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Revision: 1.4
Committed: Sun Aug 13 20:15:44 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.3: +9 -3 lines
Log Message:
further documentation

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 1.4 bowyer skill like the L<alchemy skill|skill_description/alchemy> skill and a B<workbench>
95 elmex 1.2 (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 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
148     between two points in the world) and also attack spells like 'spark shower'
149     and 'steambolt'.
150    
151 root 1.1 =head2 flame touch
152    
153     You can make a "bare-handed attack". Damage is based on the user's
154     B<Str> and level. This is the default hand-to-hand fighting skill for the
155     fireborn character class.
156    
157     =head2 hiding
158    
159 elmex 1.4 This skill lets you hide, that means that you will become invisible.
160     To hide you need to find a place with other stuff on it where you can hide.
161    
162 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
163 elmex 1.4 you become visible.
164 root 1.1
165     =head2 jeweler
166    
167     You can identify amulets, rings and talismans. One can also improve magic
168     rings or enchant non-magic rings to give them stat bonuses using the alchemy
169     skill and a B<jeweler's workbench>.
170    
171     =head2 jumping
172    
173     You can "skip" over one, two or three spaces in the selected direction.
174     Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
175     may also be used as an attack.
176    
177     =head2 karate
178    
179     You can make a "bare-handed attack". Damage is based on the user's B<Str>
180     and level. This attack is the fastest and (at higher levels) most deadly
181     of the hand-to-hand attacks available.
182    
183     =head2 climbing
184    
185     Having this skill allows you to move faster through hilly areas than players
186     without this skill.
187    
188     =head2 literacy
189    
190     You can identify books and scrolls that you hold. Since scrolls are
191     currently always identified, this is not the greatest of skills.
192    
193     =head2 lockpicking
194    
195     You may "pick locks" (open doors). You need to have readied some
196     B<lockpicks> to use this skill.
197    
198     =head2 meditation
199    
200     Player can regain mana/hp at an accelerated rate. Player must first strip
201     off encumbering armour however. This skill is only available to the "monk"
202     character class.
203    
204     =head2 one handed weapons
205    
206     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
207     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
208     direction keys.
209    
210     =head2 two handed weapons
211    
212     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
213     Wield and ready the weapon by applying it and use the fire and direction keys.
214    
215     =head2 missile weapons
216    
217     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
218     Fire arrows by applying a bow and using teh fire and direction keys. To fire
219     specific arrows to kill a monster that is weak against a certain arrow, mark
220     this arrow and fire.
221    
222     =head2 mountaineer
223    
224     While the skill is readied, the possessor will move faster through "hilly"
225     terrain (hills, mountains, etc.)
226    
227     =head2 oratory
228    
229     You may "recruit" followers. Recruitees must be of lower level, and
230     unaggressive to start. Use of this skill may anger the audience. Also,
231     "special" monsters are immune to recruitment. Success depends on user's
232     B<Cha> and level.
233    
234     =head2 praying
235    
236     You are allowed to cast "cleric" spells. In addition, this skill may be
237     used to accelerate the accumulation of grace. This skill may be either
238     learned (e.g. using a B<skill scroll>) or acquired through the use of a
239     B<holy symbol>.
240    
241     =head2 punching
242    
243     You can make a "bare-handed attack". Damage is based on the user's B<Str>
244     and level. This is the most feeble of the hand-to-hand attacks.
245    
246     =head2 find traps
247    
248     You can search (more effectively) for traps. This is not a "passive"
249     skill, it must be applied in order to gain the advantage in discovering
250     traps, or actively used when in vicinity of a trap. To use it, fire into
251     any direction.
252    
253     =head2 disarm
254    
255     You can disarm previously discovered traps (for example, with the B<find traps> skill).
256    
257     =head2 sense curse
258    
259     You can detect whether items that you hold are B<cursed> by firing in any
260     direction while this skill is readied.
261    
262     =head2 sense magic
263    
264     You can detect whether items that you hold are B<magic> by firing in any
265     direction while this skill is readied.
266    
267     =head2 singing
268    
269     You may pacify hostile monsters with this skill. Certain kinds of
270     monsters are immune. Success depends on user level and B<Cha>.
271    
272     =head2 smithery
273    
274     You can identify arms and armour that you hold, and, with the help of a
275     B<forge>, can even create weapons using the alchemy skill.
276    
277     =head2 stealing
278    
279     You can take items from the inventory of NPCs, monsters and maybe other
280     players.
281    
282     =head2 thaumathurgy
283    
284     You can identify rods, wands and horns that you are holding, and, with
285     the help of a B<thaumaturgists workbench> and the alchemy skill, create
286     those things.
287    
288     =head2 throwing
289    
290     You can throw items at monsters. To do this, fire at a monster with this skill
291     readied. You can chose what to throw by marking an item, if you do not chose an
292     item, an item from your inventory is randomly picked and thrown unless the item
293     is locked.
294    
295     ERROR: Randomly?
296    
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     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
307    
308     =head2 inscription
309    
310     You can inscribe scrolls with a text. This is useful to create messages,
311     especially via the Imperial Post Office (IPO).
312     You can also rewrite spell scrolls with a previously known spell. B<Sp>,
313     time and an old scroll are needed. Backfire effects are possible. Only
314     available as a 'writing pen'.
315    
316     How to rewrite a mail scroll/books etc.:
317    
318     mark <name of scroll> # or use the menu
319     use_skill inscription <your message goes here>
320    
321     How to rewrite a spell scroll:
322    
323     mark <name of scroll> # or use the menu
324     cast <spell> # prepare the spell you want to write
325     use_skill inscription # write the spell on the scroll
326    
327     The scroll on which you want to write has to be much lower than your inscription
328     level, otherwise you may accidentally read the scroll and cast the spell inside it.
329     If you succeed, the scroll will be a scroll of the spell you chose and your level of
330     inscription as its level. Hence, you don't need to be that level in the spell skill
331     to write higher level spellscrolls.
332    
333     Caution: Magic spell writing can be risky to one's health. There can be
334     some negative effects if one fails to write a spell scroll. The most
335     benign is that one becomes confused for a short time. Other effects are
336     more severe and can even be dangerous.
337    
338     =head2 spark touch
339    
340     You can do a "bare-handed attack" and shock the opponent with this skill
341     readied. Attacking is done by running into the opponent. This is a unique skill
342     that can only be used by sparklings.
343    
344     =head2 shiver
345    
346     You can do a "bare-handed attack" and send waves of frost to the opponent with
347     this skill readied. Attacking is done by running into the opponent. This is a
348     unique skill that can only be used by iceborns.
349    
350     =head2 acid splash
351    
352     You can do a "bare-handed attack" and splash the opponent with acid using this
353     skill. Attacking is done by running into the opponent. This is a unique skill
354     that can only be used by acidborns.
355    
356     =head2 poison nail
357    
358     TODO: Add goblins and think about the name goblin.
359    
360     You can do a "bare-handed attack" and inject poison into the opponent with
361     this skill readied. Attacking is done by running into the opponent. This is a
362     unique skill that can only be used by goblins.
363    
364     =head1 About experience and skills
365    
366     =head2 Associated and miscellaneous skills
367    
368     In Crossfire two types of skills exist; The first kind, "associated"
369     skills, are those skills which are associated with a category of
370     experience. The other kind of skill, "miscellaneous" skills, are not
371     related to any experience category.
372    
373     The main difference between these two kinds of skills is in the result
374     of their use. When associated skills are used successfully experience
375     is accrued in the experience category associated with that skill. In
376     contrast, the use of miscellaneous skills never gains the player any
377     experience regardless of the success in using it.
378    
379     Both miscellaneous and associated skills can fail. This means that
380     the attempt to use the skill was unsuccessful. Both miscellaneous
381     and associated skills can have certain primary stats associated with
382     them. These associated stats can help to determine if the use of a skill
383     is successful and to what degree it is successful.
384    
385     All gained experience is modified by the associated stats for that skill
386     (table skill statistics) and then the appropriate experience category
387     automatically updated as needed.
388    
389     =head2 Restrictions on skills use and gaining experience
390    
391     Neither a character's stats nor the character class restricts the player
392     from gaining experience in any of the experience categories. Also, there
393     are no inherent restrictions on character skill use-any player may use any
394     acquired skill.
395    
396     Average of Experienced
397     Associated Gain
398     Stats Multiplier
399     1 0.01
400     2 0.1
401     3 0.3
402     4 0.5
403     5 0.6
404     6 0.7
405     7 0.8
406     8 0.85
407     9 0.9
408     10 0.95
409     11 0.96
410     12 0.97
411     13 0.98
412     14 0.99
413     15 1.0
414     16 1.01
415     17 1.02
416     18 1.03
417     19 1.04
418     20 1.05
419     21 1.07
420     22 1.09
421     23 1.12
422     24 1.15
423     25 1.2
424     26 1.3
425     27 1.4
426     28 1.5
427     29 1.7
428     30 2.0
429    
430     =head2 Algorithm for Experience Gain under the skills system
431    
432     Here we take the view that a player must "overcome an opponent" in
433     order to gain experience. Examples include foes killed in combat,
434     finding/disarming a trap, stealing from some being, identifying an object,
435     etc.
436    
437     Gained experience is based primarily on the difference in levels between
438     "opponents," experience point value of a "vanquished foe," the values of
439     the associated stats of the skill being used and two factors that are set
440     internally. (Note: If you want to know more about this, check out the
441     skills_developers.doc.)
442    
443     Below the algorithm for experience gain is given where player "pl" has
444     "vanquished" opponent "op" using skill "sk:"
445    
446     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
447    
448     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
449     base experience award for "op" which depends on what op is (see below),
450     stat_mult is taken from table experience modification, and lvl_mult is:
451    
452     For C<< level(pl)> < level(op) >>:
453    
454     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
455    
456     For C<< level(pl) = level(op) >>:
457    
458     lvl_mult = FACTOR(sk)
459    
460     For C<< level(pl) > level(op) >>:
461    
462     lvl_mult = (level(op)/level(pl));
463    
464     where C<level(op)> is the level of "op," level (pl) is the level of the
465     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
466     "pl."
467    
468     There are three different cases for how EXP (op) can be computed:
469    
470     =over 4
471    
472     =item op is a living creature: EXP(op) is just the base experience award
473     given in the spoiler.
474    
475     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
476     visible). Thus, traps which are highly visible get lower values.
477    
478     =item op is not a trap but is non-living: EXP(op) = internal experience
479     award of the item. Also, the lvl_mult is multiplied by any magic
480     enchantment on the item.
481    
482     =back
483    
484     =head1 How skills are used
485    
486     =over 4
487    
488     =item B<< skills >> This command lists all the player's current known
489     skills, their level of use and the associated experience category of each
490     skill.
491    
492     =item B<< ready_skill I<skill> >> This command changes the player's current
493     readied skill to <skill>.
494    
495     =item B<< use_skill I<skill> I<string> >> This command changes the player's
496     current readied skill and then executes it in the facing direction of the
497     player. Similar in action to the invoke command.
498    
499     =back
500    
501     Three player commands are related to skills use: B<ready_skill>,
502     B<use_skill>, and B<skills>. Generally, a player will use a skill by first
503     readying the right one, with the ready_skill command and then making a
504     ranged "attack" to activate the skill; using most skills is just like
505     firing a wand or a bow. In a few cases however, a skill is be used just
506     by having it readied. For example, the mountaineer skill allows favorable
507     movement though hilly terrain while it is readied.
508    
509     To change to a new skill, a player can use either the B<use_skill> or
510     B<ready_skill> commands, but note that the use of several common items can
511     automatically change the player's current skill too. Examples of this
512     include readying a bow (which will cause the code to make the player's
513     current skill missile_weapons) or readying a melee weapon (current skill
514     auto-matically becomes melee weapons). Also, some player actions can cause
515     a change in the current skill. Running into a monster while you have a
516     readied weapon in your inventory causes the code to automatically make our
517     current skill melee weapons. As another example of this-casting a spell
518     will cause the code to switch the current skill to wizardry or praying (as
519     appropriate to the spell type).
520    
521     It is not possible to use more than one skill at a time.
522    
523     =head2 Acquiring skills
524    
525     Skills may be gained in two ways. In the first, new skills may
526     learned. This is done by reading a B<skill scroll> and the process is very
527     similar to learning a spell. Just as in attempts to learn incantations,
528     success in learning skills is dependent on a random test based on the
529     learner's INT. Using your INT stat, look in the learn% column in table
530     primary stat effects to find your % chance of learning a skill. Once you
531     hit 100%, you will always be successfull in learning new skills.
532    
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     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
556     Steenhoven and Marc A. Lehmann.
557