ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/pod/skill_help.pod
Revision: 1.17
Committed: Wed Oct 14 23:20:23 2009 UTC (14 years, 8 months ago) by root
Branch: MAIN
CVS Tags: rel-2_10
Changes since 1.16: +6 -2 lines
Log Message:
*** empty log message ***

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 experience in a variety of other
7 skills, which can either be learned or used through a skill tool or
8 talisman.
9
10 =head1 X<skill_description>Skill Descriptions
11
12 Below is a more detailed description of each skills and how they are used.
13
14 =head2 alchemy
15
16 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 L<$ARCH/cauldron.x11>.
20
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 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
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 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
50
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 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 skill and a B<workbench> L<$ARCH/workbench.x11>
61 (you just have to find out a recipe).
62
63 =head2 clawing
64
65 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
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 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
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 learned via a L<skill scroll>.
83
84 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 =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 appropriate B<talisman> or learned via a L<skill scroll>.
93
94 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
97 =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 an appropriate B<talisman> or learned via a L<skill scroll>.
102
103 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 =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 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 =head2 flame touch
118
119 You can make a "bare-handed attack". Damage is based on the user's
120 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
121 skill for the fireborn character class.
122
123 =head2 hiding
124
125 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 You enjoy limited form of invisibility. If you attack or move too much
129 you become visible.
130
131 =head2 jeweler
132
133 You can identify amulets, rings and talismans. One can also improve magic
134 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
138 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
139
140 =head2 jumping
141
142 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
147 =head2 karate
148
149 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
153 =head2 climbing
154
155 Having this skill allows you to move faster through hilly areas than players
156 without this skill. B<Note:> You can't gain experience in this skill. Having
157 this skill is enough to move faster.
158
159 =head2 literacy
160
161 With this skill you can identify books and scrolls in your inventory,
162 giving you more experience that you cna invest into identifying higher
163 level books and scrolls.
164
165 Literacy is also required to read books and scrolls, and to learn new
166 spells and skills from books and scrolls.
167
168 =head2 lockpicking
169
170 You may "pick locks" (open doors). You need to have readied some
171 B<lockpicks> to use this skill.
172
173 =head2 meditation
174
175 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
176 the L<skill_description/praying> skill. Player must first strip
177 off encumbering armour however. This skill is only available to the "monk"
178 character class.
179
180 =head2 one handed weapons
181
182 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
183 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
184 direction keys.
185
186 =head2 two handed weapons
187
188 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
189 Wield and ready the weapon by applying it and use the fire and direction keys.
190
191 =head2 missile weapons
192
193 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
194 Fire arrows by applying a bow and using the fire and direction keys. To fire
195 specific arrows to kill a monster that is weak against a certain arrow, mark
196 this arrow and fire.
197
198 =head2 mountaineer
199
200 While the skill is readied, the possessor will move faster through "hilly"
201 terrain (hills, mountains, etc.)
202
203 =head2 oratory
204
205 You may "recruit" followers targeting them with your B<oratory>
206 skill. Recruitees must be unaggressive to start (a good way to pacify
207 monsters is the L<singing skill|skill_description/singing>). Use of
208 this skill may anger the audience. Also, some monsters are immune to
209 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
210 vs. the recruitee's L<intelligence|stat_Int> and level.
211
212 Kill experience from your followers goes directly to your oratory skill.
213
214 Cleaning women and unagggressive low-level monsters (such as the dogs in
215 the wizards house in scorn) are good initial targets for this skill.
216
217 =head2 praying
218
219 The praying skill allows you to cast "cleric" spells. In addition, this
220 skill may be used to accelerate the accumulation of grace points by
221 praying (see L<How do I pray?|how_tp_pray>. This skill may be either
222 learned (e.g. using a L<skill scroll>) or acquired through the use of a
223 B<holy symbol>.
224
225 One of the best spells to start with is the 'holy word' spell and later,
226 if you find it, the 'banishment' spell, which is much stronger.
227
228 =head2 punching
229
230 You can make a "bare-handed attack". Damage is based on the user's
231 L<strength|stat_Str> and level. This is the most feeble of the
232 hand-to-hand attacks.
233
234 =head2 find traps
235
236 You can search (more effectively) for traps. This is not a "passive"
237 skill, it must be applied in order to gain the advantage in discovering
238 traps, or actively used when in vicinity of a trap. To use it, fire into
239 any direction.
240
241 =head2 disarm traps
242
243 You can disarm previously discovered traps (for example, with the B<find traps> skill).
244
245 =head2 sense curse
246
247 You can detect whether items that you hold are B<cursed> by firing in any
248 direction while this skill is readied.
249
250 =head2 sense magic
251
252 You can detect whether items that you hold are B<magic> by firing in any
253 direction while this skill is readied.
254
255 =head2 singing
256
257 You may pacify hostile monsters with this area attack skill. Certain
258 kinds of monsters are immune. Success depends on user's level and her
259 L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
260
261 Singing is a good companion skill for the L<oratory
262 skill|skill_description/oratory>: first you pacify creates using singing,
263 then you can orate them, convincing them if your cause. It is a useful
264 skill when monsters are overwhelming you, too.
265
266 =head2 smithery
267
268 You can identify arms and armour that you hold, and, with the help of a
269 B<forge>, can even create weapons using the alchemy skill.
270
271 =head2 stealing
272
273 You can take items from the inventory of NPCs, monsters and maybe other
274 players.
275
276 =head2 thaumaturgy
277
278 You can identify rods, wands and horns that you are holding, and, with
279 the help of a B<thaumaturgists workbench> and the alchemy skill, create
280 those things.
281
282 =head2 throwing
283
284 You can throw items at monsters. To do this, fire at a monster with this skill
285 readied. You can chose what to throw by marking an item, if you do not chose an
286 item, an item from your inventory is randomly picked and thrown unless the item
287 is locked.
288
289 ERROR: Randomly?
290
291 =head2 use magic item
292
293 You can use magic items like rods/wands/horns. The level of experience
294 influences how powerful the spells are you can evoke from the
295 rod/wand/horn.
296
297 =head2 woodsman
298
299 While the skill is readied, the possessor will move faster through
300 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
301
302 Woodsmen can also craft various items useful to their skill.
303
304 =head2 inscription
305
306 You can inscribe empty scrolls and books with a text. This is useful to
307 create messages, especially via the Imperial Post Office (IPO).
308
309 You can also write spell scrolls with a spell known to you. You need
310 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
311 possible. Only available as a 'writing pen'.
312
313 How to write into a mail scroll/books etc.:
314
315 mark <name of scroll> # or use the menu
316 use_skill inscription <your message goes here>
317
318 How to rewrite a spell scroll:
319
320 mark <name of scroll> # or use the menu
321 cast <spell> # prepare the spell you want to write
322 use_skill inscription # write the spell on the scroll
323
324 If you succeed, the scroll will be a scroll of the spell you chose and
325 your level of inscription as its level. Hence, you don't need to be that
326 level in the spell skill to write higher level spellscrolls.
327
328 Caution: Magic spell writing can be risky to one's health. There can be
329 some negative effects if one fails to write a spell scroll. The most
330 benign is that one becomes confused for a short time. Other effects are
331 more severe and can even be dangerous.
332
333 =head2 spark touch
334
335 You can do a "bare-handed attack" and shock the opponent with this skill
336 readied. Attacking is done by running into the opponent. This is a unique skill
337 that can only be used by sparklings.
338
339 =head2 shiver
340
341 You can do a "bare-handed attack" and send waves of frost to the opponent with
342 this skill readied. Attacking is done by running into the opponent. This is a
343 unique skill that can only be used by iceborns.
344
345 =head2 acid splash
346
347 You can do a "bare-handed attack" and splash the opponent with acid using this
348 skill. Attacking is done by running into the opponent. This is a unique skill
349 that can only be used by acidborns.
350
351 =head2 poison nail
352
353 TODO: Add goblins and think about the name goblin.
354
355 You can do a "bare-handed attack" and inject poison into the opponent with
356 this skill readied. Attacking is done by running into the opponent. This is a
357 unique skill that can only be used by goblins.
358
359 =head1 About experience and skills
360
361 =head2 Associated and miscellaneous skills
362
363 In Deliantra, two types of skills exist; The first kind, "associated"
364 skills, are those skills which are associated with a category of
365 experience. The other kind of skill, "miscellaneous" skills, are not
366 related to any experience category.
367
368 The main difference between these two kinds of skills is in the result
369 of their use. When associated skills are used successfully experience
370 is accrued in the experience category associated with that skill. In
371 contrast, the use of miscellaneous skills never gains the player any
372 experience regardless of the success in using it.
373
374 Both miscellaneous and associated skills can fail. This means that
375 the attempt to use the skill was unsuccessful. Both miscellaneous
376 and associated skills can have certain primary stats associated with
377 them. These associated stats can help to determine if the use of a skill
378 is successful and to what degree it is successful.
379
380 All gained experience is modified by the associated stats for that skill
381 (table skill statistics) and then the appropriate experience category
382 automatically updated as needed.
383
384 =head2 Restrictions on skills use and gaining experience
385
386 Neither a character's stats nor the character class restricts the player
387 from gaining experience in any of the experience categories. Also, there
388 are no inherent restrictions on character skill use-any player may use any
389 acquired skill.
390
391 Average of Experienced
392 Associated Gain
393 Stats Multiplier
394 1 0.01
395 2 0.1
396 3 0.3
397 4 0.5
398 5 0.6
399 6 0.7
400 7 0.8
401 8 0.85
402 9 0.9
403 10 0.95
404 11 0.96
405 12 0.97
406 13 0.98
407 14 0.99
408 15 1.0
409 16 1.01
410 17 1.02
411 18 1.03
412 19 1.04
413 20 1.05
414 21 1.07
415 22 1.09
416 23 1.12
417 24 1.15
418 25 1.2
419 26 1.3
420 27 1.4
421 28 1.5
422 29 1.7
423 30 2.0
424
425 =head2 Algorithm for Experience Gain under the skills system
426
427 Here we take the view that a player must "overcome an opponent" in
428 order to gain experience. Examples include foes killed in combat,
429 finding/disarming a trap, stealing from some being, identifying an object,
430 etc.
431
432 Gained experience is based primarily on the difference in levels between
433 "opponents," experience point value of a "vanquished foe," the values of
434 the associated stats of the skill being used and two factors that are set
435 internally. (Note: If you want to know more about this, check out the
436 skills_developers.doc.)
437
438 Below the algorithm for experience gain is given where player "pl" has
439 "vanquished" opponent "op" using skill "sk:"
440
441 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
442
443 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
444 base experience award for "op" which depends on what op is (see below),
445 stat_mult is taken from table experience modification, and lvl_mult is:
446
447 For C<< level(pl)> < level(op) >>:
448
449 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
450
451 For C<< level(pl) = level(op) >>:
452
453 lvl_mult = FACTOR(sk)
454
455 For C<< level(pl) > level(op) >>:
456
457 lvl_mult = (level(op)/level(pl));
458
459 where C<level(op)> is the level of "op," level (pl) is the level of the
460 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
461 "pl."
462
463 There are three different cases for how EXP (op) can be computed:
464
465 =over 4
466
467 =item op is a living creature: EXP(op) is just the base experience award
468 given in the spoiler.
469
470 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
471 visible). Thus, traps which are highly visible get lower values.
472
473 =item op is not a trap but is non-living: EXP(op) = internal experience
474 award of the item. Also, the lvl_mult is multiplied by any magic
475 enchantment on the item.
476
477 =back
478
479 =head1 How skills are used
480
481 =over 4
482
483 =item B<< skills >> This command lists all the player's current known
484 skills, their level of use and the associated experience category of each
485 skill.
486
487 =item B<< ready_skill I<skill> >> This command changes the player's current
488 readied skill to <skill>.
489
490 =item B<< use_skill I<skill> I<string> >> This command changes the player's
491 current readied skill and then executes it in the facing direction of the
492 player. Similar in action to the invoke command.
493
494 =back
495
496 Three player commands are related to skills use: L<ready_skill>,
497 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
498 a skill by first readying the right one, with the ready_skill command and
499 then making a ranged "attack" to activate the skill; using most skills is
500 just like firing a wand or a bow. In a few cases however, a skill is be
501 used just by having it readied. For example, the mountaineer skill allows
502 favorable movement though hilly terrain while it is readied.
503
504 To change to a new skill, a player can use either the B<use_skill> or
505 B<ready_skill> commands, but note that the use of several common items can
506 automatically change the player's current skill too. Examples of this
507 include readying a bow (which will cause the code to make the player's
508 current skill missile_weapons) or readying a melee weapon (current skill
509 auto-matically becomes melee weapons). Also, some player actions can cause
510 a change in the current skill. Running into a monster while you have a
511 readied weapon in your inventory causes the code to automatically make our
512 current skill melee weapons. As another example of this-casting a spell
513 will cause the code to switch the current skill to wizardry or praying (as
514 appropriate to the spell type).
515
516 It is not possible to use more than one skill at a time.
517
518 =head2 Acquiring skills
519
520 Skills may be gained in two ways. In the first, new skills may
521 learned. This is done by reading a L<skill scroll>
522 and the process is very similar to learning a spell. Just as in attempts
523 to learn incantations, success in learning skills is dependent on a random
524 test based on the learner's INT. Using your INT stat, look in the learn%
525 column in table primary stat effects to find your % chance of learning a
526 skill. Once you hit 100%, you will always be successfull in learning new
527 skills.
528
529 The acquisition of a skill tool will also allow the player to use a new
530 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
531 the player to pick door locks). The player merely applies the skill tool
532 in order to gain use of the new skill. If the tool is unapplied, the
533 player loses the use of the skill associated with the tool.
534
535 After a new skill is gained (either learned or if player has an applied
536 skill tool) it will appear on the player's skill roster (use the 'skills
537 command to view its status). If the new skill is an associated skill,
538 then it will automatically be gained at the player's current level in the
539 appropriate experience category.
540
541 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
542 lockpicks and applies them. He may now use the skill lockpicking at 5th
543 level of ability since that is an agility associated skill.
544
545 =head1 Authors
546
547 Parts of this document were originally compiled, edited, and written by
548 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
549 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
550
551 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
552 Steenhoven and Marc A. Lehmann.
553