CHARACTER ADVANCEMENT

PRACTICE

Syntax: PRACTICE
Syntax: PRACTICE skill/spell

PRACTICE without an argument tells you your current ability in all the skills and spells available to you. You can check this anywhere.

PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a maximum of 100%.

The higher your intelligence, the more you will learn at each practice session.

TRAIN

Syntax: train str/int/wis/dex/con
Syntax: train avatar/mortal/primal/hp/mana/move
Syntax: train steal/charm/sleep

TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class. You can increase your attributes by spending experience points (exp).

It costs 200 exp to train a stat (str, int, etc), except that it costs only 100 exp to train your primary stat. Primal costs 500 exp for the first point, 1000 for the second, 1500 for the third, etc, and hp/mana/move cost your current amount in that particular area minus your con (for hp and move) or wis (for mana) per point. Becoming a mortal or an avatar costs 1000 exp each.

Training the immunities (charm, sleep & steal) costs 750,000 exp for the first, 1.5 million for the second and 2.25 million for the third.

Pros and Cons of avatars over mortals:

1. Can use more spells/skills.
2. Most mobs cannot kill you, however players can.
3. You have to train avatar before you get classed, but you can go avatar at any time, even just before someone offers to class you.
4. If you decide you don't like being an avatar and you have no status you can always retrain mortal.

PRIMAL

Primal energy is the ultimate form of energy in the multiverse, the one from which all other energies are derived. Unfortunately, unlike mana, primal energy is only one use, and is generally used for very powerful spells, such as 'voodoo' (which uses 5 points) and 'quest' or certain class powers (which uses between 1 and 50 points).

EXP/LEVEL COMMAND

By typing exp or level, you will see a list of how good your levels are at stances, weapons and magic:

[STANCES]
The first 5 stances are basic stances, while the others are advanced stances. In order to learn an advanced stance you must get 200 exp in two of the appropriate basic stances (see '
advancedstance' in the fighting section for details).

[WEAPON SKILLS]
Each skill improves the chance of hitting, damage, number of attacks and parrying ability with that particular weapon. Unarmed combat skill will also improve your ability to dodge incoming attacks.

[MAGICAL ABILITY]
The greater your ability in a field of magic, the greater the power of any spells you cast from that field. Mages are able to get up to 240 exp in each type of magic. Others are limited to 200 exp.

EXP LEVEL

What the numbers on Exp/Level mean....

[EXP]        [STANCE LEVEL]         [WEAPON LEVEL]         [MAGIC LEVEL]
  0          Completely unskilled.  Totally unskilled.     Untrained.
  1 - 25     Apprentice.            Slightly skilled.      Apprentice.
 26 - 50     Trainee.               Reasonable.            Student.   
 51 - 75     Student.               Fairly competent.      Scholar.
 76 - 100    Fairly experienced.    Highly skilled.        Magus.
101 - 125    Well trained.          Very dangerous.        Adept.
126 - 150    Highly experienced.    Extremely deadly.      Mage.
151 - 175    Expert.                Expert.                Warlock.  
176 - 199    Master.                Master.                Master wizard.
      200    Grand master.          Grand master.          Grand sorcerer.