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Skill analysis

Master a skill without using it: magicule cost, durations per class, threads and budget, the ten-cell gauge, failure chance and Precision.

Released Mechanic v0.0.4 7 min read

Analysis is Great Sage's Analytical Appraisal turned on your own skills: he breaks a skill down so you master it without having to use it. The price is double and shown up front: the skill is unusable while the analysis runs, and its magicule acquisition cost is taken when it starts. The Sage saves you time and trouble, not energy. And he can be wrong: an analysis can fail.

Menu (G) → Analyzing
Access
1 min × class factor
Base duration
magicule acquisition cost
Cost
25% (down to ≈ 5%)
Failure
1 to 4
Parallel analyses
100% to 150%
Budget

Starting an analysis

  1. Open the Sage menu (G) → Analyzing. Your skills form a constellation: classes on a circle, skills in a grid.
  2. Click a class to unfold it, then an analysable skill.
  3. The Sage asks: "During the analysis, the target skill cannot be used. Proceed?" — Yes starts, No cancels.

The funnel filters the constellation (Class; State: All · Analysable · Mastered; sort by Name or Class). By voice: "analyse predator" — but the voice refuses as soon as one analysis is already running; start the next ones from the menu.

Progress lives on the server, in the player's data: closing the menu, changing dimension, dying or logging out changes nothing.

When the Sage refuses

Every refusal is spoken aloud and written in the action bar:

Case Message
Skill already under analysis An analysis is already running.
No free thread No thread free. You can run N at a time.
You do not own it You do not have that skill yet.
Already mastered (and no locked mode) That skill is already mastered.
Resistance not started yet (negative mastery) Resistances cannot be analysed.
Class not yet opened in the tree He cannot break down … skills yet.
Temporary skill (granted with a timer) Temporary skills cannot be analysed.
Forbidden by the world config Analysing that is not allowed in this world.
Not enough magicules Not enough magicules. N required.

Magicule cost

The skill's acquisition cost — what you would pay for the same mastery the normal way, and what the Records show — is taken when the analysis starts, after every check: you never pay for an analysis that does not start.

A skill you have not begun to grasp (negative mastery) can still be analysed, but the Sage starts from nothing instead of finishing your work: +75% magicules (175% of the cost, latentMagiculeExtra = 0.75) and three times the time (latentTimeFactor = 3). He warns you: "You have not begun to grasp this. It will take far longer, and cost more."

Duration

Base duration is analysisTicks = 1,200 ticks (1 minute), times the class factor (analysisClassFactors). Durations at nominal speed (one thread, 100%):

Class Factor Duration Not yet grasped (× 3)
Resistance — (base) 1 min — (refused)
Intrinsic 2 2 min 6 min
Common 2 2 min 6 min
Extra 3 3 min 9 min
Unique 5 5 min 15 min
Ultimate 8 8 min 24 min
  • analysisSkillTimes sets an exact duration for one skill (id=ticks), overriding its class; 0 forbids it. A class factor of 0 forbids the whole class.
  • Locked modes: some skills (Sloth, Black Lightning…) keep modes behind their own learning counter. Mastering them does not open those modes; analysing them does. Each locked mode adds +50% time (modeTimeExtra), with no extra magicule cost. A mastered skill whose modes are still closed becomes analysable again for that reason.

Several analyses: threads and budget

The tree opens up to four threads (Second, Third, Fourth thread) and raises the budget from 100% to 150% (Focus I to V, +10% each).

  • An analysis's share is an amount: 100 = nominal speed (one second of analysis per second). 150 = 1.5 times faster.
  • The budget is the ceiling of what you can hand out. When an analysis starts, ends or is cancelled, the whole budget is split evenly between the running analyses.
  • Two analyses at 50 finish exactly when they would have finished one after the other: opening threads does not buy speed, it buys choice (push the urgent one to 90%) and the right not to be blocked. Only Focus buys speed.
  • Remember: three threads means three skills you cannot use at the same time.

Example: with Focus V and a single thread, an Ultimate (8 nominal minutes) takes 5 min 20 s.

The Allocation page

Menu → Allocation (kanji 配分; in the console, clicking the small thread rings opens it too).

  • At the top: ANALYSIS RESOURCES, the success rate in the middle ("Success N%", red under 67%) and the budget on the right (in gold). A bar cut into segments, one per analysis, in its box's colour; whatever is given to nobody stays dark — the reserve then idles, by choice.
  • Four boxes, one per thread: LOCKED until the node is bought, FREE when open and empty, otherwise the skill name, its gauge and a red cross in the corner to drop it.
  • The ten-cell gauge: each cell is worth a tenth of the budget. The two hexagonal − and + buttons ("Efficiency" between them) move the share by one cell; you can also drag the gauge with the mouse for fine tuning. The last started cell fills partially (55% = five and a half cells).
  • The overflow is taken from the others: push one analysis beyond what is free and the surplus comes off the one that has the most, then the next.
  • Under each box a thin line shows progress and time left; a share of 0 shows "Paused".

The end: success or failure

The roll happens at the end, never at the start: otherwise you would know in advance that an analysis is lost and cancel it before paying for the time.

  • The skill goes to full mastery, exactly like mastery earned by playing: whatever mastery normally unlocks (Tensura's follow-up skills) unlocks too.
  • Locked modes open, announced in gold as in Tensura.
  • +50 Growth XP (× growthXpMultiplier).
  • In the menu, the Sage simply says "Understood. Analysis complete. Skill mastery has improved."; outside the menu, the end is announced like an acquisition, with the name slamming in, and whatever the mastery just unlocked joins the same announcement.
  • Nothing is learned and the magicules are gone.
  • The Sage says 否 "… Analysis failed."; action bar: "Analysis of X failed. Nothing was learned."
  • No XP.
  • With Second look, half the magicules come back (never above your max reserve): "Analysis of X failed. N magicules recovered."

Failure chance

analysisFailChance (common config, 0.25 by default, 0 to 1; 0 disables failures). Each Precision node removes part of what is left of the risk, never all of it:

Precision nodes Multiplier Failure (default 25%) Success shown
none — 25.0% 75%
I × 0.85 21.3% 79%
I–II × 0.80 17.0% 83%
I–III × 0.75 12.8% 87%
I–IV × 0.70 8.9% 91%
I–V × 0.60 5.4% 95%

The whole branch leaves about a fifth of the original risk (× 0.214). In singleplayer, analysisFailChance can be changed on the Settings page; on a server, the server's file decides.

Watching and stopping

Where How
Allocation page A box's red cross stops that analysis
Classic menu The round gauge at the top right; clicking it opens the card with the red cross
Voice "how is the analysis going" (all of them, with their %), "what are you analysing", "stop the analysis" (stops all of them), "stop"

Cancelling an analysis does not refund the magicules taken; the freed budget goes straight back to the remaining analyses. A skill that becomes temporary during the analysis (a timer set by another skill) is dropped from it.

World settings

Key (greatsage-common.toml) Default Range Role
analysisTicks 1200 20–72000 Base duration, in ticks
analysisClassFactors intrinsic=2, common=2, extra=3, unique=5, ultimate=8 — Factor per class (0 = forbidden)
analysisSkillTimes empty — Exact duration per skill (id=ticks, 0 = forbidden)
analysisFailChance 0.25 0–1 Failure chance at the end
latentTimeFactor 3 1–20 Duration multiplier when not yet grasped
latentMagiculeExtra 0.75 0–10 Extra magicule cost when not yet grasped
modeTimeExtra 0.5 0–10 Extra time per locked mode

See also Configuration.