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Revision: 1.11
Committed: Fri May 18 13:49:20 2007 UTC (17 years ago) by root
Branch: MAIN
CVS Tags: rel-0_99
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improve docs

File Contents

# 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 root 1.6 =head1 X<skill_description>Skill Descriptions
47 root 1.1
48     Below is a more detailed description of each skills and how they are used.
49    
50     =head2 alchemy
51    
52 root 1.5 You can identify potions, containers, and different kinds of ore and
53     mineral, mix potions and create other stuff (such as gold, weapons, deadly
54     monsters killing him/her etc.) from other ingredients using a cauldron
55 root 1.8 L<$ARCH/misc/Container/cauldron.base.111.png>.
56 root 1.1
57     To identify alchemy stuff you have to stand over it or have it in your inventory and
58     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
59     not get identified if your alchemy level is too low.
60    
61     A higher alchemy level will also help you to estimate the value of items better.
62    
63     To create something new, for example some dust or potion, you have to get a B<cauldron>.
64     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
65     their cauldron for a fee. All you need now is to know what items creates which other item.
66 elmex 1.7 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
67     all ingredients for a recipe before using them!
68 root 1.1
69     For a start you could try to make B<water of the wise>:
70     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
71     If everything worked there should be B<water of the wise> in the cauldron now.
72     Congratulations, your first alchemy was done!
73    
74     Be careful when doing alchemy and trying complicated receipes, they might fail and
75     will backfire heavily at you.
76    
77     I<Never, ever, do alchemy in your home or in public places!> You can
78     easily create powerful monsters that will kill you, kill you again when
79     you wake up in your savebed, kill you again... etc.
80    
81     =head2 bargaining
82    
83     This skill helps you to bargain in shops when buying and selling. The higher
84     your bargaining level is the better prices you will get. Besides having a high
85 root 1.6 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
86 root 1.1
87     When you are in a shop, you can C<use_skill bargaining> to see whether that
88     shop will buy the items you want to sell at a higher price than others and
89     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
90    
91     =head2 bowyer
92    
93 root 1.6 You can identify missile weapons and missiles such as arrows, bolts and
94     bows. One can also create special bows and arrows from other ingredients
95     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
96 root 1.8 skill and a B<workbench> L<$ARCH/misc/Container/workbench.base.111.png>
97 root 1.6 (you just have to find out a recipe).
98 root 1.1
99     =head2 clawing
100    
101 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
102     L<strength|stat_Str> and level. With time, one can have different claws
103     such as fire claws or electric claws. An elemental residue from the dragon
104     guild is required to change this. The dragon guild can be found in scorn.
105 root 1.1
106     =head2 levitation
107    
108     You can levitate (fly low) at will. Using the skill first makes you
109     levitate, and at the second time returns you to the earth.
110 elmex 1.3 Levitation can be useful to fly over water streams that move you
111     if you walk in them, or it prevents you from falling into a pit.
112 root 1.1
113     =head2 summoning
114    
115     You can cast spells related to the B<summoning> school of wizardry, which
116     mostly summon monsters, bullet walls and similar things. This skill
117     may be acquired either through the use of an appropriate B<talisman> or
118 root 1.5 learned via a L<skill scroll>.
119 root 1.1
120 elmex 1.3 The most basic spells you might want to get is 'summon pet monster'
121     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
122     the spells and read their description.
123    
124 root 1.1 =head2 pyromancy
125    
126     You can cast spells related to the B<pyromancy> (fire) school of
127     wizardry. This skill may be acquired either through the use of an
128 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
129 root 1.1
130 root 1.5 The first spell would be 'burning hands' which casts a cone of fire which
131     burns your enemies. It becomes stronger with your pyromancy level.
132 elmex 1.3
133 root 1.1 =head2 evocation
134    
135     You can cast spells related to the B<evocation> (mostly cold magic)
136     school of wizardry. This skill may be acquired either through the use of
137 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
138 root 1.1
139 elmex 1.3 The spell you should start with is 'icestorm' which casts a cone
140     of ice which freezes your enemies. It becomes stronger with your evocation level.
141    
142 root 1.1 =head2 sorcery
143    
144     You can cast spells related to the B<sorcery> (identify, town portal and
145     other meta-spells) school of wizardry. This skill may be acquired either
146     through the use of an appropriate B<talisman> or learned via a B<skill
147     scroll>.
148    
149 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
150     between two points in the world) and also attack spells like 'spark shower'
151     and 'steambolt'.
152    
153 root 1.1 =head2 flame touch
154    
155     You can make a "bare-handed attack". Damage is based on the user's
156 root 1.6 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
157     skill for the fireborn character class.
158 root 1.1
159     =head2 hiding
160    
161 elmex 1.4 This skill lets you hide, that means that you will become invisible.
162     To hide you need to find a place with other stuff on it where you can hide.
163    
164 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
165 elmex 1.4 you become visible.
166 root 1.1
167     =head2 jeweler
168    
169     You can identify amulets, rings and talismans. One can also improve magic
170 elmex 1.7 rings or enchant non-magic rings to give them stat bonuses, this works
171     similar to the L<alchemy skill|skill_description/alchemy>, only that
172     you need to put the ingredients in a B<jeweler's workbench>.
173 root 1.1
174 elmex 1.10 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
175    
176 root 1.1 =head2 jumping
177    
178 root 1.6 You can "skip" over one, two or three spaces in the selected
179     direction. Distance depends on weight carried, L<strength|stat_Str> and
180     L<dexterity|stat_Dex> of the user. This skill may also be used as an
181     attack.
182 root 1.1
183     =head2 karate
184    
185 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
186     L<strength|stat_Str> and level. This attack is the fastest and (at higher
187     levels) most deadly of the hand-to-hand attacks available.
188 root 1.1
189     =head2 climbing
190    
191     Having this skill allows you to move faster through hilly areas than players
192 elmex 1.7 without this skill. B<Note:> You can't gain experience in this skill. Having
193     this skill is enough to move faster.
194 root 1.1
195     =head2 literacy
196    
197 elmex 1.7 You can identify books and scrolls that you hold. Since scrolls are
198 root 1.1 currently always identified, this is not the greatest of skills.
199    
200     =head2 lockpicking
201    
202     You may "pick locks" (open doors). You need to have readied some
203     B<lockpicks> to use this skill.
204    
205     =head2 meditation
206    
207 elmex 1.7 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
208     the L<praying skill|skill_description/praying>. Player must first strip
209 root 1.1 off encumbering armour however. This skill is only available to the "monk"
210     character class.
211    
212     =head2 one handed weapons
213    
214     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
215     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
216     direction keys.
217    
218     =head2 two handed weapons
219    
220     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
221     Wield and ready the weapon by applying it and use the fire and direction keys.
222    
223     =head2 missile weapons
224    
225     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
226 elmex 1.7 Fire arrows by applying a bow and using the fire and direction keys. To fire
227 root 1.1 specific arrows to kill a monster that is weak against a certain arrow, mark
228     this arrow and fire.
229    
230     =head2 mountaineer
231    
232     While the skill is readied, the possessor will move faster through "hilly"
233     terrain (hills, mountains, etc.)
234    
235     =head2 oratory
236    
237 root 1.11 You may "recruit" followers targeting them with your B<oratory>
238     skill. Recruitees must be unaggressive to start (a good way to pacify
239     monsters is the L<singing skill|skill_description/singing>). Use of
240     this skill may anger the audience. Also, some monsters are immune to
241     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
242     vs. the recruitee's L<intelligence|stat_Int> and level.
243    
244     Kill experience from your followers goes directly to your oratory skill.
245    
246     Cleaning women and unagggressive low-level monsters (such as the dogs in
247     the wizards house in scorn) are good initial targets for this skill.
248 root 1.1
249     =head2 praying
250    
251     You are allowed to cast "cleric" spells. In addition, this skill may be
252 elmex 1.7 used to accelerate the accumulation of grace by C<use_skill praying>.
253     This skill may be either learned (e.g. using a L<skill scroll>) or
254     acquired through the use of a B<holy symbol>.
255    
256     One of the best spells to start is the 'holy word' spell and later,
257     if you find it, the 'banishment' spell, which is much stronger.
258 root 1.1
259     =head2 punching
260    
261 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
262     L<strength|stat_Str> and level. This is the most feeble of the
263     hand-to-hand attacks.
264 root 1.1
265     =head2 find traps
266    
267     You can search (more effectively) for traps. This is not a "passive"
268     skill, it must be applied in order to gain the advantage in discovering
269     traps, or actively used when in vicinity of a trap. To use it, fire into
270     any direction.
271    
272 root 1.9 =head2 disarm traps
273 root 1.1
274     You can disarm previously discovered traps (for example, with the B<find traps> skill).
275    
276     =head2 sense curse
277    
278     You can detect whether items that you hold are B<cursed> by firing in any
279     direction while this skill is readied.
280    
281     =head2 sense magic
282    
283     You can detect whether items that you hold are B<magic> by firing in any
284     direction while this skill is readied.
285    
286     =head2 singing
287    
288 root 1.11 You may pacify hostile monsters with this area attack skill. Certain
289     kinds of monsters are immune. Success depends on user's level and her
290     L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
291    
292     Singing is a good companion skill for the L<oratory
293     skill|skill_description/oratory>: first you pacify creates using singing,
294     then you can orate them, convincing them if your cause. It is a useful
295     skill when monsters are overwhelming you, too.
296 root 1.1
297     =head2 smithery
298    
299     You can identify arms and armour that you hold, and, with the help of a
300     B<forge>, can even create weapons using the alchemy skill.
301    
302     =head2 stealing
303    
304     You can take items from the inventory of NPCs, monsters and maybe other
305     players.
306    
307 root 1.9 =head2 thaumaturgy
308 root 1.1
309     You can identify rods, wands and horns that you are holding, and, with
310     the help of a B<thaumaturgists workbench> and the alchemy skill, create
311     those things.
312    
313     =head2 throwing
314    
315     You can throw items at monsters. To do this, fire at a monster with this skill
316     readied. You can chose what to throw by marking an item, if you do not chose an
317     item, an item from your inventory is randomly picked and thrown unless the item
318     is locked.
319    
320     ERROR: Randomly?
321    
322     =head2 use magic item
323    
324     You can use magic items like rods/wands/horns. The level of experience
325     influences how powerful the spells are you can evoke from the
326     rod/wand/horn.
327    
328     =head2 woodsman
329    
330     While the skill is readied, the possessor will move faster through
331     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
332    
333     =head2 inscription
334    
335     You can inscribe scrolls with a text. This is useful to create messages,
336     especially via the Imperial Post Office (IPO).
337 root 1.6
338     You can also rewrite spell scrolls with a previously known spell. You
339     need L<mana|stat_mana>, time and an old scroll. Backfire effects are
340     possible. Only available as a 'writing pen'.
341 root 1.1
342     How to rewrite a mail scroll/books etc.:
343    
344     mark <name of scroll> # or use the menu
345     use_skill inscription <your message goes here>
346    
347     How to rewrite a spell scroll:
348    
349     mark <name of scroll> # or use the menu
350     cast <spell> # prepare the spell you want to write
351     use_skill inscription # write the spell on the scroll
352    
353     The scroll on which you want to write has to be much lower than your inscription
354     level, otherwise you may accidentally read the scroll and cast the spell inside it.
355     If you succeed, the scroll will be a scroll of the spell you chose and your level of
356     inscription as its level. Hence, you don't need to be that level in the spell skill
357     to write higher level spellscrolls.
358    
359     Caution: Magic spell writing can be risky to one's health. There can be
360     some negative effects if one fails to write a spell scroll. The most
361     benign is that one becomes confused for a short time. Other effects are
362     more severe and can even be dangerous.
363    
364     =head2 spark touch
365    
366     You can do a "bare-handed attack" and shock the opponent with this skill
367     readied. Attacking is done by running into the opponent. This is a unique skill
368     that can only be used by sparklings.
369    
370     =head2 shiver
371    
372     You can do a "bare-handed attack" and send waves of frost to the opponent with
373     this skill readied. Attacking is done by running into the opponent. This is a
374     unique skill that can only be used by iceborns.
375    
376     =head2 acid splash
377    
378     You can do a "bare-handed attack" and splash the opponent with acid using this
379     skill. Attacking is done by running into the opponent. This is a unique skill
380     that can only be used by acidborns.
381    
382     =head2 poison nail
383    
384     TODO: Add goblins and think about the name goblin.
385    
386     You can do a "bare-handed attack" and inject poison into the opponent with
387     this skill readied. Attacking is done by running into the opponent. This is a
388     unique skill that can only be used by goblins.
389    
390     =head1 About experience and skills
391    
392     =head2 Associated and miscellaneous skills
393    
394     In Crossfire two types of skills exist; The first kind, "associated"
395     skills, are those skills which are associated with a category of
396     experience. The other kind of skill, "miscellaneous" skills, are not
397     related to any experience category.
398    
399     The main difference between these two kinds of skills is in the result
400     of their use. When associated skills are used successfully experience
401     is accrued in the experience category associated with that skill. In
402     contrast, the use of miscellaneous skills never gains the player any
403     experience regardless of the success in using it.
404    
405     Both miscellaneous and associated skills can fail. This means that
406     the attempt to use the skill was unsuccessful. Both miscellaneous
407     and associated skills can have certain primary stats associated with
408     them. These associated stats can help to determine if the use of a skill
409     is successful and to what degree it is successful.
410    
411     All gained experience is modified by the associated stats for that skill
412     (table skill statistics) and then the appropriate experience category
413     automatically updated as needed.
414    
415     =head2 Restrictions on skills use and gaining experience
416    
417     Neither a character's stats nor the character class restricts the player
418     from gaining experience in any of the experience categories. Also, there
419     are no inherent restrictions on character skill use-any player may use any
420     acquired skill.
421    
422     Average of Experienced
423     Associated Gain
424     Stats Multiplier
425     1 0.01
426     2 0.1
427     3 0.3
428     4 0.5
429     5 0.6
430     6 0.7
431     7 0.8
432     8 0.85
433     9 0.9
434     10 0.95
435     11 0.96
436     12 0.97
437     13 0.98
438     14 0.99
439     15 1.0
440     16 1.01
441     17 1.02
442     18 1.03
443     19 1.04
444     20 1.05
445     21 1.07
446     22 1.09
447     23 1.12
448     24 1.15
449     25 1.2
450     26 1.3
451     27 1.4
452     28 1.5
453     29 1.7
454     30 2.0
455    
456     =head2 Algorithm for Experience Gain under the skills system
457    
458     Here we take the view that a player must "overcome an opponent" in
459     order to gain experience. Examples include foes killed in combat,
460     finding/disarming a trap, stealing from some being, identifying an object,
461     etc.
462    
463     Gained experience is based primarily on the difference in levels between
464     "opponents," experience point value of a "vanquished foe," the values of
465     the associated stats of the skill being used and two factors that are set
466     internally. (Note: If you want to know more about this, check out the
467     skills_developers.doc.)
468    
469     Below the algorithm for experience gain is given where player "pl" has
470     "vanquished" opponent "op" using skill "sk:"
471    
472     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
473    
474     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
475     base experience award for "op" which depends on what op is (see below),
476     stat_mult is taken from table experience modification, and lvl_mult is:
477    
478     For C<< level(pl)> < level(op) >>:
479    
480     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
481    
482     For C<< level(pl) = level(op) >>:
483    
484     lvl_mult = FACTOR(sk)
485    
486     For C<< level(pl) > level(op) >>:
487    
488     lvl_mult = (level(op)/level(pl));
489    
490     where C<level(op)> is the level of "op," level (pl) is the level of the
491     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
492     "pl."
493    
494     There are three different cases for how EXP (op) can be computed:
495    
496     =over 4
497    
498     =item op is a living creature: EXP(op) is just the base experience award
499     given in the spoiler.
500    
501     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
502     visible). Thus, traps which are highly visible get lower values.
503    
504     =item op is not a trap but is non-living: EXP(op) = internal experience
505     award of the item. Also, the lvl_mult is multiplied by any magic
506     enchantment on the item.
507    
508     =back
509    
510     =head1 How skills are used
511    
512     =over 4
513    
514     =item B<< skills >> This command lists all the player's current known
515     skills, their level of use and the associated experience category of each
516     skill.
517    
518     =item B<< ready_skill I<skill> >> This command changes the player's current
519     readied skill to <skill>.
520    
521     =item B<< use_skill I<skill> I<string> >> This command changes the player's
522     current readied skill and then executes it in the facing direction of the
523     player. Similar in action to the invoke command.
524    
525     =back
526    
527 root 1.6 Three player commands are related to skills use: L<ready_skill>,
528     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
529     a skill by first readying the right one, with the ready_skill command and
530     then making a ranged "attack" to activate the skill; using most skills is
531     just like firing a wand or a bow. In a few cases however, a skill is be
532     used just by having it readied. For example, the mountaineer skill allows
533     favorable movement though hilly terrain while it is readied.
534 root 1.1
535     To change to a new skill, a player can use either the B<use_skill> or
536     B<ready_skill> commands, but note that the use of several common items can
537     automatically change the player's current skill too. Examples of this
538     include readying a bow (which will cause the code to make the player's
539     current skill missile_weapons) or readying a melee weapon (current skill
540     auto-matically becomes melee weapons). Also, some player actions can cause
541     a change in the current skill. Running into a monster while you have a
542     readied weapon in your inventory causes the code to automatically make our
543     current skill melee weapons. As another example of this-casting a spell
544     will cause the code to switch the current skill to wizardry or praying (as
545     appropriate to the spell type).
546    
547     It is not possible to use more than one skill at a time.
548    
549     =head2 Acquiring skills
550    
551     Skills may be gained in two ways. In the first, new skills may
552 root 1.5 learned. This is done by reading a L<skill scroll>
553     and the process is very similar to learning a spell. Just as in attempts
554     to learn incantations, success in learning skills is dependent on a random
555     test based on the learner's INT. Using your INT stat, look in the learn%
556     column in table primary stat effects to find your % chance of learning a
557     skill. Once you hit 100%, you will always be successfull in learning new
558     skills.
559 root 1.1
560     The acquisition of a skill tool will also allow the player to use a new
561     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
562     the player to pick door locks). The player merely applies the skill tool
563     in order to gain use of the new skill. If the tool is unapplied, the
564     player loses the use of the skill associated with the tool.
565    
566     After a new skill is gained (either learned or if player has an applied
567     skill tool) it will appear on the player's skill roster (use the 'skills
568     command to view its status). If the new skill is an associated skill,
569     then it will automatically be gained at the player's current level in the
570     appropriate experience category.
571    
572     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
573     lockpicks and applies them. He may now use the skill lockpicking at 5th
574     level of ability since that is an agility associated skill.
575    
576     =head1 Authors
577    
578     Parts of this document were originally compiled, edited, and written by
579     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
580     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
581    
582     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
583     Steenhoven and Marc A. Lehmann.
584