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Revision: 1.20
Committed: Sun Apr 4 04:51:10 2010 UTC (14 years, 3 months ago) by root
Branch: MAIN
CVS Tags: rel-2_11
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# User Rev Content
1 root 1.1 =head1 Skills
2    
3     =head1 Description
4    
5     Instead of gaining experience for basically just killing monsters (and
6 root 1.14 disarming traps) you can also gain experience in a variety of other
7     skills, which can either be learned or used through a skill tool or
8     talisman.
9 root 1.1
10 root 1.6 =head1 X<skill_description>Skill Descriptions
11 root 1.1
12     Below is a more detailed description of each skills and how they are used.
13    
14     =head2 alchemy
15    
16 root 1.5 You can identify potions, containers, and different kinds of ore and
17     mineral, mix potions and create other stuff (such as gold, weapons, deadly
18     monsters killing him/her etc.) from other ingredients using a cauldron
19 root 1.15 L<$ARCH/cauldron.x11>.
20 root 1.1
21     To identify alchemy stuff you have to stand over it or have it in your inventory and
22     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
23     not get identified if your alchemy level is too low.
24    
25     A higher alchemy level will also help you to estimate the value of items better.
26    
27     To create something new, for example some dust or potion, you have to get a B<cauldron>.
28     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
29     their cauldron for a fee. All you need now is to know what items creates which other item.
30 elmex 1.7 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
31     all ingredients for a recipe before using them!
32 root 1.1
33     For a start you could try to make B<water of the wise>:
34     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
35     If everything worked there should be B<water of the wise> in the cauldron now.
36     Congratulations, your first alchemy was done!
37    
38     Be careful when doing alchemy and trying complicated receipes, they might fail and
39     will backfire heavily at you.
40    
41     I<Never, ever, do alchemy in your home or in public places!> You can
42     easily create powerful monsters that will kill you, kill you again when
43     you wake up in your savebed, kill you again... etc.
44    
45     =head2 bargaining
46    
47     This skill helps you to bargain in shops when buying and selling. The higher
48     your bargaining level is the better prices you will get. Besides having a high
49 root 1.6 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
50 root 1.1
51     When you are in a shop, you can C<use_skill bargaining> to see whether that
52     shop will buy the items you want to sell at a higher price than others and
53     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
54    
55     =head2 bowyer
56    
57 root 1.6 You can identify missile weapons and missiles such as arrows, bolts and
58     bows. One can also create special bows and arrows from other ingredients
59     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
60 root 1.15 skill and a B<workbench> L<$ARCH/workbench.x11>
61 root 1.6 (you just have to find out a recipe).
62 root 1.1
63     =head2 clawing
64    
65 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
66     L<strength|stat_Str> and level. With time, one can have different claws
67     such as fire claws or electric claws. An elemental residue from the dragon
68     guild is required to change this. The dragon guild can be found in scorn.
69 root 1.1
70     =head2 levitation
71    
72     You can levitate (fly low) at will. Using the skill first makes you
73     levitate, and at the second time returns you to the earth.
74 elmex 1.3 Levitation can be useful to fly over water streams that move you
75     if you walk in them, or it prevents you from falling into a pit.
76 root 1.1
77     =head2 summoning
78    
79     You can cast spells related to the B<summoning> school of wizardry, which
80     mostly summon monsters, bullet walls and similar things. This skill
81     may be acquired either through the use of an appropriate B<talisman> or
82 root 1.5 learned via a L<skill scroll>.
83 root 1.1
84 elmex 1.3 The most basic spells you might want to get is 'summon pet monster'
85     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
86     the spells and read their description.
87    
88 root 1.1 =head2 pyromancy
89    
90     You can cast spells related to the B<pyromancy> (fire) school of
91     wizardry. This skill may be acquired either through the use of an
92 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
93 root 1.1
94 root 1.5 The first spell would be 'burning hands' which casts a cone of fire which
95     burns your enemies. It becomes stronger with your pyromancy level.
96 elmex 1.3
97 root 1.1 =head2 evocation
98    
99     You can cast spells related to the B<evocation> (mostly cold magic)
100     school of wizardry. This skill may be acquired either through the use of
101 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
102 root 1.1
103 elmex 1.3 The spell you should start with is 'icestorm' which casts a cone
104     of ice which freezes your enemies. It becomes stronger with your evocation level.
105    
106 root 1.1 =head2 sorcery
107    
108     You can cast spells related to the B<sorcery> (identify, town portal and
109     other meta-spells) school of wizardry. This skill may be acquired either
110     through the use of an appropriate B<talisman> or learned via a B<skill
111     scroll>.
112    
113 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
114     between two points in the world) and also attack spells like 'spark shower'
115     and 'steambolt'.
116    
117 root 1.1 =head2 flame touch
118    
119     You can make a "bare-handed attack". Damage is based on the user's
120 root 1.6 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
121     skill for the fireborn character class.
122 root 1.1
123     =head2 hiding
124    
125 elmex 1.4 This skill lets you hide, that means that you will become invisible.
126     To hide you need to find a place with other stuff on it where you can hide.
127    
128 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
129 elmex 1.4 you become visible.
130 root 1.1
131     =head2 jeweler
132    
133     You can identify amulets, rings and talismans. One can also improve magic
134 elmex 1.7 rings or enchant non-magic rings to give them stat bonuses, this works
135     similar to the L<alchemy skill|skill_description/alchemy>, only that
136     you need to put the ingredients in a B<jeweler's workbench>.
137 root 1.1
138 elmex 1.10 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
139    
140 root 1.1 =head2 jumping
141    
142 root 1.6 You can "skip" over one, two or three spaces in the selected
143     direction. Distance depends on weight carried, L<strength|stat_Str> and
144     L<dexterity|stat_Dex> of the user. This skill may also be used as an
145     attack.
146 root 1.1
147     =head2 karate
148    
149 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
150     L<strength|stat_Str> and level. This attack is the fastest and (at higher
151     levels) most deadly of the hand-to-hand attacks available.
152 root 1.1
153     =head2 climbing
154    
155     Having this skill allows you to move faster through hilly areas than players
156 elmex 1.7 without this skill. B<Note:> You can't gain experience in this skill. Having
157     this skill is enough to move faster.
158 root 1.1
159     =head2 literacy
160    
161 root 1.17 With this skill you can identify books and scrolls in your inventory,
162     giving you more experience that you cna invest into identifying higher
163     level books and scrolls.
164    
165     Literacy is also required to read books and scrolls, and to learn new
166     spells and skills from books and scrolls.
167 root 1.1
168     =head2 lockpicking
169    
170     You may "pick locks" (open doors). You need to have readied some
171     B<lockpicks> to use this skill.
172    
173     =head2 meditation
174    
175 elmex 1.7 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
176 root 1.14 the L<skill_description/praying> skill. Player must first strip
177 root 1.1 off encumbering armour however. This skill is only available to the "monk"
178     character class.
179    
180     =head2 one handed weapons
181    
182     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
183     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
184     direction keys.
185    
186     =head2 two handed weapons
187    
188     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
189     Wield and ready the weapon by applying it and use the fire and direction keys.
190    
191     =head2 missile weapons
192    
193     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
194 elmex 1.7 Fire arrows by applying a bow and using the fire and direction keys. To fire
195 root 1.1 specific arrows to kill a monster that is weak against a certain arrow, mark
196     this arrow and fire.
197    
198     =head2 mountaineer
199    
200     While the skill is readied, the possessor will move faster through "hilly"
201     terrain (hills, mountains, etc.)
202    
203     =head2 oratory
204    
205 root 1.11 You may "recruit" followers targeting them with your B<oratory>
206     skill. Recruitees must be unaggressive to start (a good way to pacify
207     monsters is the L<singing skill|skill_description/singing>). Use of
208     this skill may anger the audience. Also, some monsters are immune to
209     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
210     vs. the recruitee's L<intelligence|stat_Int> and level.
211    
212     Kill experience from your followers goes directly to your oratory skill.
213    
214     Cleaning women and unagggressive low-level monsters (such as the dogs in
215     the wizards house in scorn) are good initial targets for this skill.
216 root 1.1
217     =head2 praying
218    
219 root 1.14 The praying skill allows you to cast "cleric" spells. In addition, this
220     skill may be used to accelerate the accumulation of grace points by
221     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
222     learned (e.g. using a L<skill scroll>) or acquired through the use of a
223     B<holy symbol>.
224 elmex 1.7
225 root 1.14 One of the best spells to start with is the 'holy word' spell and later,
226 elmex 1.7 if you find it, the 'banishment' spell, which is much stronger.
227 root 1.1
228     =head2 punching
229    
230 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
231     L<strength|stat_Str> and level. This is the most feeble of the
232     hand-to-hand attacks.
233 root 1.1
234     =head2 find traps
235    
236     You can search (more effectively) for traps. This is not a "passive"
237     skill, it must be applied in order to gain the advantage in discovering
238     traps, or actively used when in vicinity of a trap. To use it, fire into
239     any direction.
240    
241 root 1.9 =head2 disarm traps
242 root 1.1
243 root 1.20 You can disarm previously discovered traps (for example, with the B<find
244     traps> skill).
245 root 1.1
246 elmex 1.18 =head2 mining
247    
248     You know how to use a pickaxe to extract minerals from veins. You can also use
249 elmex 1.19 spells of the mining spell school. For instance the I<detect mineral> spell.
250 elmex 1.18
251 root 1.1 =head2 sense curse
252    
253 root 1.20 You can detect whether items in your inventory or on the floor are
254     B<cursed> by using this skill.
255 root 1.1
256     =head2 sense magic
257    
258 root 1.20 You can detect whether items in your inventory or on the floor are
259     B<magic> by using this skill.
260 root 1.1
261     =head2 singing
262    
263 root 1.20 You may pacify hostile monsters with this area attack skill (it is
264     directionless and affects the area around you - the higher the skill,
265     the larger the area). Certain kinds of monsters are immune. Success
266     depends on user's level and her L<charisma|stat_Cha> vs. the monster's
267     L<intelligence|stat_Int> and level.
268 root 1.11
269     Singing is a good companion skill for the L<oratory
270     skill|skill_description/oratory>: first you pacify creates using singing,
271     then you can orate them, convincing them if your cause. It is a useful
272     skill when monsters are overwhelming you, too.
273 root 1.1
274     =head2 smithery
275    
276     You can identify arms and armour that you hold, and, with the help of a
277     B<forge>, can even create weapons using the alchemy skill.
278    
279     =head2 stealing
280    
281     You can take items from the inventory of NPCs, monsters and maybe other
282     players.
283    
284 root 1.9 =head2 thaumaturgy
285 root 1.1
286     You can identify rods, wands and horns that you are holding, and, with
287     the help of a B<thaumaturgists workbench> and the alchemy skill, create
288     those things.
289    
290     =head2 throwing
291    
292     You can throw items at monsters. To do this, fire at a monster with this skill
293 root 1.20 readied. You can chose what to throw by marking an item.
294 root 1.1
295     =head2 use magic item
296    
297     You can use magic items like rods/wands/horns. The level of experience
298     influences how powerful the spells are you can evoke from the
299     rod/wand/horn.
300    
301     =head2 woodsman
302    
303     While the skill is readied, the possessor will move faster through
304 root 1.16 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
305    
306     Woodsmen can also craft various items useful to their skill.
307 root 1.1
308     =head2 inscription
309    
310 root 1.16 You can inscribe empty scrolls and books with a text. This is useful to
311     create messages, especially via the Imperial Post Office (IPO).
312 root 1.6
313 root 1.16 You can also write spell scrolls with a spell known to you. You need
314     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
315 root 1.6 possible. Only available as a 'writing pen'.
316 root 1.1
317 root 1.16 How to write into a mail scroll/books etc.:
318 root 1.1
319     mark <name of scroll> # or use the menu
320     use_skill inscription <your message goes here>
321    
322     How to rewrite a spell scroll:
323    
324     mark <name of scroll> # or use the menu
325     cast <spell> # prepare the spell you want to write
326     use_skill inscription # write the spell on the scroll
327    
328 root 1.16 If you succeed, the scroll will be a scroll of the spell you chose and
329     your level of inscription as its level. Hence, you don't need to be that
330     level in the spell skill to write higher level spellscrolls.
331 root 1.1
332     Caution: Magic spell writing can be risky to one's health. There can be
333     some negative effects if one fails to write a spell scroll. The most
334     benign is that one becomes confused for a short time. Other effects are
335     more severe and can even be dangerous.
336    
337     =head2 spark touch
338    
339     You can do a "bare-handed attack" and shock the opponent with this skill
340     readied. Attacking is done by running into the opponent. This is a unique skill
341     that can only be used by sparklings.
342    
343     =head2 shiver
344    
345     You can do a "bare-handed attack" and send waves of frost to the opponent with
346     this skill readied. Attacking is done by running into the opponent. This is a
347     unique skill that can only be used by iceborns.
348    
349     =head2 acid splash
350    
351     You can do a "bare-handed attack" and splash the opponent with acid using this
352     skill. Attacking is done by running into the opponent. This is a unique skill
353     that can only be used by acidborns.
354    
355     =head2 poison nail
356    
357     You can do a "bare-handed attack" and inject poison into the opponent with
358     this skill readied. Attacking is done by running into the opponent. This is a
359     unique skill that can only be used by goblins.
360    
361     =head1 About experience and skills
362    
363     =head2 Associated and miscellaneous skills
364    
365 root 1.12 In Deliantra, two types of skills exist; The first kind, "associated"
366 root 1.1 skills, are those skills which are associated with a category of
367     experience. The other kind of skill, "miscellaneous" skills, are not
368     related to any experience category.
369    
370     The main difference between these two kinds of skills is in the result
371     of their use. When associated skills are used successfully experience
372     is accrued in the experience category associated with that skill. In
373     contrast, the use of miscellaneous skills never gains the player any
374     experience regardless of the success in using it.
375    
376     Both miscellaneous and associated skills can fail. This means that
377     the attempt to use the skill was unsuccessful. Both miscellaneous
378     and associated skills can have certain primary stats associated with
379     them. These associated stats can help to determine if the use of a skill
380     is successful and to what degree it is successful.
381    
382     All gained experience is modified by the associated stats for that skill
383     (table skill statistics) and then the appropriate experience category
384     automatically updated as needed.
385    
386     =head2 Restrictions on skills use and gaining experience
387    
388     Neither a character's stats nor the character class restricts the player
389     from gaining experience in any of the experience categories. Also, there
390     are no inherent restrictions on character skill use-any player may use any
391     acquired skill.
392    
393     Average of Experienced
394     Associated Gain
395     Stats Multiplier
396     1 0.01
397     2 0.1
398     3 0.3
399     4 0.5
400     5 0.6
401     6 0.7
402     7 0.8
403     8 0.85
404     9 0.9
405     10 0.95
406     11 0.96
407     12 0.97
408     13 0.98
409     14 0.99
410     15 1.0
411     16 1.01
412     17 1.02
413     18 1.03
414     19 1.04
415     20 1.05
416     21 1.07
417     22 1.09
418     23 1.12
419     24 1.15
420     25 1.2
421     26 1.3
422     27 1.4
423     28 1.5
424     29 1.7
425     30 2.0
426    
427     =head2 Algorithm for Experience Gain under the skills system
428    
429     Here we take the view that a player must "overcome an opponent" in
430     order to gain experience. Examples include foes killed in combat,
431     finding/disarming a trap, stealing from some being, identifying an object,
432     etc.
433    
434     Gained experience is based primarily on the difference in levels between
435     "opponents," experience point value of a "vanquished foe," the values of
436     the associated stats of the skill being used and two factors that are set
437     internally. (Note: If you want to know more about this, check out the
438     skills_developers.doc.)
439    
440     Below the algorithm for experience gain is given where player "pl" has
441     "vanquished" opponent "op" using skill "sk:"
442    
443     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
444    
445     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
446     base experience award for "op" which depends on what op is (see below),
447     stat_mult is taken from table experience modification, and lvl_mult is:
448    
449     For C<< level(pl)> < level(op) >>:
450    
451     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
452    
453     For C<< level(pl) = level(op) >>:
454    
455     lvl_mult = FACTOR(sk)
456    
457     For C<< level(pl) > level(op) >>:
458    
459     lvl_mult = (level(op)/level(pl));
460    
461     where C<level(op)> is the level of "op," level (pl) is the level of the
462     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
463     "pl."
464    
465     There are three different cases for how EXP (op) can be computed:
466    
467     =over 4
468    
469     =item op is a living creature: EXP(op) is just the base experience award
470     given in the spoiler.
471    
472     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
473     visible). Thus, traps which are highly visible get lower values.
474    
475     =item op is not a trap but is non-living: EXP(op) = internal experience
476     award of the item. Also, the lvl_mult is multiplied by any magic
477     enchantment on the item.
478    
479     =back
480    
481     =head1 How skills are used
482    
483     =over 4
484    
485     =item B<< skills >> This command lists all the player's current known
486     skills, their level of use and the associated experience category of each
487     skill.
488    
489     =item B<< ready_skill I<skill> >> This command changes the player's current
490     readied skill to <skill>.
491    
492     =item B<< use_skill I<skill> I<string> >> This command changes the player's
493     current readied skill and then executes it in the facing direction of the
494     player. Similar in action to the invoke command.
495    
496     =back
497    
498 root 1.6 Three player commands are related to skills use: L<ready_skill>,
499     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
500     a skill by first readying the right one, with the ready_skill command and
501     then making a ranged "attack" to activate the skill; using most skills is
502     just like firing a wand or a bow. In a few cases however, a skill is be
503     used just by having it readied. For example, the mountaineer skill allows
504     favorable movement though hilly terrain while it is readied.
505 root 1.1
506     To change to a new skill, a player can use either the B<use_skill> or
507     B<ready_skill> commands, but note that the use of several common items can
508     automatically change the player's current skill too. Examples of this
509     include readying a bow (which will cause the code to make the player's
510     current skill missile_weapons) or readying a melee weapon (current skill
511     auto-matically becomes melee weapons). Also, some player actions can cause
512     a change in the current skill. Running into a monster while you have a
513     readied weapon in your inventory causes the code to automatically make our
514     current skill melee weapons. As another example of this-casting a spell
515     will cause the code to switch the current skill to wizardry or praying (as
516     appropriate to the spell type).
517    
518     It is not possible to use more than one skill at a time.
519    
520     =head2 Acquiring skills
521    
522     Skills may be gained in two ways. In the first, new skills may
523 root 1.5 learned. This is done by reading a L<skill scroll>
524     and the process is very similar to learning a spell. Just as in attempts
525     to learn incantations, success in learning skills is dependent on a random
526     test based on the learner's INT. Using your INT stat, look in the learn%
527     column in table primary stat effects to find your % chance of learning a
528     skill. Once you hit 100%, you will always be successfull in learning new
529     skills.
530 root 1.1
531     The acquisition of a skill tool will also allow the player to use a new
532     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
533     the player to pick door locks). The player merely applies the skill tool
534     in order to gain use of the new skill. If the tool is unapplied, the
535     player loses the use of the skill associated with the tool.
536    
537     After a new skill is gained (either learned or if player has an applied
538     skill tool) it will appear on the player's skill roster (use the 'skills
539     command to view its status). If the new skill is an associated skill,
540     then it will automatically be gained at the player's current level in the
541     appropriate experience category.
542    
543     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
544     lockpicks and applies them. He may now use the skill lockpicking at 5th
545     level of ability since that is an agility associated skill.
546    
547     =head1 Authors
548    
549     Parts of this document were originally compiled, edited, and written by
550     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
551     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
552    
553 root 1.13 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
554 root 1.1 Steenhoven and Marc A. Lehmann.
555