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

File Contents

# Content
1 =head1 Skills
2
3 =head1 Description
4
5 Instead of gaining experience for basically just killing monsters (and
6 disarming traps) you can also gain a variety of experience through the
7 use of skills.
8
9 =head1 Skill Overview
10
11 Skill Experience Associated Stats
12 Stat 1 Stat 2 Stat 3
13 Achemy Mental Int Dex Wis
14 Bargaining NONE n/a n/a n/a
15 Bowyer Mental Int Dex Wis
16 Clawing Physique Str Dex n/a
17 Disarm Traps Agility Dex Int Str
18 Find Traps Mental Int Dex n/a
19 Flame Touch Physique Str Dex Int
20 Hiding Agility Dex Int n/a
21 Inscription Mental Int Dex n/a
22 Jeweler Mental Int Wis Dex
23 Jumping Physique Str Dex n/a
24 Karate Physique Str Dex n/a
25 Literacy Mental Int Wis n/a
26 Lockpicking Agility Dex Int n/a
27 Meditation NONE Int Wis Pow
28 Melee Weapons Physique Str Dex n/a
29 Missile Weapons Physique Str Dex n/a
30 Mountaineer NONE n/a n/a n/a
31 Oratory Personality Cha Int n/a
32 Praying Wisdom Wis Pow n/a
33 Punching Physique Str Dex n/a
34 Sense Curse Wisdom Pow Wis n/a
35 Sense Magic Magic Pow Int n/a
36 Set Traps Mental Int Dex Str
37 Singing Personality Cha Int n/a
38 Smithery Mental Int Str Dex
39 Stealing Agility Dex Int n/a
40 Thaumaturgy Mental Int Wis n/a
41 Throwing Physique Str Dex n/a
42 Use Magic Item NONE Pow Int n/a
43 Wizardry Magic Pow Int n/a
44 Woodsman Mental Int Dex Wis
45
46 =head1 X<skill_description>Detailed Skill Description
47
48 Below is a more detailed description of each skills and how they are used.
49
50 =head2 alchemy
51
52 You can identify potions, containers, and different kinds of ore and mineral,
53 mix potions and create other stuff (such as gold, weapons, deadly monsters
54 killing him/her etc.) from other ingredients using a cauldron.
55
56 To identify alchemy stuff you have to stand over it or have it in your inventory and
57 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
58 not get identified if your alchemy level is too low.
59
60 A higher alchemy level will also help you to estimate the value of items better.
61
62 To create something new, for example some dust or potion, you have to get a B<cauldron>.
63 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
64 their cauldron for a fee. All you need now is to know what items creates which other item.
65 You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
66 all ingredients for a receipe before using them!
67
68 For a start you could try to make B<water of the wise>:
69 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
70 If everything worked there should be B<water of the wise> in the cauldron now.
71 Congratulations, your first alchemy was done!
72
73 Be careful when doing alchemy and trying complicated receipes, they might fail and
74 will backfire heavily at you.
75
76 I<Never, ever, do alchemy in your home or in public places!> You can
77 easily create powerful monsters that will kill you, kill you again when
78 you wake up in your savebed, kill you again... etc.
79
80 =head2 bargaining
81
82 This skill helps you to bargain in shops when buying and selling. The higher
83 your bargaining level is the better prices you will get. Besides having a high
84 bargaining skill it helps a lot to have a high B<Cha>risma stat.
85
86 When you are in a shop, you can C<use_skill bargaining> to see whether that
87 shop will buy the items you want to sell at a higher price than others and
88 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
89
90 =head2 bowyer
91
92 You can identify missile weapons and missiles such as arrows, bolts and bows.
93 One can also create special bows and arrows from other ingredients using the
94 bowyer skill like the L<alchemy skill|skill_description/alchemy> skill and a B<workbench>
95 (you just have to find out a receip)
96
97 =head2 clawing
98
99 You can make a "bare-handed attack". Damage is based on the user's B<Str>
100 and level. With time, one can have different claws such as fire claws or
101 electric claws. An elemental residue from the dragon guild is required
102 to change this. The dragon guild can be found in scorn.
103
104 =head2 levitation
105
106 You can levitate (fly low) at will. Using the skill first makes you
107 levitate, and at the second time returns you to the earth.
108 Levitation can be useful to fly over water streams that move you
109 if you walk in them, or it prevents you from falling into a pit.
110
111 =head2 summoning
112
113 You can cast spells related to the B<summoning> school of wizardry, which
114 mostly summon monsters, bullet walls and similar things. This skill
115 may be acquired either through the use of an appropriate B<talisman> or
116 learned via a B<skill scroll>.
117
118 The most basic spells you might want to get is 'summon pet monster'
119 and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
120 the spells and read their description.
121
122 =head2 pyromancy
123
124 You can cast spells related to the B<pyromancy> (fire) school of
125 wizardry. This skill may be acquired either through the use of an
126 appropriate B<talisman> or learned via a B<skill scroll>.
127
128 The first spell would be 'burning hands' which casts a cone
129 of fire which burns your enemies. It becomes stronger with your pyromancy level.
130
131 =head2 evocation
132
133 You can cast spells related to the B<evocation> (mostly cold magic)
134 school of wizardry. This skill may be acquired either through the use of
135 an appropriate B<talisman> or learned via a B<skill scroll>.
136
137 The spell you should start with is 'icestorm' which casts a cone
138 of ice which freezes your enemies. It becomes stronger with your evocation level.
139
140 =head2 sorcery
141
142 You can cast spells related to the B<sorcery> (identify, town portal and
143 other meta-spells) school of wizardry. This skill may be acquired either
144 through the use of an appropriate B<talisman> or learned via a B<skill
145 scroll>.
146
147 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
148 between two points in the world) and also attack spells like 'spark shower'
149 and 'steambolt'.
150
151 =head2 flame touch
152
153 You can make a "bare-handed attack". Damage is based on the user's
154 B<Str> and level. This is the default hand-to-hand fighting skill for the
155 fireborn character class.
156
157 =head2 hiding
158
159 This skill lets you hide, that means that you will become invisible.
160 To hide you need to find a place with other stuff on it where you can hide.
161
162 You enjoy limited form of invisibility. If you attack or move too much
163 you become visible.
164
165 =head2 jeweler
166
167 You can identify amulets, rings and talismans. One can also improve magic
168 rings or enchant non-magic rings to give them stat bonuses using the alchemy
169 skill and a B<jeweler's workbench>.
170
171 =head2 jumping
172
173 You can "skip" over one, two or three spaces in the selected direction.
174 Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
175 may also be used as an attack.
176
177 =head2 karate
178
179 You can make a "bare-handed attack". Damage is based on the user's B<Str>
180 and level. This attack is the fastest and (at higher levels) most deadly
181 of the hand-to-hand attacks available.
182
183 =head2 climbing
184
185 Having this skill allows you to move faster through hilly areas than players
186 without this skill.
187
188 =head2 literacy
189
190 You can identify books and scrolls that you hold. Since scrolls are
191 currently always identified, this is not the greatest of skills.
192
193 =head2 lockpicking
194
195 You may "pick locks" (open doors). You need to have readied some
196 B<lockpicks> to use this skill.
197
198 =head2 meditation
199
200 Player can regain mana/hp at an accelerated rate. Player must first strip
201 off encumbering armour however. This skill is only available to the "monk"
202 character class.
203
204 =head2 one handed weapons
205
206 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
207 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
208 direction keys.
209
210 =head2 two handed weapons
211
212 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
213 Wield and ready the weapon by applying it and use the fire and direction keys.
214
215 =head2 missile weapons
216
217 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
218 Fire arrows by applying a bow and using teh fire and direction keys. To fire
219 specific arrows to kill a monster that is weak against a certain arrow, mark
220 this arrow and fire.
221
222 =head2 mountaineer
223
224 While the skill is readied, the possessor will move faster through "hilly"
225 terrain (hills, mountains, etc.)
226
227 =head2 oratory
228
229 You may "recruit" followers. Recruitees must be of lower level, and
230 unaggressive to start. Use of this skill may anger the audience. Also,
231 "special" monsters are immune to recruitment. Success depends on user's
232 B<Cha> and level.
233
234 =head2 praying
235
236 You are allowed to cast "cleric" spells. In addition, this skill may be
237 used to accelerate the accumulation of grace. This skill may be either
238 learned (e.g. using a B<skill scroll>) or acquired through the use of a
239 B<holy symbol>.
240
241 =head2 punching
242
243 You can make a "bare-handed attack". Damage is based on the user's B<Str>
244 and level. This is the most feeble of the hand-to-hand attacks.
245
246 =head2 find traps
247
248 You can search (more effectively) for traps. This is not a "passive"
249 skill, it must be applied in order to gain the advantage in discovering
250 traps, or actively used when in vicinity of a trap. To use it, fire into
251 any direction.
252
253 =head2 disarm
254
255 You can disarm previously discovered traps (for example, with the B<find traps> skill).
256
257 =head2 sense curse
258
259 You can detect whether items that you hold are B<cursed> by firing in any
260 direction while this skill is readied.
261
262 =head2 sense magic
263
264 You can detect whether items that you hold are B<magic> by firing in any
265 direction while this skill is readied.
266
267 =head2 singing
268
269 You may pacify hostile monsters with this skill. Certain kinds of
270 monsters are immune. Success depends on user level and B<Cha>.
271
272 =head2 smithery
273
274 You can identify arms and armour that you hold, and, with the help of a
275 B<forge>, can even create weapons using the alchemy skill.
276
277 =head2 stealing
278
279 You can take items from the inventory of NPCs, monsters and maybe other
280 players.
281
282 =head2 thaumathurgy
283
284 You can identify rods, wands and horns that you are holding, and, with
285 the help of a B<thaumaturgists workbench> and the alchemy skill, create
286 those things.
287
288 =head2 throwing
289
290 You can throw items at monsters. To do this, fire at a monster with this skill
291 readied. You can chose what to throw by marking an item, if you do not chose an
292 item, an item from your inventory is randomly picked and thrown unless the item
293 is locked.
294
295 ERROR: Randomly?
296
297 =head2 use magic item
298
299 You can use magic items like rods/wands/horns. The level of experience
300 influences how powerful the spells are you can evoke from the
301 rod/wand/horn.
302
303 =head2 woodsman
304
305 While the skill is readied, the possessor will move faster through
306 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
307
308 =head2 inscription
309
310 You can inscribe scrolls with a text. This is useful to create messages,
311 especially via the Imperial Post Office (IPO).
312 You can also rewrite spell scrolls with a previously known spell. B<Sp>,
313 time and an old scroll are needed. Backfire effects are possible. Only
314 available as a 'writing pen'.
315
316 How to rewrite a mail scroll/books etc.:
317
318 mark <name of scroll> # or use the menu
319 use_skill inscription <your message goes here>
320
321 How to rewrite a spell scroll:
322
323 mark <name of scroll> # or use the menu
324 cast <spell> # prepare the spell you want to write
325 use_skill inscription # write the spell on the scroll
326
327 The scroll on which you want to write has to be much lower than your inscription
328 level, otherwise you may accidentally read the scroll and cast the spell inside it.
329 If you succeed, the scroll will be a scroll of the spell you chose and your level of
330 inscription as its level. Hence, you don't need to be that level in the spell skill
331 to write higher level spellscrolls.
332
333 Caution: Magic spell writing can be risky to one's health. There can be
334 some negative effects if one fails to write a spell scroll. The most
335 benign is that one becomes confused for a short time. Other effects are
336 more severe and can even be dangerous.
337
338 =head2 spark touch
339
340 You can do a "bare-handed attack" and shock the opponent with this skill
341 readied. Attacking is done by running into the opponent. This is a unique skill
342 that can only be used by sparklings.
343
344 =head2 shiver
345
346 You can do a "bare-handed attack" and send waves of frost to the opponent with
347 this skill readied. Attacking is done by running into the opponent. This is a
348 unique skill that can only be used by iceborns.
349
350 =head2 acid splash
351
352 You can do a "bare-handed attack" and splash the opponent with acid using this
353 skill. Attacking is done by running into the opponent. This is a unique skill
354 that can only be used by acidborns.
355
356 =head2 poison nail
357
358 TODO: Add goblins and think about the name goblin.
359
360 You can do a "bare-handed attack" and inject poison into the opponent with
361 this skill readied. Attacking is done by running into the opponent. This is a
362 unique skill that can only be used by goblins.
363
364 =head1 About experience and skills
365
366 =head2 Associated and miscellaneous skills
367
368 In Crossfire two types of skills exist; The first kind, "associated"
369 skills, are those skills which are associated with a category of
370 experience. The other kind of skill, "miscellaneous" skills, are not
371 related to any experience category.
372
373 The main difference between these two kinds of skills is in the result
374 of their use. When associated skills are used successfully experience
375 is accrued in the experience category associated with that skill. In
376 contrast, the use of miscellaneous skills never gains the player any
377 experience regardless of the success in using it.
378
379 Both miscellaneous and associated skills can fail. This means that
380 the attempt to use the skill was unsuccessful. Both miscellaneous
381 and associated skills can have certain primary stats associated with
382 them. These associated stats can help to determine if the use of a skill
383 is successful and to what degree it is successful.
384
385 All gained experience is modified by the associated stats for that skill
386 (table skill statistics) and then the appropriate experience category
387 automatically updated as needed.
388
389 =head2 Restrictions on skills use and gaining experience
390
391 Neither a character's stats nor the character class restricts the player
392 from gaining experience in any of the experience categories. Also, there
393 are no inherent restrictions on character skill use-any player may use any
394 acquired skill.
395
396 Average of Experienced
397 Associated Gain
398 Stats Multiplier
399 1 0.01
400 2 0.1
401 3 0.3
402 4 0.5
403 5 0.6
404 6 0.7
405 7 0.8
406 8 0.85
407 9 0.9
408 10 0.95
409 11 0.96
410 12 0.97
411 13 0.98
412 14 0.99
413 15 1.0
414 16 1.01
415 17 1.02
416 18 1.03
417 19 1.04
418 20 1.05
419 21 1.07
420 22 1.09
421 23 1.12
422 24 1.15
423 25 1.2
424 26 1.3
425 27 1.4
426 28 1.5
427 29 1.7
428 30 2.0
429
430 =head2 Algorithm for Experience Gain under the skills system
431
432 Here we take the view that a player must "overcome an opponent" in
433 order to gain experience. Examples include foes killed in combat,
434 finding/disarming a trap, stealing from some being, identifying an object,
435 etc.
436
437 Gained experience is based primarily on the difference in levels between
438 "opponents," experience point value of a "vanquished foe," the values of
439 the associated stats of the skill being used and two factors that are set
440 internally. (Note: If you want to know more about this, check out the
441 skills_developers.doc.)
442
443 Below the algorithm for experience gain is given where player "pl" has
444 "vanquished" opponent "op" using skill "sk:"
445
446 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
447
448 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
449 base experience award for "op" which depends on what op is (see below),
450 stat_mult is taken from table experience modification, and lvl_mult is:
451
452 For C<< level(pl)> < level(op) >>:
453
454 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
455
456 For C<< level(pl) = level(op) >>:
457
458 lvl_mult = FACTOR(sk)
459
460 For C<< level(pl) > level(op) >>:
461
462 lvl_mult = (level(op)/level(pl));
463
464 where C<level(op)> is the level of "op," level (pl) is the level of the
465 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
466 "pl."
467
468 There are three different cases for how EXP (op) can be computed:
469
470 =over 4
471
472 =item op is a living creature: EXP(op) is just the base experience award
473 given in the spoiler.
474
475 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
476 visible). Thus, traps which are highly visible get lower values.
477
478 =item op is not a trap but is non-living: EXP(op) = internal experience
479 award of the item. Also, the lvl_mult is multiplied by any magic
480 enchantment on the item.
481
482 =back
483
484 =head1 How skills are used
485
486 =over 4
487
488 =item B<< skills >> This command lists all the player's current known
489 skills, their level of use and the associated experience category of each
490 skill.
491
492 =item B<< ready_skill I<skill> >> This command changes the player's current
493 readied skill to <skill>.
494
495 =item B<< use_skill I<skill> I<string> >> This command changes the player's
496 current readied skill and then executes it in the facing direction of the
497 player. Similar in action to the invoke command.
498
499 =back
500
501 Three player commands are related to skills use: B<ready_skill>,
502 B<use_skill>, and B<skills>. Generally, a player will use a skill by first
503 readying the right one, with the ready_skill command and then making a
504 ranged "attack" to activate the skill; using most skills is just like
505 firing a wand or a bow. In a few cases however, a skill is be used just
506 by having it readied. For example, the mountaineer skill allows favorable
507 movement though hilly terrain while it is readied.
508
509 To change to a new skill, a player can use either the B<use_skill> or
510 B<ready_skill> commands, but note that the use of several common items can
511 automatically change the player's current skill too. Examples of this
512 include readying a bow (which will cause the code to make the player's
513 current skill missile_weapons) or readying a melee weapon (current skill
514 auto-matically becomes melee weapons). Also, some player actions can cause
515 a change in the current skill. Running into a monster while you have a
516 readied weapon in your inventory causes the code to automatically make our
517 current skill melee weapons. As another example of this-casting a spell
518 will cause the code to switch the current skill to wizardry or praying (as
519 appropriate to the spell type).
520
521 It is not possible to use more than one skill at a time.
522
523 =head2 Acquiring skills
524
525 Skills may be gained in two ways. In the first, new skills may
526 learned. This is done by reading a B<skill scroll> and the process is very
527 similar to learning a spell. Just as in attempts to learn incantations,
528 success in learning skills is dependent on a random test based on the
529 learner's INT. Using your INT stat, look in the learn% column in table
530 primary stat effects to find your % chance of learning a skill. Once you
531 hit 100%, you will always be successfull in learning new skills.
532
533 The acquisition of a skill tool will also allow the player to use a new
534 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
535 the player to pick door locks). The player merely applies the skill tool
536 in order to gain use of the new skill. If the tool is unapplied, the
537 player loses the use of the skill associated with the tool.
538
539 After a new skill is gained (either learned or if player has an applied
540 skill tool) it will appear on the player's skill roster (use the 'skills
541 command to view its status). If the new skill is an associated skill,
542 then it will automatically be gained at the player's current level in the
543 appropriate experience category.
544
545 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
546 lockpicks and applies them. He may now use the skill lockpicking at 5th
547 level of ability since that is an agility associated skill.
548
549 =head1 Authors
550
551 Parts of this document were originally compiled, edited, and written by
552 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
553 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
554
555 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
556 Steenhoven and Marc A. Lehmann.
557