HDTenEightyP/NetNews huggingface dataset:
From: inde716@elroy.uh.edu (92S02648)
Subject: Shops beside the general store can run out of money
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Wed, 15 Apr 1992 23:55:00 GMT


  I had been using a (HA) cat-o-nine tails, when I found a (HA) broadsword.
I went up to town level to sell the cat, but the weapon shop wouldn't give
me more than 3000 gold for it.  I made an opening bid of 10000 gold, and
right away he gave me final offer of 3000 gold.  I tried selling the 
broadsword, a (DF) awl-pike, a (SD) flamberge, and A (SU) bastard sword
as well. On the broadsword, and the Defender, the same thing happend,
a limit of 3000 gold.  On the Slay dragon and Slay undead, I had to 
haggle a bit, but it ended up at 3000 gold again.  I then went to the
cleric's guild, and when I offered to sell the flail, He gave the message
about being able top afford such a great weapon, and gave me a final offer
of 3500 without letting me offer anything at all.  This seems strange, becuase
I thought they always haggle if the item is worth more than 1000 gold.  
I also noticed that Charisma didn't affect the 3000 gold price at the weapon
shop. I got the same offer at 18/45 and 18/75 charisma.  

  The stats on the weapons were

     Broadsword (HA) (2d5) (+9,+6) [+1] (+2 to Str)
     Cat-o-nine tails (HA) (1d4) (+9,+8) [+3] (+3 to Str)
     Awl-pike (DF)  (1d8) (+6,+3) [+7] (+1 to stealth)
     Two-Handed sword (Flamberge) (SD) (4d5) (+9,+9)
     Bastard Sword (SU) (3d4) (+5,+13)

I am running Umoria 5.4.  Has anyone else had this happen to you?  I think
that the weapons should be worth a lot more, considering the weapon
shop sells them at 30,000 gold

 David Robertson
From: hendrick@ctron.com (Jim Hendrick)
Newsgroups: rec.games.moria
Subject: Re: EL/AMHD's ARE WIMPY! Clarification
Date: 15 Apr 92 19:51:47 GMT
Distribution: usa
Organization: Cabletron Systems Inc.
In-reply-to: hendrick@ctron.com's message of 13 Apr 92 15:40:15 GMT

I believe I should have said that you might try a wand of drain life on
quasits. The ELs are undead and all you would do is waste the charges.

--
###########################################################################
### Jim Hendrick (hendrick@ctron.com)	###				###
### Cabletron Systems Inc.		###   " My opinions, etc are    ###
### P. O. Box 5005			### exclusively the property	###
### Rochester, NH 03867-5005		### of nobody in particular."	###
### (603) 332-9400 x1457		### 				###
###########################################################################
From: ken@isgtec.com (Ken Newman)
Newsgroups: rec.games.moria
Subject: Re: Unique Character Class Abilities?
Date: 12 Apr 92 18:48:33 GMT
Organization: ISG Technologies Inc., Mississauga Ontario



Damn it, don't quote a 50-line article and add a 2-line reply!!
Also, why does everyone in this group go past 80-char lines? This
is what return keys are for. There, I feel better now! And now, back
to your regularly scheduled program...
--

ken@isgtec.com   [ ...!uunet.ca!isgtec!ken ]  Ken Newman

Newsgroups: rec.games.moria
From: ksoutor@unlinfo.unl.edu (kevin soutor)
Subject: Missile "Weapons" in Moria
Organization: University of Nebraska - Lincoln
Date: Fri, 10 Apr 1992 13:06:12 GMT

I find missile weapons in Moria to be useless at best.  It 
takes so many shots to kill even the smallest of monsters 
that the time is much better expended using a magical item 
or engaging in melee in the hopes of killing a dangerous 
creature (idem est Vampires, Dragons, Yellow worms, etc.) 
with the first blow.  Has anyone found value in bows, 
slings, and crossbows?  I am currently playing IIGS Moria 
version 4.8.3.

Kevin

"One simply casts CONFUSION on the Novice Rogue and . . . 
Damn!  He still stole my money!"
  - Anachronus the Halfling Archmage teaching a group of
    neophyte adventurers how to deal with thieves

ksoutor@unlinfo.unl.edu
From: burns@chem.psu.edu (Michael C. Burns)
Newsgroups: rec.games.moria
Subject: Another quick hack to fix haggling
Date: 9 Apr 92 14:20:09 GMT
Article-I.D.: cs.+37Hfo=l6
Organization: Penn State Chemistry

Here are diffs for the changes I made to fix haggling.  Only the file
store2.c is affected.  The changes impose a 10% penalty for buying and
selling items.  That is, as a previous poster suggested, when buying
an item you are charged 10% more than an expert haggler would be charged
and when selling an item you are offered 10% less than an expert haggler
would get.  

*** store2.c.dist	Wed Apr  8 21:40:55 1992
--- store2.c	Wed Apr  8 21:40:54 1992
***************
*** 6,11 ****
--- 6,13 ----
     not for profit purposes provided that this copyright and statement are
     included in all such copies. */
  
+ #define NOHAGGLE_PREMIUM 0.10
+ 
  #ifdef __TURBOC__
  #include	<stdio.h>
  #include	<stdlib.h>
***************
*** 570,584 ****
    comment = "Asking";
  
    /* go right to final price if player has bargained well */
!   if (noneedtobargain(store_num, final_ask))
      {
        msg_print("After a long bargaining session, you agree upon the price.");
!       cur_ask = min_sell;
        comment = "Final offer";
  
        /* Set up automatic increment, so that a return will accept the
  	 final price.  */
!       last_store_inc = min_sell;
        num_offer = 1;
      }
  
--- 572,587 ----
    comment = "Asking";
  
    /* go right to final price if player has bargained well */
!   /* if (noneedtobargain(store_num, final_ask)) */
!   if (1)
      {
        msg_print("After a long bargaining session, you agree upon the price.");
!       cur_ask = min_sell + (NOHAGGLE_PREMIUM * min_sell);
        comment = "Final offer";
  
        /* Set up automatic increment, so that a return will accept the
  	 final price.  */
!       last_store_inc = min_sell + (NOHAGGLE_PREMIUM * min_sell);
        num_offer = 1;
      }
  
***************
*** 755,770 ****
  	  comment = "Offer";
  
  	  /* go right to final price if player has bargained well */
!           if (noneedtobargain(store_num, final_ask))
  	    {
  	      msg_print("After a long bargaining session, you agree upon \
  the price.");
!               cur_ask = final_ask;
  	      comment = "Final offer";
  
  	      /* Set up automatic increment, so that a return will accept the
  		 final price.  */
! 	      last_store_inc = final_ask;
  	      num_offer = 1;
              }
  	}
--- 758,775 ----
  	  comment = "Offer";
  
  	  /* go right to final price if player has bargained well */
!           /* if (noneedtobargain(store_num, final_ask)) */
!           if (1)
! 
  	    {
  	      msg_print("After a long bargaining session, you agree upon \
  the price.");
!               cur_ask = final_ask - (NOHAGGLE_PREMIUM * final_ask);
  	      comment = "Final offer";
  
  	      /* Set up automatic increment, so that a return will accept the
  		 final price.  */
! 	      last_store_inc = final_ask - (NOHAGGLE_PREMIUM * final_ask);
  	      num_offer = 1;
              }
  	}

-- 
Mike Burns       burns@chem.psu.edu
Newsgroups: rec.games.moria
From: tww50239@uxa.cso.uiuc.edu (Taylor W. Wilhour)
Subject: Learning, slaying, Ego
Organization: University of Illinois at Urbana
Date: Mon, 13 Apr 1992 03:43:49 GMT

I had my first winner last week, and stumbled across a few things that I had 
questions about. 
1 What do potions of learning do? i found about six, still had four when I won,
  and noticed no effects from quaffing the first one.

2 How is multiplied damage calculated? I hade a spear(FT) (+9,+9) and an (SE)2 How is multiplied damage calculated? I hade a spear(FT) (+9,+9) and an (SE)
or a (SU) or something like that. I kept the spear because I got three attacks
with it and only two with the other. I would have kept the (SE), but I 
vaguely remembered someone saying earlier that damage bonuses were added in 
before +s to damage. Anyway, mI don't remember the scenario exactly, but I 
wanted to know exactly when damage bonuses are added in? When using the spear 
against, say, a blue jelly, would I get +9 to damage for each hit, or +13.5?
what about strength bonuses?

3 Do gauntlets of slaying do more than just give a plus to hit and damage? Was
I a fool to sell my Gauntlets of Slaying (+0,+0) for 1-2000 gold, or where they
actually still worth something?

								TIA,
								Taylor
From: dat91uni@ludat.lth.se (Urban Nilsson)
Newsgroups: rec.games.moria
Subject: How to get a Moria for PC ...
Keywords: pc,PC,dos,moria,WANTED
Date: 15 Apr 92 13:09:02 GMT
Followup-To: rec.games.moria,dat91uni@ludat.lth.se
Organization: Computer Science, Lund University, Sweden


Hello fellow netters !

I'd like to know how to get hold of a copy of Moria for pc (DOS) ...
I don't have access to ftp or telnet, but if someone have it might work
to put it on either :

lth.se
ftp.efd.lth.se
spirb.fek.lu.se
p6xje.ldc.lu.se

when I van reach this nodes (the same school (University of Lund, Sweden))

Any one got some other idea how i shall get my hans on a copy I'd be happy
to know how ...

Regards / UNI

---
Lev Gott ...    , Have a nice life ...

Urban Nilsson  (UNI)
Internet:      dat91uni@ludat.lth.se
Phone, voice:  +46 42 182154
---
From: jhf@acsu.buffalo.edu (Jeff H. Fleischmann)
Newsgroups: rec.games.moria
Subject: Re: Limited Stats?
Date: 14 Apr 92 17:32:53 GMT
Organization: UB

zeiglea@prism.CS.ORST.EDU (Anthony Zeigler) writes:

>In article <j!6t44m@rpi.edu> petitc@rpi.edu writes:
>>[  I know I've gone on about a lot of ideas lately, but I'd like to know if
>>these balance/unbalance the game and in whose favor.]
>>
>>  Does it seem to be fair to have certain stats limited for each class?  I mean
>>that you have 2 Primary stats, 1 Secondary stat, 2 Normal stats, and 1 Unused
>>stat.  Then, each stat is modified like this:
>>
>>Primary stats can go to 18/100
>>Secondary stats can go to 18
>>Normal stats can go to 14
>>Unused stats can go to 12
>>
>>  Of course,  each class has totally different usage of stats.  I envision
>>something like this:
>>
>>
>>[Key:  P=Primary stat, S=Secondary, N=Normal, U=Unused]
>>
>>           STR INT WIS DEX CON CHR
>>
>>Warrior     P   N   N   S    P   U
>>
>>Priest      U   P   P   S    N   N
>>
>>Mage        U   P   P   S    N   N
>>
>>Ranger      P   P   U   N    S   N
>>
>>Rogue       N   S   U   P    N   P
>>
>>Paladin     P   U   P   N    S   N
>>
>>
>>  As with most of my ideas, this makes the classes much more distinct and hence
>>makes the choice of a class more difficult and crucial.
>>
>>  Is this general concept a good idea, or should all classes be equal?
>>
>>
>I second it. It looks to be a good idea. Although some of the limits are 
>quite stringent (i've always liked to imagine playing an 18 strength wizard
>that might not be so good in other areas but is big enough to make people 
>worry ;-) Perhaps the players could assign the stats the way they pleased
>(of course only an idiot would choose for his prime stat to be other than 
>what it should be (a wizard wouldn't want his int to max at 14!!!))
>Ziggy
 A better idea might be to limit the stats of a race and not the class
 that way you could limit a halfling strength to 16,  whoever saw a halfling
 fighter anyway.  This would limit the classes that a hafling would be good
 for.  The same thing with elves.  And half-trolls would have a limited
 intelligence, and therefore wouldn't be good mages, but would be great 
 fighters.  This would force people to choose a race that best suits the
 class they want to play.  I'm not sure which stats should be limited for
 the different races, and so I'll leave that up to discussion here.

just a thought...
--Jeff
Newsgroups: rec.games.moria
Subject: Re: Amiga Moria graphics version available
From: epoo1@cs.aukuni.ac.nz (Edouard Malachi     Poor           )
Date: Wed, 15 Apr 1992 04:25:15 GMT
Organization: Computer Science Dept. University of Auckland
Keywords: Moria

In <1992Apr15.001515.5789@cs.uow.edu.au> u9147063@cs.uow.edu.au (Richard Barry Ling) writes:

>>Oh boy Oh Boy Oh Boy! I downloaded this, and it is great! I haven't played
>>it for several weeks yet, as it haven't been in my possesion for more than
>>24 hours. So I don't know, if there are any "but..."'s, but I like it...

>>It is everything you liked about AmigaMoria3.0 and everything you like
>>about Umoria5.4. (The latter I find most important) (that is, it is
>>mostly umoria5.4, apart from the graphics on top of it, and a little(?)
>>more).

> I second this. Graphical UMoria 5.4 for Amiga is a GREAT game. It seems
>identical to UMoria 5.4 (that means the same thoroughly-tested source codes,
>therefore less bugs) but with 16-colour 640x200 graphics. (I guess you'll
>need at least a meg to run it.) It's very nice to be able to distinguish
>a young green dragon from a mature multi-hued dragon by different graphics
>rather than both being a simple "d", and to know immediately when you're
>looking at a huge 2-handed sword, rather than get all excited and identify
>the little "/" you're looking at and be told "you see a broken dagger".

Sounds cool--I wouldn't mind porting the bitmaps to the Archimedes and
including them in my port of 5.4.0 .

I've already added colour which helps (green dragons are green, blue potions
are blue, wrinkled mushrooms are a pain...) and have been thinking about
an option to bitmapped graphics as well.

I put in, as I remembered it--I dont have an amiga, the colour scheme for things
like your stats and your hit points and mana, where they are green if they
are on full, yellow if not full, and red if <=20% of full. This I always liked
in Amiga Moria 3.0 .

Could someone possibly send me the ILBM files for the new bitmaps? I can't FTP
and I really dont want the full amiga moria 5.4, as it is of little use to me..

-----

One point here - A lot of people are now starting to alter the 5.4 sources to
do dinky things. New monster stratagies, bitmaps, etc. This includes colour
which I've added in a nice and system independant fashion (and, unlike the
pc colour version, DOESNT need a seperate colour save file...)

What is needed is to get some of these changes back to Jim Wilson so he can
include them in future versions.

The question is: Where on earth is he? I tried in vain to contact him through
email about a month ago (the address in the docs gives no reply)...

Does anyone know of a contact address? Email or real mail? Anyone? Please?


Edouard.
Newsgroups: rec.games.moria
From: ksoutor@unlinfo.unl.edu (kevin soutor)
Subject: Aaaarrrggghhh!
Organization: University of Nebraska - Lincoln
Date: Tue, 14 Apr 1992 15:11:18 GMT

After innumerable re-rolls I finally got a playable mage 
character.  He is now 11th level, having survived many
life-threatening perils.  His only problem is that he cannot
obtain the bloody book of spells Magick II.  I have tried 
waiting for the shopkeeper to restock his shelves but to no 
avail.  Does anyone have a suggestion besides further 
waiting?  Otherwise I will just have to tough it out, 
delaying my acquisition of the all-important IDENTIFY spell,
and then use the Grape Jelly trick to make up for it!

Kevin

ksoutor@unlinfo.unl.edu
From: abbey1@husc9.harvard.edu (Joshua Abbey)
Newsgroups: rec.games.moria
Subject: Mac version of Moria...
Date: 15 Apr 92 19:28:57 GMT
Organization: Harvard University Science Center


	Hi there...

	I was just wondering what the most recent wersion of Moria was	
	that was available for the Macintosh...and where it's available
	from (FTP, or whatever...)

		Appreciate any responses...


					Thanx in advance, 
				Josh
				abbey1@husc.harvard.edu

-- 
==)--------------      abbey1@husc9.harvard.edu   (Josh Abbey)
                "Ashes and diamonds, foe and friend,
                 We were all equal in the end."  - Pink Floyd 
	                 		     	--------------(==
From: josh@cqs.washington.edu (Josh Hayes)
Newsgroups: rec.games.moria
Subject: Re: Staff of Curing?
Keywords: Staff, Curing
Date: 13 Apr 92 23:24:25 GMT
Distribution: usa
Organization: University of Washington

wilhel@studsys.mscs.mu.edu (Nick Wilhelm-Olsen) writes:

>So what good is a Staff of Curing anyway?  They are worth big bucks in the 
>store, but I can't find any real use for them.

They cure things. Like blindness, confusion, poison....mmm...I think that's 
all. A necessity when fighting Emperor Liches. Oh, wait; do they cure fear?
I'm not sure....on the other hand, when an EL casts a spell, and I'm made
afraid, I generally say something like "you bet your ass I am". 

Josh Hayes, CQS, U of Washington  josh@mowgli.cqs.washington.edu
From: snewman@ccu.umanitoba.ca (S. Newman)
Newsgroups: rec.games.moria
Subject: Re: I hate haggling.
Date: 5 Apr 92 14:45:45 GMT
Organization: University of Manitoba, Winnipeg, Canada

In <1992Apr4.195356.15493@solbourne.com> imp@solbourne.com (Warner Losh) writes:

>In article <1992Apr4.050053.5547@ccu.umanitoba.ca> snewman@ccu.umanitoba.ca (S. Newman) writes:
>>Haggling is a challenge to the _player_. A 1st level character
>>can haggle just as good as a 40th level character. THE CHARACTER
>>DOESN'T PLAY A PART IN THE HAGGLING.

>This is wrong.  High level characters are likely to have found potions
>of increase Charisma, which does have an effect on the prices in the
>stores (at least in the VMS Moria 3.x version).  As such, they are
>able to get better deals than players that have just started out.

Yes, Charisma affects the price. But I'm not talking about price,
I'm talking about the ability to bring the shopkeeper's price
down to final offer without getting kicked out of his store.
And if Charisma does affect that (go look through the source, if
you want to), then I doubt it does anything major. Let's say
a character has a Charisma of 18/100, goes into a shop and the
player decides to pay asking price. Now another character comes into
the shop with a Charisma of 12. The player decides to bargain and
gets it cheaper. Where did the character influence anything? It
was the player that actually did the barganing, and I doubt if
the character helped them along much.
-- 
Jesse Newman    "Sorry, wrong number. This is 912."
 *    *  snewman@ccu.umanitoba.ca
    >    When all else fails make a bigger smiley. 
 \____/
From: Christopher.W.Page@dartmouth.edu (Christopher W. Page)
Newsgroups: rec.games.moria
Subject: Re: I hate haggling.
Date: 5 Apr 92 23:43:58 GMT
 <ktoutcINNcaa@lovelady.cs.utexas.edu> 
 <1992Apr3.174229.20811@acsu.buffalo.edu> 
 <ktpsbhINNeu1@lovelady.cs.utexas.edu>  
 <1992Apr4.055107.8276@acsu.buffalo.edu>
Organization: Dartmouth College, Hanover, NH

In article <1992Apr4.055107.8276@acsu.buffalo.edu>
mjb@acsu.buffalo.edu (Matthew J. Bernhardt) writes:

> If challenged, I will not reply.  If attacked, I will not refute.

A line usually semantically equal to "I'm taking a ridiculous stance on
<subject>, have no further decent arguments, and am obviously in the
wrong, so to avoid embarassing myself, I won't say anything else."

Cheap shot?  You bet.

And oh, yes, sorry 'bout the digested .sig.  It's being fixed.

- Tachyon
Xref: sparky rec.games.moria:2075 rec.games.hack:3274 rec.games.mud:4522
From: wdunn@ecs.umass.edu
Newsgroups: rec.games.moria,rec.games.hack,rec.games.mud
Subject: help finding Omega game
Date: 6 Apr 92 00:57:13 GMT

Hy,
  Ok, here goes, I have for the last two weeks been searching for this elusive
game Omega.  The systems operator here doesn't seem to be adding the new group
fort its support(in fact we have no alt.* at all here). So would some one out
there please tell me where in all hell either the source, or a .exe for this
game can be found (preferably for and Ibm, but I think Vax VMS could be delt
with if need be).
I will post a any answers to these groups for other interested people.
latta,
Haplo (Moria 34th level ranger, Nethack 10th level archeologist, and just
starting MUD's)

rsvp
Newsgroups: rec.games.moria
From: ksoutor@unlinfo.unl.edu (kevin soutor)
Subject: IIGS Moria
Organization: University of Nebraska - Lincoln
Date: Thu, 9 Apr 1992 16:08:31 GMT

Are there any other unhappy IIGS owners on the net?  I am 
looking for an updated IIGS Moria version (better than 4.83)
if it exists.

Thanks!   Kevin

ksoutor@unlinfo.unl.edu
From: pilgrim@daimi.aau.dk (Jakob G}rdsted)
Newsgroups: rec.games.moria
Subject: Re: Amiga Moria graphics version available
Keywords: Moria
Date: 13 Apr 92 08:53:54 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

d9hh@dtek.chalmers.se (Henrik Harmsen) writes:

>Hi, today I released my version of Moria for the amiga
>based on UMoria 5.4. I have put it on ab20 (128.155.23.64) in
>incoming/amiga as file moria_gfx_1.0.lha.
>It is also on kukulcan.berkeley.edu in pub/wilson/incoming as
>file AmMoGfx1.lha (8 character name limit...)

>This is a graphic version of UMoria 5.4 for the Amiga.
>It has bitmapped graphics for all objects and some extra goodies compared
>to the original UMoria 5.4 to make it attractive to the graphic-oriented
>Amiga public.  Other than this, it is supposed to be as close to the
>original Umoria 5.4 as possible. 

Oh boy Oh Boy Oh Boy! I downloaded this, and it is great! I haven't played
it for several weeks yet, as it haven't been in my possesion for more than
24 hours. So I don't know, if there are any "but..."'s, but I like it...

It is everything you liked about AmigaMoria3.0 and everything you like
about Umoria5.4. (The latter I find most important) (that is, it is
mostly umoria5.4, apart from the graphics on top of it, and a little(?)
more).

Specifically, it solves all my problems with previous binaries of
5.2, 5.3.1, etc for the amiga, at kukulcan.berkeley in incoming.

So, even if your only problem is, that your current moria executable
misbehaves under 2.04, this might be for you.


[blahblah blah over].

OK OK, why do I post this? Well, it's one thing, that somebody announces,
that 'this & that' made/altered by him now is available for ftp, but it is
yet another thing, if independant people yell 'Nice Nice Nice'. So now
I've done that.

 

--
      Jakob Gaardsted            | What are our schools for if not
  Computer Science Department    | indoctrination against Communism?
University of Aarhus, Jylland(!) |
    pilgrim@daimi.aau.dk         |             -- Richard M. Nixon
Newsgroups: rec.games.moria
From: imp@solbourne.com (Warner Losh)
Subject: Re: New Ego-Weapon Attributes?
Organization: Solbourne, User Interface Group
Date: Tue, 14 Apr 1992 19:40:59 GMT

In article <6k9t4=j@rpi.edu> petitc@rpi.edu writes:
>  I just was thinking of adding a more subtle, defensive Ego-Weapon:
>  Divine Grace (DG):
>  Offers:  -1 to -3 to AC

Is this a typo?  Or something subtle that I'm not aware of.

Warner

-- 
Warner Losh		imp@Solbourne.COM
"You're the woman that I've always dreamed of.  Well, not really, but you are
 good enough for now."
Newsgroups: rec.games.moria
From: mperry@waikato.ac.nz
Newsgroups: rec.games.moria
Subject: Re: Learning, slaying, Ego
Date: 16 Apr 92 15:12:56 +1200
Organization: University of Waikato, Hamilton, New Zealand

In article <GRABINER.92Apr14125102@zariski.harvard.edu>, grabiner@math.harvard.edu (David Grabiner) writes:
> In article <1992Apr14.145725.7411@waikato.ac.nz>, mperry writes:
> 
>> Another good way to learn spells:
>> - when you have just gone up a level and learnt a new spell, attack a
>> monster which removes your experience. You lose your experience but
>> keep the spell.  Then go away and gain the level, and lose it again.
>> Doing this you can quickly catch up those spells that you don't have.
> 
> This doesn't work in any version that I know of.  In 4.87, you will
> forget your highest-level spell when you get drained a level.  In 5.x,
> the number of spells you are allowed to know depends on your level and
> intelligence/wisdom, and you will automatically forget the spells you
> learned most recently if either one decreases and causes you to know too
> many spells.

I think it does work ( but I don't have a copy of moria to try it on
presently). When you are several spells behind, like when you have a 
low level character who has lost there books, you are allowed to get 
more spells when you go up a level. The version I played only allowed
you to learn one spell per level, so if you had lost your book you
could have say 5 spells at level 10. Then by doing what I described
above you could catch up those spells and have say 10 spells on level 10.