The general study of other planes will allow you to recognize and eventually acquire useful skills to survive on other planes and use of planar gateways. Also, it allows communication on telepathic channels from other planes, such skill increasing so you can hear communications from planes further and further away. At the higher levels, planar adepts eventually become gateweavers, able to create planar gates on their own.
Skill Learned At Description
Survey Inept+0% Determine what plane you're on upon survey.
Teleport Inept+0% Basic travel around the First World.
Elemental Inept+21% Resist the ravages of the elements.
Shortwave Inept+42% Attune to communication channels on adjacent planes.
Rift Inept+71% Use interdimensional rifts to store inventory.
EtherGate Novice+0% See and enter any gateway to the ethereal plane.
ElemGate Novice+33% See and enter any gateway to the elemental planes.
PlanarSight Novice+66% See anyone on your plane regardless of continent.
LiquidRift Capable+0% Store fluids in your rift.
Cosmic Capable+12% Survive on the cosmic planes.
Farwave Capable+25% Attune to communication channels from three planes away.
AdvancedTeleport Capable+38% Travel to anyone on your plane that you can sense.
CosmicGate Capable+69% See and open gates to the cosmic plane.
Astral Master+0% Survive on the astral plane.
Aetherwave Master+22% Attune to communication channels from four planes away.
AstroGate Master+45% See and open gates to the astral plane.
Summon Master+72% Summon anyone on your plane that you can sense.
Conglutination Gifted+0% Reform your body if you die on another plane.
Link Gifted+11% Tap into wild energy nodes for personal power.
Gateweave Gifted+23% Create gateways to other planes.
Astrowave Gifted+36% Attune to communication channels from five planes away.
Distortion Gifted+57% Create a distortion field to block gates.
CosmicSense Gifted+78% Sense anyone on adjacent planes.
Tesseract Expert+0% Fold space and travel to anyone on an adjacent plane.
Broadcast Expert+23% Hear and speak on all planes freely.
Unravel Expert+47% Unravel and destroy non-permanent gates.
Nexus Expert+73% Mastery of all nexus gates, whatever your affiliation.
GateMaster Fabled+0% Your control over planar gates is absolute.
Dimensional Rift (by Kiaris)


Survey

When you survey the ground, you can tell what plane you are on.
Note: This requires the Surveying ability in Environment.


Teleport

Syntax
TELEPORT <target>

TELEPORT NEXUS
TELEPORT COLLEGIUM
TELEPORT BOB
TELEPORT ARTIFACTS
TELEPORT AETHERPLEX
TELEPORT NEWTON
TELEPORT CONSTRUCT <construct> (if Guild Protector)
TELEPORT BEACON (if Aetheric Beacon is raised)

Power: 3 (any) (non-nexus only)

You have learned the basics of how to teleport yourself from one place to another, though currently only to very simple locations. You can travel quickly via this method to your city or commune's Nexus of Power, your Collegium, the infamous Trader Bob, and his shop of wonderous Artifacts.

Teleportation takes a few seconds to complete, during which you cannot take any other actions or the process will be interrupted.

Note: Teleport Newton is only available if you are a newbie.


Elemental

You can survive on the ravages of the elemental planes.


Shortwave

You can attune to communication channels from two planes away.

Additional Notes:
This controls how far away your voice carries, not from how far away you can hear.


Rift

Syntax
INR [<amount>

The Rift stores only certain types of objects in a trans-dimensional pocket that only you can access. It holds "Riftable" items and generally a large number of them. The types of items which can be stored in the Rift are generally those which are groupable (see HELP GROUPING).

INR puts a given number of a single type of item (or all by default) into the Rift. If no amount is given, then the first item found will be used (or the entire first group, if the first item is a grouping item).

OUTR takes a given number of a single type of item (or all by default) out of the Rift. If no amount is specified, then the default is to take out only one item.

INFO RIFT (or IR) peeks into the Rift to take a quick inventory of what is stored there. Note that this information also appears in a compact format in INV(ENTORY).


EtherGate

Syntax
TRANSVERSE ETHEREAL

You can use gates to travel to the ethereal realm. See HELP PLANAR TRAVEL.

Additional Notes:
Note that a gate that is also a nexus will not work for you unless you also have the Nexus skill, except for your own city's or commune's nexus.


ElemGate

Syntax
TRANSVERSE ELEMENTAL

You can use planar gates to travel to the elemental planes. See HELP PLANAR TRAVEL.

Additional Notes:
Note that a gate that is also a nexus will not work for you unless you also have the Nexus skill, except for your own city's or commune's nexus.


PlanarSight

If you have the ability to locate others, you will be able to locate them anywhere on your plane, even if they are on another continent.

Additional Notes:
This affects abilities like scrying, but not WHO or QW. Examples of other contintents include the two areas in each elemental plane, and the Undervault compared to the rest of the Prime Material Plane.


LiquidRift

Syntax
RIFT DRAIN <sips> <type> TO <keg/vial>

RIFT DRAIN <type> TO <keg/vial>
RIFT DRAIN <type> TO NOTHING
RIFT FILL <sips> FROM <keg/vial>
RIFT FILL FROM <keg/vial>
RIFT LINK <vial> TO <liquid>
RIFT UNLINK <liquid>

ILR -or- INFO [LR|LIQUIDRIFT] (to view contents)

The liquid rift is a powerful extension to normal rift functionality. It allows you to store fluids in the ether itself and drastically reduce your need to carry vials and bottles. You can drain fluid from the rift into a container, or fill the rift from a container. Finally, you can link a vial to a specific liquid and bypass the need to ever refill the container directly. In order to link a container to a liquid, you will need a teardrop sigil, a fesix bandolier, or an artifact vial.
A teardrop sigil allows linking a vial to one liquid, a fesix bandolier allows you to link to two liquids, and an artifact vial allows you to link a single vial to five different liquids. An artifact vial in a fesix bandolier can link to seven fluids!
You can store 25 different fluids in the liquid rift. If you try to store a specialised liquid in the rift, it will become standard (for example, Estarra's Amazing Whiskey would become plain whiskey).


Cosmic

You can survive on the cosmic planes.


Farwave

You can attune to communication channels from three planes away.

Additional Notes:
This controls how far away your voice carries, not from how far away you can hear.

AdvancedTeleport

Syntax
TELEPORT <target>
TELEPORT CONSTRUCT <construct>
TELEPORT BEACON (if Aetheric Beacon is raised)

Your knowledge of the planar threads has increased to the point that you can now reach other players, though this is a considerably more intricate feat and thus requires an expenditure of power. It is, however, generally swifter than teleporting to the more basic locations.

You will also find yourself able to TELEPORT NEXUS to return from these locations.

You have also learned how to teleport to a few more advanced locations. Note that some Nexus World constructs also grant special teleportation powers for those associated with that Nexus of Power. Inquire with your City or Commune for further information.


CosmicGate

Syntax
TRANSVERSE COSMIC

You can use planar gates to travel to the cosmic planes. See HELP PLANAR TRAVEL.

Additional Notes:
Note that a gate that is also a nexus will not work for you unless you also have the Nexus skill, except for your own city's or commune's nexus.


Astral

You can survive on the Astral plane.


Aetherwave

You can attune to communication channels from four planes away.

Additional Notes:
This controls how far away your voice carries, not from how far away you can hear.


AstroGate

Syntax
TRANSVERSE ASTRAL

You can use gates to travel to the astral plane. See HELP PLANAR TRAVEL.

Additional Notes:
Note that a gate that is also a nexus will not work for you unless you also have the Nexus skill, except for your own city's or commune's nexus.


Summon

Syntax
SUMMON <target>
Power: 3 (any)

You can summon your target to you if he or she is on the same plane. You may only summon targets on different continents if you have the PlanarSight ability.

Additional Notes:
It is impossible to summon someone onto or off of a nexus, or into a room occupied by Avatars, Supernals, or Demon Lords. On the Prime Material Plane, it is possible to summon to or from a nexus, but it's impossible to summon people into or out of organizational territory while their protections are up.


Conglutination

The skill of conglutination allows a mortal who has died on non-prime plane to reform at the nexus to which he is tied.

Additional Notes:
This doesn't work for demigods or ascendants.


Link

Syntax
LINK <node> [num]

If you find a node of power upon the Astral plane, you can link directly to its wild energies and replenish your reserves. You may either link permanently, or specify the number of links you wish to drain before automatically unlinking.

Nodes of power recoup drained energies faster the fuller they are, and so draining them beyond reasonable limits will seriously impair their potential.

Additional Notes:
This is also used for nodes in other places, such as those produced by certain quests on the Prime plane, but not for one's nexus.


Gateweave

Syntax
GATEWEAVE <target>
Power: 10 (any)

It takes two gateweavers to create a planar gate. Target the other gateweaver who must be on an adjacent plane. It will take some time to form the gate during which you must concentrate and not do anything else. You can not make planar gates if you are on the same plane, only adjacent planes.

Additional Notes:
Using almost any command during gateweaving will break the process.


Astrowave

You can attune to communication channels from five planes away.

Additional Notes:
This controls how far away your voice carries, not from how far away you can hear.


Distortion

Syntax
DISTORT GATE
Power: 10 (Any)

By placing a field of distortion around a gate, you can prevent anyone from using it. The distortion field will last a Lusternian day and cannot be removed.


CosmicSense

If you have the ability to locate others, you will be able to locate them even if they are on an adjacent plane.

Additional Notes:
This affects skills like scrying, but not WHO or QW.


Tesseract

Syntax
TESSERACT <target>
Power: 5 (any)

You can create a tesseract between you and a target focal point who is on an adjacent plane, and teleport to him or her.


Broadcast

Everyone will hear you on all your communication channels, no matter how many planes away you are.

Additional Notes:
This controls how far away your voice carries, not from how far away you can hear. This doesn't carry as far as to aetherbubbles.


Unravel

Syntax
UNRAVEL GATE
Power: 10 (any)

You unravel the strands of aether that form planar gates. This is a time consuming process and will not work on a nexus or any permanent gates.


Nexus

You can use planar gates at any nexus, even if you are not affiliated with that nexus.


GateMaster

Syntax
GATEWEAVE BOND

GATEWEAVE UNBOND

Power: 10 (any) plus special

Your mastery of planar gates is such that it will take only half the time to weave and unravel. However, the greatest ability is to bond with gates that you have created. Bonding with a gate will only allow yourself to use the gate plus it will make it impossible for anyone else to unravel the gate (though it can still be distorted). Bonded gates will decay in 90 days AND drain power from your reserves on a daily basis.