SKILLS
Classes | Combat | Commands | Getting Started | Skills | Spells | Weapons and Armor
Mystic Realms is designed with a skill based system. Characters generally do not gain additional abilities when they gain levels; instead, their abilities, as well as the resolution of events like combat, are a matter of what skills characters (including the monsters) have, and what levels they have in those skills.
In theory, any character may train in any skill at any trainer. In practice, however, there are certain stat requirements required for certain skills, particularly cleric prayers and magic user spells, and as such a character may not be able to learn a skill simply because he does not meet the stat requirements. Furthermore, dedication to a class and a skill (if offered for that class) significantly reduces the cost for training for the skills taught by that trainer. So, in practice, characters typically dedicate to a class and pretty much stick to the skills for that class.
A character gains skill levels by 'buying' them with training points (TRP). This entails understanding how much it costs to buy the skill level, purchasing TRP if necessary, and then purchasing the skill level.
The training centers located throughout the land each contain a Book of Skills for the skills trained by the trainer there, and you can find out what levels your character is in those skills, what the cost in training points is to buy the next level in that skill, and other important information, simply by moving to a square with a Book of Skills and entering the command READ.
One of the lines displayed with the READ command is "Training Points," with two numbers separated by a slash. The first number represents how many TRP are available and can be spent on skill levels. The second number represents how many new TRP can be bought. The basic idea here is that 1 Experience Point plus 10 Copper Pieces buys 1 TRP. So, as you adventure in the game and gain experience, the second number goes up. You may then purchase TRP by going to the seller in that (or any) training center and saying [seller name], BUY. This buys as many TRP as you can afford, up to the maximum available. Your bank account is deducted 10 copper pieces per point you bought; if you go to the Book of Skills and enter the READ command again, you will find that the first Training Points number has gone up by the number entered and the second number has gone down by that amount - now you have more TRP available to buy skill levels.
As a service, the sellers in the training centers allow the depositing of coins as well as taking gear and giving a fair price for it. This is accomplished by putting the coins and/or gear on the seller's counter and saying [seller name], DEPOSIT. The seller will everything and deposit the value in your bank account. The sellers are also capable of telling you what your bank account balance is, which is done by saying [seller name], BALANCE. In fact, the only thing that sellers will not do that a bank will do is withdrawals.
When you have decided to buy a level in a skill, and have enough TRP for it, just say to the trainer, [trainer name], TRAIN [skill name], and he will grant you the level in that skill. If you read the Book of Skills again, you will see that your level for that skill has gone up by 1 and your available TRP has gone down by the cost for that skill level.
Besides TRP and the levels and costs for the next level for skills, some other information is displayed by the READ command, including your character's name, class, and level, and how much XP you need for the next level. The important item here is the character's level. This is independent of character class and goes up automatically based on experience gained in the game. As stated previously, characters do not gain new skills or abilities when they go up levels, but a character's level is a direct modifier to all saving throws (things like resisting a charm prayer or an illusion spell, not getting knocked unconscious in combat, etc.) and as such it is a very important stat in the game.
Skill Descriptions
There are afew skills that are not associated with weapons, armor, or spells. These skills are described below.
Combat Intensity: CI increases defense and offense by +0.5 per level, but it also increases fatigue. CI is best used with either high Will (which increases Fatigue Factors) or high Stamina, and is best increased slowly over time, as you get enough stamina to handle the increased CI.
First Aid: First aid enables you to BANDAGE bleeding wounds, and to heal normal wounds (the blue number on the bust). The degree of bleeding you can heal is as follows:
Level -2 or below: -1 bleeding
Level -1: -2 bleeding
Level +0: -3 bleeding
Level +1: -4 bleeding
Level +2 or greater: -5 bleeding
Hide: Hide is, basically, the ability to hide and remain unseen. If your Hide skill is higher than the level of the creature attempting to see you, you'll remain hidden; if lower, there is a greater chance of being seen.
Precision Attacking: PA increases your attack ability.