Live-Tested August 9, 2026

Learn an ability, follow its syntax, then train it

The live system separates learning a new ability from raising one you already know. Learning and training commands only work where an appropriate trainer is present.

View your current skills

CommandWhat it shows
SKILLSEvery skill currently available to your character, its remaining uses, and its level.
SKILLS <search>Filters that list. For example, SKILLS PSI shows matching skills.
INFOYour character, resources, position, and readied equipment.
HEALTHCurrent health, fatigue, PSI when applicable, and visible injuries.

The Remain number tracks progress toward the skill's next training point. An eligible use may reduce it, depending on the ability and location. The Training Grounds' practice-target rooms explicitly state that fighting there does not produce learning.

Learn a new ability

  1. Stand in a room with an appropriate trainer.
  2. Type LEARN LIST to see the abilities available there.
  3. Use LEARN ABILITY <slot> to learn a listed ability.
  4. Run SKILLS afterward to confirm the new skill appears.

LEARN LIST also shows the current cost. Availability depends on the trainer, class, race, level, and current implementation.

Use the command shown for that ability

There is no universal command that activates every ability. Do not assume an ability uses USE. Type HELP <ability name> and follow the ability's own syntax.

Ability typeTypical live syntax
Active or command-driven skillUse the command named by its help file, such as ID ARMOR.
SpellUse INVOKE <spell or alias> [AT] <target>.
Psionic abilityUse PSI <ability> [AT] <target>.
Passive or automatic abilityIt triggers through normal play and has no activation command.

Practice targets accept KILL TARGET for basic combat testing. They are useful for checking commands and reactions, but their rooms explicitly disable combat learning.

Train an ability that is ready

  1. Return to an appropriate trainer and type TRAIN LIST.
  2. Read the live entry for the ability. It may require its Remain value to reach zero before training is available.
  3. Use TRAIN <slot> for a listed ability.
  4. Run SKILLS afterward to confirm the result.

The trainer's current ability list is the authority for what can be advanced. DGR does not use specializations or tier points; ignore those inherited ATS prompts if they appear in trainer or help output.

Common problems

  • “There is no trainer here”: the syntax is valid, but that room cannot teach or train you.
  • No ability is listed: it may belong to another class, race, level, trainer, or a system not currently available.
  • Remain does not change: the room, target, action, or ability may not allow learning—or the action may not have completed.
  • An activation command does not work: stop and check HELP <ability name>; use the ability's own syntax.
  • Old website mentioned LEARN <slot>: use the current LEARN ABILITY <slot> syntax.

Trainer placement and costs can change during beta. Some live trainer and help output still contains inherited ATS directions. Commands on this page were checked directly against the game backend; when the game contradicts itself, ask the community before spending money or changing training.