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Revision: 1.5
Committed: Mon Aug 14 01:54:09 2006 UTC (17 years, 10 months ago) by root
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# User Rev Content
1 root 1.1 =head1 Skills
2    
3     =head1 Description
4    
5     Instead of gaining experience for basically just killing monsters (and
6     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 root 1.5 You can identify potions, containers, and different kinds of ore and
53     mineral, mix potions and create other stuff (such as gold, weapons, deadly
54     monsters killing him/her etc.) from other ingredients using a cauldron
55     (L<$ARCH/misc/Container/cauldron.base.111.png>).
56 root 1.1
57     To identify alchemy stuff you have to stand over it or have it in your inventory and
58     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
59     not get identified if your alchemy level is too low.
60    
61     A higher alchemy level will also help you to estimate the value of items better.
62    
63     To create something new, for example some dust or potion, you have to get a B<cauldron>.
64     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
65     their cauldron for a fee. All you need now is to know what items creates which other item.
66     You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
67     all ingredients for a receipe before using them!
68    
69     For a start you could try to make B<water of the wise>:
70     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
71     If everything worked there should be B<water of the wise> in the cauldron now.
72     Congratulations, your first alchemy was done!
73    
74     Be careful when doing alchemy and trying complicated receipes, they might fail and
75     will backfire heavily at you.
76    
77     I<Never, ever, do alchemy in your home or in public places!> You can
78     easily create powerful monsters that will kill you, kill you again when
79     you wake up in your savebed, kill you again... etc.
80    
81     =head2 bargaining
82    
83     This skill helps you to bargain in shops when buying and selling. The higher
84     your bargaining level is the better prices you will get. Besides having a high
85     bargaining skill it helps a lot to have a high B<Cha>risma stat.
86    
87     When you are in a shop, you can C<use_skill bargaining> to see whether that
88     shop will buy the items you want to sell at a higher price than others and
89     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
90    
91     =head2 bowyer
92    
93     You can identify missile weapons and missiles such as arrows, bolts and bows.
94     One can also create special bows and arrows from other ingredients using the
95 elmex 1.4 bowyer skill like the L<alchemy skill|skill_description/alchemy> skill and a B<workbench>
96 elmex 1.2 (you just have to find out a receip)
97 root 1.1
98     =head2 clawing
99    
100     You can make a "bare-handed attack". Damage is based on the user's B<Str>
101     and level. With time, one can have different claws such as fire claws or
102 elmex 1.3 electric claws. An elemental residue from the dragon guild is required
103     to change this. The dragon guild can be found in scorn.
104 root 1.1
105     =head2 levitation
106    
107     You can levitate (fly low) at will. Using the skill first makes you
108     levitate, and at the second time returns you to the earth.
109 elmex 1.3 Levitation can be useful to fly over water streams that move you
110     if you walk in them, or it prevents you from falling into a pit.
111 root 1.1
112     =head2 summoning
113    
114     You can cast spells related to the B<summoning> school of wizardry, which
115     mostly summon monsters, bullet walls and similar things. This skill
116     may be acquired either through the use of an appropriate B<talisman> or
117 root 1.5 learned via a L<skill scroll>.
118 root 1.1
119 elmex 1.3 The most basic spells you might want to get is 'summon pet monster'
120     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
121     the spells and read their description.
122    
123 root 1.1 =head2 pyromancy
124    
125     You can cast spells related to the B<pyromancy> (fire) school of
126     wizardry. This skill may be acquired either through the use of an
127 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
128 root 1.1
129 root 1.5 The first spell would be 'burning hands' which casts a cone of fire which
130     burns your enemies. It becomes stronger with your pyromancy level.
131 elmex 1.3
132 root 1.1 =head2 evocation
133    
134     You can cast spells related to the B<evocation> (mostly cold magic)
135     school of wizardry. This skill may be acquired either through the use of
136 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
137 root 1.1
138 elmex 1.3 The spell you should start with is 'icestorm' which casts a cone
139     of ice which freezes your enemies. It becomes stronger with your evocation level.
140    
141 root 1.1 =head2 sorcery
142    
143     You can cast spells related to the B<sorcery> (identify, town portal and
144     other meta-spells) school of wizardry. This skill may be acquired either
145     through the use of an appropriate B<talisman> or learned via a B<skill
146     scroll>.
147    
148 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
149     between two points in the world) and also attack spells like 'spark shower'
150     and 'steambolt'.
151    
152 root 1.1 =head2 flame touch
153    
154     You can make a "bare-handed attack". Damage is based on the user's
155     B<Str> and level. This is the default hand-to-hand fighting skill for the
156     fireborn character class.
157    
158     =head2 hiding
159    
160 elmex 1.4 This skill lets you hide, that means that you will become invisible.
161     To hide you need to find a place with other stuff on it where you can hide.
162    
163 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
164 elmex 1.4 you become visible.
165 root 1.1
166     =head2 jeweler
167    
168     You can identify amulets, rings and talismans. One can also improve magic
169     rings or enchant non-magic rings to give them stat bonuses using the alchemy
170     skill and a B<jeweler's workbench>.
171    
172     =head2 jumping
173    
174     You can "skip" over one, two or three spaces in the selected direction.
175     Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
176     may also be used as an attack.
177    
178     =head2 karate
179    
180     You can make a "bare-handed attack". Damage is based on the user's B<Str>
181     and level. This attack is the fastest and (at higher levels) most deadly
182     of the hand-to-hand attacks available.
183    
184     =head2 climbing
185    
186     Having this skill allows you to move faster through hilly areas than players
187     without this skill.
188    
189     =head2 literacy
190    
191     You can identify books and scrolls that you hold. Since scrolls are
192     currently always identified, this is not the greatest of skills.
193    
194     =head2 lockpicking
195    
196     You may "pick locks" (open doors). You need to have readied some
197     B<lockpicks> to use this skill.
198    
199     =head2 meditation
200    
201     Player can regain mana/hp at an accelerated rate. Player must first strip
202     off encumbering armour however. This skill is only available to the "monk"
203     character class.
204    
205     =head2 one handed weapons
206    
207     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
208     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
209     direction keys.
210    
211     =head2 two handed weapons
212    
213     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
214     Wield and ready the weapon by applying it and use the fire and direction keys.
215    
216     =head2 missile weapons
217    
218     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
219     Fire arrows by applying a bow and using teh fire and direction keys. To fire
220     specific arrows to kill a monster that is weak against a certain arrow, mark
221     this arrow and fire.
222    
223     =head2 mountaineer
224    
225     While the skill is readied, the possessor will move faster through "hilly"
226     terrain (hills, mountains, etc.)
227    
228     =head2 oratory
229    
230     You may "recruit" followers. Recruitees must be of lower level, and
231     unaggressive to start. Use of this skill may anger the audience. Also,
232     "special" monsters are immune to recruitment. Success depends on user's
233     B<Cha> and level.
234    
235     =head2 praying
236    
237     You are allowed to cast "cleric" spells. In addition, this skill may be
238     used to accelerate the accumulation of grace. This skill may be either
239 root 1.5 learned (e.g. using a L<skill scroll>) or acquired
240     through the use of a B<holy symbol>.
241 root 1.1
242     =head2 punching
243    
244     You can make a "bare-handed attack". Damage is based on the user's B<Str>
245     and level. This is the most feeble of the hand-to-hand attacks.
246    
247     =head2 find traps
248    
249     You can search (more effectively) for traps. This is not a "passive"
250     skill, it must be applied in order to gain the advantage in discovering
251     traps, or actively used when in vicinity of a trap. To use it, fire into
252     any direction.
253    
254     =head2 disarm
255    
256     You can disarm previously discovered traps (for example, with the B<find traps> skill).
257    
258     =head2 sense curse
259    
260     You can detect whether items that you hold are B<cursed> by firing in any
261     direction while this skill is readied.
262    
263     =head2 sense magic
264    
265     You can detect whether items that you hold are B<magic> by firing in any
266     direction while this skill is readied.
267    
268     =head2 singing
269    
270     You may pacify hostile monsters with this skill. Certain kinds of
271     monsters are immune. Success depends on user level and B<Cha>.
272    
273     =head2 smithery
274    
275     You can identify arms and armour that you hold, and, with the help of a
276     B<forge>, can even create weapons using the alchemy skill.
277    
278     =head2 stealing
279    
280     You can take items from the inventory of NPCs, monsters and maybe other
281     players.
282    
283     =head2 thaumathurgy
284    
285     You can identify rods, wands and horns that you are holding, and, with
286     the help of a B<thaumaturgists workbench> and the alchemy skill, create
287     those things.
288    
289     =head2 throwing
290    
291     You can throw items at monsters. To do this, fire at a monster with this skill
292     readied. You can chose what to throw by marking an item, if you do not chose an
293     item, an item from your inventory is randomly picked and thrown unless the item
294     is locked.
295    
296     ERROR: Randomly?
297    
298     =head2 use magic item
299    
300     You can use magic items like rods/wands/horns. The level of experience
301     influences how powerful the spells are you can evoke from the
302     rod/wand/horn.
303    
304     =head2 woodsman
305    
306     While the skill is readied, the possessor will move faster through
307     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
308    
309     =head2 inscription
310    
311     You can inscribe scrolls with a text. This is useful to create messages,
312     especially via the Imperial Post Office (IPO).
313     You can also rewrite spell scrolls with a previously known spell. B<Sp>,
314     time and an old scroll are needed. Backfire effects are possible. Only
315     available as a 'writing pen'.
316    
317     How to rewrite a mail scroll/books etc.:
318    
319     mark <name of scroll> # or use the menu
320     use_skill inscription <your message goes here>
321    
322     How to rewrite a spell scroll:
323    
324     mark <name of scroll> # or use the menu
325     cast <spell> # prepare the spell you want to write
326     use_skill inscription # write the spell on the scroll
327    
328     The scroll on which you want to write has to be much lower than your inscription
329     level, otherwise you may accidentally read the scroll and cast the spell inside it.
330     If you succeed, the scroll will be a scroll of the spell you chose and your level of
331     inscription as its level. Hence, you don't need to be that level in the spell skill
332     to write higher level spellscrolls.
333    
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     TODO: Add goblins and think about the name goblin.
360    
361     You can do a "bare-handed attack" and inject poison into the opponent with
362     this skill readied. Attacking is done by running into the opponent. This is a
363     unique skill that can only be used by goblins.
364    
365     =head1 About experience and skills
366    
367     =head2 Associated and miscellaneous skills
368    
369     In Crossfire two types of skills exist; The first kind, "associated"
370     skills, are those skills which are associated with a category of
371     experience. The other kind of skill, "miscellaneous" skills, are not
372     related to any experience category.
373    
374     The main difference between these two kinds of skills is in the result
375     of their use. When associated skills are used successfully experience
376     is accrued in the experience category associated with that skill. In
377     contrast, the use of miscellaneous skills never gains the player any
378     experience regardless of the success in using it.
379    
380     Both miscellaneous and associated skills can fail. This means that
381     the attempt to use the skill was unsuccessful. Both miscellaneous
382     and associated skills can have certain primary stats associated with
383     them. These associated stats can help to determine if the use of a skill
384     is successful and to what degree it is successful.
385    
386     All gained experience is modified by the associated stats for that skill
387     (table skill statistics) and then the appropriate experience category
388     automatically updated as needed.
389    
390     =head2 Restrictions on skills use and gaining experience
391    
392     Neither a character's stats nor the character class restricts the player
393     from gaining experience in any of the experience categories. Also, there
394     are no inherent restrictions on character skill use-any player may use any
395     acquired skill.
396    
397     Average of Experienced
398     Associated Gain
399     Stats Multiplier
400     1 0.01
401     2 0.1
402     3 0.3
403     4 0.5
404     5 0.6
405     6 0.7
406     7 0.8
407     8 0.85
408     9 0.9
409     10 0.95
410     11 0.96
411     12 0.97
412     13 0.98
413     14 0.99
414     15 1.0
415     16 1.01
416     17 1.02
417     18 1.03
418     19 1.04
419     20 1.05
420     21 1.07
421     22 1.09
422     23 1.12
423     24 1.15
424     25 1.2
425     26 1.3
426     27 1.4
427     28 1.5
428     29 1.7
429     30 2.0
430    
431     =head2 Algorithm for Experience Gain under the skills system
432    
433     Here we take the view that a player must "overcome an opponent" in
434     order to gain experience. Examples include foes killed in combat,
435     finding/disarming a trap, stealing from some being, identifying an object,
436     etc.
437    
438     Gained experience is based primarily on the difference in levels between
439     "opponents," experience point value of a "vanquished foe," the values of
440     the associated stats of the skill being used and two factors that are set
441     internally. (Note: If you want to know more about this, check out the
442     skills_developers.doc.)
443    
444     Below the algorithm for experience gain is given where player "pl" has
445     "vanquished" opponent "op" using skill "sk:"
446    
447     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
448    
449     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
450     base experience award for "op" which depends on what op is (see below),
451     stat_mult is taken from table experience modification, and lvl_mult is:
452    
453     For C<< level(pl)> < level(op) >>:
454    
455     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
456    
457     For C<< level(pl) = level(op) >>:
458    
459     lvl_mult = FACTOR(sk)
460    
461     For C<< level(pl) > level(op) >>:
462    
463     lvl_mult = (level(op)/level(pl));
464    
465     where C<level(op)> is the level of "op," level (pl) is the level of the
466     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
467     "pl."
468    
469     There are three different cases for how EXP (op) can be computed:
470    
471     =over 4
472    
473     =item op is a living creature: EXP(op) is just the base experience award
474     given in the spoiler.
475    
476     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
477     visible). Thus, traps which are highly visible get lower values.
478    
479     =item op is not a trap but is non-living: EXP(op) = internal experience
480     award of the item. Also, the lvl_mult is multiplied by any magic
481     enchantment on the item.
482    
483     =back
484    
485     =head1 How skills are used
486    
487     =over 4
488    
489     =item B<< skills >> This command lists all the player's current known
490     skills, their level of use and the associated experience category of each
491     skill.
492    
493     =item B<< ready_skill I<skill> >> This command changes the player's current
494     readied skill to <skill>.
495    
496     =item B<< use_skill I<skill> I<string> >> This command changes the player's
497     current readied skill and then executes it in the facing direction of the
498     player. Similar in action to the invoke command.
499    
500     =back
501    
502     Three player commands are related to skills use: B<ready_skill>,
503     B<use_skill>, and B<skills>. Generally, a player will use a skill by first
504     readying the right one, with the ready_skill command and then making a
505     ranged "attack" to activate the skill; using most skills is just like
506     firing a wand or a bow. In a few cases however, a skill is be used just
507     by having it readied. For example, the mountaineer skill allows favorable
508     movement though hilly terrain while it is readied.
509    
510     To change to a new skill, a player can use either the B<use_skill> or
511     B<ready_skill> commands, but note that the use of several common items can
512     automatically change the player's current skill too. Examples of this
513     include readying a bow (which will cause the code to make the player's
514     current skill missile_weapons) or readying a melee weapon (current skill
515     auto-matically becomes melee weapons). Also, some player actions can cause
516     a change in the current skill. Running into a monster while you have a
517     readied weapon in your inventory causes the code to automatically make our
518     current skill melee weapons. As another example of this-casting a spell
519     will cause the code to switch the current skill to wizardry or praying (as
520     appropriate to the spell type).
521    
522     It is not possible to use more than one skill at a time.
523    
524     =head2 Acquiring skills
525    
526     Skills may be gained in two ways. In the first, new skills may
527 root 1.5 learned. This is done by reading a L<skill scroll>
528     and the process is very similar to learning a spell. Just as in attempts
529     to learn incantations, success in learning skills is dependent on a random
530     test based on the learner's INT. Using your INT stat, look in the learn%
531     column in table primary stat effects to find your % chance of learning a
532     skill. Once you hit 100%, you will always be successfull in learning new
533     skills.
534 root 1.1
535     The acquisition of a skill tool will also allow the player to use a new
536     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
537     the player to pick door locks). The player merely applies the skill tool
538     in order to gain use of the new skill. If the tool is unapplied, the
539     player loses the use of the skill associated with the tool.
540    
541     After a new skill is gained (either learned or if player has an applied
542     skill tool) it will appear on the player's skill roster (use the 'skills
543     command to view its status). If the new skill is an associated skill,
544     then it will automatically be gained at the player's current level in the
545     appropriate experience category.
546    
547     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
548     lockpicks and applies them. He may now use the skill lockpicking at 5th
549     level of ability since that is an agility associated skill.
550    
551     =head1 Authors
552    
553     Parts of this document were originally compiled, edited, and written by
554     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
555     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
556    
557     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
558     Steenhoven and Marc A. Lehmann.
559