Rance Quest:Skills

"Points" (learning/upgrading skill)
The Skill Points required to learn/upgrade most Red/Blue skills follows the general pattern of "A + Bx", where A is the skill points required to learn the skill initially, B is a constant multiplier (can be 0), and x is the number of times it is upgraded (if a red/blue skill can be used 3 times, it is upgraded twice; if a yellow/white skill has 3 stars, it is upgraded three times).

For skills follow the "A + Bx" pattern, at 3, 5 and 7 upgrades, it will always require one extra skill point to upgrade. It should be noted that no skill exceeds a cost of 9 points, as can be seen from the example below.

Example:

A different Skill Point increment system exists for the "Elemental Knowledge" set of white skills for sorcerers (e.g Fire Knowledge). The skill point cost to learn/upgrade those skills is 2 + (total number of Elemental Knowledge skills learned/upgraded).

"Templates"

 * NOTE! As of Rance Quest Magnum 2.082, the explanation (excluding the part concerning civilians) below stands outdated and is not applicable as all characters of all classes have both capture knowledge and treasure identification available to learn, with exception of a very few characters (such as Noir).


 * As of Rance Quest v1.150:


 * With the exception of the Civilian class (and excluding character-specific special skills), most job classes' skill list have four template variations:
 * Has "Capture Knowledge" but no "Treasure Appraisal"
 * Has "Treasure Appraisal" but no "Capture Knowledge"
 * Has neither "Capture Knowledge" nor "Treasure Appraisal"


 * Additionally, certain job classes have specific skills whose Skill Point costs differ depending on the template. The notes section for the skill mentions which template has reduced Skill Point costs.


 * All Civilians have both "Treasure Identification" (except Merim who has Treasure Appraisal+) and "Capture Knowledge" skills, and no variation besides character-specific special skills. This applies to all versions of Rance Quest and Rance Quest Magnum.

Red Skills
Red skills are offensive skills. They can be either physical, basing their strength of the ATK stat; or magical, basing their strength of the MAG stat. Red skills may also cause additional effects, depending on the skill used. These are listed in the notes.

Multiple attack skills (such as Kenshin's Winding Wheel Sword or the double/triple hits from upgrading Short Sword Knowledge) deal less damage for each hit - 0.8x dmg for the second hit, 0.7x dmg for the third hit, 0.6x dmg for the fourth hit to 0.5x for the fifth and subsequent hits.

If a specific enemy is targeted with a multi-hit skillI, then the attack will end if the enemy is defeated, even if it could continue targeting other enemies. However, if you choose the skill in the skill list next to the character portrait, then the attacks will hit targets at random until it reaches the maximum amount of hits or all the enemies are defeated.

Magical
Note: Some Sorcerers actually have a fixed Template instead of having a randomly assigned Template.

Blue Skills
Blue skills are used on allies or self, typically of defensive nature.

Yellow Skills
Yellow skills are passive skills that require equipping to take (full) effect. If learned but not equipped, the power is either halved or nulled, depending on the skill.

White Skills
White skills are passive skills that are always in effect once learned. Does not need to be equipped.

Notes:


 * Unless otherwise mentioned, all effects are cumulative (if base skill gives +10 ATK, and ★ gives +10 ATK, then that's +20 ATK total)
 * All "Weapon Knowledge" skills only have effect when the respective weapon is equipped.

Custom Character Skills
There are a couple of skills that can only be learned by custom characters. Some character-unique skills can also be learned by custom characters (such as Lia's Publicity). These are not mentioned here. Please refer to the Rance Quest Custom Characters page for more details on all available skills for custom characters.

Item Skills
Skills available from equipping an Item. The Item will not get consumed after usage, although there is a maximum limit per Quest. Note that the skill the item gives still needs to be equipped to take effect.