Search Help Files


You searched for Gain


1. trains command training costs exchange study attributes gain
Syntax: train <stat> <number of times>
train <stat> all
train <stat> newcost
train hp|mana <number of times>
train exchange ‑ turns 10 practices into one train
train exchange all ‑ turns all practices into trains
train exchange (<multiple of 10>) ‑ turn 10 practices into 1 train
train exchange 30 ‑ turns 30 practices into 3 trains
train study (<number of trains|all>) ‑ turn 1 train into 10 practices
train study 3 ‑ turns 3 trains into 30 practices

The train command is used to increase your stats such as dexterity,
strength, wisdom, intelligence, constitution, or luck, or your hit points
and mana.

The train <stat> all command will train your chosen stat until it is
either maxed out or you have used up all your trains.

The train <stat> newcost command will train your stat (int, wis, et cetera)
until the cost increases.

You can train your stats at a house trainer or with the sphere of knowledge.

The costs of training specific stats is based on your race. As your stats
increase, the cost will also increase. Help 'maxstats' to see when the
costs increase and by how much. Type 'race info <race>' to see the training
costs and starting stats of any given race.

One training session is worth one hit or mana point. Typing 'train hp 3'
will spend 3 training points and give you 3 hitpoints. The constitution
stat increases the maximum hitpoints one can train, and intelligence and
wisdom increase the maximum mana points one can gain. Both maxes are capped
at 1000.

As your trained stats increase, the costs will increase as well. To reduce
your train cost, there are a few options such as heroing on a PermaDeath
character.

The base costs before any race modifiers are:

Stat Range Base Cost
‑‑‑‑‑‑‑‑‑‑ ‑‑‑‑‑‑‑‑‑
70 1
71‑90 2
91‑130 3
131‑170 4
171‑200 5
201‑224 6
225‑250 7
251‑300 8
301‑350 9
351‑400 10
401‑450 11
451‑500 12
501‑550 13
550+ 14


2. hp command manapoints hitpoints hp gains hitpoint gains mana gains
Syntax: hp ('%', 'target', 'room', <target name>)
mana ('%')

This syntax is a shorthand way of displaying how many hitpoints or how much
mana you have. Typing 'hp %' will show you this information in percent
form. To see the health status of someone in the room, use 'hp <name>'. To
see the health status of your current combat target, use 'hp target'.

HP, otherwise known as hit points or health points, is what keeps your
character alive. The more hitpoints you have, the better. If you have two
classes, the hitpoint gains of both classes are taken into consideration and
averaged together. So if you are a Cleric/Warrior, you'll have higher
hitpoints than you would have as just a Cleric.

MA, otherwise known as mana points, is what your character will use to cast
spells. Mana gains work the same way that hitpoint gains do. With two
classes, the gains of both classes are averaged together.

Until level 15, all characters gain a flat +15 hitpoints, +15 mana, and +200
practices. After level 15, gains depend on your classes (it's normal to
gain less than what you gained up til level 15). Some classes gain more
hitpoints than other, for example a Warrior generally gets more hitpoints
than a Mage.

Max trainable mana is based on your wisdom and intelligence, while max
hitpoints is based on your constitution.