SubSkillsWording
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| Skill | Old Text | New Text |
|---|---|---|
| 31.2 Armourer | An armourer may gain additional categories after achieving rank 10 by the expenditure of 10,000 Experience Points per category. | Additional categories may be gained by spending 5,000 Experience Points and 4 weeks training time per category. These costs are discounted by 25% if the armourer has reached rank 8, or by 50% if they have reached rank 10. |
| 35.2 Beast Master | A beast master may acquire the ability to train additional types of creatures after they have achieved Rank 10 by the expenditure of 2500 Experience Points per type. | A beast master may acquire the ability to train additional types of creatures by spending 5,000 Experience Points and 4 weeks training per type. These costs are discounted by 25% if the beast master has reached rank 8, or by 50% if they have reached rank 10. |
| 36.2 Courtier | Additional abilities may be gained after achieving Rank 10, by the expenditure of 1,000 Experience Points and 2 weeks of training. Individual Base Chances are not provided for the various courtier skills; rather there is a generic Base Chance of 3 × appropriate characteristic (+ 5 / Rank), modified by the GM to reflect the difficulty of the feat being attempted. | Additional abilities may be gained by the expenditure of 1,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the courtier has reached rank 8, or by 50% if they have reached rank 10. |
| 40.3 Mechanician | After Rank 0 a mechanician acquires one new ability per Rank. Additional abilities may be gained after achieving Rank 10, by the expenditure of 1500 Experience Points and 4 weeks of training. | After Rank 0 a mechanician acquires one new ability per Rank. Additional abilities may be gained by the expenditure of 2,500 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the mechanician has reached rank 8, or by 50% if they have reached rank 10. |
| 41.2 Merchant | If a merchant wishes to add a new speciality after attaining Rank 10, they must expend 1500 Experience Points per speciality. | If a merchant wishes to add additional specialities, they must expend 4,000 Experience Points and 4 weeks of training per speciality. These costs are discounted by 25% if the merchant has reached rank 8, or by 50% if they have reached rank 10. |
| 42.2 Military Scientist | Once a character has achieved Rank 10 they may learn extra fields at a cost of 1500 EP and 4 weeks of training. The fields are: | Additional fields may be learnt by an expenditure of 3,000 EP and 4 weeks of training per field. These costs are discounted by 25% if the military scientist has reached rank 8, or by 50% if they have reached rank 10. |
| 46.2 Spy | In addition, a spy gains one further ability per Rank. Additional abilities may be gained after achieving Rank 10, by the expenditure of 500 Experience Points and 2 weeks of training. | A spy gains one further ability per Rank. Additional abilities may be gained by the expenditure of 2,500 Experience Points and 4 weeks of training. These costs are discounted by 25% if the Spy has reached rank 8, or by 50% if they have reached rank 10. |
| 47.2 Thief | Additional abilities may be gained after achieving Rank 7, by the expenditure of 1000 Experience Points and 2 weeks of training. | Additional abilities may be gained by the expenditure of 4,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the thief has reached rank 8, or by 50% if they have reached rank 10. |
| 48.1 Troubadour | Additional abilities may be gained after achieving Rank 10, by the expenditure of 500 Experience Points and 2 weeks of training. Individual Base Chances are not provided for the various troubadour skills; rather there is a generic Base Chance of 3 × appropriate characteristic (+ 5 / Rank), modified by the GM to reflect the difficulty of the feat being attempted. | Additional abilities may be gained by the expenditure of 1,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the troubadour has reached rank 8, or by 50% if they have reached rank 10. |
| 50.2 Weaponsmith | A weaponsmith may gain additional abilities after achieving Rank 10 by the expenditure of 10000 experience points per ability. | Additional abilities may be gained by the expenditure of 5,000 Experience Points and 4 weeks of training per ability. These costs are discounted by 25% if the weaponsmith has reached rank 8, or by 50% if they have reached rank 10. |
The Thief change was added to this table on 6 June 2008, and has not yet been voted on.
