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Revision: 1.6
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# 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>Skill Descriptions
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
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
57 To identify alchemy stuff you have to stand over it or have it in your inventory and
58 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
59 not get identified if your alchemy level is too low.
60
61 A higher alchemy level will also help you to estimate the value of items better.
62
63 To create something new, for example some dust or potion, you have to get a B<cauldron>.
64 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
65 their cauldron for a fee. All you need now is to know what items creates which other item.
66 You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
67 all ingredients for a receipe before using them!
68
69 For a start you could try to make B<water of the wise>:
70 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
71 If everything worked there should be B<water of the wise> in the cauldron now.
72 Congratulations, your first alchemy was done!
73
74 Be careful when doing alchemy and trying complicated receipes, they might fail and
75 will backfire heavily at you.
76
77 I<Never, ever, do alchemy in your home or in public places!> You can
78 easily create powerful monsters that will kill you, kill you again when
79 you wake up in your savebed, kill you again... etc.
80
81 =head2 bargaining
82
83 This skill helps you to bargain in shops when buying and selling. The higher
84 your bargaining level is the better prices you will get. Besides having a high
85 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
86
87 When you are in a shop, you can C<use_skill bargaining> to see whether that
88 shop will buy the items you want to sell at a higher price than others and
89 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
90
91 =head2 bowyer
92
93 You can identify missile weapons and missiles such as arrows, bolts and
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
99 =head2 clawing
100
101 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
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 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
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 learned via a L<skill scroll>.
119
120 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 =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 appropriate B<talisman> or learned via a L<skill scroll>.
129
130 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
133 =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 an appropriate B<talisman> or learned via a L<skill scroll>.
138
139 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 =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 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 =head2 flame touch
154
155 You can make a "bare-handed attack". Damage is based on the user's
156 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
157 skill for the fireborn character class.
158
159 =head2 hiding
160
161 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 You enjoy limited form of invisibility. If you attack or move too much
165 you become visible.
166
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 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
180 =head2 karate
181
182 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
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 L<charisma|stat_Cha> and level.
236
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 learned (e.g. using a L<skill scroll>) or acquired
242 through the use of a B<holy symbol>.
243
244 =head2 punching
245
246 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
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 monsters are immune. Success depends on user level and L<charisma|stat_Cha>.
275
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
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
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 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
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 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
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