skill-system

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Skill System

Skills, stats, and gains on Beyond Sosaria.

  • The default cap on any single skill is 100.0.
  • New characters are created with every skill already at 100.0, and each skill's individual cap left at 100.0.
  • A power scroll raises the cap of a single skill to the scroll's value and immediately sets the skill to that new cap.
  • Most Power Scrolls are Progressive and must be consumed in order to increase skill caps.
Power scroll New skill cap
105 scroll 105.0
110 scroll 110.0
115 scroll 115.0
120 scroll 120.0

A scroll has no effect if your current cap on that skill is already at or above the scroll's value.

  • The total skill cap is 20000.0 skill points across all skills combined (Effectively Infinite).
  • New characters are created with this full 20000.0 total cap available.
  • When consuming power scrolls to increase your cap, Your current skill value will be increase to match the new cap.
Stat Default cap Enhanced cap
Strength 125 150
Dexterity 125 150
Intelligence 125 150
Total stat cap 300
  • New characters start at Str/Dex/Int = 100 with a total stat cap of 300.
  • Stat scrolls (statballs) raise the total stat cap above 300.

Each successful skill check in a normal region grants 0.1 skill points per gain event.

Whenever you pass a skill check, the game rolls a chance to actually gain. That chance is built from:

  1. How much room you have left under your total skill cap.
  2. How much room you have left under that skill's individual cap.
  3. The difficulty of the check (harder checks gain better; on a success the bonus is half of (1 − chance)).
  4. A per-skill GainFactor (1.0 for all base skills).

The final value is clamped between 0.01 and 1.00. Controlled pets get their computed gain chance doubled before that clamp, so pets gain roughly twice as often as players in the same situation.

On a failed check, you can still gain in the pre-AOS rule set (a bonus of 0.2 × (1 − chance) is added), but under the AOS rule set in effect on this shard, failures contribute nothing to gain chance.

  • Any skill at or below 10.0 gains automatically on a successful check, without rolling the chance formula.
  • While at or below 10.0, each gain event awards 1 to 4 tenths (0.1 to 0.4) of a skill point instead of the usual 0.1.
Source Effect on a single gain event
Mondain's Legacy enhanced-skill quest active gain multiplied by 2 to 4
Scroll of Alacrity on the matching skill gain replaced with 2 to 5 tenths
Skill Mastery Whispering from a master in range (pets only) pet gain replaced with 2 to 5 tenths
Controlled pet gain chance doubled before clamp

If you go a long time without gaining on a skill, GGS gives you a guaranteed gain on the next successful check for that skill. GGS is active on this shard.

The delay between GGS gains depends on two things:

  • The skill's current base, in bands of 5 points (0.0–4.9, 5.0–9.9, …, 115.0+).
  • Your total skills, which selects a column:
Total skills GGS column
Under 3500.0 Column 0 (fastest)
3500.0 to 6999.9 Column 1
7000.0 or higher Column 2 (slowest)

Delays scale from 1, 3, or 5 minutes at the lowest skill band up to 540, 1440, or 2580 minutes (9 / 24 / 43 hours) at the 115.0+ band, depending on your column.

Every skill has one of three lock states: Up, Down, or Locked.

Lock Behaviour
Up Skill is allowed to gain.
Down Skill will not gain. May be lowered to make room when another skill gains.
Locked Skill cannot gain and cannot be lowered.
  • Only skills set to Up can gain.
  • When a gain would push you above the total skill cap, the game tries to bleed off points from a Down-locked skill before recording the gain. The chance of that happening on any given gain is (current total ÷ total cap), so the closer you sit to 20000.0, the more reliably a Down-locked skill will be trimmed.
  • If no eligible Down-locked skill is available, the gain is simply blocked.
  • There is no time-based skill decay. Decay only happens when another skill is actively gaining and needs the room.

After a successful skill gain, the game rolls separately for a stat gain using the skill's Str/Dex/Int weights.

  • The base chance to attempt a stat gain is 5.0% for players and 5.0% for controlled pets per qualifying skill gain.
  • Each skill has a primary and a secondary stat. The lock on those two stats determines which (if any) is targeted:
    • Both stats Up: secondary on a 1-in-4 roll, primary otherwise.
    • Only one stat Up: that stat is targeted.
    • Neither stat Up: no stat gain.
  • A stat gain increments the target by 1, respecting the individual stat caps (Str/Dex/Int 125 default, 150 enhanced).
  • If your total stat cap is reached, the game looks at the two other stats set to Down, picks the one with the lower current value, and lowers it by 1 before raising the target by 1.
  • A stat can only be lowered if its lock is set to Down and its current value is greater than 10.

Per-stat cooldown between gains is 0.5 seconds for both players and pets on this shard.

  • Anti-macro tracking is disabled on this shard. When it is enabled elsewhere, it allows 3 attempts on the same target or location within a 5-minute window before further attempts are ignored for gain purposes.
  • Faction skill loss (when applicable) blocks all gains while in effect.
  • Gargoyles cannot gain Archery. Non-Gargoyles cannot gain Throwing.
  • Jail regions block all skill gains.
  • Dead pets cannot gain.
  • Focus only gains on a creature when the pet-training system is enabled and the creature is controlled.
  • Raising a per-skill cap through 105 / 110 / 115 / 120 with a power scroll grants the matching Character achievement tier.
  • Veteran reward eligibility uses the total skill cap value (20000.0 here).
  • No additional system on this shard raises the total skill cap above 20000.0.
  • Fishing from a Tokuno Galleon adds +1.0 to your effective Fishing value when computing the skill check chance.
  • Skills set to Up only compete against the 20000.0 total cap; the per-skill cap stays at 100.0 until you consume a power scroll.
  • Use Down locks on skills you are willing to lose as you approach 20000.0 total — they will be trimmed automatically when other Up-locked skills gain.
  • Use Locked to freeze a skill exactly where it is. Neither gains nor decay will touch it.
  • Stat Up / Down / Locked behave the same way for Str/Dex/Int: at the total stat cap, gains pull from the Down-locked stat with the lower current value first.