Progression and Training

Levels come from experience, but long-term strength comes from how you spend practice sessions and training.

How Experience Works

Experience comes mainly from kills, especially while grouped. The amount gained depends on your level compared to the monster, group size, alignment differences, recent kill history, and random variation. A monster far above your level pays much better than one far below it.

  • Fleeing loses experience.
  • Recalling out of combat loses even more.
  • Dying drops you back to just over the start of your current level.

Practice

`practice` shows your current skills and spells. `practice <skill|spell>` improves one of them when you are at a guild master. Intelligence improves how much you learn per session, while wisdom improves how many sessions you receive as you level.

Practice also costs gold, and the price rises with level. Skills from previous guilds remain trainable, but at a penalty.

Training

`train` is for attributes and core resource pools rather than skill percentages. Most attributes cost five practice sessions, except the class prime attribute, which costs only three. Move, mana, and hit points can also be trained directly.

Strong Early Priorities

  • Train wisdom for more future practice sessions.
  • Train constitution for better hit point growth.
  • Do not spend every practice immediately if a key trainer is nearby.

Useful Reminders

  • Unused practices are saved.
  • Every 15 levels, maximum character stats increase by 1.
  • `level` shows your current experience relative to class levels.