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Skill point: Difference between revisions

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*Most non-[[staff]] weapon skill trees start their wielder off with an Iron-tier skill (although the Iron-tier skills invariably have a 50 SP cost attached to them in the event a unit were to be summoned without one), then upgrade to the Steel-tier for 100 SP.  The third-tier weapon skill usually follows at 200 SP, although some exceptions do exist; [[Arthur (Fates)|Arthur]], for example, would get his [[Emerald Axe]] at this point for that cost.  Fourth-tier non-[[Personal weapon|personal]]/[[regalia]] weapon skills will wrap up the tree at the usual cost of 300 SP, although again some exceptions do exist, with Arthur in the previous example getting his [[Emerald Axe+]] at this level at that cost; personal and regalia weapon skills will typically command a premium amount of 400 SP, an example being [[Reinhardt]]'s [[Dire Thunder]].  Staves follow a different tree in relation to other weapon skills, with the first-tier skill costing 50 SP, then the second-tier skill costing 150 SP, and finally the third-tier skill costing 300 SP; for example, [[Wrys]] can learn Assault with 50 SP, [[Slow]] with 150 SP, and [[Slow+]] with 300 SP.  As the only personal staff skill to date, [[Thökk]], is locked to [[Loki|an enemy]], it is currently unknown how a personal or regalia staff skill would interact with the staff skill tree mechanics apart from costing 400 SP.  In any event, subjecting a highest-tier weapon skill to the [[Weapon Refinery]] requires another 350 SP for non-personal/regalia or another 400 SP for personal/regalia, in addition to refining costs in the form of [[Arena Medal]]s, [[Refining Stone]]s, and [[Divine Dew]].
*Most non-[[staff]] weapon skill trees start their wielder off with an Iron-tier skill (although the Iron-tier skills invariably have a 50 SP cost attached to them in the event a unit were to be summoned without one), then upgrade to the Steel-tier for 100 SP.  The third-tier weapon skill usually follows at 200 SP, although some exceptions do exist; [[Arthur (Fates)|Arthur]], for example, would get his [[Emerald Axe]] at this point for that cost.  Fourth-tier non-[[Personal weapon|personal]]/[[regalia]] weapon skills will wrap up the tree at the usual cost of 300 SP, although again some exceptions do exist, with Arthur in the previous example getting his [[Emerald Axe+]] at this level at that cost; personal and regalia weapon skills will typically command a premium amount of 400 SP, an example being [[Reinhardt]]'s [[Dire Thunder]].  Staves follow a different tree in relation to other weapon skills, with the first-tier skill costing 50 SP, then the second-tier skill costing 150 SP, and finally the third-tier skill costing 300 SP; for example, [[Wrys]] can learn Assault with 50 SP, [[Slow]] with 150 SP, and [[Slow+]] with 300 SP.  As the only personal staff skill to date, [[Thökk]], is locked to [[Loki|an enemy]], it is currently unknown how a personal or regalia staff skill would interact with the staff skill tree mechanics apart from costing 400 SP.  In any event, subjecting a highest-tier weapon skill to the [[Weapon Refinery]] requires another 350 SP for non-personal/regalia or another 400 SP for personal/regalia, in addition to refining costs in the form of [[Arena Medal]]s, [[Refining Stone]]s, and [[Divine Dew]].
*Assist skill trees vary depending on whether or not it's used in conjunction with a staff.  Non-staff assist skills typically cost 150 SP and come as a single entity; for example, [[Donnel]] would need 150 SP to learn [[Reciprocal Aid]] and he would be good to go for the rest of the game in the assist category.  In the event a second-tier does exist to a non-staff assist skill tree, which to date consists only of combination [[:Category:Rally skills|rally skills]] and [[Sacrifice|a personal assist skill]] of [[Micaiah]]'s, that second tier typically costs 300 SP, although Micaiah's personal second-tier assist commands a premium cost of 400 SP; for example, [[Rhajat]] would need 300 SP to learn [[Rally Attack/Defense|Rally Atk/Def]] as an upgrade to her innate [[Rally Defense]].  Assist skills used in conjunction with a staff again work differently, and tree themselves in a similar fashion to weapon skills; staff wielders typically start with a first-tier skill, to date the only one being [[Heal]] (which, in turn, is the only implemented skill to date whose inherent SP figure remains unknown), with further tiers having costs similar to that of weapon skills; for example, [[Clarine]] begins with Heal, then can upgrade to [[Reconcile]] for 100 SP, [[Martyr]] for 200 SP, and [[Martyr+]] for 300 SP.
*Assist skill trees vary depending on whether or not it's used in conjunction with a staff.  Non-staff assist skills typically cost 150 SP and come as a single entity; for example, [[Donnel]] would need 150 SP to learn [[Reciprocal Aid]] and he would be good to go for the rest of the game in the assist category.  In the event a second-tier does exist to a non-staff assist skill tree, which to date consists only of combination [[:Category:Rally skills|rally skills]] and [[Sacrifice|a personal assist skill]] of [[Micaiah]]'s, that second tier typically costs 300 SP, although Micaiah's personal second-tier assist commands a premium cost of 400 SP; for example, [[Rhajat]] would need 300 SP to learn [[Rally Attack/Defense|Rally Atk/Def]] as an upgrade to her innate [[Rally Defense]].  Assist skills used in conjunction with a staff again work differently, and tree themselves in a similar fashion to weapon skills; staff wielders typically start with a first-tier skill, to date the only one being [[Heal]] (which, in turn, is the only implemented skill to date whose inherent SP figure remains unknown), with further tiers having costs similar to that of weapon skills; for example, [[Clarine]] begins with Heal, then can upgrade to [[Reconcile]] for 100 SP, [[Martyr]] for 200 SP, and [[Martyr+]] for 300 SP.
*Special skill trees have greater variance in SP costs than weapon and assist skill trees do.  Learners of [[Imbue]] (i.e. staff users) can do so for the least SP of any special skill at 50 SP, and that is typically followed by a second special skill; if the second special skill of an Imbue user is another staff-specific skill, that skill will typically cost 150 SP (for example [[Lissa]] learning [[Kindled-Fire Balm]]), but a premium is paid in the event the second special skill of an Imbue user is not staff-specific ([[Lucius]], for example, needs 200 SP to learn [[Miracle]], a skill that can be learned by a number of non-staff-users as their only available special skill). Most other special skill trees run 100 SP for the first skill of a tree and 200 SP for the second, and those that have a third-tier skill available need 500 SP on top of that, the most of any skill; for example, [[Lyn]] can skip paying for [[Night Sky]] as she innately comes with it as a 5{{star}} exclusive (it would have cost her 100 SP were she available at and obtained at 3{{star}}), but needs 200 SP to learn and 500 SP from there to learn [[Galeforce]].  The Rising family of skills command a premium over other special skill trees, needing 150 for the Rising tier and 300 for the Growing/Blazing tier; for example, [[Ursula]] would need 150 SP to learn [[Rising Thunder]] and 300 SP to learn [[Blazing Thunder]].
*Special skill trees have greater variance in SP costs than weapon and assist skill trees do.  Learners of [[Imbue]] (i.e. staff users) can do so for the least SP of any special skill at 50 SP, and that is typically followed by a second special skill; if the second special skill of an Imbue user is another staff-specific skill, that skill will typically cost 150 SP (for example [[Lissa]] learning [[Kindled-Fire Balm]]), but a premium is paid in the event the second special skill of an Imbue user is not staff-specific ([[Lucius]], for example, needs 200 SP to learn [[Miracle]], a skill that can be learned by a number of non-staff-users as their only available special skill). Most other special skill trees run 100 SP for the first skill of a tree and 200 SP for the second, and those that have a third-tier skill available need 500 SP on top of that, the most of any skill; for example, [[Lyn]] can skip paying for [[Night Sky]] as she innately comes with it as a 5{{star}} exclusive (it would have cost her 100 SP were she available at and obtained at 3{{star}}), but needs 200 SP to learn [[Astra]] and 500 SP from there to learn [[Galeforce]].  The Rising family of skills command a premium over other special skill trees, needing 150 for the Rising tier and 300 for the Growing/Blazing tier; for example, [[Ursula]] would need 150 SP to learn [[Rising Thunder]] and 300 SP to learn [[Blazing Thunder]].
*Passive skill trees have by far the most variance in their overall SP costs, but as a general rule for non-branched trees, the first tier of a multiple-tier tree costs anywhere from 30 to 60 SP depending on the skill tree (always in increments of 10), the second-tier costs double that of the first-tier, while the third-tier costs double that of the second-tier; for example, [[Celica]] would need 50 SP to learn [[Spur Defense|Spur Def 1]], 100 more SP to learn Spur Def 2, and 200 more SP to learn Spur Def 3.  True standalone passive skills are typically more expensive than skills that are part of a tree, but have been known to command prices between 100 and 300 SP; the spring variation of [[Camilla]] commands a 100 SP figure for [[Live for Bounty]], while [[Sigurd]] commands a 300 SP figure for [[Crusader's Ward]].  Branched skill trees often inflate the costs for the successive tiers to what they would be had the first tier cost 10 SP higher, but don't always do this:
*Passive skill trees have by far the most variance in their overall SP costs, but as a general rule for non-branched trees, the first tier of a multiple-tier tree costs anywhere from 30 to 60 SP depending on the skill tree (always in increments of 10), the second-tier costs double that of the first-tier, while the third-tier costs double that of the second-tier; for example, [[Celica]] would need 50 SP to learn [[Spur Defense|Spur Def 1]], 100 more SP to learn Spur Def 2, and 200 more SP to learn Spur Def 3.  True standalone passive skills are typically more expensive than skills that are part of a tree, but have been known to command prices between 100 and 300 SP; the spring variation of [[Camilla]] commands a 100 SP figure for [[Live for Bounty]], while [[Sigurd]] commands a 300 SP figure for [[Crusader's Ward]].  Branched skill trees often inflate the costs for the successive tiers to what they would be had the first tier cost 10 SP higher, but don't always do this:
**For an example where the branch happens at tier two, the summer variation of [[Frederick]] does not need to pay a premium for [[Seal Attack/Speed|Seal Atk/Spd 1]] over [[Seal Attack|Seal Atk 1]], as the latter would cost him 40 SP and the former would cost him 80 SP, with Seal Atk/Speed 2 costing 160 SP from there; on the other hand, [[Seth]] would pay a premium for [[Seal Attack/Defense|Seal Atk/Def 1]] over Seal Atk 1 with the latter still costing 40 SP but the former in this case costing 100 SP, and Seal Atk/Def 2 would cost 200 SP on top of that.
**For an example where the branch happens at tier two, the summer variation of [[Frederick]] does not need to pay a premium for [[Seal Attack/Speed|Seal Atk/Spd 1]] over [[Seal Attack|Seal Atk 1]], as the latter would cost him 40 SP and the former would cost him 80 SP, with Seal Atk/Speed 2 costing 160 SP from there; on the other hand, [[Seth]] would pay a premium for [[Seal Attack/Defense|Seal Atk/Def 1]] over Seal Atk 1 with the latter still costing 40 SP but the former in this case costing 100 SP, and Seal Atk/Def 2 would cost 200 SP on top of that.
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SP gain does not cap, so with skills and enemies that provide more experience, more SP will be gained as well. If a character is at max level, they can still gain SP according to the experience they would have gotten as long as they have a ring. In the arena, a character with an Emblem Ring will not gain SP as they are disabled, but one with a Bond Ring can as they are not.
SP gain does not cap, so with skills and enemies that provide more experience, more SP will be gained as well. If a character is at max level, they can still gain SP according to the experience they would have gotten as long as they have a ring. In the arena, a character with an Emblem Ring will not gain SP as they are disabled, but one with a Bond Ring can as they are not.


Skills cannot be bought if a character has not reached bond level 5 with an Emblem to buy from first, which will unlock Skill Inheritance. To buy skills beyond what is initially unlocked by then, a character must raise the bond level as required. With skills that have ranks, buying a lower ranked skill will discount the higher ranks by the value of what was bought. For example, [[Marth]]'s [[Avoid +20]] costs 2,500, Avoid +25 costs 3,500, and Avoid +30 costs 4,500. Buying Avoid +20 will discount the others by 2,500, so now they cost 1,000 and 2,000 respectively.
Skills cannot be bought if a character has not reached bond level 5 with an Emblem to buy from first, which will unlock Skill Inheritance. To buy skills beyond what is initially unlocked by then, a character must raise the bond level as required. With skills that have ranks, buying a lower ranked skill will discount the higher ranks by the value of what was bought. For example, [[Marth]]'s [[Avoid +20]] costs 2,500, Avoid +25 costs 3,500, and Avoid +30 costs 4,500. Buying Avoid +20 will discount the others by 2,500, so now they cost 1,000 and 2,000 respectively.
 
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