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 10 upgrades, it will always require one extra skill point to upgrade.

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 As of Rance Quest Magnum 2.082, the explanation (excluding the part concerning civilians) below stands outdated and is not applicable as all characters of all classes have both capture knowledge and treasure identification available to learn, with exception of a very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

Note: Weapon Attacks 1-5 and spear-specific attacks become ranged if Spear Knowledge has been upgraded to 2-star or above (槍の知識★★) and attacker is wielding a spear.

Multiple attack skills (including white skill Short Sword Knowledge) gradually losing damage for each hit - 0.8 dmgx for the second hit, 0.7 dmgx third hit, 0.6 dmgx fourth hit to 0.5 for fifth and subsequent hits.

If target specific enemy with multiple attack skills, attacks will end when target death even if the skill still can continue. If choosing skill in command list next to character portrait, attacks will hit randomly until it run out.

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 requires equipping to take effect. If learned but not equipped, the power is either halved or nulled, depends 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 1-star gives +10 atk, then that's +20 atk total)
 * All "Weapon Knowledge" skills only have effect when the respective weapon is equipped.
 * All "Weapon Knowledge" skills initially cost 2 points. And then 3 points subsequently.

Item Skills
Skills available from equipping an Item. The Item will not get consumed after usage, though standard per-Quest skill usage limit still exists.