Implementor's notes: Advancement

These were my goals in coding advancement.

- Less complicated math, so that fewer special cases would happen, and both players and customer service would have a better idea how to advance and (more to the point) why they were not.
- Allow the game to better deal with exceptional cases, such as new spell schools or abbreviated spell schools.

Spell Acquisition

I started by making the following example graph: How hard should it be to acquire a spell at level X? It currently depends largely on how many spell or skill points you have at the previous level, but the precise number is extremely cryptic. I based my math on the following stats:

##### I want to acquire spell of level X. What % must I earn in all of my level X-1 spells to get it?
Given information: other spell schools, and my intellect.

| 1 intellect | 25 intellect | 50 intellect
No other spells | 50 | 45 | 40
One complete spell school in the same division | 70 | 60 | 50
One complete spell school in a different division | 90 | 75 | 60
Two other spell schools, complete, same div and other div | XX | 90 | 70
Two other spell schools, complete, both other div | XX | XX | 80
Three other spell schools, complete, two other div and one same div | XX | XX | 90

Notes:

- The numbers above assume there are 15 spells in each school. This is in fact low for the more established schools.
- Players cannot learn Qor/Shal'ille spells without passing the Karma check (10 or -10 for every level of the spell). This behavior is unchanged.
- Customer service can use the following way to help determine advancement problems:
  send object <player #> playercanlearn skill_num int (SKID#) spell_num int (SID#) scryer obj <guardian's object #>. This will tell that guardian what stats, exactly, the player must have to advance. Customer service can also use the scry spell.
- Players can always acquire first level spells from any school, without passing any check other than the karma check. However, this has the effect of slowing down their advancement. This behavior is largely unchanged.
- Divisions are how spells are divided up - it is easier to learn spells and skills that are similiar to ones you possess. In meridian, there are three divisions:

- mystic: shal'ille, qor, and faren
- combat: kraanan and weaponcraft
- lore: jala and riija, possibly language

- To get any spell above 2nd level from a priestess, you must do a quest for her. This is unchanged behavior.