Usage: command How you play 1. help sparring — read this page 2. sparring when your sheet and room gates match the blurb below 3. sparring -- practice fights that cannot kill sparring -- practice fights that cannot kill Nobody wants a stranger's blade to be their first real fight. Spar first -- same swings, same tags, but the worst that happens is a bruised ego. spar <name> starts a friendly bout. Lifeforce cannot kill you, but regional injuries (legs, torso, head, and so on) can persist after the bout -- check score Injuries, treat, or clinic (help wounds). You can spar online players, the training dummy, or an Echo that turned on sparaccept. Live partners and opted-in Echoes hit back non-lethally; the training dummy does not -- it is a one-way bag until you are too exhausted to keep drilling. You gain training progress during the bout. Weapon and unarmed swings train Power, Finesse, and Vitality. FOC or PRE damage schools train that primary on your swing instead. When you dodge you train Finesse; when you soak a landed hit you train Vitality. A live partner pays best; the dummy less (but better while you are still Tier 0); an Echo spar less still. While a combat Discipline is still Novice (first rank), the training dummy also boosts that school's Mastery practice and spar yield until you reach Adept -- good for learning a new school safely. Good to know Lethal attack never hits an Echo -- sparaccept is practice only. Spirits and exhausted characters cannot spar (help rest | help death). Away from keyboard: regimen <activity> trains your Echo offline; sparaccept on lets others spar that body. See also: help training | help echo | help mastery