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Revision: 1.3
Committed: Sun Aug 13 19:27:54 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.2: +14 -1 lines
Log Message:
renamed intro.pod to tutorial.pod and added further stuff to skill help and mainpage.

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