* See also: Skills Tree
The practice command will inform a player on where his or her abilities are on the Skills Tree. This is a purely informative command and will not adjust the abilities of the player.
Issuing the practice command by itself will display the amount of practice sessions you have left and the skills you are able to practice and the skills you already have.
> practice Martialism [ 0] Elementalism [ 0] Psychokinetic [ 0] Spellcraft [ 0] Parapsychology [ 0] Perception [ 0] Subterfuge [ 0] Meditation [ 0] Philosophy [ 0] Arithmetic [ 0] Alchemy [ 0] Anthropotomy [ 0] Literacy [ 0] Astrology [ 0] Catechism [ 0] Herbology [ 0] Animism [ 0] Divination [ 0] You have nothing practiced. You have 100 practice sessions remaining. >
Issuing the practice command with a fundamental skill will show which stats are qualifiers for the abilities needed for the skill. In this example, the stats intelligence and wisdom are interpolated to a scale of 100. A wisdom and intelligence of 17 will translate to a value of 80. A percentage of each is applied to calculate the maximum amount of practice this player can invest in the spellcraft skill:
''(50%x80int 50%x80wis) '' 80 maximum Spellcraft=
The skill spellcraft is a gateway to other practical skills. Those directly affected by spellcraft are listed under the post-requisite list.
> practice spellcraft SPELLCRAFT [ 0/80 ] ---- qualifiers ----- 50% intelligence [ 17 => 80 ] 50% wisdom [ 17 => 80 ] * (50%x80int 50%x80wis) = 80 maximum Spellcraft --- post-requisite -- Infravision Remove Darkness Identify Teleport Control Weather Magic Missile Chill Touch Burning Hands Shocking Grasp Instant Recharger Armor Invisibility Knock Wizard Lock Strength Forget Floating Disc Orb Of Draining Faerie Fire Sunbeam Moonbeam Word Of Recall Poison Water Walking Water Breathing Pass Without Trace Detect Magic Blindness Auric Sense You have 100 practice sessions remaining. Your master is Sin. You can learn: SPELLCRAFT > learn spellcraft You follow the example of Sin in the art of 'Spellcraft.' You attempt to learn 'Spellcraft'. > practice spellcraft SPELLCRAFT [ 3/80 ] ---- qualifiers ----- 50% intelligence [ 17 => 80 ] 50% wisdom [ 17 => 80 ] * (50%x80int 50%x80wis) = 80 maximum Spellcraft --- post-requisite -- Infravision Remove Darkness Identify Teleport Control Weather Magic Missile Chill Touch Burning Hands Shocking Grasp Instant Recharger Armor Invisibility Knock Wizard Lock Strength Forget Floating Disc Orb Of Draining Faerie Fire Sunbeam Moonbeam Word Of Recall Poison Water Walking Water Breathing Pass Without Trace Detect Magic Blindness Auric Sense You have 99 practice sessions remaining. Your master is Sin. >
Issuing the practice command with a primary practical skill will show which fundamental skill are pre-requisites to practice the primary practical skill. The maximum amount of practices you can invest in the skill is calculated from the list of pre-requisites in a similar fashion that the fundamental skills are practiced. A percentage of each is applied to calculate the maximum amount of practice this player can invest in the armor skill:
''(0x50% + 0x50%) '' 0 maximum Armor=
Since none of the pre-requisites are practiced to any ability, the primary skill cannot be practiced as well.
A list of the skills needed by the primary skill are listed in the post-requisite list.
> practice spellcraft SPELLCRAFT [ 0/80 ] ---- qualifiers ----- 50% intelligence [ 17 => 80 ] 50% wisdom [ 17 => 80 ] * (50%x80int 50%x80wis) = 80 maximum Spellcraft --- post-requisite -- Infravision Remove Darkness Identify Teleport Control Weather Magic Missile Chill Touch Burning Hands Shocking Grasp Instant Recharger Armor Invisibility Knock Wizard Lock Strength Forget Floating Disc Orb Of Draining Faerie Fire Sunbeam Moonbeam Word Of Recall Poison Water Walking Water Breathing Pass Without Trace Detect Magic Blindness Auric Sense You have 100 practice sessions remaining. >
Issuing the practice command with a tertiary practical skill will show which other practical skills are pre-requisites to practice the skill. The minimum level of skill needed for the pre-requisites are indicated. In this example for the spell barrier the only pre-requisite is the armor spell. The armor spell needs to have a proficiency of at least 31 in order for you to be able to begin practicing barrier.
Unlike fundamental and primary skills, here is no maximum proficiency that you are limited by in tertiary skills.
If other practical skills are dependent upon the given skill, they will be listed under the post-requisite list.
> practice armor ARMOR [ 0/0 ] [UNQUALIFIED] --- pre-requisite --- 50% Spellcraft [ 0/80 ] [UNSKILLED] 50% Psychokinetic [ 0/80 ] [UNSKILLED] * (0x50% + 0x50%) = 0 maximum Armor --- post-requisite -- Barrier You have 100 practice sessions remaining. >
Learning spells and skills begins with an apprenticeship.
Developing your fundamental skills is key to developing your practical skills.
Learn well the skills and spells available to you, and you will go far.