donations will also please the god, 100 gold will buy about 1PP of spell though you are unlikely to be granted more than 1 PP for every 3 learnt through training as your god needs you to learn learn control and contemplation not just prayer reading.

Priests need to learn between 1/2 of the spells at any given level before the god invites them to train for the next level. They cannot buy spells of their highest level with donations.

Attribute increases

Attributes naturally increase by sustained adventuring. Long nights and hard fights will increase your constitution and strength, burying your head in books of spells increases your intelligence (?).

A character must be using the attribute to be able to increase it, therefore they must have trained in a skill whose attribute is the one desired to at least the level indicated; magic or permanent racial bonuses do not count towards this.

Bonuses which may have been gained from the higher attribute such as bonus stamina or power points cannot be gained retrospectively.

Any skill can be used to increase you attributes. The attribute may increase when you reach the minimum level according to the table.

  • You may gain the increase for any different skill that reaches the necessary level. You can only gain +1 in any attribute without increasing your base skill.
New Attribute
Training Points
Minimum Level Required
Max +2
Max +1
Starting Max (3)
Max -1
Max -2
<=Max -3

e.g. Grakis the human mage can put up his Intelligence from 3 to 4 when he can cast 5th level spells and then to Intelligence 5 when he can cast 7th level spells.


Alertness is used in the parry skill which isn't directly tracked. It may therefore be put up when any melee weapon has reached the required level (instead of strength or dexterity).


Constitution may also be increased when a character reaches certain Stamina Point levels (excluding any given by familiars or similar).

Note that an increase in Constitution also gives an additional 2WP and a corresponding Stamina Point.


Permanent saving throws

Savings throws are based on skills so may be increased by improving the skill.

Costs and time scales

Stamina and abilitiy increases do not require training or costs, the act of adventuring increases your abilities.

Almost all skills require a trainer to teach you the more elaborate tricks and techniques however some such as ranged weapons only need half the time in taught instruction and the other half in practice.

  • Knight's sword needs a coach and sparring partners.
  • Longbow after technique correction can be practiced alone.
  • Wizards need another wizard with a laboratory.
  • Priests only need to spend time in devout prayer at a consecrated temple or shrine, sacrificing hero points to their god.

Training normally requires 1 day per training point used however it is also dependant upon

  • Your intelligence
  • Trainer's ability (level)


You pay for the trainer plus materials each day at the daily rate for the trainer's level.

  • Mages charge double the normal rate
  • Feats cost 50g and 1 day up to level 4; 200g and 2 days above level 4

You still need to pay for board and lodge whilst training.

Facilities & equipment used are provided by the trainer and included in the cost.


In general trainers should be of a level higher than the level you are training to, if not their own lack of technique will cause them to take longer to train you.

Cost is dependant upon their level.

This will vary, according to the number of trainers available and an influence check.

Normally training only occurs from Monday to Saturday, if training on a Sunday is required the cost will be tripled for that day.

Training whilst adventuring

Training in certain skills is possible whilst adventuring so long as it does not need specialised equipment such as a laboratoory. However the timescale is stretched to 1 week per training point as you can't get continuous uninterupted study and practise. Additionally you 50% more training points (round up) to counter any missing basic training equipment.

Age of People

Adventurers rise much more quickly in levels than stay at home mages or priests as their training is much more intense and stressful. The age of people at a given skill level will depend upon their chosen profession


Level Mage Priest Thief Fighter
1 20 20 15 18
2 20 20 15 18
3 21 22 16 19
4 23 24 16 19
5 25 28 17 20
6 28 35 18 20
7 33 43 19 21
8 39   20 22
9 49   21 23
10     23 24
11     25 25
12     27 26
13     30 27
14     33 28
15     36 30


For mages and priests this relates to Arcane Knowledge and Faith skills.


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