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Revision: 1.22
Committed: Wed Nov 21 11:50:48 2012 UTC (11 years, 7 months ago) by root
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# User Rev Content
1 root 1.22 =begin comment
2    
3     *** The skill descriptions here are mere copies of the
4     *** skill messages in the server archetypes.
5     *** Update them in arch/ first, then here.
6    
7     =end
8    
9 root 1.21 =encoding utf-8
10    
11 root 1.1 =head1 Skills
12    
13     =head1 Description
14    
15     Instead of gaining experience for basically just killing monsters (and
16 root 1.14 disarming traps) you can also gain experience in a variety of other
17     skills, which can either be learned or used through a skill tool or
18     talisman.
19 root 1.1
20 root 1.6 =head1 X<skill_description>Skill Descriptions
21 root 1.1
22     Below is a more detailed description of each skills and how they are used.
23    
24     =head2 alchemy
25    
26 root 1.5 You can identify potions, containers, and different kinds of ore and
27     mineral, mix potions and create other stuff (such as gold, weapons, deadly
28     monsters killing him/her etc.) from other ingredients using a cauldron
29 root 1.15 L<$ARCH/cauldron.x11>.
30 root 1.1
31     To identify alchemy stuff you have to stand over it or have it in your inventory and
32     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
33     not get identified if your alchemy level is too low.
34    
35     A higher alchemy level will also help you to estimate the value of items better.
36    
37     To create something new, for example some dust or potion, you have to get a B<cauldron>.
38     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
39     their cauldron for a fee. All you need now is to know what items creates which other item.
40 elmex 1.7 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
41     all ingredients for a recipe before using them!
42 root 1.1
43     For a start you could try to make B<water of the wise>:
44     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
45     If everything worked there should be B<water of the wise> in the cauldron now.
46     Congratulations, your first alchemy was done!
47    
48     Be careful when doing alchemy and trying complicated receipes, they might fail and
49     will backfire heavily at you.
50    
51     I<Never, ever, do alchemy in your home or in public places!> You can
52     easily create powerful monsters that will kill you, kill you again when
53     you wake up in your savebed, kill you again... etc.
54    
55     =head2 bargaining
56    
57     This skill helps you to bargain in shops when buying and selling. The higher
58     your bargaining level is the better prices you will get. Besides having a high
59 root 1.6 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
60 root 1.1
61     When you are in a shop, you can C<use_skill bargaining> to see whether that
62     shop will buy the items you want to sell at a higher price than others and
63     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
64    
65     =head2 bowyer
66    
67 root 1.6 You can identify missile weapons and missiles such as arrows, bolts and
68 root 1.22 bows. One can also create special bows and arrows from other ingredients
69 root 1.6 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
70 root 1.15 skill and a B<workbench> L<$ARCH/workbench.x11>
71 root 1.6 (you just have to find out a recipe).
72 root 1.1
73     =head2 clawing
74    
75 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
76     L<strength|stat_Str> and level. With time, one can have different claws
77     such as fire claws or electric claws. An elemental residue from the dragon
78     guild is required to change this. The dragon guild can be found in scorn.
79 root 1.1
80     =head2 levitation
81    
82     You can levitate (fly low) at will. Using the skill first makes you
83     levitate, and at the second time returns you to the earth.
84 elmex 1.3 Levitation can be useful to fly over water streams that move you
85     if you walk in them, or it prevents you from falling into a pit.
86 root 1.1
87     =head2 summoning
88    
89     You can cast spells related to the B<summoning> school of wizardry, which
90 root 1.22 mostly summon monsters, bullet walls and similar things. This skill
91 root 1.1 may be acquired either through the use of an appropriate B<talisman> or
92 root 1.5 learned via a L<skill scroll>.
93 root 1.1
94 elmex 1.3 The most basic spells you might want to get is 'summon pet monster'
95     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
96     the spells and read their description.
97    
98 root 1.1 =head2 pyromancy
99    
100     You can cast spells related to the B<pyromancy> (fire) school of
101 root 1.22 wizardry. This skill may be acquired either through the use of an
102 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
103 root 1.1
104 root 1.5 The first spell would be 'burning hands' which casts a cone of fire which
105     burns your enemies. It becomes stronger with your pyromancy level.
106 elmex 1.3
107 root 1.1 =head2 evocation
108    
109     You can cast spells related to the B<evocation> (mostly cold magic)
110 root 1.22 school of wizardry. This skill may be acquired either through the use of
111 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
112 root 1.1
113 elmex 1.3 The spell you should start with is 'icestorm' which casts a cone
114     of ice which freezes your enemies. It becomes stronger with your evocation level.
115    
116 root 1.1 =head2 sorcery
117    
118     You can cast spells related to the B<sorcery> (identify, town portal and
119 root 1.22 other meta-spells) school of wizardry. This skill may be acquired either
120 root 1.1 through the use of an appropriate B<talisman> or learned via a B<skill
121     scroll>.
122    
123 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
124     between two points in the world) and also attack spells like 'spark shower'
125     and 'steambolt'.
126    
127 root 1.1 =head2 flame touch
128    
129     You can make a "bare-handed attack". Damage is based on the user's
130 root 1.6 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
131     skill for the fireborn character class.
132 root 1.1
133     =head2 hiding
134    
135 elmex 1.4 This skill lets you hide, that means that you will become invisible.
136     To hide you need to find a place with other stuff on it where you can hide.
137    
138 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
139 elmex 1.4 you become visible.
140 root 1.1
141     =head2 jeweler
142    
143     You can identify amulets, rings and talismans. One can also improve magic
144 elmex 1.7 rings or enchant non-magic rings to give them stat bonuses, this works
145     similar to the L<alchemy skill|skill_description/alchemy>, only that
146     you need to put the ingredients in a B<jeweler's workbench>.
147 root 1.1
148 elmex 1.10 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
149    
150 root 1.1 =head2 jumping
151    
152 root 1.6 You can "skip" over one, two or three spaces in the selected
153 root 1.22 direction. Distance depends on weight carried, L<strength|stat_Str> and
154 root 1.6 L<dexterity|stat_Dex> of the user. This skill may also be used as an
155     attack.
156 root 1.1
157     =head2 karate
158    
159 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
160     L<strength|stat_Str> and level. This attack is the fastest and (at higher
161     levels) most deadly of the hand-to-hand attacks available.
162 root 1.1
163     =head2 climbing
164    
165     Having this skill allows you to move faster through hilly areas than players
166 elmex 1.7 without this skill. B<Note:> You can't gain experience in this skill. Having
167     this skill is enough to move faster.
168 root 1.1
169     =head2 literacy
170    
171 root 1.17 With this skill you can identify books and scrolls in your inventory,
172 root 1.22 giving you more experience that you can invest into identifying higher
173 root 1.17 level books and scrolls.
174    
175     Literacy is also required to read books and scrolls, and to learn new
176     spells and skills from books and scrolls.
177 root 1.1
178     =head2 lockpicking
179    
180     You may "pick locks" (open doors). You need to have readied some
181     B<lockpicks> to use this skill.
182    
183     =head2 meditation
184    
185 root 1.22 Player can regain mana/hp at an accelerated rate by C<use_skill
186     meditation>. Player must first strip off encumbering armour however. This
187     skill is only available to the "monk" character class.
188 root 1.1
189     =head2 one handed weapons
190    
191 root 1.22 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
192 root 1.1 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
193     direction keys.
194    
195     =head2 two handed weapons
196    
197     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
198     Wield and ready the weapon by applying it and use the fire and direction keys.
199    
200     =head2 missile weapons
201    
202 root 1.22 The user is capable of making attacks with ranged weapons (eg bow, crossbow).
203 elmex 1.7 Fire arrows by applying a bow and using the fire and direction keys. To fire
204 root 1.1 specific arrows to kill a monster that is weak against a certain arrow, mark
205     this arrow and fire.
206    
207     =head2 mountaineer
208    
209     While the skill is readied, the possessor will move faster through "hilly"
210     terrain (hills, mountains, etc.)
211    
212     =head2 oratory
213    
214 root 1.11 You may "recruit" followers targeting them with your B<oratory>
215     skill. Recruitees must be unaggressive to start (a good way to pacify
216     monsters is the L<singing skill|skill_description/singing>). Use of
217     this skill may anger the audience. Also, some monsters are immune to
218     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
219     vs. the recruitee's L<intelligence|stat_Int> and level.
220    
221     Kill experience from your followers goes directly to your oratory skill.
222    
223     Cleaning women and unagggressive low-level monsters (such as the dogs in
224     the wizards house in scorn) are good initial targets for this skill.
225 root 1.1
226     =head2 praying
227    
228 root 1.14 The praying skill allows you to cast "cleric" spells. In addition, this
229     skill may be used to accelerate the accumulation of grace points by
230     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
231     learned (e.g. using a L<skill scroll>) or acquired through the use of a
232     B<holy symbol>.
233 elmex 1.7
234 root 1.14 One of the best spells to start with is the 'holy word' spell and later,
235 elmex 1.7 if you find it, the 'banishment' spell, which is much stronger.
236 root 1.1
237     =head2 punching
238    
239 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
240     L<strength|stat_Str> and level. This is the most feeble of the
241     hand-to-hand attacks.
242 root 1.1
243     =head2 find traps
244    
245     You can search (more effectively) for traps. This is not a "passive"
246     skill, it must be applied in order to gain the advantage in discovering
247     traps, or actively used when in vicinity of a trap. To use it, fire into
248     any direction.
249    
250 root 1.9 =head2 disarm traps
251 root 1.1
252 root 1.20 You can disarm previously discovered traps (for example, with the B<find
253     traps> skill).
254 root 1.1
255 elmex 1.18 =head2 mining
256    
257     You know how to use a pickaxe to extract minerals from veins. You can also use
258 elmex 1.19 spells of the mining spell school. For instance the I<detect mineral> spell.
259 elmex 1.18
260 root 1.1 =head2 sense curse
261    
262 root 1.20 You can detect whether items in your inventory or on the floor are
263     B<cursed> by using this skill.
264 root 1.1
265     =head2 sense magic
266    
267 root 1.20 You can detect whether items in your inventory or on the floor are
268     B<magic> by using this skill.
269 root 1.1
270     =head2 singing
271    
272 root 1.20 You may pacify hostile monsters with this area attack skill (it is
273     directionless and affects the area around you - the higher the skill,
274     the larger the area). Certain kinds of monsters are immune. Success
275     depends on user's level and her L<charisma|stat_Cha> vs. the monster's
276     L<intelligence|stat_Int> and level.
277 root 1.11
278     Singing is a good companion skill for the L<oratory
279     skill|skill_description/oratory>: first you pacify creates using singing,
280     then you can orate them, convincing them if your cause. It is a useful
281     skill when monsters are overwhelming you, too.
282 root 1.1
283     =head2 smithery
284    
285     You can identify arms and armour that you hold, and, with the help of a
286 root 1.22 B<forge>, can even create weapons using this skill.
287 root 1.1
288     =head2 stealing
289    
290     You can take items from the inventory of NPCs, monsters and maybe other
291     players.
292    
293 root 1.9 =head2 thaumaturgy
294 root 1.1
295     You can identify rods, wands and horns that you are holding, and, with
296     the help of a B<thaumaturgists workbench> and the alchemy skill, create
297     those things.
298    
299     =head2 throwing
300    
301     You can throw items at monsters. To do this, fire at a monster with this skill
302 root 1.20 readied. You can chose what to throw by marking an item.
303 root 1.1
304     =head2 use magic item
305    
306     You can use magic items like rods/wands/horns. The level of experience
307     influences how powerful the spells are you can evoke from the
308     rod/wand/horn.
309    
310     =head2 woodsman
311    
312     While the skill is readied, the possessor will move faster through
313 root 1.16 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
314    
315     Woodsmen can also craft various items useful to their skill.
316 root 1.1
317     =head2 inscription
318    
319 root 1.16 You can inscribe empty scrolls and books with a text. This is useful to
320     create messages, especially via the Imperial Post Office (IPO).
321 root 1.6
322 root 1.16 You can also write spell scrolls with a spell known to you. You need
323     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
324 root 1.6 possible. Only available as a 'writing pen'.
325 root 1.1
326 root 1.16 How to write into a mail scroll/books etc.:
327 root 1.1
328     mark <name of scroll> # or use the menu
329     use_skill inscription <your message goes here>
330    
331     How to rewrite a spell scroll:
332    
333     mark <name of scroll> # or use the menu
334     cast <spell> # prepare the spell you want to write
335     use_skill inscription # write the spell on the scroll
336    
337 root 1.16 If you succeed, the scroll will be a scroll of the spell you chose and
338     your level of inscription as its level. Hence, you don't need to be that
339     level in the spell skill to write higher level spellscrolls.
340 root 1.1
341     Caution: Magic spell writing can be risky to one's health. There can be
342     some negative effects if one fails to write a spell scroll. The most
343     benign is that one becomes confused for a short time. Other effects are
344     more severe and can even be dangerous.
345    
346     =head2 spark touch
347    
348     You can do a "bare-handed attack" and shock the opponent with this skill
349     readied. Attacking is done by running into the opponent. This is a unique skill
350     that can only be used by sparklings.
351    
352     =head2 shiver
353    
354     You can do a "bare-handed attack" and send waves of frost to the opponent with
355     this skill readied. Attacking is done by running into the opponent. This is a
356     unique skill that can only be used by iceborns.
357    
358     =head2 acid splash
359    
360     You can do a "bare-handed attack" and splash the opponent with acid using this
361     skill. Attacking is done by running into the opponent. This is a unique skill
362     that can only be used by acidborns.
363    
364     =head2 poison nail
365    
366     You can do a "bare-handed attack" and inject poison into the opponent with
367     this skill readied. Attacking is done by running into the opponent. This is a
368     unique skill that can only be used by goblins.
369    
370     =head1 About experience and skills
371    
372     =head2 Associated and miscellaneous skills
373    
374 root 1.12 In Deliantra, two types of skills exist; The first kind, "associated"
375 root 1.1 skills, are those skills which are associated with a category of
376     experience. The other kind of skill, "miscellaneous" skills, are not
377     related to any experience category.
378    
379     The main difference between these two kinds of skills is in the result
380     of their use. When associated skills are used successfully experience
381     is accrued in the experience category associated with that skill. In
382     contrast, the use of miscellaneous skills never gains the player any
383     experience regardless of the success in using it.
384    
385     Both miscellaneous and associated skills can fail. This means that
386     the attempt to use the skill was unsuccessful. Both miscellaneous
387     and associated skills can have certain primary stats associated with
388     them. These associated stats can help to determine if the use of a skill
389     is successful and to what degree it is successful.
390    
391     All gained experience is modified by the associated stats for that skill
392     (table skill statistics) and then the appropriate experience category
393     automatically updated as needed.
394    
395     =head2 Restrictions on skills use and gaining experience
396    
397     Neither a character's stats nor the character class restricts the player
398     from gaining experience in any of the experience categories. Also, there
399     are no inherent restrictions on character skill use-any player may use any
400     acquired skill.
401    
402     Average of Experienced
403     Associated Gain
404     Stats Multiplier
405     1 0.01
406     2 0.1
407     3 0.3
408     4 0.5
409     5 0.6
410     6 0.7
411     7 0.8
412     8 0.85
413     9 0.9
414     10 0.95
415     11 0.96
416     12 0.97
417     13 0.98
418     14 0.99
419     15 1.0
420     16 1.01
421     17 1.02
422     18 1.03
423     19 1.04
424     20 1.05
425     21 1.07
426     22 1.09
427     23 1.12
428     24 1.15
429     25 1.2
430     26 1.3
431     27 1.4
432     28 1.5
433     29 1.7
434     30 2.0
435    
436     =head2 Algorithm for Experience Gain under the skills system
437    
438     Here we take the view that a player must "overcome an opponent" in
439     order to gain experience. Examples include foes killed in combat,
440     finding/disarming a trap, stealing from some being, identifying an object,
441     etc.
442    
443     Gained experience is based primarily on the difference in levels between
444     "opponents," experience point value of a "vanquished foe," the values of
445     the associated stats of the skill being used and two factors that are set
446     internally. (Note: If you want to know more about this, check out the
447     skills_developers.doc.)
448    
449     Below the algorithm for experience gain is given where player "pl" has
450     "vanquished" opponent "op" using skill "sk:"
451    
452     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
453    
454     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
455     base experience award for "op" which depends on what op is (see below),
456     stat_mult is taken from table experience modification, and lvl_mult is:
457    
458     For C<< level(pl)> < level(op) >>:
459    
460     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
461    
462     For C<< level(pl) = level(op) >>:
463    
464     lvl_mult = FACTOR(sk)
465    
466     For C<< level(pl) > level(op) >>:
467    
468     lvl_mult = (level(op)/level(pl));
469    
470     where C<level(op)> is the level of "op," level (pl) is the level of the
471     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
472     "pl."
473    
474     There are three different cases for how EXP (op) can be computed:
475    
476     =over 4
477    
478     =item op is a living creature: EXP(op) is just the base experience award
479     given in the spoiler.
480    
481     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
482     visible). Thus, traps which are highly visible get lower values.
483    
484     =item op is not a trap but is non-living: EXP(op) = internal experience
485     award of the item. Also, the lvl_mult is multiplied by any magic
486     enchantment on the item.
487    
488     =back
489    
490     =head1 How skills are used
491    
492     =over 4
493    
494     =item B<< skills >> This command lists all the player's current known
495     skills, their level of use and the associated experience category of each
496     skill.
497    
498     =item B<< ready_skill I<skill> >> This command changes the player's current
499     readied skill to <skill>.
500    
501     =item B<< use_skill I<skill> I<string> >> This command changes the player's
502     current readied skill and then executes it in the facing direction of the
503     player. Similar in action to the invoke command.
504    
505     =back
506    
507 root 1.6 Three player commands are related to skills use: L<ready_skill>,
508     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
509     a skill by first readying the right one, with the ready_skill command and
510     then making a ranged "attack" to activate the skill; using most skills is
511     just like firing a wand or a bow. In a few cases however, a skill is be
512     used just by having it readied. For example, the mountaineer skill allows
513     favorable movement though hilly terrain while it is readied.
514 root 1.1
515     To change to a new skill, a player can use either the B<use_skill> or
516     B<ready_skill> commands, but note that the use of several common items can
517     automatically change the player's current skill too. Examples of this
518     include readying a bow (which will cause the code to make the player's
519     current skill missile_weapons) or readying a melee weapon (current skill
520     auto-matically becomes melee weapons). Also, some player actions can cause
521     a change in the current skill. Running into a monster while you have a
522     readied weapon in your inventory causes the code to automatically make our
523     current skill melee weapons. As another example of this-casting a spell
524     will cause the code to switch the current skill to wizardry or praying (as
525     appropriate to the spell type).
526    
527     It is not possible to use more than one skill at a time.
528    
529     =head2 Acquiring skills
530    
531     Skills may be gained in two ways. In the first, new skills may
532 root 1.5 learned. This is done by reading a L<skill scroll>
533     and the process is very similar to learning a spell. Just as in attempts
534     to learn incantations, success in learning skills is dependent on a random
535     test based on the learner's INT. Using your INT stat, look in the learn%
536     column in table primary stat effects to find your % chance of learning a
537     skill. Once you hit 100%, you will always be successfull in learning new
538     skills.
539 root 1.1
540     The acquisition of a skill tool will also allow the player to use a new
541     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
542     the player to pick door locks). The player merely applies the skill tool
543     in order to gain use of the new skill. If the tool is unapplied, the
544     player loses the use of the skill associated with the tool.
545    
546     After a new skill is gained (either learned or if player has an applied
547     skill tool) it will appear on the player's skill roster (use the 'skills
548     command to view its status). If the new skill is an associated skill,
549     then it will automatically be gained at the player's current level in the
550     appropriate experience category.
551    
552     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
553     lockpicks and applies them. He may now use the skill lockpicking at 5th
554     level of ability since that is an agility associated skill.
555    
556     =head1 Authors
557    
558     Parts of this document were originally compiled, edited, and written by
559     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
560     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
561    
562 root 1.13 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
563 root 1.1 Steenhoven and Marc A. Lehmann.
564