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SSS - New Player Guide

Home | Creation | Score, Skills, Spells | Combat | Shopping


So far we have looked at how to create a character, now we can look at getting your character ready for the big world of Alyria and its many many minions. To do this you will need to learn, or train, your skills and spells (if you have them). It is important to train these because the more learned you are in them the more you will hit or the less you will fail, depending on how you look at it.

Score (Type Score or sc): Here you will find a lot of information about your character. The top part of your score will be obvious, name, hours played, level, your Hit points, spell points and stamina etc.

Practices: These are used to train your skills, spells, stats (Vitality, Knowledge etc.) as well as your hit points, spell points, and stamina.

Score Screen

Quest Points (Quests): Quests are a great way of making your character better. Apart from two little quests that are available in Lasler, and these while helpful to you, do not give true quest rewards but they do give stat raising equipment.

Spell Complexity Comprehension (Scc): This is your magical knowledge. As this increases it will let you cast more powerfull spells. Depending on your class either Wisdom or Knowledge and levels will help increase this. All spells, no matter what school of magic they are in, will require your SCC being high enough to unlock them.

Proficiency Complexity Comprehension (Pcc): Where your SCC deals with magical knowledge your PCC deals with all physical skills. This can mostly be raised with high Agility and levels with the exception of mystical (MYS) which can be raised with Knowledge and levels.

Below this is your experience. This tells you how much you have, and how much you need to gain a level. To gain experience you need to kill mobiles, complete quests or obtain marks.

The rest of the score is made up of your kill and death information, which is simple to work out.

Skills (Type Skills pro or Sk p): Here you will find out all the information on your skills, which ones are available or unavailable, which are and are not trained etc. Your skill list is broken down into 5 columns:

#: Skill number

Proficiency Name: Name of the skill, if this is bright yellow it is useable by you. If it's dark yellow it is currently unuseable by you (See Cmplx below). If it is Green, it means you are wearing something that increases your knowledge in this skill, and if it is red it means you are wearing something that lowers your knowledge in this skill.

Skills Screen

Type: these are broken down into 5 categories:

Weaponry (WEA): These skills will be your physical weapons, swords, maces, daggers etc. Agility and level will help raise this.

Defense (DEF): These skills will be your defensive ones, dodge, parry, acrobatics etc. Agility and level will help raise this.

Combat (COM): These skills will be your other types of combat type skills that do not require a weapon, hand to hand, throwing bash, kick etc. Agility and level will help raise this.

Technical (TEK): These skills will be anything with a technical nature, setting snares, detect and disrming traps etc. Knowledge and level will help raise this.

Mystical (MYS): These will be your mystical skills, lore, meditation and magical items for example. Again knowledge and level will help raise this.

Cmplx: This is how complex a skill is if we look at the first skill on the list (Archery, WEA type) it has a Cmplx of 5%, this means when you type score your MYS stat (Found under under PCC) must be at least 5% to `unlock` this skill. As we can see it is bright yellow, so this skill is unlocked, where as the next skill down (Blind fighting) requires you to have at least 40% in COM to be unlocked so this skill will remain dark yellow and un-useable until your COM reaches at least 40%.

Lrnd: This is simply how learned you are in a skill. The more learned you are the more you will hit (if its a weapon skill) or the more you will dodge an attack (if its a defence).

Spells Screen

Spells (type skill spells or sk sp): Here you will find out all the information on your spells, which ones are available or unavailable, which are and are not trained etc. Your spell list is broken down into 6 columns:

#: Skill number

Spell Name: Name of the spell, if this is bright yellow it is useable by you, if its dark yellow it is currently unuseable by you (See Cmplx below), if it is Green, it means you are wearing something that increases your knowledge in this skill and if it is red it means you are wearing something that lowers your knowledge in this skill.

School: There are 14 school types of magic:

Fundamental (FUN) Basic spells, these do not require spell reagents or memorization for you to cast these.

Abjuration (ABJ) Banishing type spells, these include cure poison and disease as well as dispel magic and abjure.

Alteration (ALT) These spells change the state of an item or creature, for example change sex, erase, heal, are all spells that fall into this section.

Summoning (SUM): These spells will summon either a mob or player to your location, Find familiar, Summon elemental etc.

Enchantment (ENC): These spells enhance either you or items levitation and recharge items are two examples of these spells.

Illusion (ILL) These spells are aimed at confusing and misleading people, like concealment and momentary darkness.

Thought (THO): These are Psionic type spells, they require no spoken words and in most cases no reagents.

Invocation (INV): These spells are a set of spells that you cast on yourself for various gains, for example, bless.

Evocation (EVO): These spells tend to be a force of nature in a physical form, for example reflective fireball, chain lightning etc.

Divination (DIV): Detection type spells, for example, detect magic, detect invisibility etc

Necromancy (NEC): Death or life force type spells, cause light, cause serious and harm are types of spell that fall into this category.

Elemental (ELE): Elemental spells, these all deal with the primevil elements for example control weather.

Conjuration (CON): These spells change astral energy into a physical force that can do various things from create a spring to creating magic darts to harm your enemy.

Chaos (CHA): These spells deal with the chaotic side of magic and include travel spells like nexus and gate travel, to combat type spells like deafen, evil eye etc.

Before you start your adventuring you really should look at training your skills and spells if you have them. Trainers can be found all over the world and there are several available to use in Lasler. Different trainers will offer different services, so you will have to hunt out the right trainer for some of your skills later on as these become available to you.

Trainer Screen

Type practice or prac to see what skills and spells a particular trainer has to offer.

Trainers are also able to train your stats if you wish (Strength, Knowledge, Wisdom, Vitality etc) at a cost of 80 pracs for 1 increase, unless it is your primary stat, then this is trained at a cost of 60 pracs for 1 increase. If you wish to train your Hit points, Spell points or Stamina you can also do this now, at a cost of:

Hit points 30 pracs for 10 Hit points
Spell Points 27 pracs for 10 Spell points
Stamina 20 pracs for 10 Stamina

Training Screen

Skills and spells within the world of Alyria can only be trained to 75% (with a few exceptions). To improve a skill or spell above 75% you will need to use it in your day to day adventuring or gain a better in it when you level. In the image to the right I have trained the sword skill and the spell magic dart. As you can see I have added 25 at the end of both train lines, this means I want to train it 25 times. This number can be changed from anywhere between 2 and 25.

When training spells you will need to have a spellbook equipped with the spell you wish to train in that book.

When you are trying to train a skill or spell with two words in its name you must enclose the skill or spell name within quotes. Again see the image to the right. So to train magic dart, you must use practice or prac 'magic dart' or else it will not work.