ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/pod/skill_help.pod
Revision: 1.6
Committed: Mon Aug 14 04:15:04 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.5: +36 -32 lines
Log Message:
*** empty log message ***

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