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FYI, you can only train skills up to 75% (plus modifier). Increased after that come strictly through experience. There are a couple of exceptions (lores and languages and .... anything else?) but those apply to all standard adventuring skills.
 
FYI, you can only train skills up to 75% (plus modifier). Increased after that come strictly through experience. There are a couple of exceptions (lores and languages and .... anything else?) but those apply to all standard adventuring skills.
 
One training session costs 10 L for skills 0-25%, 20 L for skills 25-50%, 40 L for skills 51-75%. Most skills can't be trained above 75%.
 
 
You can train 1 skill while carrying a full-time job per week. You can train 3 skills if you aren't working.
 
 
You pay half price for skills trained by your temple if you're an initiate.
 
  
 
=== Attribute Training ===
 
=== Attribute Training ===
 
You spend a season training with an instructor. At the end of the season, do an attribute check (just like a POW check), to see if it improves. Strength, Constitution, and Dexterity can be improved in that manner. Size and Intelligence can't be changed outside of magic and age. Charisma fluctuates with your fortunes, more like RQ2 did it. Successful adventures that people know about will boost it, while failed adventures that people know about will drop it.
 
You spend a season training with an instructor. At the end of the season, do an attribute check (just like a POW check), to see if it improves. Strength, Constitution, and Dexterity can be improved in that manner. Size and Intelligence can't be changed outside of magic and age. Charisma fluctuates with your fortunes, more like RQ2 did it. Successful adventures that people know about will boost it, while failed adventures that people know about will drop it.
 
This occupies one skill training 'slot' and costs the same as 8 weeks of skill training.
 
  
 
== Weaponmasters ==
 
== Weaponmasters ==

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