The Primary Status as seen in my mind game.


How is the Sixth Status now?


Last update: Jul 12, 2005

1 Introduction



1.1 What the Sixth Status is



The Sixth Status tells you your progress on learning some abilities. The Sixth Status is mentioned indirectly a lot in my scripts and not mentioned much elsewhere. It deals with learning abilities. There are a few terms and laws described here, all mentioned quite often at some point or another. Learning some abilities can raise your intellect stat, though, but most don't.

1.2 The basics



The Sixth Status contains the list of abilities you are currently learning. Abilities take ability points [AP] in order to be learned. Ability points are gained from clearing events, such as washing a window, driving 500 miles to your vacation spot, and more. Abilities have minor "side effects" called equip effects to them where they can adjust your primary stat values slightly. There are 8 types of abilities.

2 Sixth Status common terms



2.1 Ability types in general

There are 8 types of abilities: special, permanent, equip-only de-independent, equip-only independent, equip-only dependent, use-only de-independent, use-only independent, and use-only dependent. Some of the terms used to explain these are also explained in the Ninth Status. For now, we'll just cover the meaning of the terms de-independent, independent, and dependent.

2.2 De-independent abilities



A de-independent ability is any ability that can be learned by yourself or from someone else. Swimming, biking, typing, walking, running, programming, and writing music are all examples of such abilities. They are the most common type, making up about 90% of all abilities as an estimate.

2.3 Independent abilities



Independent abilities are abilities that can only be learned by yourself. These are usually just effects and special features and aren't as common. They are at a very distant second in commonness compared to de-independent abilities, making up only around 9% of all abilities.

2.4 Dependent abilities



A dependent ability is one that can only be learned by others. An example is reading in a certain language. Dependent abilities are quite rare, about 1% of all abilities.

2.5 Tricks



Tricks are special de-independent abilities that are learned only from the existance of another ability. For the case of swimming, swimming underwater while doing a 720 on the vertical axis is an example of a trick, a more complicated one requiring a significant amount of AP. In the case of skiing, doing a ski jump while doing a 1440 (4 full turns) is an example of another trick.

2.6 Ability points (AP)



Ability points are "points" awarded from clearing events. They are used to learn abilities with.

3 A short story



Let's create a story about someone learning an ability to help you understand the 6th and 8th statuses. In this story, a young kid has decided to learn how to swim. After the ability is set to be learned, this kid will be gaining [AP] toward it. Swim costs around a million ability points to learn [unconfirmed statement]. After the kid gets in the pool for his swimming lessons, he will start gaining AP, and fast. Swim is an example of a de-independent ability. After this kid learns how to swim, he, then, can use this ability at his own will. The continuation to this story is in the Eighth Status.

4 Sixth Status laws and theories



4.1 Law of simple to complex abilities



Confirmation status: mostly confirmed

"You need other simpler abilities learned in order to accomplish more complicated abilities."

Sometimes, as it is in my stories, in order to get to the next higher level for the ability, you need to gain enough AP to level it up. After it's learned, then you can go to the next level higher which will take even more AP to learn.

4.2 Law of prerequisits



Confirmation status: mostly confirmed

"In order to start learning an ability, you may need to meet a number of prerequisits first".

If you wish to cast spells, first you need an ability to be able to convert your spell power into well-timed complex shockwaves. You also need to have your stats at a certain value or higher. For spells, usually, a very high MAG is a well-known prerequisit as a failure for these low-level spells can easily cost you hours of time to recover enough spell power to try again. If you wish to know how to program in C++, learning the fundamentals and C programming are prerequisits, though it's still possible otherwise, but very doubtful.

4.3 Law of AP and different species



Confirmation status: somewhat unconfirmed

"The same ability takes various amounts of AP among different species". Let's say that you want to learn to fly without machines and stuff. Well, just to be able to glide, you'll need to gain an ability that costs 1.08 sextillion AP* [unconfirmed value]. A bird would only take around 5000 to 12,000 AP for the exact same ability, even less on a few other species!

4.4 Theory of learning abilities when young



Confirmation status: unknown

"Organisms at younger ages generally gain AP faster".

I'm not exactly certain on this, but according to TV ads, and other sources, younger children tend to learn much faster than adults. This is likely due to the rapidly growing brain.

4.5 Law of rapid ability learning



Confirmation status: confirmed

"You can learn abilities at the fastest rate by starting simple and working your way up".

That often states the obvious. If you want to swim in deep water, you first must be able to learn the basics otherwise it's very risky. You need to learn how to float, glide in water [not in air] and swim without the worry of sinking. After you feel comforable with these over shallow water then you can try the deeper water and perhaps try to learn treading water. It's not easy to do if you can't float or something.... Simpler abilities cost fewer AP to learn, but are often required to gain access to the more powerful abilities with even better equip effects.

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3.1.2 Status System - Learn about my Status System from it's history to how it works. My Status System is very rarely used today, except compatibility.
3.1.2.1 Status System home - The introduction to my Status System
3.1.2.1-1 About the Status System report
3.1.2.1-2 The most important pages to read
3.1.2.2 History - the history of the Status System from birth to today and it's possible future
3.1.2.2-1 Status System's birth
3.1.2.2-2 Changes were slow at first
3.1.2.2-3 The biggest leap forward
3.1.2.2-4 Progress slows down drastically
3.1.2.3 Primary Status - how the Primary Status works and the meaning of the terms it uses
3.1.2.3-1 Introduction
3.1.2.3-2 The individual stats
3.1.2.3-3 Very large or very small numbers
3.1.2.3-4 Formulas
3.1.2.4 Primary Status Laws - laws, theories, and hypotheses for the Primary Status (and not the others)
3.1.2.4-1 Introduction
3.1.2.4-2 (Attack) minus defense law
3.1.2.4-3 Theory of maximum values
3.1.2.4-4 The laws of hit points
3.1.2.5 Secondary Status - the defense system and how it works
3.1.2.5-1 What the Secondary Status is
3.1.2.5-2 An example of its purpose
3.1.2.5-3 A relationship with Primary Status laws
3.1.2.6 Tertiary Status (compatibility) - what compatibility is and how it works
3.1.2.6-1 Introduction
3.1.2.6-2 Tertiary Status basics
3.1.2.6-3 Formulas
3.1.2.7 Quaternary Status - various other statistics like pulse, weight, or eye color
3.1.2.8 Fifth Status - what status abnormalities are is and how it works
3.1.2.8-1 Introduction
3.1.2.8-2 The colorings for condition
3.1.2.8-3 Warnings
3.1.2.9 Sixth Status - how ability-learning works
3.1.2.9-1 Introduction
3.1.2.9-2 Sixth Status common terms
3.1.2.9-3 A short story
3.1.2.9-4 Sixth Status laws and theories
3.1.2.10 Seventh Status - what events are and how they help
3.1.2.10-1 What the Seventh Status is
3.1.2.10-2 The three types of events
3.1.2.10-3 Event properties
3.1.2.10-4 The story continued
3.1.2.11 Eighth Status - levelling up abilities
3.1.2.11-1 What the Eighth Status is
3.1.2.11-2 Eighth Status common terms
3.1.2.11-3 Level experience groups
3.1.2.11-4 How much EXP is needed?
3.1.2.11-5 Properties of levelling up abilities
3.1.2.11-6 Plus abilities
3.1.2.11-7 Eighth Status laws and theories
3.1.2.12 Ninth Status - equipping abilities for learning and use
3.1.2.12-1 What the Ninth Status is
3.1.2.12-2 Use of the Ninth Status
3.1.2.13 Summary - a brief summary of the report
3.1.2.13-1 Primary Status
3.1.2.13-2 Secondary Status
3.1.2.13-3 Tertiary Status
3.1.2.13-4 Quaternary Status
3.1.2.13-5 Fifth Status
3.1.2.13-6 Sixth Status
3.1.2.13-7 Seventh Status
3.1.2.13-8 Eighth Status
3.1.2.13-9 Ninth Status
3.1.2.13-10 Formulas
3.1.2.14 Glossary - glossary of the terms used
3.1.2.14-1 About the glossary
3.1.2.14-2 The glossary terms

Footnotes:
* A sextillion is a trillion times a billion or a 1 followed by 21 zeros. For more information on these large number names past a trillion, see the bottom of the FAQ page.