Wizards can also enchant equipment either to become lighter and make the wearer more likely to successfully strike their opponent, detract less mp from the wearer or grant extra mp to the wearer, make the wearer cause more damage, or get an increase in hp from the gear. Wizards may practice alchemy to create some items. They may also practice necromancy which summons monsters to fight for the wizard. Wizard specific weapons are staffs which predominantly lower the time needed for spells to discharge. All classes except peasant may either rededicate their class or become a master of their class once they reach level ninety nine in their class. If the character wishes to Master their class, they must obtain specific items used to the "Mastering" process. Rededicating their class means they choose to become one of the other four common classes, losing all their levels and becoming unable to use their old class's weapons and armor, but keeping the abilities learned in the previous class. The correct term for this is Rededication, however this is commonly referred to by players colloquially as "subbing." Once a character has reached level ninety nine in their class or their new class, they may Master. Mastering grants the ability to raise your stats to the maximum level of their respective class, as well as a specialized weapon and armor. Masters also learn some new class specific skills/spells. Those with only one class, called Pures in the game, gain additional skills or spells which rededicated subs do not receive. Although in the past the pure-only skills were very weak (and even further in the past there were no benefits to staying pure at all,) today the pure-only skills are extremely potent and are finally worth the enormous sacrifice of every pre-99 ability of another class. Once a character is a master they may turn experience into more HP or MP, and turn any excess HP over a minimum requirement into bonus stats (although the limit for stats is capped based on your class, HP and MP levels are NOT.) Grand mastering is accomplished by completing very long and tough quests that will require the help of friends and rewards you with class-specific equipment that is superior to your Master equipment. There is no title change to "Grand Master" and no new abilities, but the Grand Master equipment is much flashier and much stronger than the Master equipment, and looks differently for Pures and Subs. The warrior, monk, rogue, priest and wizard classes may all upgrade their class after mastering and completing the grand master quests. The character may then elect to sacrifice the master and grandmaster weapons and armors and sacrifice some accumulated experience, HP and MP.