Martial Arts
| Martial Arts | |
|---|---|
| Type | Attribute |
| Trained with | Gold, at the merchant |
| Starting value | 5 |
| Cost of the next point | (current - 4) squared, in gold |
| Published rate | None |
Martial arts is one of the five trained attributes, alongside strength, stamina, dexterity and parry. Training it raises the chance of hitting and the critical hit chance.
Every attribute starts at 5 and is bought with gold at the merchant, so the question a player actually faces is how much of that gold belongs here rather than somewhere else. It has to be argued from the price, because the effect has no published size.
The cheap half of the training table
Two cost curves exist, and martial arts sits on the cheaper one with parry. Strength, stamina and dexterity are charged ((current - 4) squared) x 2 for the next point, while martial arts and parry are charged (current - 4) squared. The two formulas differ by a factor of two at every value, so the sixth point of martial arts costs 1 gold where the sixth point of strength costs 2, and the gap in gold grows as the square does. The published price table belongs to skill points.
That is the whole case for training it, and it is worth stating plainly: not that the effect is known to be large, but that the same purse buys twice as many points here as in the expensive three.
What equipment adds
Only jewellery raises martial arts. Rings and amulets carry it, from 1 point up to 31 on a ring and 23 on an amulet, and both are gated by level rather than by skill points. No weapon, shield or piece of armour in the item tables touches it.
Nothing takes it away either. Heavy weapons and shields routinely cost several points of stamina or dexterity in exchange for what they give, so those two are partly spent again the moment the gear goes on. A point of martial arts, once bought, stays bought.
Equipment Categories