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1.1 |
=head1 Skills |
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=head1 Description |
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Instead of gaining experience for basically just killing monsters (and |
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1.14 |
disarming traps) you can also gain experience in a variety of other |
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skills, which can either be learned or used through a skill tool or |
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talisman. |
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1.1 |
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1.6 |
=head1 X<skill_description>Skill Descriptions |
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1.1 |
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Below is a more detailed description of each skills and how they are used. |
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=head2 alchemy |
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1.5 |
You can identify potions, containers, and different kinds of ore and |
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mineral, mix potions and create other stuff (such as gold, weapons, deadly |
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monsters killing him/her etc.) from other ingredients using a cauldron |
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1.15 |
L<$ARCH/cauldron.x11>. |
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1.1 |
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To identify alchemy stuff you have to stand over it or have it in your inventory and |
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issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might |
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not get identified if your alchemy level is too low. |
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A higher alchemy level will also help you to estimate the value of items better. |
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To create something new, for example some dust or potion, you have to get a B<cauldron>. |
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You find these in shops, guilds and some appartments. Some alchemy shops also let you use |
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their cauldron for a fee. All you need now is to know what items creates which other item. |
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elmex |
1.7 |
You learn the ingredients this by finding recipes. It is B<very important> that you B<identify> |
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all ingredients for a recipe before using them! |
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1.1 |
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For a start you could try to make B<water of the wise>: |
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Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>. |
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If everything worked there should be B<water of the wise> in the cauldron now. |
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Congratulations, your first alchemy was done! |
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Be careful when doing alchemy and trying complicated receipes, they might fail and |
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will backfire heavily at you. |
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I<Never, ever, do alchemy in your home or in public places!> You can |
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easily create powerful monsters that will kill you, kill you again when |
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you wake up in your savebed, kill you again... etc. |
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=head2 bargaining |
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This skill helps you to bargain in shops when buying and selling. The higher |
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your bargaining level is the better prices you will get. Besides having a high |
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1.6 |
bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat. |
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1.1 |
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When you are in a shop, you can C<use_skill bargaining> to see whether that |
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shop will buy the items you want to sell at a higher price than others and |
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whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
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=head2 bowyer |
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1.6 |
You can identify missile weapons and missiles such as arrows, bolts and |
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bows. One can also create special bows and arrows from other ingredients |
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using the bowyer skill like the L<alchemy skill|skill_description/alchemy> |
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1.15 |
skill and a B<workbench> L<$ARCH/workbench.x11> |
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1.6 |
(you just have to find out a recipe). |
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1.1 |
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=head2 clawing |
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1.6 |
You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. With time, one can have different claws |
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such as fire claws or electric claws. An elemental residue from the dragon |
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guild is required to change this. The dragon guild can be found in scorn. |
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1.1 |
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=head2 levitation |
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You can levitate (fly low) at will. Using the skill first makes you |
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levitate, and at the second time returns you to the earth. |
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elmex |
1.3 |
Levitation can be useful to fly over water streams that move you |
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if you walk in them, or it prevents you from falling into a pit. |
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1.1 |
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=head2 summoning |
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You can cast spells related to the B<summoning> school of wizardry, which |
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mostly summon monsters, bullet walls and similar things. This skill |
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may be acquired either through the use of an appropriate B<talisman> or |
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1.5 |
learned via a L<skill scroll>. |
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1.1 |
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elmex |
1.3 |
The most basic spells you might want to get is 'summon pet monster' |
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and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
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the spells and read their description. |
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1.1 |
=head2 pyromancy |
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You can cast spells related to the B<pyromancy> (fire) school of |
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wizardry. This skill may be acquired either through the use of an |
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1.5 |
appropriate B<talisman> or learned via a L<skill scroll>. |
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1.1 |
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1.5 |
The first spell would be 'burning hands' which casts a cone of fire which |
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burns your enemies. It becomes stronger with your pyromancy level. |
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1.3 |
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1.1 |
=head2 evocation |
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You can cast spells related to the B<evocation> (mostly cold magic) |
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school of wizardry. This skill may be acquired either through the use of |
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1.5 |
an appropriate B<talisman> or learned via a L<skill scroll>. |
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1.1 |
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elmex |
1.3 |
The spell you should start with is 'icestorm' which casts a cone |
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of ice which freezes your enemies. It becomes stronger with your evocation level. |
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1.1 |
=head2 sorcery |
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You can cast spells related to the B<sorcery> (identify, town portal and |
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other meta-spells) school of wizardry. This skill may be acquired either |
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through the use of an appropriate B<talisman> or learned via a B<skill |
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scroll>. |
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elmex |
1.4 |
Sorcery has many utility spells, like 'identify', 'town portal' (making portals |
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between two points in the world) and also attack spells like 'spark shower' |
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and 'steambolt'. |
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1.1 |
=head2 flame touch |
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You can make a "bare-handed attack". Damage is based on the user's |
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1.6 |
L<strength|stat_Str> and level. This is the default hand-to-hand fighting |
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skill for the fireborn character class. |
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1.1 |
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=head2 hiding |
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elmex |
1.4 |
This skill lets you hide, that means that you will become invisible. |
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To hide you need to find a place with other stuff on it where you can hide. |
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1.1 |
You enjoy limited form of invisibility. If you attack or move too much |
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1.4 |
you become visible. |
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1.1 |
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=head2 jeweler |
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You can identify amulets, rings and talismans. One can also improve magic |
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elmex |
1.7 |
rings or enchant non-magic rings to give them stat bonuses, this works |
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similar to the L<alchemy skill|skill_description/alchemy>, only that |
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you need to put the ingredients in a B<jeweler's workbench>. |
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1.1 |
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elmex |
1.10 |
For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>. |
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1.1 |
=head2 jumping |
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1.6 |
You can "skip" over one, two or three spaces in the selected |
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direction. Distance depends on weight carried, L<strength|stat_Str> and |
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L<dexterity|stat_Dex> of the user. This skill may also be used as an |
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attack. |
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1.1 |
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=head2 karate |
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1.6 |
You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. This attack is the fastest and (at higher |
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levels) most deadly of the hand-to-hand attacks available. |
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1.1 |
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=head2 climbing |
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Having this skill allows you to move faster through hilly areas than players |
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elmex |
1.7 |
without this skill. B<Note:> You can't gain experience in this skill. Having |
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this skill is enough to move faster. |
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1.1 |
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=head2 literacy |
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elmex |
1.7 |
You can identify books and scrolls that you hold. Since scrolls are |
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1.1 |
currently always identified, this is not the greatest of skills. |
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=head2 lockpicking |
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You may "pick locks" (open doors). You need to have readied some |
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B<lockpicks> to use this skill. |
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=head2 meditation |
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elmex |
1.7 |
Player can regain mana/hp at an accelerated rate by C<use_skill meditation>, |
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1.14 |
the L<skill_description/praying> skill. Player must first strip |
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1.1 |
off encumbering armour however. This skill is only available to the "monk" |
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character class. |
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=head2 one handed weapons |
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You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
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B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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direction keys. |
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=head2 two handed weapons |
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You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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Wield and ready the weapon by applying it and use the fire and direction keys. |
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=head2 missile weapons |
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The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
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elmex |
1.7 |
Fire arrows by applying a bow and using the fire and direction keys. To fire |
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1.1 |
specific arrows to kill a monster that is weak against a certain arrow, mark |
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this arrow and fire. |
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=head2 mountaineer |
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While the skill is readied, the possessor will move faster through "hilly" |
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terrain (hills, mountains, etc.) |
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=head2 oratory |
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1.11 |
You may "recruit" followers targeting them with your B<oratory> |
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skill. Recruitees must be unaggressive to start (a good way to pacify |
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monsters is the L<singing skill|skill_description/singing>). Use of |
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this skill may anger the audience. Also, some monsters are immune to |
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recruitment. Success depends on user's level and her L<charisma|stat_Cha> |
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vs. the recruitee's L<intelligence|stat_Int> and level. |
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Kill experience from your followers goes directly to your oratory skill. |
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Cleaning women and unagggressive low-level monsters (such as the dogs in |
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the wizards house in scorn) are good initial targets for this skill. |
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1.1 |
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=head2 praying |
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1.14 |
The praying skill allows you to cast "cleric" spells. In addition, this |
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skill may be used to accelerate the accumulation of grace points by |
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praying (see L<How do I pray?|how_tp_pray>. This skill may be either |
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learned (e.g. using a L<skill scroll>) or acquired through the use of a |
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B<holy symbol>. |
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elmex |
1.7 |
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1.14 |
One of the best spells to start with is the 'holy word' spell and later, |
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1.7 |
if you find it, the 'banishment' spell, which is much stronger. |
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1.1 |
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=head2 punching |
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1.6 |
You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. This is the most feeble of the |
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hand-to-hand attacks. |
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1.1 |
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=head2 find traps |
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You can search (more effectively) for traps. This is not a "passive" |
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skill, it must be applied in order to gain the advantage in discovering |
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traps, or actively used when in vicinity of a trap. To use it, fire into |
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any direction. |
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1.9 |
=head2 disarm traps |
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1.1 |
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You can disarm previously discovered traps (for example, with the B<find traps> skill). |
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=head2 sense curse |
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You can detect whether items that you hold are B<cursed> by firing in any |
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direction while this skill is readied. |
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=head2 sense magic |
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You can detect whether items that you hold are B<magic> by firing in any |
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direction while this skill is readied. |
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=head2 singing |
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1.11 |
You may pacify hostile monsters with this area attack skill. Certain |
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kinds of monsters are immune. Success depends on user's level and her |
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L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level. |
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Singing is a good companion skill for the L<oratory |
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skill|skill_description/oratory>: first you pacify creates using singing, |
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then you can orate them, convincing them if your cause. It is a useful |
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skill when monsters are overwhelming you, too. |
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1.1 |
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=head2 smithery |
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You can identify arms and armour that you hold, and, with the help of a |
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B<forge>, can even create weapons using the alchemy skill. |
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=head2 stealing |
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You can take items from the inventory of NPCs, monsters and maybe other |
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players. |
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1.9 |
=head2 thaumaturgy |
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1.1 |
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You can identify rods, wands and horns that you are holding, and, with |
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the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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those things. |
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=head2 throwing |
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You can throw items at monsters. To do this, fire at a monster with this skill |
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readied. You can chose what to throw by marking an item, if you do not chose an |
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item, an item from your inventory is randomly picked and thrown unless the item |
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is locked. |
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ERROR: Randomly? |
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=head2 use magic item |
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You can use magic items like rods/wands/horns. The level of experience |
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influences how powerful the spells are you can evoke from the |
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rod/wand/horn. |
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=head2 woodsman |
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While the skill is readied, the possessor will move faster through |
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root |
1.16 |
"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.). |
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Woodsmen can also craft various items useful to their skill. |
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1.1 |
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=head2 inscription |
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1.16 |
You can inscribe empty scrolls and books with a text. This is useful to |
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create messages, especially via the Imperial Post Office (IPO). |
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1.6 |
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1.16 |
You can also write spell scrolls with a spell known to you. You need |
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L<mana|stat_mana>, time and an old scroll for that. Backfire effects are |
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root |
1.6 |
possible. Only available as a 'writing pen'. |
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1.1 |
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1.16 |
How to write into a mail scroll/books etc.: |
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root |
1.1 |
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mark <name of scroll> # or use the menu |
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use_skill inscription <your message goes here> |
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How to rewrite a spell scroll: |
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mark <name of scroll> # or use the menu |
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cast <spell> # prepare the spell you want to write |
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use_skill inscription # write the spell on the scroll |
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1.16 |
If you succeed, the scroll will be a scroll of the spell you chose and |
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your level of inscription as its level. Hence, you don't need to be that |
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level in the spell skill to write higher level spellscrolls. |
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root |
1.1 |
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Caution: Magic spell writing can be risky to one's health. There can be |
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some negative effects if one fails to write a spell scroll. The most |
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benign is that one becomes confused for a short time. Other effects are |
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more severe and can even be dangerous. |
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=head2 spark touch |
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You can do a "bare-handed attack" and shock the opponent with this skill |
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readied. Attacking is done by running into the opponent. This is a unique skill |
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that can only be used by sparklings. |
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=head2 shiver |
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You can do a "bare-handed attack" and send waves of frost to the opponent with |
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this skill readied. Attacking is done by running into the opponent. This is a |
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unique skill that can only be used by iceborns. |
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=head2 acid splash |
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You can do a "bare-handed attack" and splash the opponent with acid using this |
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skill. Attacking is done by running into the opponent. This is a unique skill |
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that can only be used by acidborns. |
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=head2 poison nail |
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TODO: Add goblins and think about the name goblin. |
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You can do a "bare-handed attack" and inject poison into the opponent with |
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this skill readied. Attacking is done by running into the opponent. This is a |
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unique skill that can only be used by goblins. |
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=head1 About experience and skills |
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=head2 Associated and miscellaneous skills |
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1.12 |
In Deliantra, two types of skills exist; The first kind, "associated" |
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skills, are those skills which are associated with a category of |
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experience. The other kind of skill, "miscellaneous" skills, are not |
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related to any experience category. |
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The main difference between these two kinds of skills is in the result |
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of their use. When associated skills are used successfully experience |
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is accrued in the experience category associated with that skill. In |
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contrast, the use of miscellaneous skills never gains the player any |
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experience regardless of the success in using it. |
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Both miscellaneous and associated skills can fail. This means that |
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the attempt to use the skill was unsuccessful. Both miscellaneous |
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and associated skills can have certain primary stats associated with |
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them. These associated stats can help to determine if the use of a skill |
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is successful and to what degree it is successful. |
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All gained experience is modified by the associated stats for that skill |
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(table skill statistics) and then the appropriate experience category |
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automatically updated as needed. |
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=head2 Restrictions on skills use and gaining experience |
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Neither a character's stats nor the character class restricts the player |
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from gaining experience in any of the experience categories. Also, there |
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are no inherent restrictions on character skill use-any player may use any |
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acquired skill. |
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Average of Experienced |
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Associated Gain |
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Stats Multiplier |
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1 0.01 |
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2 0.1 |
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3 0.3 |
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4 0.5 |
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5 0.6 |
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6 0.7 |
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7 0.8 |
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8 0.85 |
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9 0.9 |
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10 0.95 |
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11 0.96 |
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12 0.97 |
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13 0.98 |
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14 0.99 |
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15 1.0 |
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16 1.01 |
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17 1.02 |
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18 1.03 |
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19 1.04 |
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20 1.05 |
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21 1.07 |
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22 1.09 |
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23 1.12 |
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24 1.15 |
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25 1.2 |
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26 1.3 |
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27 1.4 |
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28 1.5 |
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29 1.7 |
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30 2.0 |
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=head2 Algorithm for Experience Gain under the skills system |
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Here we take the view that a player must "overcome an opponent" in |
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order to gain experience. Examples include foes killed in combat, |
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finding/disarming a trap, stealing from some being, identifying an object, |
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etc. |
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Gained experience is based primarily on the difference in levels between |
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"opponents," experience point value of a "vanquished foe," the values of |
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the associated stats of the skill being used and two factors that are set |
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internally. (Note: If you want to know more about this, check out the |
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skills_developers.doc.) |
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Below the algorithm for experience gain is given where player "pl" has |
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"vanquished" opponent "op" using skill "sk:" |
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EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
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where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
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base experience award for "op" which depends on what op is (see below), |
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stat_mult is taken from table experience modification, and lvl_mult is: |
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For C<< level(pl)> < level(op) >>: |
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lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
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For C<< level(pl) = level(op) >>: |
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lvl_mult = FACTOR(sk) |
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For C<< level(pl) > level(op) >>: |
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lvl_mult = (level(op)/level(pl)); |
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where C<level(op)> is the level of "op," level (pl) is the level of the |
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player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
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"pl." |
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There are three different cases for how EXP (op) can be computed: |
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=over 4 |
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=item op is a living creature: EXP(op) is just the base experience award |
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given in the spoiler. |
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=item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
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visible). Thus, traps which are highly visible get lower values. |
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=item op is not a trap but is non-living: EXP(op) = internal experience |
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award of the item. Also, the lvl_mult is multiplied by any magic |
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enchantment on the item. |
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=back |
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=head1 How skills are used |
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=over 4 |
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=item B<< skills >> This command lists all the player's current known |
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skills, their level of use and the associated experience category of each |
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skill. |
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=item B<< ready_skill I<skill> >> This command changes the player's current |
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readied skill to <skill>. |
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=item B<< use_skill I<skill> I<string> >> This command changes the player's |
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current readied skill and then executes it in the facing direction of the |
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player. Similar in action to the invoke command. |
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=back |
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root |
1.6 |
Three player commands are related to skills use: L<ready_skill>, |
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L<use_skill>, and L<skills|command/skills>. Generally, a player will use |
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a skill by first readying the right one, with the ready_skill command and |
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then making a ranged "attack" to activate the skill; using most skills is |
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just like firing a wand or a bow. In a few cases however, a skill is be |
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used just by having it readied. For example, the mountaineer skill allows |
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favorable movement though hilly terrain while it is readied. |
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1.1 |
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To change to a new skill, a player can use either the B<use_skill> or |
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B<ready_skill> commands, but note that the use of several common items can |
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automatically change the player's current skill too. Examples of this |
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include readying a bow (which will cause the code to make the player's |
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current skill missile_weapons) or readying a melee weapon (current skill |
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auto-matically becomes melee weapons). Also, some player actions can cause |
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a change in the current skill. Running into a monster while you have a |
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readied weapon in your inventory causes the code to automatically make our |
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current skill melee weapons. As another example of this-casting a spell |
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will cause the code to switch the current skill to wizardry or praying (as |
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appropriate to the spell type). |
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It is not possible to use more than one skill at a time. |
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=head2 Acquiring skills |
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Skills may be gained in two ways. In the first, new skills may |
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1.5 |
learned. This is done by reading a L<skill scroll> |
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and the process is very similar to learning a spell. Just as in attempts |
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to learn incantations, success in learning skills is dependent on a random |
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test based on the learner's INT. Using your INT stat, look in the learn% |
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column in table primary stat effects to find your % chance of learning a |
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skill. Once you hit 100%, you will always be successfull in learning new |
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skills. |
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1.1 |
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The acquisition of a skill tool will also allow the player to use a new |
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skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
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the player to pick door locks). The player merely applies the skill tool |
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in order to gain use of the new skill. If the tool is unapplied, the |
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player loses the use of the skill associated with the tool. |
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After a new skill is gained (either learned or if player has an applied |
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skill tool) it will appear on the player's skill roster (use the 'skills |
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command to view its status). If the new skill is an associated skill, |
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then it will automatically be gained at the player's current level in the |
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appropriate experience category. |
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For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
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lockpicks and applies them. He may now use the skill lockpicking at 5th |
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level of ability since that is an agility associated skill. |
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=head1 Authors |
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Parts of this document were originally compiled, edited, and written by |
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Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
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compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
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1.13 |
Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van |
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1.1 |
Steenhoven and Marc A. Lehmann. |
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