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Revision: 1.15
Committed: Wed Apr 2 14:42:31 2008 UTC (16 years, 2 months ago) by root
Branch: MAIN
CVS Tags: rel-0_9972, rel-0_9973, rel-0_9974, rel-0_9975, rel-0_9976, rel-0_9971, rel-1_21
Changes since 1.14: +2 -2 lines
Log Message:
better arch import

File Contents

# User Rev Content
1 root 1.1 =head1 Skills
2    
3     =head1 Description
4    
5     Instead of gaining experience for basically just killing monsters (and
6 root 1.14 disarming traps) you can also gain experience in a variety of other
7     skills, which can either be learned or used through a skill tool or
8     talisman.
9 root 1.1
10 root 1.6 =head1 X<skill_description>Skill Descriptions
11 root 1.1
12     Below is a more detailed description of each skills and how they are used.
13    
14     =head2 alchemy
15    
16 root 1.5 You can identify potions, containers, and different kinds of ore and
17     mineral, mix potions and create other stuff (such as gold, weapons, deadly
18     monsters killing him/her etc.) from other ingredients using a cauldron
19 root 1.15 L<$ARCH/cauldron.x11>.
20 root 1.1
21     To identify alchemy stuff you have to stand over it or have it in your inventory and
22     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
23     not get identified if your alchemy level is too low.
24    
25     A higher alchemy level will also help you to estimate the value of items better.
26    
27     To create something new, for example some dust or potion, you have to get a B<cauldron>.
28     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
29     their cauldron for a fee. All you need now is to know what items creates which other item.
30 elmex 1.7 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
31     all ingredients for a recipe before using them!
32 root 1.1
33     For a start you could try to make B<water of the wise>:
34     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
35     If everything worked there should be B<water of the wise> in the cauldron now.
36     Congratulations, your first alchemy was done!
37    
38     Be careful when doing alchemy and trying complicated receipes, they might fail and
39     will backfire heavily at you.
40    
41     I<Never, ever, do alchemy in your home or in public places!> You can
42     easily create powerful monsters that will kill you, kill you again when
43     you wake up in your savebed, kill you again... etc.
44    
45     =head2 bargaining
46    
47     This skill helps you to bargain in shops when buying and selling. The higher
48     your bargaining level is the better prices you will get. Besides having a high
49 root 1.6 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
50 root 1.1
51     When you are in a shop, you can C<use_skill bargaining> to see whether that
52     shop will buy the items you want to sell at a higher price than others and
53     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
54    
55     =head2 bowyer
56    
57 root 1.6 You can identify missile weapons and missiles such as arrows, bolts and
58     bows. One can also create special bows and arrows from other ingredients
59     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
60 root 1.15 skill and a B<workbench> L<$ARCH/workbench.x11>
61 root 1.6 (you just have to find out a recipe).
62 root 1.1
63     =head2 clawing
64    
65 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
66     L<strength|stat_Str> and level. With time, one can have different claws
67     such as fire claws or electric claws. An elemental residue from the dragon
68     guild is required to change this. The dragon guild can be found in scorn.
69 root 1.1
70     =head2 levitation
71    
72     You can levitate (fly low) at will. Using the skill first makes you
73     levitate, and at the second time returns you to the earth.
74 elmex 1.3 Levitation can be useful to fly over water streams that move you
75     if you walk in them, or it prevents you from falling into a pit.
76 root 1.1
77     =head2 summoning
78    
79     You can cast spells related to the B<summoning> school of wizardry, which
80     mostly summon monsters, bullet walls and similar things. This skill
81     may be acquired either through the use of an appropriate B<talisman> or
82 root 1.5 learned via a L<skill scroll>.
83 root 1.1
84 elmex 1.3 The most basic spells you might want to get is 'summon pet monster'
85     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
86     the spells and read their description.
87    
88 root 1.1 =head2 pyromancy
89    
90     You can cast spells related to the B<pyromancy> (fire) school of
91     wizardry. This skill may be acquired either through the use of an
92 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
93 root 1.1
94 root 1.5 The first spell would be 'burning hands' which casts a cone of fire which
95     burns your enemies. It becomes stronger with your pyromancy level.
96 elmex 1.3
97 root 1.1 =head2 evocation
98    
99     You can cast spells related to the B<evocation> (mostly cold magic)
100     school of wizardry. This skill may be acquired either through the use of
101 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
102 root 1.1
103 elmex 1.3 The spell you should start with is 'icestorm' which casts a cone
104     of ice which freezes your enemies. It becomes stronger with your evocation level.
105    
106 root 1.1 =head2 sorcery
107    
108     You can cast spells related to the B<sorcery> (identify, town portal and
109     other meta-spells) school of wizardry. This skill may be acquired either
110     through the use of an appropriate B<talisman> or learned via a B<skill
111     scroll>.
112    
113 elmex 1.4 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
114     between two points in the world) and also attack spells like 'spark shower'
115     and 'steambolt'.
116    
117 root 1.1 =head2 flame touch
118    
119     You can make a "bare-handed attack". Damage is based on the user's
120 root 1.6 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
121     skill for the fireborn character class.
122 root 1.1
123     =head2 hiding
124    
125 elmex 1.4 This skill lets you hide, that means that you will become invisible.
126     To hide you need to find a place with other stuff on it where you can hide.
127    
128 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
129 elmex 1.4 you become visible.
130 root 1.1
131     =head2 jeweler
132    
133     You can identify amulets, rings and talismans. One can also improve magic
134 elmex 1.7 rings or enchant non-magic rings to give them stat bonuses, this works
135     similar to the L<alchemy skill|skill_description/alchemy>, only that
136     you need to put the ingredients in a B<jeweler's workbench>.
137 root 1.1
138 elmex 1.10 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
139    
140 root 1.1 =head2 jumping
141    
142 root 1.6 You can "skip" over one, two or three spaces in the selected
143     direction. Distance depends on weight carried, L<strength|stat_Str> and
144     L<dexterity|stat_Dex> of the user. This skill may also be used as an
145     attack.
146 root 1.1
147     =head2 karate
148    
149 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
150     L<strength|stat_Str> and level. This attack is the fastest and (at higher
151     levels) most deadly of the hand-to-hand attacks available.
152 root 1.1
153     =head2 climbing
154    
155     Having this skill allows you to move faster through hilly areas than players
156 elmex 1.7 without this skill. B<Note:> You can't gain experience in this skill. Having
157     this skill is enough to move faster.
158 root 1.1
159     =head2 literacy
160    
161 elmex 1.7 You can identify books and scrolls that you hold. Since scrolls are
162 root 1.1 currently always identified, this is not the greatest of skills.
163    
164     =head2 lockpicking
165    
166     You may "pick locks" (open doors). You need to have readied some
167     B<lockpicks> to use this skill.
168    
169     =head2 meditation
170    
171 elmex 1.7 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
172 root 1.14 the L<skill_description/praying> skill. Player must first strip
173 root 1.1 off encumbering armour however. This skill is only available to the "monk"
174     character class.
175    
176     =head2 one handed weapons
177    
178     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
179     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
180     direction keys.
181    
182     =head2 two handed weapons
183    
184     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
185     Wield and ready the weapon by applying it and use the fire and direction keys.
186    
187     =head2 missile weapons
188    
189     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
190 elmex 1.7 Fire arrows by applying a bow and using the fire and direction keys. To fire
191 root 1.1 specific arrows to kill a monster that is weak against a certain arrow, mark
192     this arrow and fire.
193    
194     =head2 mountaineer
195    
196     While the skill is readied, the possessor will move faster through "hilly"
197     terrain (hills, mountains, etc.)
198    
199     =head2 oratory
200    
201 root 1.11 You may "recruit" followers targeting them with your B<oratory>
202     skill. Recruitees must be unaggressive to start (a good way to pacify
203     monsters is the L<singing skill|skill_description/singing>). Use of
204     this skill may anger the audience. Also, some monsters are immune to
205     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
206     vs. the recruitee's L<intelligence|stat_Int> and level.
207    
208     Kill experience from your followers goes directly to your oratory skill.
209    
210     Cleaning women and unagggressive low-level monsters (such as the dogs in
211     the wizards house in scorn) are good initial targets for this skill.
212 root 1.1
213     =head2 praying
214    
215 root 1.14 The praying skill allows you to cast "cleric" spells. In addition, this
216     skill may be used to accelerate the accumulation of grace points by
217     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
218     learned (e.g. using a L<skill scroll>) or acquired through the use of a
219     B<holy symbol>.
220 elmex 1.7
221 root 1.14 One of the best spells to start with is the 'holy word' spell and later,
222 elmex 1.7 if you find it, the 'banishment' spell, which is much stronger.
223 root 1.1
224     =head2 punching
225    
226 root 1.6 You can make a "bare-handed attack". Damage is based on the user's
227     L<strength|stat_Str> and level. This is the most feeble of the
228     hand-to-hand attacks.
229 root 1.1
230     =head2 find traps
231    
232     You can search (more effectively) for traps. This is not a "passive"
233     skill, it must be applied in order to gain the advantage in discovering
234     traps, or actively used when in vicinity of a trap. To use it, fire into
235     any direction.
236    
237 root 1.9 =head2 disarm traps
238 root 1.1
239     You can disarm previously discovered traps (for example, with the B<find traps> skill).
240    
241     =head2 sense curse
242    
243     You can detect whether items that you hold are B<cursed> by firing in any
244     direction while this skill is readied.
245    
246     =head2 sense magic
247    
248     You can detect whether items that you hold are B<magic> by firing in any
249     direction while this skill is readied.
250    
251     =head2 singing
252    
253 root 1.11 You may pacify hostile monsters with this area attack skill. Certain
254     kinds of monsters are immune. Success depends on user's level and her
255     L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
256    
257     Singing is a good companion skill for the L<oratory
258     skill|skill_description/oratory>: first you pacify creates using singing,
259     then you can orate them, convincing them if your cause. It is a useful
260     skill when monsters are overwhelming you, too.
261 root 1.1
262     =head2 smithery
263    
264     You can identify arms and armour that you hold, and, with the help of a
265     B<forge>, can even create weapons using the alchemy skill.
266    
267     =head2 stealing
268    
269     You can take items from the inventory of NPCs, monsters and maybe other
270     players.
271    
272 root 1.9 =head2 thaumaturgy
273 root 1.1
274     You can identify rods, wands and horns that you are holding, and, with
275     the help of a B<thaumaturgists workbench> and the alchemy skill, create
276     those things.
277    
278     =head2 throwing
279    
280     You can throw items at monsters. To do this, fire at a monster with this skill
281     readied. You can chose what to throw by marking an item, if you do not chose an
282     item, an item from your inventory is randomly picked and thrown unless the item
283     is locked.
284    
285     ERROR: Randomly?
286    
287     =head2 use magic item
288    
289     You can use magic items like rods/wands/horns. The level of experience
290     influences how powerful the spells are you can evoke from the
291     rod/wand/horn.
292    
293     =head2 woodsman
294    
295     While the skill is readied, the possessor will move faster through
296     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
297    
298     =head2 inscription
299    
300     You can inscribe scrolls with a text. This is useful to create messages,
301     especially via the Imperial Post Office (IPO).
302 root 1.6
303     You can also rewrite spell scrolls with a previously known spell. You
304     need L<mana|stat_mana>, time and an old scroll. Backfire effects are
305     possible. Only available as a 'writing pen'.
306 root 1.1
307     How to rewrite a mail scroll/books etc.:
308    
309     mark <name of scroll> # or use the menu
310     use_skill inscription <your message goes here>
311    
312     How to rewrite a spell scroll:
313    
314     mark <name of scroll> # or use the menu
315     cast <spell> # prepare the spell you want to write
316     use_skill inscription # write the spell on the scroll
317    
318     The scroll on which you want to write has to be much lower than your inscription
319     level, otherwise you may accidentally read the scroll and cast the spell inside it.
320     If you succeed, the scroll will be a scroll of the spell you chose and your level of
321     inscription as its level. Hence, you don't need to be that level in the spell skill
322     to write higher level spellscrolls.
323    
324     Caution: Magic spell writing can be risky to one's health. There can be
325     some negative effects if one fails to write a spell scroll. The most
326     benign is that one becomes confused for a short time. Other effects are
327     more severe and can even be dangerous.
328    
329     =head2 spark touch
330    
331     You can do a "bare-handed attack" and shock the opponent with this skill
332     readied. Attacking is done by running into the opponent. This is a unique skill
333     that can only be used by sparklings.
334    
335     =head2 shiver
336    
337     You can do a "bare-handed attack" and send waves of frost to the opponent with
338     this skill readied. Attacking is done by running into the opponent. This is a
339     unique skill that can only be used by iceborns.
340    
341     =head2 acid splash
342    
343     You can do a "bare-handed attack" and splash the opponent with acid using this
344     skill. Attacking is done by running into the opponent. This is a unique skill
345     that can only be used by acidborns.
346    
347     =head2 poison nail
348    
349     TODO: Add goblins and think about the name goblin.
350    
351     You can do a "bare-handed attack" and inject poison into 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 goblins.
354    
355     =head1 About experience and skills
356    
357     =head2 Associated and miscellaneous skills
358    
359 root 1.12 In Deliantra, two types of skills exist; The first kind, "associated"
360 root 1.1 skills, are those skills which are associated with a category of
361     experience. The other kind of skill, "miscellaneous" skills, are not
362     related to any experience category.
363    
364     The main difference between these two kinds of skills is in the result
365     of their use. When associated skills are used successfully experience
366     is accrued in the experience category associated with that skill. In
367     contrast, the use of miscellaneous skills never gains the player any
368     experience regardless of the success in using it.
369    
370     Both miscellaneous and associated skills can fail. This means that
371     the attempt to use the skill was unsuccessful. Both miscellaneous
372     and associated skills can have certain primary stats associated with
373     them. These associated stats can help to determine if the use of a skill
374     is successful and to what degree it is successful.
375    
376     All gained experience is modified by the associated stats for that skill
377     (table skill statistics) and then the appropriate experience category
378     automatically updated as needed.
379    
380     =head2 Restrictions on skills use and gaining experience
381    
382     Neither a character's stats nor the character class restricts the player
383     from gaining experience in any of the experience categories. Also, there
384     are no inherent restrictions on character skill use-any player may use any
385     acquired skill.
386    
387     Average of Experienced
388     Associated Gain
389     Stats Multiplier
390     1 0.01
391     2 0.1
392     3 0.3
393     4 0.5
394     5 0.6
395     6 0.7
396     7 0.8
397     8 0.85
398     9 0.9
399     10 0.95
400     11 0.96
401     12 0.97
402     13 0.98
403     14 0.99
404     15 1.0
405     16 1.01
406     17 1.02
407     18 1.03
408     19 1.04
409     20 1.05
410     21 1.07
411     22 1.09
412     23 1.12
413     24 1.15
414     25 1.2
415     26 1.3
416     27 1.4
417     28 1.5
418     29 1.7
419     30 2.0
420    
421     =head2 Algorithm for Experience Gain under the skills system
422    
423     Here we take the view that a player must "overcome an opponent" in
424     order to gain experience. Examples include foes killed in combat,
425     finding/disarming a trap, stealing from some being, identifying an object,
426     etc.
427    
428     Gained experience is based primarily on the difference in levels between
429     "opponents," experience point value of a "vanquished foe," the values of
430     the associated stats of the skill being used and two factors that are set
431     internally. (Note: If you want to know more about this, check out the
432     skills_developers.doc.)
433    
434     Below the algorithm for experience gain is given where player "pl" has
435     "vanquished" opponent "op" using skill "sk:"
436    
437     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
438    
439     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
440     base experience award for "op" which depends on what op is (see below),
441     stat_mult is taken from table experience modification, and lvl_mult is:
442    
443     For C<< level(pl)> < level(op) >>:
444    
445     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
446    
447     For C<< level(pl) = level(op) >>:
448    
449     lvl_mult = FACTOR(sk)
450    
451     For C<< level(pl) > level(op) >>:
452    
453     lvl_mult = (level(op)/level(pl));
454    
455     where C<level(op)> is the level of "op," level (pl) is the level of the
456     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
457     "pl."
458    
459     There are three different cases for how EXP (op) can be computed:
460    
461     =over 4
462    
463     =item op is a living creature: EXP(op) is just the base experience award
464     given in the spoiler.
465    
466     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
467     visible). Thus, traps which are highly visible get lower values.
468    
469     =item op is not a trap but is non-living: EXP(op) = internal experience
470     award of the item. Also, the lvl_mult is multiplied by any magic
471     enchantment on the item.
472    
473     =back
474    
475     =head1 How skills are used
476    
477     =over 4
478    
479     =item B<< skills >> This command lists all the player's current known
480     skills, their level of use and the associated experience category of each
481     skill.
482    
483     =item B<< ready_skill I<skill> >> This command changes the player's current
484     readied skill to <skill>.
485    
486     =item B<< use_skill I<skill> I<string> >> This command changes the player's
487     current readied skill and then executes it in the facing direction of the
488     player. Similar in action to the invoke command.
489    
490     =back
491    
492 root 1.6 Three player commands are related to skills use: L<ready_skill>,
493     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
494     a skill by first readying the right one, with the ready_skill command and
495     then making a ranged "attack" to activate the skill; using most skills is
496     just like firing a wand or a bow. In a few cases however, a skill is be
497     used just by having it readied. For example, the mountaineer skill allows
498     favorable movement though hilly terrain while it is readied.
499 root 1.1
500     To change to a new skill, a player can use either the B<use_skill> or
501     B<ready_skill> commands, but note that the use of several common items can
502     automatically change the player's current skill too. Examples of this
503     include readying a bow (which will cause the code to make the player's
504     current skill missile_weapons) or readying a melee weapon (current skill
505     auto-matically becomes melee weapons). Also, some player actions can cause
506     a change in the current skill. Running into a monster while you have a
507     readied weapon in your inventory causes the code to automatically make our
508     current skill melee weapons. As another example of this-casting a spell
509     will cause the code to switch the current skill to wizardry or praying (as
510     appropriate to the spell type).
511    
512     It is not possible to use more than one skill at a time.
513    
514     =head2 Acquiring skills
515    
516     Skills may be gained in two ways. In the first, new skills may
517 root 1.5 learned. This is done by reading a L<skill scroll>
518     and the process is very similar to learning a spell. Just as in attempts
519     to learn incantations, success in learning skills is dependent on a random
520     test based on the learner's INT. Using your INT stat, look in the learn%
521     column in table primary stat effects to find your % chance of learning a
522     skill. Once you hit 100%, you will always be successfull in learning new
523     skills.
524 root 1.1
525     The acquisition of a skill tool will also allow the player to use a new
526     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
527     the player to pick door locks). The player merely applies the skill tool
528     in order to gain use of the new skill. If the tool is unapplied, the
529     player loses the use of the skill associated with the tool.
530    
531     After a new skill is gained (either learned or if player has an applied
532     skill tool) it will appear on the player's skill roster (use the 'skills
533     command to view its status). If the new skill is an associated skill,
534     then it will automatically be gained at the player's current level in the
535     appropriate experience category.
536    
537     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
538     lockpicks and applies them. He may now use the skill lockpicking at 5th
539     level of ability since that is an agility associated skill.
540    
541     =head1 Authors
542    
543     Parts of this document were originally compiled, edited, and written by
544     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
545     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
546    
547 root 1.13 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
548 root 1.1 Steenhoven and Marc A. Lehmann.
549