Huh? You know this isin't TFS right?
lol, yeah I know.. I wrote down "I thought", but here's what I meant:
Skill = (0,48,0,1,0,0,0,0,0,0,1,1628622,0,1734400,100) // Level
Skill = (1,6,0,0,0,0,0,0,0,0,0,675245,3000,1748800,1600) // Magic level
Skill = (2,785,785,0,0,0,0,0,0,0,15,0,0,0,0) // Hitpoints
Skill = (3,187,235,0,0,0,0,0,0,0,5,0,0,0,0) // Mana
Skill = (4,117,117,0,0,0,0,0,1,1,1,0,0,0,0) // Speed
Skill = (5,1470,1470,0,0,0,0,0,0,0,25,0,0,0,0) // Capacity
Skill = (6,83,0,10,0,0,0,0,0,0,0,1056142,1100,1155268,100) // Shielding
Skill = (7,10,0,10,0,0,0,0,0,0,0,0,2000,50,50) // Distance
Skill = (8,10,0,10,0,0,0,0,0,0,0,0,1100,50,50) // Sword
Skill = (9,82,0,10,0,0,0,0,0,0,0,517912,1100,525076,50) // Club
Skill = (10,10,0,10,0,0,0,0,0,0,0,0,1100,50,50) // Axe
// Skill = (SkillId,CurrentLevel,MaxLevel?,StartLevel,?,?,?,?,?,?,?,CurrentCount,Rate,CountForNextLvl,BaseIncrease)
// Where CountForNextLvl:CurrentCount*(Rate/100)+BaseIncrease
basically if you fiddle with the RATE and BaseIncrease you get a lower CountForNextLvl and thus, fewer hits to lvl tht skill up...
I hope I'm not right, otherwise you may have wasted a ton of time figuring and modifiying those out (and I did that in like 1 hour searching for it).
STILL, it doesn't help with modifiying regens.