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41 | Throwing Physique Str Dex n/a |
41 | Throwing Physique Str Dex n/a |
42 | Use Magic Item NONE Pow Int n/a |
42 | Use Magic Item NONE Pow Int n/a |
43 | Wizardry Magic Pow Int n/a |
43 | Wizardry Magic Pow Int n/a |
44 | Woodsman Mental Int Dex Wis |
44 | Woodsman Mental Int Dex Wis |
45 | |
45 | |
46 | =head1 X<skill_description>Detailed Skill Description |
46 | =head1 X<skill_description>Skill Descriptions |
47 | |
47 | |
48 | Below is a more detailed description of each skills and how they are used. |
48 | Below is a more detailed description of each skills and how they are used. |
49 | |
49 | |
50 | =head2 alchemy |
50 | =head2 alchemy |
51 | |
51 | |
52 | You can identify potions, containers, and different kinds of ore and |
52 | You can identify potions, containers, and different kinds of ore and |
53 | mineral, mix potions and create other stuff (such as gold, weapons, deadly |
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 |
54 | monsters killing him/her etc.) from other ingredients using a cauldron |
55 | (L<$ARCH/misc/Container/cauldron.base.111.png>). |
55 | L<$ARCH/misc/Container/cauldron.base.111.png>. |
56 | |
56 | |
57 | To identify alchemy stuff you have to stand over it or have it in your inventory and |
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 |
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. |
59 | not get identified if your alchemy level is too low. |
60 | |
60 | |
61 | A higher alchemy level will also help you to estimate the value of items better. |
61 | A higher alchemy level will also help you to estimate the value of items better. |
62 | |
62 | |
63 | To create something new, for example some dust or potion, you have to get a B<cauldron>. |
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 |
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. |
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> |
66 | You learn the ingredients this by finding recipes. It is B<very important> that you B<identify> |
67 | all ingredients for a receipe before using them! |
67 | all ingredients for a recipe before using them! |
68 | |
68 | |
69 | For a start you could try to make B<water of the wise>: |
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>. |
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. |
71 | If everything worked there should be B<water of the wise> in the cauldron now. |
72 | Congratulations, your first alchemy was done! |
72 | Congratulations, your first alchemy was done! |
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80 | |
80 | |
81 | =head2 bargaining |
81 | =head2 bargaining |
82 | |
82 | |
83 | This skill helps you to bargain in shops when buying and selling. The higher |
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 |
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. |
85 | bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat. |
86 | |
86 | |
87 | When you are in a shop, you can C<use_skill bargaining> to see whether that |
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 |
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. |
89 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
90 | |
90 | |
91 | =head2 bowyer |
91 | =head2 bowyer |
92 | |
92 | |
93 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
93 | You can identify missile weapons and missiles such as arrows, bolts and |
94 | One can also create special bows and arrows from other ingredients using the |
94 | bows. One can also create special bows and arrows from other ingredients |
95 | bowyer skill like the L<alchemy skill|skill_description/alchemy> skill and a B<workbench> |
95 | using the bowyer skill like the L<alchemy skill|skill_description/alchemy> |
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96 | skill and a B<workbench> L<$ARCH/misc/Container/workbench.base.111.png> |
96 | (you just have to find out a receip) |
97 | (you just have to find out a recipe). |
97 | |
98 | |
98 | =head2 clawing |
99 | =head2 clawing |
99 | |
100 | |
100 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
101 | You can make a "bare-handed attack". Damage is based on the user's |
101 | and level. With time, one can have different claws such as fire claws or |
102 | L<strength|stat_Str> and level. With time, one can have different claws |
102 | electric claws. An elemental residue from the dragon guild is required |
103 | such as fire claws or electric claws. An elemental residue from the dragon |
103 | to change this. The dragon guild can be found in scorn. |
104 | guild is required to change this. The dragon guild can be found in scorn. |
104 | |
105 | |
105 | =head2 levitation |
106 | =head2 levitation |
106 | |
107 | |
107 | You can levitate (fly low) at will. Using the skill first makes you |
108 | 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 | levitate, and at the second time returns you to the earth. |
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150 | and 'steambolt'. |
151 | and 'steambolt'. |
151 | |
152 | |
152 | =head2 flame touch |
153 | =head2 flame touch |
153 | |
154 | |
154 | You can make a "bare-handed attack". Damage is based on the user's |
155 | 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 | L<strength|stat_Str> and level. This is the default hand-to-hand fighting |
156 | fireborn character class. |
157 | skill for the fireborn character class. |
157 | |
158 | |
158 | =head2 hiding |
159 | =head2 hiding |
159 | |
160 | |
160 | This skill lets you hide, that means that you will become invisible. |
161 | 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 | To hide you need to find a place with other stuff on it where you can hide. |
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164 | you become visible. |
165 | you become visible. |
165 | |
166 | |
166 | =head2 jeweler |
167 | =head2 jeweler |
167 | |
168 | |
168 | You can identify amulets, rings and talismans. One can also improve magic |
169 | 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 | rings or enchant non-magic rings to give them stat bonuses, this works |
170 | skill and a B<jeweler's workbench>. |
171 | similar to the L<alchemy skill|skill_description/alchemy>, only that |
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172 | you need to put the ingredients in a B<jeweler's workbench>. |
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173 | |
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174 | For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>. |
171 | |
175 | |
172 | =head2 jumping |
176 | =head2 jumping |
173 | |
177 | |
174 | You can "skip" over one, two or three spaces in the selected direction. |
178 | You can "skip" over one, two or three spaces in the selected |
175 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
179 | direction. Distance depends on weight carried, L<strength|stat_Str> and |
176 | may also be used as an attack. |
180 | L<dexterity|stat_Dex> of the user. This skill may also be used as an |
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181 | attack. |
177 | |
182 | |
178 | =head2 karate |
183 | =head2 karate |
179 | |
184 | |
180 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
185 | You can make a "bare-handed attack". Damage is based on the user's |
181 | and level. This attack is the fastest and (at higher levels) most deadly |
186 | L<strength|stat_Str> and level. This attack is the fastest and (at higher |
182 | of the hand-to-hand attacks available. |
187 | levels) most deadly of the hand-to-hand attacks available. |
183 | |
188 | |
184 | =head2 climbing |
189 | =head2 climbing |
185 | |
190 | |
186 | Having this skill allows you to move faster through hilly areas than players |
191 | Having this skill allows you to move faster through hilly areas than players |
187 | without this skill. |
192 | without this skill. B<Note:> You can't gain experience in this skill. Having |
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193 | this skill is enough to move faster. |
188 | |
194 | |
189 | =head2 literacy |
195 | =head2 literacy |
190 | |
196 | |
191 | You can identify books and scrolls that you hold. Since scrolls are |
197 | You can identify books and scrolls that you hold. Since scrolls are |
192 | currently always identified, this is not the greatest of skills. |
198 | currently always identified, this is not the greatest of skills. |
193 | |
199 | |
194 | =head2 lockpicking |
200 | =head2 lockpicking |
195 | |
201 | |
196 | You may "pick locks" (open doors). You need to have readied some |
202 | You may "pick locks" (open doors). You need to have readied some |
197 | B<lockpicks> to use this skill. |
203 | B<lockpicks> to use this skill. |
198 | |
204 | |
199 | =head2 meditation |
205 | =head2 meditation |
200 | |
206 | |
201 | Player can regain mana/hp at an accelerated rate. Player must first strip |
207 | Player can regain mana/hp at an accelerated rate by C<use_skill meditation>, |
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208 | the L<praying skill|skill_description/praying>. Player must first strip |
202 | off encumbering armour however. This skill is only available to the "monk" |
209 | off encumbering armour however. This skill is only available to the "monk" |
203 | character class. |
210 | character class. |
204 | |
211 | |
205 | =head2 one handed weapons |
212 | =head2 one handed weapons |
206 | |
213 | |
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214 | Wield and ready the weapon by applying it and use the fire and direction keys. |
221 | Wield and ready the weapon by applying it and use the fire and direction keys. |
215 | |
222 | |
216 | =head2 missile weapons |
223 | =head2 missile weapons |
217 | |
224 | |
218 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
225 | 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 |
226 | Fire arrows by applying a bow and using the fire and direction keys. To fire |
220 | specific arrows to kill a monster that is weak against a certain arrow, mark |
227 | specific arrows to kill a monster that is weak against a certain arrow, mark |
221 | this arrow and fire. |
228 | this arrow and fire. |
222 | |
229 | |
223 | =head2 mountaineer |
230 | =head2 mountaineer |
224 | |
231 | |
225 | While the skill is readied, the possessor will move faster through "hilly" |
232 | While the skill is readied, the possessor will move faster through "hilly" |
226 | terrain (hills, mountains, etc.) |
233 | terrain (hills, mountains, etc.) |
227 | |
234 | |
228 | =head2 oratory |
235 | =head2 oratory |
229 | |
236 | |
230 | You may "recruit" followers. Recruitees must be of lower level, and |
237 | You may "recruit" followers targeting them with your B<oratory> |
231 | unaggressive to start. Use of this skill may anger the audience. Also, |
238 | skill. Recruitees must be unaggressive to start (a good way to pacify |
232 | "special" monsters are immune to recruitment. Success depends on user's |
239 | monsters is the L<singing skill|skill_description/singing>). Use of |
233 | B<Cha> and level. |
240 | this skill may anger the audience. Also, some monsters are immune to |
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241 | recruitment. Success depends on user's level and her L<charisma|stat_Cha> |
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242 | vs. the recruitee's L<intelligence|stat_Int> and level. |
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243 | |
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244 | Kill experience from your followers goes directly to your oratory skill. |
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245 | |
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246 | Cleaning women and unagggressive low-level monsters (such as the dogs in |
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247 | the wizards house in scorn) are good initial targets for this skill. |
234 | |
248 | |
235 | =head2 praying |
249 | =head2 praying |
236 | |
250 | |
237 | You are allowed to cast "cleric" spells. In addition, this skill may be |
251 | 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 |
252 | used to accelerate the accumulation of grace by C<use_skill praying>. |
239 | learned (e.g. using a L<skill scroll>) or acquired |
253 | This skill may be either learned (e.g. using a L<skill scroll>) or |
240 | through the use of a B<holy symbol>. |
254 | acquired through the use of a B<holy symbol>. |
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255 | |
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256 | One of the best spells to start is the 'holy word' spell and later, |
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257 | if you find it, the 'banishment' spell, which is much stronger. |
241 | |
258 | |
242 | =head2 punching |
259 | =head2 punching |
243 | |
260 | |
244 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
261 | You can make a "bare-handed attack". Damage is based on the user's |
245 | and level. This is the most feeble of the hand-to-hand attacks. |
262 | L<strength|stat_Str> and level. This is the most feeble of the |
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263 | hand-to-hand attacks. |
246 | |
264 | |
247 | =head2 find traps |
265 | =head2 find traps |
248 | |
266 | |
249 | You can search (more effectively) for traps. This is not a "passive" |
267 | 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 |
268 | 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 |
269 | traps, or actively used when in vicinity of a trap. To use it, fire into |
252 | any direction. |
270 | any direction. |
253 | |
271 | |
254 | =head2 disarm |
272 | =head2 disarm traps |
255 | |
273 | |
256 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
274 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
257 | |
275 | |
258 | =head2 sense curse |
276 | =head2 sense curse |
259 | |
277 | |
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265 | You can detect whether items that you hold are B<magic> by firing in any |
283 | You can detect whether items that you hold are B<magic> by firing in any |
266 | direction while this skill is readied. |
284 | direction while this skill is readied. |
267 | |
285 | |
268 | =head2 singing |
286 | =head2 singing |
269 | |
287 | |
270 | You may pacify hostile monsters with this skill. Certain kinds of |
288 | You may pacify hostile monsters with this area attack skill. Certain |
271 | monsters are immune. Success depends on user level and B<Cha>. |
289 | kinds of monsters are immune. Success depends on user's level and her |
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290 | L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level. |
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291 | |
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292 | Singing is a good companion skill for the L<oratory |
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293 | skill|skill_description/oratory>: first you pacify creates using singing, |
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294 | then you can orate them, convincing them if your cause. It is a useful |
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295 | skill when monsters are overwhelming you, too. |
272 | |
296 | |
273 | =head2 smithery |
297 | =head2 smithery |
274 | |
298 | |
275 | You can identify arms and armour that you hold, and, with the help of a |
299 | 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. |
300 | B<forge>, can even create weapons using the alchemy skill. |
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278 | =head2 stealing |
302 | =head2 stealing |
279 | |
303 | |
280 | You can take items from the inventory of NPCs, monsters and maybe other |
304 | You can take items from the inventory of NPCs, monsters and maybe other |
281 | players. |
305 | players. |
282 | |
306 | |
283 | =head2 thaumathurgy |
307 | =head2 thaumaturgy |
284 | |
308 | |
285 | You can identify rods, wands and horns that you are holding, and, with |
309 | 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 |
310 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
287 | those things. |
311 | those things. |
288 | |
312 | |
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308 | |
332 | |
309 | =head2 inscription |
333 | =head2 inscription |
310 | |
334 | |
311 | You can inscribe scrolls with a text. This is useful to create messages, |
335 | You can inscribe scrolls with a text. This is useful to create messages, |
312 | especially via the Imperial Post Office (IPO). |
336 | especially via the Imperial Post Office (IPO). |
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337 | |
313 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
338 | You can also rewrite spell scrolls with a previously known spell. You |
314 | time and an old scroll are needed. Backfire effects are possible. Only |
339 | need L<mana|stat_mana>, time and an old scroll. Backfire effects are |
315 | available as a 'writing pen'. |
340 | possible. Only available as a 'writing pen'. |
316 | |
341 | |
317 | How to rewrite a mail scroll/books etc.: |
342 | How to rewrite a mail scroll/books etc.: |
318 | |
343 | |
319 | mark <name of scroll> # or use the menu |
344 | mark <name of scroll> # or use the menu |
320 | use_skill inscription <your message goes here> |
345 | use_skill inscription <your message goes here> |
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364 | |
389 | |
365 | =head1 About experience and skills |
390 | =head1 About experience and skills |
366 | |
391 | |
367 | =head2 Associated and miscellaneous skills |
392 | =head2 Associated and miscellaneous skills |
368 | |
393 | |
369 | In Crossfire two types of skills exist; The first kind, "associated" |
394 | In Deliantra, two types of skills exist; The first kind, "associated" |
370 | skills, are those skills which are associated with a category of |
395 | skills, are those skills which are associated with a category of |
371 | experience. The other kind of skill, "miscellaneous" skills, are not |
396 | experience. The other kind of skill, "miscellaneous" skills, are not |
372 | related to any experience category. |
397 | related to any experience category. |
373 | |
398 | |
374 | The main difference between these two kinds of skills is in the result |
399 | The main difference between these two kinds of skills is in the result |
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497 | current readied skill and then executes it in the facing direction of the |
522 | current readied skill and then executes it in the facing direction of the |
498 | player. Similar in action to the invoke command. |
523 | player. Similar in action to the invoke command. |
499 | |
524 | |
500 | =back |
525 | =back |
501 | |
526 | |
502 | Three player commands are related to skills use: B<ready_skill>, |
527 | Three player commands are related to skills use: L<ready_skill>, |
503 | B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
528 | L<use_skill>, and L<skills|command/skills>. Generally, a player will use |
504 | readying the right one, with the ready_skill command and then making a |
529 | a skill by first readying the right one, with the ready_skill command and |
505 | ranged "attack" to activate the skill; using most skills is just like |
530 | then making a ranged "attack" to activate the skill; using most skills is |
506 | firing a wand or a bow. In a few cases however, a skill is be used just |
531 | just like firing a wand or a bow. In a few cases however, a skill is be |
507 | by having it readied. For example, the mountaineer skill allows favorable |
532 | used just by having it readied. For example, the mountaineer skill allows |
508 | movement though hilly terrain while it is readied. |
533 | favorable movement though hilly terrain while it is readied. |
509 | |
534 | |
510 | To change to a new skill, a player can use either the B<use_skill> or |
535 | 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 |
536 | 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 |
537 | 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 |
538 | include readying a bow (which will cause the code to make the player's |
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552 | |
577 | |
553 | Parts of this document were originally compiled, edited, and written by |
578 | Parts of this document were originally compiled, edited, and written by |
554 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
579 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
555 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
580 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
556 | |
581 | |
557 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
582 | Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van |
558 | Steenhoven and Marc A. Lehmann. |
583 | Steenhoven and Marc A. Lehmann. |
559 | |
584 | |