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Revision: 1.2
Committed: Sun Aug 13 11:29:20 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.1: +2 -1 lines
Log Message:
added a tooltip and changed the bowyer skill help

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