Class Skills Cost Calculations

Of all of the data used in character generation, the most complex to decode has been the formula to determine the cost of skills. With a bit of diligence, it was possible to discover the formulas involved. Most importantly for players, the formulas reveal a behaviour so extreme that its almost an exploit.

And this behaviour? Learning bonuses are cumulative. More, they gain in benefit as the skill increases in level. This makes even a single level of a learning bonus very valuable at higher levels, and three or more on a single skill almost absurd.

So let's explore the forumula based on the input variables.

Skill

The obvious starting point is the skill itself. Skills are divided into two groups (low cost and high cost). In addition, each skill may have a level increment that causes the cost to increase. The following table defines the skills and their level increment.
CostIncrementSkills
Low0wL, wPl, dAl, dSl, tI, tP
Low1wA, wT, wPh, dP, mMw, tD, tSn, xNj
Low2wM, dAm, dSm, xCs, xCb, xDl, xHe, xIn, xIr, xSp
Low3wH, dAh, dSh, mCh, mSc
Low4tBs
High0wDl, gA, gB, mA, mC, mN, mR
High1 
High2wDh
Unimplemented gR, gS, mI, mAl, tSt

Low cost skills cost 1000 advancement points for level 1, high cost skills cost 3000 advancement points for level 1.

The increment number is an implied increase in the level of the skill to make it more expensive. This means that level 1 medium shield is calculated as if it were level 3 low cost skill instead, level 2 is a level 4 low cost skill, et cetera.

Base Level Cost

The base cost of the skill is determined by calculating the exponent of 2 raised to the power of the implied level - 1. This number is multipled by the starting cost for the skill (1000 for low cost skills and 3000 for high cost skills.)

base_cost = initial_cost * ( 2 ^ ( skill_level + level_increment - 1 ) )

Intelligence Bonus

Intelligence is worth half of a percent bonus per point over the base level of ten.

int_bonus = ( intelligence - 10 ) * 0.005

Learning Bonus by Skill

The learning bonus increases in value for each class that offers the bonus on a given skill. For example, a Fighter/Adept would have two learning bonuses on all light and medium armour and shield costs, while both have zero learning bonuses for arcane magic. The base value 0.74949 is raised to this value. (For those who'se math is rusty, this means that no learning bonuses at all gives a result of 1.0.)

learning_skill_factor = 0.74949 ^ num_learning_bonuses

Learning Bonus by Level

This is the complex one. In addition to the benefit gained simply by having learning bonuses, a second benefit it gained based on the level of the skill to be gained. This means that the benefit for having a learning bonus is greater for a level 4 skill than that for a level 3 skill. Add in multiple learning bonuses and this number can become very impressive.

level_skill_factor = ( 0.9 ^ num_learning_bonuses ) ^ ( skill_level - 1 )

Final Result

To determine the final advance cost, you need to multiply the various values together

cost = base_cost * int_bonus * learning_skill_factor * level_skill_factor

Now these results aren't perfect. In fact, they tend to be off by one or two points, but the numbers are very close. If anyone wants to fine-tune the results, please share the outcome of your efforts.

Sample Data

The following table shows the skill point costs for a low-cost skill from levels one through ten for a human male with an intelligence of twelve.

LevelNormalSingleDoubleTripleQuadQuint
1990742556416312234
219801336901608410277
3396024041461887538326
47920433023671293706386
515840779438351886928456
63168014029621327511217539
763360252531006540111598636
8126720454561630658482097752
9253440818222641685272753888
10506880147281427941243436121049

Pretty impressive results, no? Learning bonuses are the key to some absurdly powerful character builds.

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