This command lists of all the various experience quests for enhancement that 
are available to you, their cost (in gold pieces) and the requirements to 
complete them. Experience quests are the bone marrow of Chaos - i.e. how you 
become a more powerful player.

To actually train for a quest, you need to go to the Elfhelm Academy (north
and east of the Mercantile). You can avoid the neccessity of having to
visit the academy and explicitly training for quests by turning on "Novice
Mode". In Novice Mode, you automatically train for all experience quests
(or at least as many as you can pay for) without ever needing to visit
the academy. If you want to be more choosy and customize which quests you
want to embark on, then turn off Novice Mode (see "help options" for more
information on how to do that) and go to the academy.

It is possible to be on one or many quests at the same time. Experience
earned is divided amongst the different quests relevent to what you just
did to earn experience. For example, if you were questing for Strength and
Defensive ability and earned 100 experience points, you'd get credit for
50 in each of the quests.

The Academy, being the stodgy sort of institution that it is, has a total
moritorium on refunds. If you die during a quest, your monies, training and
experience for any active quests will be forfeit. Once you complete a quest,
however, that skill/enhancement is yours forever.

Thief Skill:

All thief skill level experience is earned by successfully robbing monsters.
The higher your thief level (in addition to your dexterity), the more 
effective you will be at thieving. Thieves pay less in turf fees (your thief 
bonus is sutracted from the amount).

Special thief bonus skills:

Auto-track    Always find tracks when looking for them
Footpad       Follow other players without them knowing it
Auto-hide     If there is cover in a room, you will always find a hiding 
              space on your first hide attempt (and at no action time cost). 
              Also, an actual member of the thief class will automatically 
              find a hiding space when entering a room with more than 25% 
              cover
Super footpad Players cannot "lose" you when you follow them
Auto-stealth  Can remain unseen to monsters even while attacking them
Lockpicker    Can "go" through regular locked doors without first unlocking
              them. Thief class members can also go through locked magic
              doors. This does not work for special locked doors or chant
              operated doors.
 
Physical attributes:
  Single point increases in your physical attributes can be achieved through
  different quests:

  Strength:
  (killing monsters with higher strength)

  Intelligence:
  (killing monsters with higher intelligence)

  Dexterity:
  (killing monsters with higher dexterity)

  Psychic Ability:
  (killing monsters where you used an offensive spell during the combat)

  Constitution:
  (killing monsters with higher consitution and more fatigue points)

Body/Fatigue Points:
  Body and Fatigue points increase as your Strength and Constitution increase.

Weapon Skills:
  Increased skills in the various weapons classes (Edged, Blunt, Pole and
  Unarmed) can be achieved (again, by going out and killing lots of monsters).
  Single point increases in class weapon plusses may be garnered by earning
  experience killing monsters using the specified weapon type. Experience can
  be earned by killing monsters whose basic armor class is greater than your
  basic hit plusses (spells not included).

Special Fighting Skills:
  Similar to the weapon skills, the special fighting skills are the ability
  to fight while wielding a weapon and holding a shield and also the ability
  to fight using two weapons. Experience is earned by killing monsters whose
  armor class is higher than your hit plusses.

  A note on the shield ability; if your shield ability is negative it impacts
  both your fighting bonus as well as your armor class. Once you reach 0,
  it is added to your armor class but not to your combat bonus.

Defensive Ability:
  Defensive ability is your natural armor class. Basically it represents your
  ability to evade attack. Single point increases in your defensive ability
  can be earned by killing monster's whose natural armor class is greater
  than your own.

Note;

When you kill a monster, you always earn experience towards your quests
unless you aren't fulfilling a special requirement of the quest. For
example, if you are questing to increase your blunt weapon skill and
you aren't using a blunt weapon, then you get no experience towards your
blunt skill quest when you make a kill. Further, though you always earn 
experience from a kill, the amount of experience you earn is adjusted based 
on your power vs the power of the monster you're picking on. Generally 
speaking, fighting monsters far below you in power earns you less experience 
than fighting monsters that are more powerful than you. In fact, bonus 
experience is awarded based on how much more powerful a monster is than you.
So, once you get started and start to advance, you will notice that
suddenly you will start getting less experience for the same easy monsters. 
When that starts to happen it's an indication that it's time to move on and
find greater challenges.

It is not required of players that they participate in quests. Quests are
merely a method of enhancing one's abilities and attributes. If you just want
to roam around beating on monsters and amassing gold, that's your own 
business. But be warned, there is no "inherent" advancement in the actions of 
killing, looting, and selling. If you're not working towards a specific goal, 
then you're not going to get anywhere. Still, if that doesn't worry you, 
then have at it.
