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Help Keywords : Instinct.
Help Category : Enhancement.
Related Helps : Trains, Instinct-Trains, Masteries, Potential.
Last Updated : 2024-08-10 10:49:33.
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Highly experienced veterans of Aardwolf can train a skill or spell so
intensively that it becomes more like an instinct than an acquired skill.
Instinct gives bonus effectiveness in the designated skill.
The sum of your actual learned percent in a skill and your instinct
in that skill becomes your effective learned percent in that skill.
Any effective learned percent over 100 makes the skill more powerful
with diminishing returns. (see: 'help practice')
Instinct is purchased with gold and trains, on an ability-by-ability basis.
Instinct Syntax:
instinct : List your available skills/spells that may have
instinct.
instinct all : Displays all instinct skills/spells
(including ones not available to you).
instinct learned : Show all abilities with at least one point of
instinct purchased.
instinct costs : Show table of costs for each point of instinct.
instinct buy [skill/#] : Buys a point of instinct (use spell # or name
(dodge, 'protection good') in given ability.
instinct mbuy [amount] : Buys multiple points of instinct at once.
instinct deposit <qty> : Deposit trains for later use on instinct (see
'help instinct-trains').
instinct deposit all : Deposit all available trains.
allspells instinct all : List all instinct-enabled abilities.
instinct totals : Shows a list of instinct and totals spent.
instinct check : Show overall totals and rebuild costs for
all skills.
instinct check [skill] : Show total spent and rebuild costs for a
single skill.
instinct rebuild all : Rebuild all instinct.
instinct rebuild [skill]: Rebuild instinct in a single skill.
Important Notes:
* In almost all cases, the over 100% bonus is not a direct percentage.
It is also on a curve with diminishing returns.
(For example, 100 points of instinct might add a 20% bonus damage,
while 200 points adds 30% total.)
* Instinct is remembered across tiers and remorts; you only ever have to
buy it once.
* Instinct is only useful in an ability that you can actually use.
It is not a way to have access to skills usually unavailable. If you
lose access to a skill because you tiered or changed class, your
instinct amount is still remembered and will become active whenever
you have that skill available again.
* Instinct is not used when spells are cast from objects - only when
cast naturally. Instincts that are based on the presence of an affect
such as haste or sanctuary will still benefit from instinct regardless
of where the affect came from. If you try to buy instinct in spells
you can't cast you will receive a warning but can still override that
warning.
* Instinct can provide a bonus for either spells or equipment that
give a certain effect. For example, both the Aardwolf Boots of
Speed and the Accelerate spell provide the haste effect, and both
benefit equally from instinct in Haste. In the case of the Boots of
Speed, a player is treated as if they have 100% skill level in Haste
while the boots are equipped, and instinct gives bonuses accordingly.
The same applies to sanctuary, dual wield, and protection good/evil.
* The max instinct you can gain in a single ability is 200.
NOTE:
July 2023 - Instinct rebuild is now included with classchange
(see HELP CLASSCHANGE) and is available free of charge every 7 days.
Details from the old helpfile are below. This command is still available
and the cost has been reduced to 1000 trains max if you want to instinct
rebuild between class changes.
* You can 'rebuild' instinct in either a single skill or all at once.
There is a rebuild cost of 2% of the gold put into instinct, with
a max cost of 1000 trains when using the "all" option. The
gold and trains returned from an instinct rebuilding are considered
deposited and can only be used on instinct.
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