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GUIDE Skill Gain

#1
General Information

Up to date as of Jan. 2018.

Skill gain on Outlands works a bit differently than many other servers. Each skill is divided into brackets of 5 points worth of skill - so 0-5, 5-10, etc. Each bracket is given an expected number of uses of the skill to gain through the bracket, which determines the chance to gain per attempt. This is just an expected number - gains are still random and will vary around the expectation. As long as you have some chance to fail and some chance to succeed, your skill gain rate is determined entirely by the bracket you are currently in. Again, which spell you cast or which item you craft, as long as you have some chance to fail and some chance to succeed, does not change skill gain rate.

There are no location based bonuses to skill gain (except the newbie Dungeon). You'll gain at the same rate in a dungeon, in town, or in your house. There is also no bonus to skill gain from being well fed. There is, however, a 5x bonus to the gain rate of some skills after killing a non-tamed, non-summoned creature. This currently can be anything - even a bird in town. This applies to all skills except crafting, harvesting, and animal taming.

There are a lot of skills, so it helps to group them into categories. One key way is the following:

Crafting Skills: Alchemy, Blacksmithing, Carpentry, Cartography, Cooking, Inscription, Poisoning, Tailoring, Tinkering
Harvesting Skills: Fishing, Lumberjacking, Mining
Combat Skills: Archery, Fencing, Macing, Swordsmanship, Tactics, Wrestling
Magic Skills: Magery, Resisting Spells
On-Use Skills: The rest of them

Another way to categorize them is whether the skill gain rate is balanced around time or resources. Time-based skills are designed to take a certain amount of time to raise, assuming you are using the skill as often as possible. Resource-based skills are designed to consume a certain number of resources. The resource-based skills are the crafting and magic skills. The time-based skills are the harvesting, combat, and on-use skills.

The time-based skills can be further categorized into 3 groups - easy, medium, and hard. Easy skills are designed to take 80 hours of constant use to go from 0 to 100. Medium skills should take about 120 hours, and hard skills should take about 160 hours. These numbers are without the 5x bonus, so under the bonus it is 16, 24, and 32 hours of constant use. Later in the post each skill will be labeled as easy, medium, or hard accordingly.

The gain rate for combat skills are further normalized for your current swing rate, which is based on your stamina. This means that skilling up with a halberd will take the same amount of time as with a skinning knife - you'll swing many fewer times with the halberd but gain more often to compensate. There is no reason to chug red pots or use a fast weapon for these skills. Most skills, in fact, are normalized in this way where applicable.

Crafting Skills

No 5x bonus. Thank you to Campari for doing full skill up runs for each crafting skill on 3 separate characters to collect average resource costs.

Alchemy
Resources to GM: 110,000 reagents
Notes: It takes approximately 13 hours of crafting to max the skill.
The optimal path from 50-100 is: 50-55 Lesser Poison, 55-75 Lesser Magic Resist, 75-95 Greater Poison, 95-100 Deadly Poison

Blacksmithing
Resources to GM: 220,000 ingots
Notes: You can recycle items as you go, so the total needed is less than 220,000. Full test runs show that you can expect to use about 150,000 ingots in practice if you recycle everything. It will take about 36 hours of straight crafting as well.

Carpentry
Resources to GM: 220,000 boards
Notes: You can recycle items as you go, so the total needed is less than 220,000. Full test runs show that you can expect to use about 150,000 boards in practice if you recycle everything. It will take about 24 hours of straight crafting as well. Thanks to Campari for the data.
The optimal path from 50 to 100 is: 50-65 clubs, 65-75 tambourines, 75-100 bamboo flutes.

Cartography
Resources to GM: 11,000 maps

Cooking
Resources to GM: 22,000 ingredients

Inscription
Resources to GM: 65,000 scrolls
Notes: This will take about 12 hours of crafting to raise.
The optimal path from 50 to 100 is: 50-60 Magic Reflect, 60-80 Energy Bolt, 80-100 Spellbooks

Poisoning
Resources to GM: 27,500 reagents

Tailoring
Resources to GM: 220,000 leather
Notes: You can recycle items as you go, so the total needed is less than 220,000. Full test runs show that you can expect to use about 150,000 leather in practice if you recycle everything. It will take about 24 hours of straight crafting as well. Thanks to Campari for the data.
The optimal path from 50 to 100 is: 50-65 leather gorgets, 65-70 leather gloves, 70-75 leather caps, 75-85 studded gorgets, 85-90 studded gloves, 90-95 studded caps,  95-100 tailoring repair kits. 

Tinkering
Resources to GM: 110,000 ingots
Notes: You can recycle the items crafted between 50 and 80 skill, so actual resource usage is approximately 100,000 ingots. It takes about 36 hours of crafting.
The optimal path from 50 to 100 is: 50-75 Laterns, 75-80 Iron Lockpicks, 80-100 Sextants

Harvesting Skills

No 5x bonus.

Fishing
Difficulty: 80 hours
Note: Assumes 30 seconds per attempt. You can fish a lot faster, but you have to find non-depleted spots.

Lumberjacking
Difficulty: 80 hours
Note: Assumes 30 seconds per attempt. You can chop a lot faster, but you have to find the trees.

Mining
Difficulty: 80 hours
Note: Assumes 30 seconds per mine attempt. You can mine a lot faster, but this accounts for searching for ore, smelting, etc.

Combat Skills

These skills do benefit from the 5x bonus and the gain rate is normalized to your swing speed.

Archery
Difficulty: Easy (16 hours under 5x)
Note: The chance for an arrow/bolt to fall to the ground after hitting a target is scaled based on the attack speed of your weapon, so it will always consume about 19,000 arrows/bolts to GM archery.

Fencing
Difficulty: Medium (24 hours under 5x)

Macing
Difficulty: Medium (24 hours under 5x)

Swordsmanship
Difficulty: Medium (24 hours under 5x)

Tactics
Difficulty: Hard (32 hours under 5x)

Wrestling
Difficulty: Medium (24 hours under 5x)

Magery Skills

These skills are resource based and benefit from the 5x buff.

Magery
Resources to GM: 11,000 reagents (4866 casts) under 5x
Notes: 0-30 Magic Arrow, 30-40 Fireball, 40-60 Lightning, 60-70 Energy Bolt, 70-90 Flamestrike, 90-100 Summon Air Elemental

Resisting Spells
Resources to GM: 11,000 reagents (4866 casts) under 5x
Notes: 0-30 Magic Arrow, 30-40 Fireball, 40-50 Lightning, 50-60 Mind Blast, 60-70 Energy Bolt, 70-100 Flamestrike.
There may be more efficient paths using field spells or grouping up with AoE spells, but this is the path it is balanced for.

On-Use Skills

These skills, with the exception of Animal Taming, benefit from the 5x buff.

Anatomy
Difficulty: Easy (16 hours under 5x)
Cooldown: 2 seconds
Notes: You also gain anatomy passively by swinging a weapon. It is normalized to swing speed such that you'll gain at the same rate passively by using a weapon as you would actively using the skill.

Animal Lore
Difficulty: Easy (16 hours under 5x)
Cooldown: 2 seconds

Animal Taming
No Information Available Yet

Item Identification
Difficulty: Easy (16 hours under 5x)
Cooldown: 1 second

Arms Lore
Difficulty: Easy (16 hours under 5x)
Cooldown: 2 seconds
Notes: You also gain arms lore passively by swinging a weapon. It is normalized to swing speed such that you'll gain at the same rate passively by using a weapon as you would actively using the skill.

Parrying
Difficulty: Hard (32 hours under 5x)
Cooldown: 1 second
Notes: This assumes you get hit once a second for 32 straight hours under 5x. You can only gain if the attacker hits you. It may be best to gather a large number of very weak animals and let them hit you while you have 0 weapon skill.

Begging
Difficulty: Easy (16 hours under 5x)
Cooldown: 5 seconds on failure, 10 seconds on success

Peacemaking
Difficulty: Hard (32 hours under 5x)
Cooldown: 5 seconds on failure, 10 seconds on success
Notes: The formula for peacemaking is such that you always have a chance to succeed or fail on any creature if you have less than 100 skill. The best way to raise this is to attempt to peace the hardest thing you can find so you fail all the time.

Camping
Difficulty: Easy (16 hours under 5x)
Cooldown: 3 seconds
Notes: This will take about 9600 camping attempts. Kindling is not consumed on failure.

Detect Hidden
Difficulty: Easy (16 hours under 5x)
Cooldown: 10 seconds

Discordance
Difficulty: Hard (32 hours under 5x)
Cooldown: 5 seconds on failure, 10 seconds on success
Notes: The formula for discordance is such that you always have a chance to succeed or fail on any creature if you have less than 100 skill. The best way to raise this is to attempt to discord the hardest thing you can find so you fail all the time.

Evaluating Intelligence
Difficulty: Easy (16 hours under 5x)
Cooldown: 2 seconds

Healing
Difficulty: Hard (32 hours under 5x)
Cooldown: 9 seconds
Notes: This is balanced around a 9 second cooldown, but the fastest you can heal yourself is 10 seconds. You can cross heal at 5 seconds with maximum dex though, so that's the fastest route. You can expect to consume about 6400 bandaids. It isn't clear if you need to switch to cures or resurrections yet.

Forensic Evaluation
Difficulty: Easy (16 hours under 5x)
Cooldown: 2 seconds

Herding
Difficulty: Easy (16 hours under 5x)
Cooldown: 7.5 seconds
Notes: This may be a 5 second on failure, 10 second on success thing. Needs to be verified.

Hiding
Difficulty: Easy (16 hours under 5x)
Cooldown: 10 seconds

Provocation
Difficulty: Hard (32 hours under 5x)
Cooldown: 5 seconds on failure, 10 seconds on success
Notes: The formula for provocation is such that you always have a chance to succeed or fail on any creature if you have less than 100 skill. The best way to raise this is to attempt to provoke the hardest thing you can find so you fail all the time.

Lockpicking
Difficulty: Hard (32 hours under 5x)
Cooldown: 3 seconds
Notes: You'll need to attempt about 19,200 locks

Snooping
Difficulty: Easy (16 hours under 5x)
Cooldown: 1.5 seconds

Musicianship
Difficulty: Easy (16 hours under 5x)
Cooldown: 5 seconds
Notes: You also passively gain this while using the other bard skills.

Spirit Speak
Difficulty: Easy (16 hours under 5x)
Cooldown: 2 seconds

Stealing
Difficulty: Hard (32 hours under 5x)
Cooldown: 10 seconds

Taste Identifcation
Difficulty: Easy (16 hours under 5x)
Cooldown: 1 second
Notes: No

Tracking
Difficulty: Easy (16 hours under 5x)
Cooldown: 19 seconds

Veterinary
Difficulty: Hard (32 hours under 5x)
Cooldown: 5 seconds

Meditation
Difficulty: Easy (16 hours under 5x)
Cooldown: 1.5 seconds
Notes: Meditation ticks passively every 1.5 seconds as long as you do not have full mana, whether you are actively meditating or not. You'll gain skill 5x faster while actively meditating, though. The 8 hour number is assuming constant use.

Stealth
Difficulty: Easy (16 hours under 5x)
Cooldown: 15 seconds

Remove Trap
Difficulty: Easy (16 hours under 5x)
Cooldown: 3 seconds
 
#7
Mercury said:
reb said:
so an archer costs 25k and a mage 5.5k?

what am i missing :0
well for a start regs are 3gp each, and its 5.5k reagents
see this
The gain rate for combat skills are further normalized for your current swing rate, which is based on your stamina. This means that skilling up with a halberd will take the same amount of time as with a skinning knife - you'll swing many fewer times with the halberd but gain more often to compensate. There is no reason to chug red pots or use a fast weapon for these skills.

im curious if this would be the same if you are using a heavy xbow while sitting at 0 stam?

on relpor, running low dex and a heavy xbow would cut the cost of gming archery in about a third
 
#8
Donald Trump said:
Mercury said:
reb said:
so an archer costs 25k and a mage 5.5k?

what am i missing :0
well for a start regs are 3gp each, and its 5.5k reagents
see this
The gain rate for combat skills are further normalized for your current swing rate, which is based on your stamina. This means that skilling up with a halberd will take the same amount of time as with a skinning knife - you'll swing many fewer times with the halberd but gain more often to compensate. There is no reason to chug red pots or use a fast weapon for these skills.

im curious if this would be the same if you are using a heavy xbow while sitting at 0 stam?

on relpor, running low dex and a heavy xbow would cut the cost of gming archery in about a third

It did, until I pointed it out to Luthius. He's now set archery up so that your shoot speed affects how often arrows fall to the ground when you shoot. It happens to scale just so that it takes the same number of arrows no matter how fast you shoot.
 
#9
Some AFK testing under 10x in newbie dungeon..

6 mongbats +1 nearby on spawn that aggros me when it spawns to maintain 10x gains. Heal self on a 10 second loop macro with 2 camping attempts per cycle.

Image below ~1.5 hours of macroing.

+5.9 Parry
+5.1 Heal (didnt track bandages sorry :()
+3.5 Camping (~300 kindling)

 
#12
So... the one thing I got from this...
All towns will be full of dead cats, dogs and birds because of people wanting to gain skill.

Great guide by the way, but as I see it perhaps any kills made in a guard zone should not grant the 5x gain bonus.
 

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#13
So... the one thing I got from this...
All towns will be full of dead cats, dogs and birds because of people wanting to gain skill.

Great guide by the way, but as I see it perhaps any kills made in a guard zone should not grant the 5x gain bonus.
Its pretty impossible to macro this, the spawns are randomised over a large area and very slow so your uptime if trying to AFK it, will be minimal.
 
#14
Its pretty impossible to macro this, the spawns are randomised over a large area and very slow so your uptime if trying to AFK it, will be minimal.
Oh but I was not talking about macroers here. More like "Zomg a dog! More skill gain for me! *whack*"
 
#17
I do not believe 5x is working on lockpicking/remove traps.

With other skills, the 5x bonus displays when using the [showskillgain command.
It does not when lockpicking/removing traps while skill bonus is active.

So either [showskillgain is not working on these skills, or they are not impacted. I believe the latter because I have not experienced 5x skill gain under the bonus.