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1 | =begin comment |
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2 | |
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3 | *** The skill descriptions here are mere copies of the |
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4 | *** skill messages in the server archetypes. |
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5 | *** Update them in arch/ first, then here. |
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6 | |
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7 | =end |
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8 | |
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9 | =encoding utf-8 |
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10 | |
1 | =head1 Skills |
11 | =head1 Skills |
2 | |
12 | |
3 | =head1 Description |
13 | =head1 Description |
4 | |
14 | |
5 | Instead of gaining experience for basically just killing monsters (and |
15 | Instead of gaining experience for basically just killing monsters (and |
6 | disarming traps) you can also gain a variety of experience through the |
16 | disarming traps) you can also gain experience in a variety of other |
7 | use of skills. |
17 | skills, which can either be learned or used through a skill tool or |
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18 | talisman. |
8 | |
19 | |
9 | =head1 Skill Overview |
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10 | |
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11 | Skill Experience Associated Stats |
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12 | Stat 1 Stat 2 Stat 3 |
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13 | Achemy Mental Int Dex Wis |
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14 | Bargaining NONE n/a n/a n/a |
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15 | Bowyer Mental Int Dex Wis |
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16 | Clawing Physique Str Dex n/a |
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17 | Disarm Traps Agility Dex Int Str |
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18 | Find Traps Mental Int Dex n/a |
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19 | Flame Touch Physique Str Dex Int |
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20 | Hiding Agility Dex Int n/a |
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21 | Inscription Mental Int Dex n/a |
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22 | Jeweler Mental Int Wis Dex |
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23 | Jumping Physique Str Dex n/a |
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24 | Karate Physique Str Dex n/a |
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25 | Literacy Mental Int Wis n/a |
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26 | Lockpicking Agility Dex Int n/a |
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27 | Meditation NONE Int Wis Pow |
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28 | Melee Weapons Physique Str Dex n/a |
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29 | Missile Weapons Physique Str Dex n/a |
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30 | Mountaineer NONE n/a n/a n/a |
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31 | Oratory Personality Cha Int n/a |
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32 | Praying Wisdom Wis Pow n/a |
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33 | Punching Physique Str Dex n/a |
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34 | Sense Curse Wisdom Pow Wis n/a |
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35 | Sense Magic Magic Pow Int n/a |
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36 | Set Traps Mental Int Dex Str |
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37 | Singing Personality Cha Int n/a |
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38 | Smithery Mental Int Str Dex |
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39 | Stealing Agility Dex Int n/a |
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40 | Thaumaturgy Mental Int Wis n/a |
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41 | Throwing Physique Str Dex n/a |
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42 | Use Magic Item NONE Pow Int n/a |
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43 | Wizardry Magic Pow Int n/a |
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44 | Woodsman Mental Int Dex Wis |
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45 | |
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46 | =head1 X<skill_description>Detailed Skill Description |
20 | =head1 X<skill_description>Skill Descriptions |
47 | |
21 | |
48 | Below is a more detailed description of each skills and how they are used. |
22 | Below is a more detailed description of each skills and how they are used. |
49 | |
23 | |
50 | =head2 alchemy |
24 | =head2 alchemy |
51 | |
25 | |
52 | You can identify potions, containers, and different kinds of ore and mineral, |
26 | You can identify potions, containers, and different kinds of ore and |
53 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
27 | mineral, mix potions and create other stuff (such as gold, weapons, deadly |
54 | killing him/her etc.) from other ingredients using a cauldron. |
28 | monsters killing him/her etc.) from other ingredients using a cauldron |
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29 | L<$ARCH/cauldron.x11>. |
55 | |
30 | |
56 | To identify alchemy stuff you have to stand over it or have it in your inventory and |
31 | 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 |
32 | 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. |
33 | not get identified if your alchemy level is too low. |
59 | |
34 | |
60 | A higher alchemy level will also help you to estimate the value of items better. |
35 | A higher alchemy level will also help you to estimate the value of items better. |
61 | |
36 | |
62 | To create something new, for example some dust or potion, you have to get a B<cauldron>. |
37 | 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 |
38 | 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. |
39 | 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> |
40 | You learn the ingredients this by finding recipes. It is B<very important> that you B<identify> |
66 | all ingredients for a receipe before using them! |
41 | all ingredients for a recipe before using them! |
67 | |
42 | |
68 | For a start you could try to make B<water of the wise>: |
43 | 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>. |
44 | 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. |
45 | If everything worked there should be B<water of the wise> in the cauldron now. |
71 | Congratulations, your first alchemy was done! |
46 | Congratulations, your first alchemy was done! |
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79 | |
54 | |
80 | =head2 bargaining |
55 | =head2 bargaining |
81 | |
56 | |
82 | This skill helps you to bargain in shops when buying and selling. The higher |
57 | 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 |
58 | 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. |
59 | bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat. |
85 | |
60 | |
86 | When you are in a shop, you can C<use_skill bargaining> to see whether that |
61 | 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 |
62 | 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. |
63 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
89 | |
64 | |
90 | =head2 bowyer |
65 | =head2 bowyer |
91 | |
66 | |
92 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
67 | You can identify missile weapons and missiles such as arrows, bolts and |
93 | One can also create special bows and arrows from other ingredients using the |
68 | bows. One can also create special bows and arrows from other ingredients |
94 | bowyer skill like the L<skill_help/*/alchemy> skill and a B<workbench> |
69 | using the bowyer skill like the L<alchemy skill|skill_description/alchemy> |
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70 | skill and a B<workbench> L<$ARCH/workbench.x11> |
95 | (you just have to find out a receip) |
71 | (you just have to find out a recipe). |
96 | |
72 | |
97 | =head2 clawing |
73 | =head2 clawing |
98 | |
74 | |
99 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
75 | You can make a "bare-handed attack". Damage is based on the user's |
100 | and level. With time, one can have different claws such as fire claws or |
76 | L<strength|stat_Str> and level. With time, one can have different claws |
101 | electric claws. An elemental residue from the dragon guild is required. |
77 | such as fire claws or electric claws. An elemental residue from the dragon |
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78 | guild is required to change this. The dragon guild can be found in scorn. |
102 | |
79 | |
103 | =head2 levitation |
80 | =head2 levitation |
104 | |
81 | |
105 | You can levitate (fly low) at will. Using the skill first makes you |
82 | You can levitate (fly low) at will. Using the skill first makes you |
106 | levitate, and at the second time returns you to the earth. |
83 | levitate, and at the second time returns you to the earth. |
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84 | Levitation can be useful to fly over water streams that move you |
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85 | if you walk in them, or it prevents you from falling into a pit. |
107 | |
86 | |
108 | =head2 summoning |
87 | =head2 summoning |
109 | |
88 | |
110 | You can cast spells related to the B<summoning> school of wizardry, which |
89 | You can cast spells related to the B<summoning> school of wizardry, which |
111 | mostly summon monsters, bullet walls and similar things. This skill |
90 | mostly summon monsters, bullet walls and similar things. This skill |
112 | may be acquired either through the use of an appropriate B<talisman> or |
91 | may be acquired either through the use of an appropriate B<talisman> or |
113 | learned via a B<skill scroll>. |
92 | learned via a L<skill scroll>. |
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93 | |
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94 | The most basic spells you might want to get is 'summon pet monster' |
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95 | and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
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96 | the spells and read their description. |
114 | |
97 | |
115 | =head2 pyromancy |
98 | =head2 pyromancy |
116 | |
99 | |
117 | You can cast spells related to the B<pyromancy> (fire) school of |
100 | You can cast spells related to the B<pyromancy> (fire) school of |
118 | wizardry. This skill may be acquired either through the use of an |
101 | wizardry. This skill may be acquired either through the use of an |
119 | appropriate B<talisman> or learned via a B<skill scroll>. |
102 | appropriate B<talisman> or learned via a L<skill scroll>. |
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103 | |
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104 | The first spell would be 'burning hands' which casts a cone of fire which |
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105 | burns your enemies. It becomes stronger with your pyromancy level. |
120 | |
106 | |
121 | =head2 evocation |
107 | =head2 evocation |
122 | |
108 | |
123 | You can cast spells related to the B<evocation> (mostly cold magic) |
109 | You can cast spells related to the B<evocation> (mostly cold magic) |
124 | school of wizardry. This skill may be acquired either through the use of |
110 | school of wizardry. This skill may be acquired either through the use of |
125 | an appropriate B<talisman> or learned via a B<skill scroll>. |
111 | an appropriate B<talisman> or learned via a L<skill scroll>. |
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112 | |
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113 | The spell you should start with is 'icestorm' which casts a cone |
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114 | of ice which freezes your enemies. It becomes stronger with your evocation level. |
126 | |
115 | |
127 | =head2 sorcery |
116 | =head2 sorcery |
128 | |
117 | |
129 | You can cast spells related to the B<sorcery> (identify, town portal and |
118 | You can cast spells related to the B<sorcery> (identify, town portal and |
130 | other meta-spells) school of wizardry. This skill may be acquired either |
119 | other meta-spells) school of wizardry. This skill may be acquired either |
131 | through the use of an appropriate B<talisman> or learned via a B<skill |
120 | through the use of an appropriate B<talisman> or learned via a B<skill |
132 | scroll>. |
121 | scroll>. |
133 | |
122 | |
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123 | Sorcery has many utility spells, like 'identify', 'town portal' (making portals |
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124 | between two points in the world) and also attack spells like 'spark shower' |
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125 | and 'steambolt'. |
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126 | |
134 | =head2 flame touch |
127 | =head2 flame touch |
135 | |
128 | |
136 | You can make a "bare-handed attack". Damage is based on the user's |
129 | You can make a "bare-handed attack". Damage is based on the user's |
137 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
130 | L<strength|stat_Str> and level. This is the default hand-to-hand fighting |
138 | fireborn character class. |
131 | skill for the fireborn character class. |
139 | |
132 | |
140 | =head2 hiding |
133 | =head2 hiding |
141 | |
134 | |
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135 | This skill lets you hide, that means that you will become invisible. |
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136 | To hide you need to find a place with other stuff on it where you can hide. |
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137 | |
142 | You enjoy limited form of invisibility. If you attack or move too much |
138 | You enjoy limited form of invisibility. If you attack or move too much |
143 | you become visible. Right now it is possible to hidden while next to |
139 | you become visible. |
144 | hostile monsters. Not a reasonable feature! |
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145 | |
140 | |
146 | =head2 jeweler |
141 | =head2 jeweler |
147 | |
142 | |
148 | You can identify amulets, rings and talismans. One can also improve magic |
143 | You can identify amulets, rings and talismans. One can also improve magic |
149 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
144 | rings or enchant non-magic rings to give them stat bonuses, this works |
150 | skill and a B<jeweler's workbench>. |
145 | similar to the L<alchemy skill|skill_description/alchemy>, only that |
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146 | you need to put the ingredients in a B<jeweler's workbench>. |
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147 | |
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148 | For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>. |
151 | |
149 | |
152 | =head2 jumping |
150 | =head2 jumping |
153 | |
151 | |
154 | You can "skip" over one, two or three spaces in the selected direction. |
152 | You can "skip" over one, two or three spaces in the selected |
155 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
153 | direction. Distance depends on weight carried, L<strength|stat_Str> and |
156 | may also be used as an attack. |
154 | L<dexterity|stat_Dex> of the user. This skill may also be used as an |
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155 | attack. |
157 | |
156 | |
158 | =head2 karate |
157 | =head2 karate |
159 | |
158 | |
160 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
159 | You can make a "bare-handed attack". Damage is based on the user's |
161 | and level. This attack is the fastest and (at higher levels) most deadly |
160 | L<strength|stat_Str> and level. This attack is the fastest and (at higher |
162 | of the hand-to-hand attacks available. |
161 | levels) most deadly of the hand-to-hand attacks available. |
163 | |
162 | |
164 | =head2 climbing |
163 | =head2 climbing |
165 | |
164 | |
166 | Having this skill allows you to move faster through hilly areas than players |
165 | Having this skill allows you to move faster through hilly areas than players |
167 | without this skill. |
166 | without this skill. B<Note:> You can't gain experience in this skill. Having |
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167 | this skill is enough to move faster. |
168 | |
168 | |
169 | =head2 literacy |
169 | =head2 literacy |
170 | |
170 | |
171 | You can identify books and scrolls that you hold. Since scrolls are |
171 | With this skill you can identify books and scrolls in your inventory, |
172 | currently always identified, this is not the greatest of skills. |
172 | giving you more experience that you can invest into identifying higher |
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173 | level books and scrolls. |
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174 | |
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175 | Literacy is also required to read books and scrolls, and to learn new |
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176 | spells and skills from books and scrolls. |
173 | |
177 | |
174 | =head2 lockpicking |
178 | =head2 lockpicking |
175 | |
179 | |
176 | You may "pick locks" (open doors). You need to have readied some |
180 | You may "pick locks" (open doors). You need to have readied some |
177 | B<lockpicks> to use this skill. |
181 | B<lockpicks> to use this skill. |
178 | |
182 | |
179 | =head2 meditation |
183 | =head2 meditation |
180 | |
184 | |
181 | Player can regain mana/hp at an accelerated rate. Player must first strip |
185 | Player can regain mana/hp at an accelerated rate by C<use_skill |
182 | off encumbering armour however. This skill is only available to the "monk" |
186 | meditation>. Player must first strip off encumbering armour however. This |
183 | character class. |
187 | skill is only available to the "monk" character class. |
184 | |
188 | |
185 | =head2 one handed weapons |
189 | =head2 one handed weapons |
186 | |
190 | |
187 | You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
191 | You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
188 | B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
192 | B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
189 | direction keys. |
193 | direction keys. |
190 | |
194 | |
191 | =head2 two handed weapons |
195 | =head2 two handed weapons |
192 | |
196 | |
193 | You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
197 | You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
194 | Wield and ready the weapon by applying it and use the fire and direction keys. |
198 | Wield and ready the weapon by applying it and use the fire and direction keys. |
195 | |
199 | |
196 | =head2 missile weapons |
200 | =head2 missile weapons |
197 | |
201 | |
198 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
202 | The user is capable of making attacks with ranged weapons (eg bow, crossbow). |
199 | Fire arrows by applying a bow and using teh fire and direction keys. To fire |
203 | Fire arrows by applying a bow and using the fire and direction keys. To fire |
200 | specific arrows to kill a monster that is weak against a certain arrow, mark |
204 | specific arrows to kill a monster that is weak against a certain arrow, mark |
201 | this arrow and fire. |
205 | this arrow and fire. |
202 | |
206 | |
203 | =head2 mountaineer |
207 | =head2 mountaineer |
204 | |
208 | |
205 | While the skill is readied, the possessor will move faster through "hilly" |
209 | While the skill is readied, the possessor will move faster through "hilly" |
206 | terrain (hills, mountains, etc.) |
210 | terrain (hills, mountains, etc.) |
207 | |
211 | |
208 | =head2 oratory |
212 | =head2 oratory |
209 | |
213 | |
210 | You may "recruit" followers. Recruitees must be of lower level, and |
214 | You may "recruit" followers targeting them with your B<oratory> |
211 | unaggressive to start. Use of this skill may anger the audience. Also, |
215 | skill. Recruitees must be unaggressive to start (a good way to pacify |
212 | "special" monsters are immune to recruitment. Success depends on user's |
216 | monsters is the L<singing skill|skill_description/singing>). Use of |
213 | B<Cha> and level. |
217 | this skill may anger the audience. Also, some monsters are immune to |
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218 | recruitment. Success depends on user's level and her L<charisma|stat_Cha> |
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219 | vs. the recruitee's L<intelligence|stat_Int> and level. |
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220 | |
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221 | Kill experience from your followers goes directly to your oratory skill. |
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222 | |
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223 | Cleaning women and unagggressive low-level monsters (such as the dogs in |
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224 | the wizards house in scorn) are good initial targets for this skill. |
214 | |
225 | |
215 | =head2 praying |
226 | =head2 praying |
216 | |
227 | |
217 | You are allowed to cast "cleric" spells. In addition, this skill may be |
228 | The praying skill allows you to cast "cleric" spells. In addition, this |
218 | used to accelerate the accumulation of grace. This skill may be either |
229 | skill may be used to accelerate the accumulation of grace points by |
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230 | praying (see L<How do I pray?|how_tp_pray>. This skill may be either |
219 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
231 | learned (e.g. using a L<skill scroll>) or acquired through the use of a |
220 | B<holy symbol>. |
232 | B<holy symbol>. |
221 | |
233 | |
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234 | One of the best spells to start with is the 'holy word' spell and later, |
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235 | if you find it, the 'banishment' spell, which is much stronger. |
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236 | |
222 | =head2 punching |
237 | =head2 punching |
223 | |
238 | |
224 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
239 | You can make a "bare-handed attack". Damage is based on the user's |
225 | and level. This is the most feeble of the hand-to-hand attacks. |
240 | L<strength|stat_Str> and level. This is the most feeble of the |
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241 | hand-to-hand attacks. |
226 | |
242 | |
227 | =head2 find traps |
243 | =head2 find traps |
228 | |
244 | |
229 | You can search (more effectively) for traps. This is not a "passive" |
245 | You can search (more effectively) for traps. This is not a "passive" |
230 | skill, it must be applied in order to gain the advantage in discovering |
246 | skill, it must be applied in order to gain the advantage in discovering |
231 | traps, or actively used when in vicinity of a trap. To use it, fire into |
247 | traps, or actively used when in vicinity of a trap. To use it, fire into |
232 | any direction. |
248 | any direction. |
233 | |
249 | |
234 | =head2 disarm |
250 | =head2 disarm traps |
235 | |
251 | |
236 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
252 | You can disarm previously discovered traps (for example, with the B<find |
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253 | traps> skill). |
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254 | |
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255 | =head2 mining |
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256 | |
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257 | You know how to use a pickaxe to extract minerals from veins. You can also use |
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258 | spells of the mining spell school. For instance the I<detect mineral> spell. |
237 | |
259 | |
238 | =head2 sense curse |
260 | =head2 sense curse |
239 | |
261 | |
240 | You can detect whether items that you hold are B<cursed> by firing in any |
262 | You can detect whether items in your inventory or on the floor are |
241 | direction while this skill is readied. |
263 | B<cursed> by using this skill. |
242 | |
264 | |
243 | =head2 sense magic |
265 | =head2 sense magic |
244 | |
266 | |
245 | You can detect whether items that you hold are B<magic> by firing in any |
267 | You can detect whether items in your inventory or on the floor are |
246 | direction while this skill is readied. |
268 | B<magic> by using this skill. |
247 | |
269 | |
248 | =head2 singing |
270 | =head2 singing |
249 | |
271 | |
250 | You may pacify hostile monsters with this skill. Certain kinds of |
272 | You may pacify hostile monsters with this area attack skill (it is |
251 | monsters are immune. Success depends on user level and B<Cha>. |
273 | directionless and affects the area around you - the higher the skill, |
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274 | the larger the area). Certain kinds of monsters are immune. Success |
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275 | depends on user's level and her L<charisma|stat_Cha> vs. the monster's |
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276 | L<intelligence|stat_Int> and level. |
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277 | |
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278 | Singing is a good companion skill for the L<oratory |
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279 | skill|skill_description/oratory>: first you pacify creates using singing, |
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280 | then you can orate them, convincing them if your cause. It is a useful |
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281 | skill when monsters are overwhelming you, too. |
252 | |
282 | |
253 | =head2 smithery |
283 | =head2 smithery |
254 | |
284 | |
255 | You can identify arms and armour that you hold, and, with the help of a |
285 | You can identify arms and armour that you hold, and, with the help of a |
256 | B<forge>, can even create weapons using the alchemy skill. |
286 | B<forge>, can even create weapons using this skill. |
257 | |
287 | |
258 | =head2 stealing |
288 | =head2 stealing |
259 | |
289 | |
260 | You can take items from the inventory of NPCs, monsters and maybe other |
290 | You can take items from the inventory of NPCs, monsters and maybe other |
261 | players. |
291 | players. |
262 | |
292 | |
263 | =head2 thaumathurgy |
293 | =head2 thaumaturgy |
264 | |
294 | |
265 | You can identify rods, wands and horns that you are holding, and, with |
295 | You can identify rods, wands and horns that you are holding, and, with |
266 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
296 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
267 | those things. |
297 | those things. |
268 | |
298 | |
269 | =head2 throwing |
299 | =head2 throwing |
270 | |
300 | |
271 | You can throw items at monsters. To do this, fire at a monster with this skill |
301 | You can throw items at monsters. To do this, fire at a monster with this skill |
272 | readied. You can chose what to throw by marking an item, if you do not chose an |
302 | readied. You can chose what to throw by marking an item. |
273 | item, an item from your inventory is randomly picked and thrown unless the item |
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274 | is locked. |
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275 | |
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276 | ERROR: Randomly? |
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277 | |
303 | |
278 | =head2 use magic item |
304 | =head2 use magic item |
279 | |
305 | |
280 | You can use magic items like rods/wands/horns. The level of experience |
306 | You can use magic items like rods/wands/horns. The level of experience |
281 | influences how powerful the spells are you can evoke from the |
307 | influences how powerful the spells are you can evoke from the |
282 | rod/wand/horn. |
308 | rod/wand/horn. |
283 | |
309 | |
284 | =head2 woodsman |
310 | =head2 woodsman |
285 | |
311 | |
286 | While the skill is readied, the possessor will move faster through |
312 | While the skill is readied, the possessor will move faster through |
287 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
313 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.). |
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314 | |
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315 | Woodsmen can also craft various items useful to their skill. |
288 | |
316 | |
289 | =head2 inscription |
317 | =head2 inscription |
290 | |
318 | |
291 | You can inscribe scrolls with a text. This is useful to create messages, |
319 | You can inscribe empty scrolls and books with a text. This is useful to |
292 | especially via the Imperial Post Office (IPO). |
320 | create messages, especially via the Imperial Post Office (IPO). |
293 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
321 | |
294 | time and an old scroll are needed. Backfire effects are possible. Only |
322 | You can also write spell scrolls with a spell known to you. You need |
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323 | L<mana|stat_mana>, time and an old scroll for that. Backfire effects are |
295 | available as a 'writing pen'. |
324 | possible. Only available as a 'writing pen'. |
296 | |
325 | |
297 | How to rewrite a mail scroll/books etc.: |
326 | How to write into a mail scroll/books etc.: |
298 | |
327 | |
299 | mark <name of scroll> # or use the menu |
328 | mark <name of scroll> # or use the menu |
300 | use_skill inscription <your message goes here> |
329 | use_skill inscription <your message goes here> |
301 | |
330 | |
302 | How to rewrite a spell scroll: |
331 | How to rewrite a spell scroll: |
303 | |
332 | |
304 | mark <name of scroll> # or use the menu |
333 | mark <name of scroll> # or use the menu |
305 | cast <spell> # prepare the spell you want to write |
334 | cast <spell> # prepare the spell you want to write |
306 | use_skill inscription # write the spell on the scroll |
335 | use_skill inscription # write the spell on the scroll |
307 | |
336 | |
308 | The scroll on which you want to write has to be much lower than your inscription |
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309 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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310 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
337 | If you succeed, the scroll will be a scroll of the spell you chose and |
311 | inscription as its level. Hence, you don't need to be that level in the spell skill |
338 | your level of inscription as its level. Hence, you don't need to be that |
312 | to write higher level spellscrolls. |
339 | level in the spell skill to write higher level spellscrolls. |
313 | |
340 | |
314 | Caution: Magic spell writing can be risky to one's health. There can be |
341 | Caution: Magic spell writing can be risky to one's health. There can be |
315 | some negative effects if one fails to write a spell scroll. The most |
342 | some negative effects if one fails to write a spell scroll. The most |
316 | benign is that one becomes confused for a short time. Other effects are |
343 | benign is that one becomes confused for a short time. Other effects are |
317 | more severe and can even be dangerous. |
344 | more severe and can even be dangerous. |
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334 | skill. Attacking is done by running into the opponent. This is a unique skill |
361 | skill. Attacking is done by running into the opponent. This is a unique skill |
335 | that can only be used by acidborns. |
362 | that can only be used by acidborns. |
336 | |
363 | |
337 | =head2 poison nail |
364 | =head2 poison nail |
338 | |
365 | |
339 | TODO: Add goblins and think about the name goblin. |
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340 | |
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341 | You can do a "bare-handed attack" and inject poison into the opponent with |
366 | You can do a "bare-handed attack" and inject poison into the opponent with |
342 | this skill readied. Attacking is done by running into the opponent. This is a |
367 | this skill readied. Attacking is done by running into the opponent. This is a |
343 | unique skill that can only be used by goblins. |
368 | unique skill that can only be used by goblins. |
344 | |
369 | |
345 | =head1 About experience and skills |
370 | =head1 About experience and skills |
346 | |
371 | |
347 | =head2 Associated and miscellaneous skills |
372 | =head2 Associated and miscellaneous skills |
348 | |
373 | |
349 | In Crossfire two types of skills exist; The first kind, "associated" |
374 | In Deliantra, two types of skills exist; The first kind, "associated" |
350 | skills, are those skills which are associated with a category of |
375 | skills, are those skills which are associated with a category of |
351 | experience. The other kind of skill, "miscellaneous" skills, are not |
376 | experience. The other kind of skill, "miscellaneous" skills, are not |
352 | related to any experience category. |
377 | related to any experience category. |
353 | |
378 | |
354 | The main difference between these two kinds of skills is in the result |
379 | The main difference between these two kinds of skills is in the result |
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477 | current readied skill and then executes it in the facing direction of the |
502 | current readied skill and then executes it in the facing direction of the |
478 | player. Similar in action to the invoke command. |
503 | player. Similar in action to the invoke command. |
479 | |
504 | |
480 | =back |
505 | =back |
481 | |
506 | |
482 | Three player commands are related to skills use: B<ready_skill>, |
507 | Three player commands are related to skills use: L<ready_skill>, |
483 | B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
508 | L<use_skill>, and L<skills|command/skills>. Generally, a player will use |
484 | readying the right one, with the ready_skill command and then making a |
509 | a skill by first readying the right one, with the ready_skill command and |
485 | ranged "attack" to activate the skill; using most skills is just like |
510 | then making a ranged "attack" to activate the skill; using most skills is |
486 | firing a wand or a bow. In a few cases however, a skill is be used just |
511 | just like firing a wand or a bow. In a few cases however, a skill is be |
487 | by having it readied. For example, the mountaineer skill allows favorable |
512 | used just by having it readied. For example, the mountaineer skill allows |
488 | movement though hilly terrain while it is readied. |
513 | favorable movement though hilly terrain while it is readied. |
489 | |
514 | |
490 | To change to a new skill, a player can use either the B<use_skill> or |
515 | To change to a new skill, a player can use either the B<use_skill> or |
491 | B<ready_skill> commands, but note that the use of several common items can |
516 | B<ready_skill> commands, but note that the use of several common items can |
492 | automatically change the player's current skill too. Examples of this |
517 | automatically change the player's current skill too. Examples of this |
493 | include readying a bow (which will cause the code to make the player's |
518 | include readying a bow (which will cause the code to make the player's |
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502 | It is not possible to use more than one skill at a time. |
527 | It is not possible to use more than one skill at a time. |
503 | |
528 | |
504 | =head2 Acquiring skills |
529 | =head2 Acquiring skills |
505 | |
530 | |
506 | Skills may be gained in two ways. In the first, new skills may |
531 | Skills may be gained in two ways. In the first, new skills may |
507 | learned. This is done by reading a B<skill scroll> and the process is very |
532 | learned. This is done by reading a L<skill scroll> |
508 | similar to learning a spell. Just as in attempts to learn incantations, |
533 | and the process is very similar to learning a spell. Just as in attempts |
509 | success in learning skills is dependent on a random test based on the |
534 | to learn incantations, success in learning skills is dependent on a random |
510 | learner's INT. Using your INT stat, look in the learn% column in table |
535 | test based on the learner's INT. Using your INT stat, look in the learn% |
511 | primary stat effects to find your % chance of learning a skill. Once you |
536 | column in table primary stat effects to find your % chance of learning a |
512 | hit 100%, you will always be successfull in learning new skills. |
537 | skill. Once you hit 100%, you will always be successfull in learning new |
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538 | skills. |
513 | |
539 | |
514 | The acquisition of a skill tool will also allow the player to use a new |
540 | The acquisition of a skill tool will also allow the player to use a new |
515 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
541 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
516 | the player to pick door locks). The player merely applies the skill tool |
542 | the player to pick door locks). The player merely applies the skill tool |
517 | in order to gain use of the new skill. If the tool is unapplied, the |
543 | in order to gain use of the new skill. If the tool is unapplied, the |
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531 | |
557 | |
532 | Parts of this document were originally compiled, edited, and written by |
558 | Parts of this document were originally compiled, edited, and written by |
533 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
559 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
534 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
560 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
535 | |
561 | |
536 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
562 | Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van |
537 | Steenhoven and Marc A. Lehmann. |
563 | Steenhoven and Marc A. Lehmann. |
538 | |
564 | |