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# User Rev Content
1 root 1.21 =encoding utf-8
2    
3 root 1.1 =head1 Skills
4    
5     =head1 Description
6    
7     Instead of gaining experience for basically just killing monsters (and
8 root 1.14 disarming traps) you can also gain experience in a variety of other
9     skills, which can either be learned or used through a skill tool or
10     talisman.
11 root 1.1
12 root 1.6 =head1 X<skill_description>Skill Descriptions
13 root 1.1
14     Below is a more detailed description of each skills and how they are used.
15    
16     =head2 alchemy
17    
18 root 1.5 You can identify potions, containers, and different kinds of ore and
19     mineral, mix potions and create other stuff (such as gold, weapons, deadly
20     monsters killing him/her etc.) from other ingredients using a cauldron
21 root 1.15 L<$ARCH/cauldron.x11>.
22 root 1.1
23     To identify alchemy stuff you have to stand over it or have it in your inventory and
24     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
25     not get identified if your alchemy level is too low.
26    
27     A higher alchemy level will also help you to estimate the value of items better.
28    
29     To create something new, for example some dust or potion, you have to get a B<cauldron>.
30     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
31     their cauldron for a fee. All you need now is to know what items creates which other item.
32 elmex 1.7 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
33     all ingredients for a recipe before using them!
34 root 1.1
35     For a start you could try to make B<water of the wise>:
36     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
37     If everything worked there should be B<water of the wise> in the cauldron now.
38     Congratulations, your first alchemy was done!
39    
40     Be careful when doing alchemy and trying complicated receipes, they might fail and
41     will backfire heavily at you.
42    
43     I<Never, ever, do alchemy in your home or in public places!> You can
44     easily create powerful monsters that will kill you, kill you again when
45     you wake up in your savebed, kill you again... etc.
46    
47     =head2 bargaining
48    
49     This skill helps you to bargain in shops when buying and selling. The higher
50     your bargaining level is the better prices you will get. Besides having a high
51 root 1.6 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
52 root 1.1
53     When you are in a shop, you can C<use_skill bargaining> to see whether that
54     shop will buy the items you want to sell at a higher price than others and
55     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
56    
57     =head2 bowyer
58    
59 root 1.6 You can identify missile weapons and missiles such as arrows, bolts and
60     bows. One can also create special bows and arrows from other ingredients
61     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
62 root 1.15 skill and a B<workbench> L<$ARCH/workbench.x11>
63 root 1.6 (you just have to find out a recipe).
64 root 1.1
65     =head2 clawing
66    
67 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
68     L<strength|stat_Str> and level. With time, one can have different claws
69     such as fire claws or electric claws. An elemental residue from the dragon
70     guild is required to change this. The dragon guild can be found in scorn.
71 root 1.1
72     =head2 levitation
73    
74     You can levitate (fly low) at will. Using the skill first makes you
75     levitate, and at the second time returns you to the earth.
76 elmex 1.3 Levitation can be useful to fly over water streams that move you
77     if you walk in them, or it prevents you from falling into a pit.
78 root 1.1
79     =head2 summoning
80    
81     You can cast spells related to the B<summoning> school of wizardry, which
82     mostly summon monsters, bullet walls and similar things. This skill
83     may be acquired either through the use of an appropriate B<talisman> or
84 root 1.5 learned via a L<skill scroll>.
85 root 1.1
86 elmex 1.3 The most basic spells you might want to get is 'summon pet monster'
87     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
88     the spells and read their description.
89    
90 root 1.1 =head2 pyromancy
91    
92     You can cast spells related to the B<pyromancy> (fire) school of
93     wizardry. This skill may be acquired either through the use of an
94 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
95 root 1.1
96 root 1.5 The first spell would be 'burning hands' which casts a cone of fire which
97     burns your enemies. It becomes stronger with your pyromancy level.
98 elmex 1.3
99 root 1.1 =head2 evocation
100    
101     You can cast spells related to the B<evocation> (mostly cold magic)
102     school of wizardry. This skill may be acquired either through the use of
103 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
104 root 1.1
105 elmex 1.3 The spell you should start with is 'icestorm' which casts a cone
106     of ice which freezes your enemies. It becomes stronger with your evocation level.
107    
108 root 1.1 =head2 sorcery
109    
110     You can cast spells related to the B<sorcery> (identify, town portal and
111     other meta-spells) school of wizardry. This skill may be acquired either
112     through the use of an appropriate B<talisman> or learned via a B<skill
113     scroll>.
114    
115 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
116     between two points in the world) and also attack spells like 'spark shower'
117     and 'steambolt'.
118    
119 root 1.1 =head2 flame touch
120    
121     You can make a "bare-handed attack". Damage is based on the user's
122 root 1.6 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
123     skill for the fireborn character class.
124 root 1.1
125     =head2 hiding
126    
127 elmex 1.4 This skill lets you hide, that means that you will become invisible.
128     To hide you need to find a place with other stuff on it where you can hide.
129    
130 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
131 elmex 1.4 you become visible.
132 root 1.1
133     =head2 jeweler
134    
135     You can identify amulets, rings and talismans. One can also improve magic
136 elmex 1.7 rings or enchant non-magic rings to give them stat bonuses, this works
137     similar to the L<alchemy skill|skill_description/alchemy>, only that
138     you need to put the ingredients in a B<jeweler's workbench>.
139 root 1.1
140 elmex 1.10 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
141    
142 root 1.1 =head2 jumping
143    
144 root 1.6 You can "skip" over one, two or three spaces in the selected
145     direction. Distance depends on weight carried, L<strength|stat_Str> and
146     L<dexterity|stat_Dex> of the user. This skill may also be used as an
147     attack.
148 root 1.1
149     =head2 karate
150    
151 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
152     L<strength|stat_Str> and level. This attack is the fastest and (at higher
153     levels) most deadly of the hand-to-hand attacks available.
154 root 1.1
155     =head2 climbing
156    
157     Having this skill allows you to move faster through hilly areas than players
158 elmex 1.7 without this skill. B<Note:> You can't gain experience in this skill. Having
159     this skill is enough to move faster.
160 root 1.1
161     =head2 literacy
162    
163 root 1.17 With this skill you can identify books and scrolls in your inventory,
164     giving you more experience that you cna invest into identifying higher
165     level books and scrolls.
166    
167     Literacy is also required to read books and scrolls, and to learn new
168     spells and skills from books and scrolls.
169 root 1.1
170     =head2 lockpicking
171    
172     You may "pick locks" (open doors). You need to have readied some
173     B<lockpicks> to use this skill.
174    
175     =head2 meditation
176    
177 elmex 1.7 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
178 root 1.14 the L<skill_description/praying> skill. Player must first strip
179 root 1.1 off encumbering armour however. This skill is only available to the "monk"
180     character class.
181    
182     =head2 one handed weapons
183    
184     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
185     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
186     direction keys.
187    
188     =head2 two handed weapons
189    
190     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
191     Wield and ready the weapon by applying it and use the fire and direction keys.
192    
193     =head2 missile weapons
194    
195     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
196 elmex 1.7 Fire arrows by applying a bow and using the fire and direction keys. To fire
197 root 1.1 specific arrows to kill a monster that is weak against a certain arrow, mark
198     this arrow and fire.
199    
200     =head2 mountaineer
201    
202     While the skill is readied, the possessor will move faster through "hilly"
203     terrain (hills, mountains, etc.)
204    
205     =head2 oratory
206    
207 root 1.11 You may "recruit" followers targeting them with your B<oratory>
208     skill. Recruitees must be unaggressive to start (a good way to pacify
209     monsters is the L<singing skill|skill_description/singing>). Use of
210     this skill may anger the audience. Also, some monsters are immune to
211     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
212     vs. the recruitee's L<intelligence|stat_Int> and level.
213    
214     Kill experience from your followers goes directly to your oratory skill.
215    
216     Cleaning women and unagggressive low-level monsters (such as the dogs in
217     the wizards house in scorn) are good initial targets for this skill.
218 root 1.1
219     =head2 praying
220    
221 root 1.14 The praying skill allows you to cast "cleric" spells. In addition, this
222     skill may be used to accelerate the accumulation of grace points by
223     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
224     learned (e.g. using a L<skill scroll>) or acquired through the use of a
225     B<holy symbol>.
226 elmex 1.7
227 root 1.14 One of the best spells to start with is the 'holy word' spell and later,
228 elmex 1.7 if you find it, the 'banishment' spell, which is much stronger.
229 root 1.1
230     =head2 punching
231    
232 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
233     L<strength|stat_Str> and level. This is the most feeble of the
234     hand-to-hand attacks.
235 root 1.1
236     =head2 find traps
237    
238     You can search (more effectively) for traps. This is not a "passive"
239     skill, it must be applied in order to gain the advantage in discovering
240     traps, or actively used when in vicinity of a trap. To use it, fire into
241     any direction.
242    
243 root 1.9 =head2 disarm traps
244 root 1.1
245 root 1.20 You can disarm previously discovered traps (for example, with the B<find
246     traps> skill).
247 root 1.1
248 elmex 1.18 =head2 mining
249    
250     You know how to use a pickaxe to extract minerals from veins. You can also use
251 elmex 1.19 spells of the mining spell school. For instance the I<detect mineral> spell.
252 elmex 1.18
253 root 1.1 =head2 sense curse
254    
255 root 1.20 You can detect whether items in your inventory or on the floor are
256     B<cursed> by using this skill.
257 root 1.1
258     =head2 sense magic
259    
260 root 1.20 You can detect whether items in your inventory or on the floor are
261     B<magic> by using this skill.
262 root 1.1
263     =head2 singing
264    
265 root 1.20 You may pacify hostile monsters with this area attack skill (it is
266     directionless and affects the area around you - the higher the skill,
267     the larger the area). Certain kinds of monsters are immune. Success
268     depends on user's level and her L<charisma|stat_Cha> vs. the monster's
269     L<intelligence|stat_Int> and level.
270 root 1.11
271     Singing is a good companion skill for the L<oratory
272     skill|skill_description/oratory>: first you pacify creates using singing,
273     then you can orate them, convincing them if your cause. It is a useful
274     skill when monsters are overwhelming you, too.
275 root 1.1
276     =head2 smithery
277    
278     You can identify arms and armour that you hold, and, with the help of a
279     B<forge>, can even create weapons using the alchemy skill.
280    
281     =head2 stealing
282    
283     You can take items from the inventory of NPCs, monsters and maybe other
284     players.
285    
286 root 1.9 =head2 thaumaturgy
287 root 1.1
288     You can identify rods, wands and horns that you are holding, and, with
289     the help of a B<thaumaturgists workbench> and the alchemy skill, create
290     those things.
291    
292     =head2 throwing
293    
294     You can throw items at monsters. To do this, fire at a monster with this skill
295 root 1.20 readied. You can chose what to throw by marking an item.
296 root 1.1
297     =head2 use magic item
298    
299     You can use magic items like rods/wands/horns. The level of experience
300     influences how powerful the spells are you can evoke from the
301     rod/wand/horn.
302    
303     =head2 woodsman
304    
305     While the skill is readied, the possessor will move faster through
306 root 1.16 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
307    
308     Woodsmen can also craft various items useful to their skill.
309 root 1.1
310     =head2 inscription
311    
312 root 1.16 You can inscribe empty scrolls and books with a text. This is useful to
313     create messages, especially via the Imperial Post Office (IPO).
314 root 1.6
315 root 1.16 You can also write spell scrolls with a spell known to you. You need
316     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
317 root 1.6 possible. Only available as a 'writing pen'.
318 root 1.1
319 root 1.16 How to write into a mail scroll/books etc.:
320 root 1.1
321     mark <name of scroll> # or use the menu
322     use_skill inscription <your message goes here>
323    
324     How to rewrite a spell scroll:
325    
326     mark <name of scroll> # or use the menu
327     cast <spell> # prepare the spell you want to write
328     use_skill inscription # write the spell on the scroll
329    
330 root 1.16 If you succeed, the scroll will be a scroll of the spell you chose and
331     your level of inscription as its level. Hence, you don't need to be that
332     level in the spell skill to write higher level spellscrolls.
333 root 1.1
334     Caution: Magic spell writing can be risky to one's health. There can be
335     some negative effects if one fails to write a spell scroll. The most
336     benign is that one becomes confused for a short time. Other effects are
337     more severe and can even be dangerous.
338    
339     =head2 spark touch
340    
341     You can do a "bare-handed attack" and shock the opponent with this skill
342     readied. Attacking is done by running into the opponent. This is a unique skill
343     that can only be used by sparklings.
344    
345     =head2 shiver
346    
347     You can do a "bare-handed attack" and send waves of frost to the opponent with
348     this skill readied. Attacking is done by running into the opponent. This is a
349     unique skill that can only be used by iceborns.
350    
351     =head2 acid splash
352    
353     You can do a "bare-handed attack" and splash the opponent with acid using this
354     skill. Attacking is done by running into the opponent. This is a unique skill
355     that can only be used by acidborns.
356    
357     =head2 poison nail
358    
359     You can do a "bare-handed attack" and inject poison into the opponent with
360     this skill readied. Attacking is done by running into the opponent. This is a
361     unique skill that can only be used by goblins.
362    
363     =head1 About experience and skills
364    
365     =head2 Associated and miscellaneous skills
366    
367 root 1.12 In Deliantra, two types of skills exist; The first kind, "associated"
368 root 1.1 skills, are those skills which are associated with a category of
369     experience. The other kind of skill, "miscellaneous" skills, are not
370     related to any experience category.
371    
372     The main difference between these two kinds of skills is in the result
373     of their use. When associated skills are used successfully experience
374     is accrued in the experience category associated with that skill. In
375     contrast, the use of miscellaneous skills never gains the player any
376     experience regardless of the success in using it.
377    
378     Both miscellaneous and associated skills can fail. This means that
379     the attempt to use the skill was unsuccessful. Both miscellaneous
380     and associated skills can have certain primary stats associated with
381     them. These associated stats can help to determine if the use of a skill
382     is successful and to what degree it is successful.
383    
384     All gained experience is modified by the associated stats for that skill
385     (table skill statistics) and then the appropriate experience category
386     automatically updated as needed.
387    
388     =head2 Restrictions on skills use and gaining experience
389    
390     Neither a character's stats nor the character class restricts the player
391     from gaining experience in any of the experience categories. Also, there
392     are no inherent restrictions on character skill use-any player may use any
393     acquired skill.
394    
395     Average of Experienced
396     Associated Gain
397     Stats Multiplier
398     1 0.01
399     2 0.1
400     3 0.3
401     4 0.5
402     5 0.6
403     6 0.7
404     7 0.8
405     8 0.85
406     9 0.9
407     10 0.95
408     11 0.96
409     12 0.97
410     13 0.98
411     14 0.99
412     15 1.0
413     16 1.01
414     17 1.02
415     18 1.03
416     19 1.04
417     20 1.05
418     21 1.07
419     22 1.09
420     23 1.12
421     24 1.15
422     25 1.2
423     26 1.3
424     27 1.4
425     28 1.5
426     29 1.7
427     30 2.0
428    
429     =head2 Algorithm for Experience Gain under the skills system
430    
431     Here we take the view that a player must "overcome an opponent" in
432     order to gain experience. Examples include foes killed in combat,
433     finding/disarming a trap, stealing from some being, identifying an object,
434     etc.
435    
436     Gained experience is based primarily on the difference in levels between
437     "opponents," experience point value of a "vanquished foe," the values of
438     the associated stats of the skill being used and two factors that are set
439     internally. (Note: If you want to know more about this, check out the
440     skills_developers.doc.)
441    
442     Below the algorithm for experience gain is given where player "pl" has
443     "vanquished" opponent "op" using skill "sk:"
444    
445     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
446    
447     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
448     base experience award for "op" which depends on what op is (see below),
449     stat_mult is taken from table experience modification, and lvl_mult is:
450    
451     For C<< level(pl)> < level(op) >>:
452    
453     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
454    
455     For C<< level(pl) = level(op) >>:
456    
457     lvl_mult = FACTOR(sk)
458    
459     For C<< level(pl) > level(op) >>:
460    
461     lvl_mult = (level(op)/level(pl));
462    
463     where C<level(op)> is the level of "op," level (pl) is the level of the
464     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
465     "pl."
466    
467     There are three different cases for how EXP (op) can be computed:
468    
469     =over 4
470    
471     =item op is a living creature: EXP(op) is just the base experience award
472     given in the spoiler.
473    
474     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
475     visible). Thus, traps which are highly visible get lower values.
476    
477     =item op is not a trap but is non-living: EXP(op) = internal experience
478     award of the item. Also, the lvl_mult is multiplied by any magic
479     enchantment on the item.
480    
481     =back
482    
483     =head1 How skills are used
484    
485     =over 4
486    
487     =item B<< skills >> This command lists all the player's current known
488     skills, their level of use and the associated experience category of each
489     skill.
490    
491     =item B<< ready_skill I<skill> >> This command changes the player's current
492     readied skill to <skill>.
493    
494     =item B<< use_skill I<skill> I<string> >> This command changes the player's
495     current readied skill and then executes it in the facing direction of the
496     player. Similar in action to the invoke command.
497    
498     =back
499    
500 root 1.6 Three player commands are related to skills use: L<ready_skill>,
501     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
502     a skill by first readying the right one, with the ready_skill command and
503     then making a ranged "attack" to activate the skill; using most skills is
504     just like firing a wand or a bow. In a few cases however, a skill is be
505     used just by having it readied. For example, the mountaineer skill allows
506     favorable movement though hilly terrain while it is readied.
507 root 1.1
508     To change to a new skill, a player can use either the B<use_skill> or
509     B<ready_skill> commands, but note that the use of several common items can
510     automatically change the player's current skill too. Examples of this
511     include readying a bow (which will cause the code to make the player's
512     current skill missile_weapons) or readying a melee weapon (current skill
513     auto-matically becomes melee weapons). Also, some player actions can cause
514     a change in the current skill. Running into a monster while you have a
515     readied weapon in your inventory causes the code to automatically make our
516     current skill melee weapons. As another example of this-casting a spell
517     will cause the code to switch the current skill to wizardry or praying (as
518     appropriate to the spell type).
519    
520     It is not possible to use more than one skill at a time.
521    
522     =head2 Acquiring skills
523    
524     Skills may be gained in two ways. In the first, new skills may
525 root 1.5 learned. This is done by reading a L<skill scroll>
526     and the process is very similar to learning a spell. Just as in attempts
527     to learn incantations, success in learning skills is dependent on a random
528     test based on the learner's INT. Using your INT stat, look in the learn%
529     column in table primary stat effects to find your % chance of learning a
530     skill. Once you hit 100%, you will always be successfull in learning new
531     skills.
532 root 1.1
533     The acquisition of a skill tool will also allow the player to use a new
534     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
535     the player to pick door locks). The player merely applies the skill tool
536     in order to gain use of the new skill. If the tool is unapplied, the
537     player loses the use of the skill associated with the tool.
538    
539     After a new skill is gained (either learned or if player has an applied
540     skill tool) it will appear on the player's skill roster (use the 'skills
541     command to view its status). If the new skill is an associated skill,
542     then it will automatically be gained at the player's current level in the
543     appropriate experience category.
544    
545     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
546     lockpicks and applies them. He may now use the skill lockpicking at 5th
547     level of ability since that is an agility associated skill.
548    
549     =head1 Authors
550    
551     Parts of this document were originally compiled, edited, and written by
552     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
553     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
554    
555 root 1.13 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
556 root 1.1 Steenhoven and Marc A. Lehmann.
557