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# User Rev Content
1 root 1.1 =head1 Skills
2    
3     =head1 Description
4    
5     Instead of gaining experience for basically just killing monsters (and
6     disarming traps) you can also gain a variety of experience through the
7     use of skills.
8    
9     =head1 Skill Overview
10    
11     Skill Experience Associated Stats
12     Stat 1 Stat 2 Stat 3
13     Achemy Mental Int Dex Wis
14     Bargaining NONE n/a n/a n/a
15     Bowyer Mental Int Dex Wis
16     Clawing Physique Str Dex n/a
17     Disarm Traps Agility Dex Int Str
18     Find Traps Mental Int Dex n/a
19     Flame Touch Physique Str Dex Int
20     Hiding Agility Dex Int n/a
21     Inscription Mental Int Dex n/a
22     Jeweler Mental Int Wis Dex
23     Jumping Physique Str Dex n/a
24     Karate Physique Str Dex n/a
25     Literacy Mental Int Wis n/a
26     Lockpicking Agility Dex Int n/a
27     Meditation NONE Int Wis Pow
28     Melee Weapons Physique Str Dex n/a
29     Missile Weapons Physique Str Dex n/a
30     Mountaineer NONE n/a n/a n/a
31     Oratory Personality Cha Int n/a
32     Praying Wisdom Wis Pow n/a
33     Punching Physique Str Dex n/a
34     Sense Curse Wisdom Pow Wis n/a
35     Sense Magic Magic Pow Int n/a
36     Set Traps Mental Int Dex Str
37     Singing Personality Cha Int n/a
38     Smithery Mental Int Str Dex
39     Stealing Agility Dex Int n/a
40     Thaumaturgy Mental Int Wis n/a
41     Throwing Physique Str Dex n/a
42     Use Magic Item NONE Pow Int n/a
43     Wizardry Magic Pow Int n/a
44     Woodsman Mental Int Dex Wis
45    
46     =head1 X<skill_description>Detailed Skill Description
47    
48     Below is a more detailed description of each skills and how they are used.
49    
50     =head2 alchemy
51    
52     You can identify potions, containers, and different kinds of ore and mineral,
53     mix potions and create other stuff (such as gold, weapons, deadly monsters
54     killing him/her etc.) from other ingredients using a cauldron.
55    
56     To identify alchemy stuff you have to stand over it or have it in your inventory and
57     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
58     not get identified if your alchemy level is too low.
59    
60     A higher alchemy level will also help you to estimate the value of items better.
61    
62     To create something new, for example some dust or potion, you have to get a B<cauldron>.
63     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
64     their cauldron for a fee. All you need now is to know what items creates which other item.
65     You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
66     all ingredients for a receipe before using them!
67    
68     For a start you could try to make B<water of the wise>:
69     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
70     If everything worked there should be B<water of the wise> in the cauldron now.
71     Congratulations, your first alchemy was done!
72    
73     Be careful when doing alchemy and trying complicated receipes, they might fail and
74     will backfire heavily at you.
75    
76     I<Never, ever, do alchemy in your home or in public places!> You can
77     easily create powerful monsters that will kill you, kill you again when
78     you wake up in your savebed, kill you again... etc.
79    
80     =head2 bargaining
81    
82     This skill helps you to bargain in shops when buying and selling. The higher
83     your bargaining level is the better prices you will get. Besides having a high
84     bargaining skill it helps a lot to have a high B<Cha>risma stat.
85    
86     When you are in a shop, you can C<use_skill bargaining> to see whether that
87     shop will buy the items you want to sell at a higher price than others and
88     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
89    
90     =head2 bowyer
91    
92     You can identify missile weapons and missiles such as arrows, bolts and bows.
93     One can also create special bows and arrows from other ingredients using the
94     alchemy skill and a B<workbench>.
95    
96     =head2 clawing
97    
98     You can make a "bare-handed attack". Damage is based on the user's B<Str>
99     and level. With time, one can have different claws such as fire claws or
100     electric claws. An elemental residue from the dragon guild is required.
101    
102     =head2 levitation
103    
104     You can levitate (fly low) at will. Using the skill first makes you
105     levitate, and at the second time returns you to the earth.
106    
107     =head2 summoning
108    
109     You can cast spells related to the B<summoning> school of wizardry, which
110     mostly summon monsters, bullet walls and similar things. This skill
111     may be acquired either through the use of an appropriate B<talisman> or
112     learned via a B<skill scroll>.
113    
114     =head2 pyromancy
115    
116     You can cast spells related to the B<pyromancy> (fire) school of
117     wizardry. This skill may be acquired either through the use of an
118     appropriate B<talisman> or learned via a B<skill scroll>.
119    
120     =head2 evocation
121    
122     You can cast spells related to the B<evocation> (mostly cold magic)
123     school of wizardry. This skill may be acquired either through the use of
124     an appropriate B<talisman> or learned via a B<skill scroll>.
125    
126     =head2 sorcery
127    
128     You can cast spells related to the B<sorcery> (identify, town portal and
129     other meta-spells) school of wizardry. This skill may be acquired either
130     through the use of an appropriate B<talisman> or learned via a B<skill
131     scroll>.
132    
133     =head2 flame touch
134    
135     You can make a "bare-handed attack". Damage is based on the user's
136     B<Str> and level. This is the default hand-to-hand fighting skill for the
137     fireborn character class.
138    
139     =head2 hiding
140    
141     You enjoy limited form of invisibility. If you attack or move too much
142     you become visible. Right now it is possible to hidden while next to
143     hostile monsters. Not a reasonable feature!
144    
145     =head2 jeweler
146    
147     You can identify amulets, rings and talismans. One can also improve magic
148     rings or enchant non-magic rings to give them stat bonuses using the alchemy
149     skill and a B<jeweler's workbench>.
150    
151     =head2 jumping
152    
153     You can "skip" over one, two or three spaces in the selected direction.
154     Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
155     may also be used as an attack.
156    
157     =head2 karate
158    
159     You can make a "bare-handed attack". Damage is based on the user's B<Str>
160     and level. This attack is the fastest and (at higher levels) most deadly
161     of the hand-to-hand attacks available.
162    
163     =head2 climbing
164    
165     Having this skill allows you to move faster through hilly areas than players
166     without this skill.
167    
168     =head2 literacy
169    
170     You can identify books and scrolls that you hold. Since scrolls are
171     currently always identified, this is not the greatest of skills.
172    
173     =head2 lockpicking
174    
175     You may "pick locks" (open doors). You need to have readied some
176     B<lockpicks> to use this skill.
177    
178     =head2 meditation
179    
180     Player can regain mana/hp at an accelerated rate. Player must first strip
181     off encumbering armour however. This skill is only available to the "monk"
182     character class.
183    
184     =head2 one handed weapons
185    
186     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
187     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
188     direction keys.
189    
190     =head2 two handed weapons
191    
192     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
193     Wield and ready the weapon by applying it and use the fire and direction keys.
194    
195     =head2 missile weapons
196    
197     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
198     Fire arrows by applying a bow and using teh fire and direction keys. To fire
199     specific arrows to kill a monster that is weak against a certain arrow, mark
200     this arrow and fire.
201    
202     =head2 mountaineer
203    
204     While the skill is readied, the possessor will move faster through "hilly"
205     terrain (hills, mountains, etc.)
206    
207     =head2 oratory
208    
209     You may "recruit" followers. Recruitees must be of lower level, and
210     unaggressive to start. Use of this skill may anger the audience. Also,
211     "special" monsters are immune to recruitment. Success depends on user's
212     B<Cha> and level.
213    
214     =head2 praying
215    
216     You are allowed to cast "cleric" spells. In addition, this skill may be
217     used to accelerate the accumulation of grace. This skill may be either
218     learned (e.g. using a B<skill scroll>) or acquired through the use of a
219     B<holy symbol>.
220    
221     =head2 punching
222    
223     You can make a "bare-handed attack". Damage is based on the user's B<Str>
224     and level. This is the most feeble of the hand-to-hand attacks.
225    
226     =head2 find traps
227    
228     You can search (more effectively) for traps. This is not a "passive"
229     skill, it must be applied in order to gain the advantage in discovering
230     traps, or actively used when in vicinity of a trap. To use it, fire into
231     any direction.
232    
233     =head2 disarm
234    
235     You can disarm previously discovered traps (for example, with the B<find traps> skill).
236    
237     =head2 sense curse
238    
239     You can detect whether items that you hold are B<cursed> by firing in any
240     direction while this skill is readied.
241    
242     =head2 sense magic
243    
244     You can detect whether items that you hold are B<magic> by firing in any
245     direction while this skill is readied.
246    
247     =head2 singing
248    
249     You may pacify hostile monsters with this skill. Certain kinds of
250     monsters are immune. Success depends on user level and B<Cha>.
251    
252     =head2 smithery
253    
254     You can identify arms and armour that you hold, and, with the help of a
255     B<forge>, can even create weapons using the alchemy skill.
256    
257     =head2 stealing
258    
259     You can take items from the inventory of NPCs, monsters and maybe other
260     players.
261    
262     =head2 thaumathurgy
263    
264     You can identify rods, wands and horns that you are holding, and, with
265     the help of a B<thaumaturgists workbench> and the alchemy skill, create
266     those things.
267    
268     =head2 throwing
269    
270     You can throw items at monsters. To do this, fire at a monster with this skill
271     readied. You can chose what to throw by marking an item, if you do not chose an
272     item, an item from your inventory is randomly picked and thrown unless the item
273     is locked.
274    
275     ERROR: Randomly?
276    
277     =head2 use magic item
278    
279     You can use magic items like rods/wands/horns. The level of experience
280     influences how powerful the spells are you can evoke from the
281     rod/wand/horn.
282    
283     =head2 woodsman
284    
285     While the skill is readied, the possessor will move faster through
286     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
287    
288     =head2 inscription
289    
290     You can inscribe scrolls with a text. This is useful to create messages,
291     especially via the Imperial Post Office (IPO).
292     You can also rewrite spell scrolls with a previously known spell. B<Sp>,
293     time and an old scroll are needed. Backfire effects are possible. Only
294     available as a 'writing pen'.
295    
296     How to rewrite a mail scroll/books etc.:
297    
298     mark <name of scroll> # or use the menu
299     use_skill inscription <your message goes here>
300    
301     How to rewrite a spell scroll:
302    
303     mark <name of scroll> # or use the menu
304     cast <spell> # prepare the spell you want to write
305     use_skill inscription # write the spell on the scroll
306    
307     The scroll on which you want to write has to be much lower than your inscription
308     level, otherwise you may accidentally read the scroll and cast the spell inside it.
309     If you succeed, the scroll will be a scroll of the spell you chose and your level of
310     inscription as its level. Hence, you don't need to be that level in the spell skill
311     to write higher level spellscrolls.
312    
313     Caution: Magic spell writing can be risky to one's health. There can be
314     some negative effects if one fails to write a spell scroll. The most
315     benign is that one becomes confused for a short time. Other effects are
316     more severe and can even be dangerous.
317    
318     =head2 spark touch
319    
320     You can do a "bare-handed attack" and shock the opponent with this skill
321     readied. Attacking is done by running into the opponent. This is a unique skill
322     that can only be used by sparklings.
323    
324     =head2 shiver
325    
326     You can do a "bare-handed attack" and send waves of frost to the opponent with
327     this skill readied. Attacking is done by running into the opponent. This is a
328     unique skill that can only be used by iceborns.
329    
330     =head2 acid splash
331    
332     You can do a "bare-handed attack" and splash the opponent with acid using this
333     skill. Attacking is done by running into the opponent. This is a unique skill
334     that can only be used by acidborns.
335    
336     =head2 poison nail
337    
338     TODO: Add goblins and think about the name goblin.
339    
340     You can do a "bare-handed attack" and inject poison into the opponent with
341     this skill readied. Attacking is done by running into the opponent. This is a
342     unique skill that can only be used by goblins.
343    
344     =head1 About experience and skills
345    
346     =head2 Associated and miscellaneous skills
347    
348     In Crossfire two types of skills exist; The first kind, "associated"
349     skills, are those skills which are associated with a category of
350     experience. The other kind of skill, "miscellaneous" skills, are not
351     related to any experience category.
352    
353     The main difference between these two kinds of skills is in the result
354     of their use. When associated skills are used successfully experience
355     is accrued in the experience category associated with that skill. In
356     contrast, the use of miscellaneous skills never gains the player any
357     experience regardless of the success in using it.
358    
359     Both miscellaneous and associated skills can fail. This means that
360     the attempt to use the skill was unsuccessful. Both miscellaneous
361     and associated skills can have certain primary stats associated with
362     them. These associated stats can help to determine if the use of a skill
363     is successful and to what degree it is successful.
364    
365     All gained experience is modified by the associated stats for that skill
366     (table skill statistics) and then the appropriate experience category
367     automatically updated as needed.
368    
369     =head2 Restrictions on skills use and gaining experience
370    
371     Neither a character's stats nor the character class restricts the player
372     from gaining experience in any of the experience categories. Also, there
373     are no inherent restrictions on character skill use-any player may use any
374     acquired skill.
375    
376     Average of Experienced
377     Associated Gain
378     Stats Multiplier
379     1 0.01
380     2 0.1
381     3 0.3
382     4 0.5
383     5 0.6
384     6 0.7
385     7 0.8
386     8 0.85
387     9 0.9
388     10 0.95
389     11 0.96
390     12 0.97
391     13 0.98
392     14 0.99
393     15 1.0
394     16 1.01
395     17 1.02
396     18 1.03
397     19 1.04
398     20 1.05
399     21 1.07
400     22 1.09
401     23 1.12
402     24 1.15
403     25 1.2
404     26 1.3
405     27 1.4
406     28 1.5
407     29 1.7
408     30 2.0
409    
410     =head2 Algorithm for Experience Gain under the skills system
411    
412     Here we take the view that a player must "overcome an opponent" in
413     order to gain experience. Examples include foes killed in combat,
414     finding/disarming a trap, stealing from some being, identifying an object,
415     etc.
416    
417     Gained experience is based primarily on the difference in levels between
418     "opponents," experience point value of a "vanquished foe," the values of
419     the associated stats of the skill being used and two factors that are set
420     internally. (Note: If you want to know more about this, check out the
421     skills_developers.doc.)
422    
423     Below the algorithm for experience gain is given where player "pl" has
424     "vanquished" opponent "op" using skill "sk:"
425    
426     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
427    
428     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
429     base experience award for "op" which depends on what op is (see below),
430     stat_mult is taken from table experience modification, and lvl_mult is:
431    
432     For C<< level(pl)> < level(op) >>:
433    
434     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
435    
436     For C<< level(pl) = level(op) >>:
437    
438     lvl_mult = FACTOR(sk)
439    
440     For C<< level(pl) > level(op) >>:
441    
442     lvl_mult = (level(op)/level(pl));
443    
444     where C<level(op)> is the level of "op," level (pl) is the level of the
445     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
446     "pl."
447    
448     There are three different cases for how EXP (op) can be computed:
449    
450     =over 4
451    
452     =item op is a living creature: EXP(op) is just the base experience award
453     given in the spoiler.
454    
455     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
456     visible). Thus, traps which are highly visible get lower values.
457    
458     =item op is not a trap but is non-living: EXP(op) = internal experience
459     award of the item. Also, the lvl_mult is multiplied by any magic
460     enchantment on the item.
461    
462     =back
463    
464     =head1 How skills are used
465    
466     =over 4
467    
468     =item B<< skills >> This command lists all the player's current known
469     skills, their level of use and the associated experience category of each
470     skill.
471    
472     =item B<< ready_skill I<skill> >> This command changes the player's current
473     readied skill to <skill>.
474    
475     =item B<< use_skill I<skill> I<string> >> This command changes the player's
476     current readied skill and then executes it in the facing direction of the
477     player. Similar in action to the invoke command.
478    
479     =back
480    
481     Three player commands are related to skills use: B<ready_skill>,
482     B<use_skill>, and B<skills>. Generally, a player will use a skill by first
483     readying the right one, with the ready_skill command and then making a
484     ranged "attack" to activate the skill; using most skills is just like
485     firing a wand or a bow. In a few cases however, a skill is be used just
486     by having it readied. For example, the mountaineer skill allows favorable
487     movement though hilly terrain while it is readied.
488    
489     To change to a new skill, a player can use either the B<use_skill> or
490     B<ready_skill> commands, but note that the use of several common items can
491     automatically change the player's current skill too. Examples of this
492     include readying a bow (which will cause the code to make the player's
493     current skill missile_weapons) or readying a melee weapon (current skill
494     auto-matically becomes melee weapons). Also, some player actions can cause
495     a change in the current skill. Running into a monster while you have a
496     readied weapon in your inventory causes the code to automatically make our
497     current skill melee weapons. As another example of this-casting a spell
498     will cause the code to switch the current skill to wizardry or praying (as
499     appropriate to the spell type).
500    
501     It is not possible to use more than one skill at a time.
502    
503     =head2 Acquiring skills
504    
505     Skills may be gained in two ways. In the first, new skills may
506     learned. This is done by reading a B<skill scroll> and the process is very
507     similar to learning a spell. Just as in attempts to learn incantations,
508     success in learning skills is dependent on a random test based on the
509     learner's INT. Using your INT stat, look in the learn% column in table
510     primary stat effects to find your % chance of learning a skill. Once you
511     hit 100%, you will always be successfull in learning new skills.
512    
513     The acquisition of a skill tool will also allow the player to use a new
514     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
515     the player to pick door locks). The player merely applies the skill tool
516     in order to gain use of the new skill. If the tool is unapplied, the
517     player loses the use of the skill associated with the tool.
518    
519     After a new skill is gained (either learned or if player has an applied
520     skill tool) it will appear on the player's skill roster (use the 'skills
521     command to view its status). If the new skill is an associated skill,
522     then it will automatically be gained at the player's current level in the
523     appropriate experience category.
524    
525     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
526     lockpicks and applies them. He may now use the skill lockpicking at 5th
527     level of ability since that is an agility associated skill.
528    
529     =head1 Authors
530    
531     Parts of this document were originally compiled, edited, and written by
532     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
533     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
534    
535     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
536     Steenhoven and Marc A. Lehmann.
537