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 recipes. It is B<very important> that you B<identify> |
67 |
all ingredients for a recipe 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, this works |
171 |
similar to the L<alchemy skill|skill_description/alchemy>, only that |
172 |
you need to put the ingredients in a B<jeweler's workbench>. |
173 |
|
174 |
=head2 jumping |
175 |
|
176 |
You can "skip" over one, two or three spaces in the selected |
177 |
direction. Distance depends on weight carried, L<strength|stat_Str> and |
178 |
L<dexterity|stat_Dex> of the user. This skill may also be used as an |
179 |
attack. |
180 |
|
181 |
=head2 karate |
182 |
|
183 |
You can make a "bare-handed attack". Damage is based on the user's |
184 |
L<strength|stat_Str> and level. This attack is the fastest and (at higher |
185 |
levels) most deadly of the hand-to-hand attacks available. |
186 |
|
187 |
=head2 climbing |
188 |
|
189 |
Having this skill allows you to move faster through hilly areas than players |
190 |
without this skill. B<Note:> You can't gain experience in this skill. Having |
191 |
this skill is enough to move faster. |
192 |
|
193 |
=head2 literacy |
194 |
|
195 |
You can identify books and scrolls that you hold. Since scrolls are |
196 |
currently always identified, this is not the greatest of skills. |
197 |
|
198 |
=head2 lockpicking |
199 |
|
200 |
You may "pick locks" (open doors). You need to have readied some |
201 |
B<lockpicks> to use this skill. |
202 |
|
203 |
=head2 meditation |
204 |
|
205 |
Player can regain mana/hp at an accelerated rate by C<use_skill meditation>, |
206 |
the L<praying skill|skill_description/praying>. Player must first strip |
207 |
off encumbering armour however. This skill is only available to the "monk" |
208 |
character class. |
209 |
|
210 |
=head2 one handed weapons |
211 |
|
212 |
You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
213 |
B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
214 |
direction keys. |
215 |
|
216 |
=head2 two handed weapons |
217 |
|
218 |
You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
219 |
Wield and ready the weapon by applying it and use the fire and direction keys. |
220 |
|
221 |
=head2 missile weapons |
222 |
|
223 |
The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
224 |
Fire arrows by applying a bow and using the fire and direction keys. To fire |
225 |
specific arrows to kill a monster that is weak against a certain arrow, mark |
226 |
this arrow and fire. |
227 |
|
228 |
=head2 mountaineer |
229 |
|
230 |
While the skill is readied, the possessor will move faster through "hilly" |
231 |
terrain (hills, mountains, etc.) |
232 |
|
233 |
=head2 oratory |
234 |
|
235 |
You may "recruit" followers. Recruitees must be of lower level, and |
236 |
unaggressive to start. Use of this skill may anger the audience. Also, |
237 |
"special" monsters are immune to recruitment. Success depends on user's |
238 |
L<charisma|stat_Cha> and level. |
239 |
|
240 |
=head2 praying |
241 |
|
242 |
You are allowed to cast "cleric" spells. In addition, this skill may be |
243 |
used to accelerate the accumulation of grace by C<use_skill praying>. |
244 |
This skill may be either learned (e.g. using a L<skill scroll>) or |
245 |
acquired through the use of a B<holy symbol>. |
246 |
|
247 |
One of the best spells to start is the 'holy word' spell and later, |
248 |
if you find it, the 'banishment' spell, which is much stronger. |
249 |
|
250 |
=head2 punching |
251 |
|
252 |
You can make a "bare-handed attack". Damage is based on the user's |
253 |
L<strength|stat_Str> and level. This is the most feeble of the |
254 |
hand-to-hand attacks. |
255 |
|
256 |
=head2 find traps |
257 |
|
258 |
You can search (more effectively) for traps. This is not a "passive" |
259 |
skill, it must be applied in order to gain the advantage in discovering |
260 |
traps, or actively used when in vicinity of a trap. To use it, fire into |
261 |
any direction. |
262 |
|
263 |
=head2 disarm traps |
264 |
|
265 |
You can disarm previously discovered traps (for example, with the B<find traps> skill). |
266 |
|
267 |
=head2 sense curse |
268 |
|
269 |
You can detect whether items that you hold are B<cursed> by firing in any |
270 |
direction while this skill is readied. |
271 |
|
272 |
=head2 sense magic |
273 |
|
274 |
You can detect whether items that you hold are B<magic> by firing in any |
275 |
direction while this skill is readied. |
276 |
|
277 |
=head2 singing |
278 |
|
279 |
You may pacify hostile monsters with this skill. Certain kinds of |
280 |
monsters are immune. Success depends on user level and L<charisma|stat_Cha>. |
281 |
|
282 |
=head2 smithery |
283 |
|
284 |
You can identify arms and armour that you hold, and, with the help of a |
285 |
B<forge>, can even create weapons using the alchemy skill. |
286 |
|
287 |
=head2 stealing |
288 |
|
289 |
You can take items from the inventory of NPCs, monsters and maybe other |
290 |
players. |
291 |
|
292 |
=head2 thaumaturgy |
293 |
|
294 |
You can identify rods, wands and horns that you are holding, and, with |
295 |
the help of a B<thaumaturgists workbench> and the alchemy skill, create |
296 |
those things. |
297 |
|
298 |
=head2 throwing |
299 |
|
300 |
You can throw items at monsters. To do this, fire at a monster with this skill |
301 |
readied. You can chose what to throw by marking an item, if you do not chose an |
302 |
item, an item from your inventory is randomly picked and thrown unless the item |
303 |
is locked. |
304 |
|
305 |
ERROR: Randomly? |
306 |
|
307 |
=head2 use magic item |
308 |
|
309 |
You can use magic items like rods/wands/horns. The level of experience |
310 |
influences how powerful the spells are you can evoke from the |
311 |
rod/wand/horn. |
312 |
|
313 |
=head2 woodsman |
314 |
|
315 |
While the skill is readied, the possessor will move faster through |
316 |
"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
317 |
|
318 |
=head2 inscription |
319 |
|
320 |
You can inscribe scrolls with a text. This is useful to create messages, |
321 |
especially via the Imperial Post Office (IPO). |
322 |
|
323 |
You can also rewrite spell scrolls with a previously known spell. You |
324 |
need L<mana|stat_mana>, time and an old scroll. Backfire effects are |
325 |
possible. Only available as a 'writing pen'. |
326 |
|
327 |
How to rewrite a mail scroll/books etc.: |
328 |
|
329 |
mark <name of scroll> # or use the menu |
330 |
use_skill inscription <your message goes here> |
331 |
|
332 |
How to rewrite a spell scroll: |
333 |
|
334 |
mark <name of scroll> # or use the menu |
335 |
cast <spell> # prepare the spell you want to write |
336 |
use_skill inscription # write the spell on the scroll |
337 |
|
338 |
The scroll on which you want to write has to be much lower than your inscription |
339 |
level, otherwise you may accidentally read the scroll and cast the spell inside it. |
340 |
If you succeed, the scroll will be a scroll of the spell you chose and your level of |
341 |
inscription as its level. Hence, you don't need to be that level in the spell skill |
342 |
to write higher level spellscrolls. |
343 |
|
344 |
Caution: Magic spell writing can be risky to one's health. There can be |
345 |
some negative effects if one fails to write a spell scroll. The most |
346 |
benign is that one becomes confused for a short time. Other effects are |
347 |
more severe and can even be dangerous. |
348 |
|
349 |
=head2 spark touch |
350 |
|
351 |
You can do a "bare-handed attack" and shock the opponent with this skill |
352 |
readied. Attacking is done by running into the opponent. This is a unique skill |
353 |
that can only be used by sparklings. |
354 |
|
355 |
=head2 shiver |
356 |
|
357 |
You can do a "bare-handed attack" and send waves of frost to the opponent with |
358 |
this skill readied. Attacking is done by running into the opponent. This is a |
359 |
unique skill that can only be used by iceborns. |
360 |
|
361 |
=head2 acid splash |
362 |
|
363 |
You can do a "bare-handed attack" and splash the opponent with acid using this |
364 |
skill. Attacking is done by running into the opponent. This is a unique skill |
365 |
that can only be used by acidborns. |
366 |
|
367 |
=head2 poison nail |
368 |
|
369 |
TODO: Add goblins and think about the name goblin. |
370 |
|
371 |
You can do a "bare-handed attack" and inject poison into the opponent with |
372 |
this skill readied. Attacking is done by running into the opponent. This is a |
373 |
unique skill that can only be used by goblins. |
374 |
|
375 |
=head1 About experience and skills |
376 |
|
377 |
=head2 Associated and miscellaneous skills |
378 |
|
379 |
In Crossfire two types of skills exist; The first kind, "associated" |
380 |
skills, are those skills which are associated with a category of |
381 |
experience. The other kind of skill, "miscellaneous" skills, are not |
382 |
related to any experience category. |
383 |
|
384 |
The main difference between these two kinds of skills is in the result |
385 |
of their use. When associated skills are used successfully experience |
386 |
is accrued in the experience category associated with that skill. In |
387 |
contrast, the use of miscellaneous skills never gains the player any |
388 |
experience regardless of the success in using it. |
389 |
|
390 |
Both miscellaneous and associated skills can fail. This means that |
391 |
the attempt to use the skill was unsuccessful. Both miscellaneous |
392 |
and associated skills can have certain primary stats associated with |
393 |
them. These associated stats can help to determine if the use of a skill |
394 |
is successful and to what degree it is successful. |
395 |
|
396 |
All gained experience is modified by the associated stats for that skill |
397 |
(table skill statistics) and then the appropriate experience category |
398 |
automatically updated as needed. |
399 |
|
400 |
=head2 Restrictions on skills use and gaining experience |
401 |
|
402 |
Neither a character's stats nor the character class restricts the player |
403 |
from gaining experience in any of the experience categories. Also, there |
404 |
are no inherent restrictions on character skill use-any player may use any |
405 |
acquired skill. |
406 |
|
407 |
Average of Experienced |
408 |
Associated Gain |
409 |
Stats Multiplier |
410 |
1 0.01 |
411 |
2 0.1 |
412 |
3 0.3 |
413 |
4 0.5 |
414 |
5 0.6 |
415 |
6 0.7 |
416 |
7 0.8 |
417 |
8 0.85 |
418 |
9 0.9 |
419 |
10 0.95 |
420 |
11 0.96 |
421 |
12 0.97 |
422 |
13 0.98 |
423 |
14 0.99 |
424 |
15 1.0 |
425 |
16 1.01 |
426 |
17 1.02 |
427 |
18 1.03 |
428 |
19 1.04 |
429 |
20 1.05 |
430 |
21 1.07 |
431 |
22 1.09 |
432 |
23 1.12 |
433 |
24 1.15 |
434 |
25 1.2 |
435 |
26 1.3 |
436 |
27 1.4 |
437 |
28 1.5 |
438 |
29 1.7 |
439 |
30 2.0 |
440 |
|
441 |
=head2 Algorithm for Experience Gain under the skills system |
442 |
|
443 |
Here we take the view that a player must "overcome an opponent" in |
444 |
order to gain experience. Examples include foes killed in combat, |
445 |
finding/disarming a trap, stealing from some being, identifying an object, |
446 |
etc. |
447 |
|
448 |
Gained experience is based primarily on the difference in levels between |
449 |
"opponents," experience point value of a "vanquished foe," the values of |
450 |
the associated stats of the skill being used and two factors that are set |
451 |
internally. (Note: If you want to know more about this, check out the |
452 |
skills_developers.doc.) |
453 |
|
454 |
Below the algorithm for experience gain is given where player "pl" has |
455 |
"vanquished" opponent "op" using skill "sk:" |
456 |
|
457 |
EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
458 |
|
459 |
where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
460 |
base experience award for "op" which depends on what op is (see below), |
461 |
stat_mult is taken from table experience modification, and lvl_mult is: |
462 |
|
463 |
For C<< level(pl)> < level(op) >>: |
464 |
|
465 |
lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
466 |
|
467 |
For C<< level(pl) = level(op) >>: |
468 |
|
469 |
lvl_mult = FACTOR(sk) |
470 |
|
471 |
For C<< level(pl) > level(op) >>: |
472 |
|
473 |
lvl_mult = (level(op)/level(pl)); |
474 |
|
475 |
where C<level(op)> is the level of "op," level (pl) is the level of the |
476 |
player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
477 |
"pl." |
478 |
|
479 |
There are three different cases for how EXP (op) can be computed: |
480 |
|
481 |
=over 4 |
482 |
|
483 |
=item op is a living creature: EXP(op) is just the base experience award |
484 |
given in the spoiler. |
485 |
|
486 |
=item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
487 |
visible). Thus, traps which are highly visible get lower values. |
488 |
|
489 |
=item op is not a trap but is non-living: EXP(op) = internal experience |
490 |
award of the item. Also, the lvl_mult is multiplied by any magic |
491 |
enchantment on the item. |
492 |
|
493 |
=back |
494 |
|
495 |
=head1 How skills are used |
496 |
|
497 |
=over 4 |
498 |
|
499 |
=item B<< skills >> This command lists all the player's current known |
500 |
skills, their level of use and the associated experience category of each |
501 |
skill. |
502 |
|
503 |
=item B<< ready_skill I<skill> >> This command changes the player's current |
504 |
readied skill to <skill>. |
505 |
|
506 |
=item B<< use_skill I<skill> I<string> >> This command changes the player's |
507 |
current readied skill and then executes it in the facing direction of the |
508 |
player. Similar in action to the invoke command. |
509 |
|
510 |
=back |
511 |
|
512 |
Three player commands are related to skills use: L<ready_skill>, |
513 |
L<use_skill>, and L<skills|command/skills>. Generally, a player will use |
514 |
a skill by first readying the right one, with the ready_skill command and |
515 |
then making a ranged "attack" to activate the skill; using most skills is |
516 |
just like firing a wand or a bow. In a few cases however, a skill is be |
517 |
used just by having it readied. For example, the mountaineer skill allows |
518 |
favorable movement though hilly terrain while it is readied. |
519 |
|
520 |
To change to a new skill, a player can use either the B<use_skill> or |
521 |
B<ready_skill> commands, but note that the use of several common items can |
522 |
automatically change the player's current skill too. Examples of this |
523 |
include readying a bow (which will cause the code to make the player's |
524 |
current skill missile_weapons) or readying a melee weapon (current skill |
525 |
auto-matically becomes melee weapons). Also, some player actions can cause |
526 |
a change in the current skill. Running into a monster while you have a |
527 |
readied weapon in your inventory causes the code to automatically make our |
528 |
current skill melee weapons. As another example of this-casting a spell |
529 |
will cause the code to switch the current skill to wizardry or praying (as |
530 |
appropriate to the spell type). |
531 |
|
532 |
It is not possible to use more than one skill at a time. |
533 |
|
534 |
=head2 Acquiring skills |
535 |
|
536 |
Skills may be gained in two ways. In the first, new skills may |
537 |
learned. This is done by reading a L<skill scroll> |
538 |
and the process is very similar to learning a spell. Just as in attempts |
539 |
to learn incantations, success in learning skills is dependent on a random |
540 |
test based on the learner's INT. Using your INT stat, look in the learn% |
541 |
column in table primary stat effects to find your % chance of learning a |
542 |
skill. Once you hit 100%, you will always be successfull in learning new |
543 |
skills. |
544 |
|
545 |
The acquisition of a skill tool will also allow the player to use a new |
546 |
skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
547 |
the player to pick door locks). The player merely applies the skill tool |
548 |
in order to gain use of the new skill. If the tool is unapplied, the |
549 |
player loses the use of the skill associated with the tool. |
550 |
|
551 |
After a new skill is gained (either learned or if player has an applied |
552 |
skill tool) it will appear on the player's skill roster (use the 'skills |
553 |
command to view its status). If the new skill is an associated skill, |
554 |
then it will automatically be gained at the player's current level in the |
555 |
appropriate experience category. |
556 |
|
557 |
For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
558 |
lockpicks and applies them. He may now use the skill lockpicking at 5th |
559 |
level of ability since that is an agility associated skill. |
560 |
|
561 |
=head1 Authors |
562 |
|
563 |
Parts of this document were originally compiled, edited, and written by |
564 |
Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
565 |
compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
566 |
|
567 |
Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
568 |
Steenhoven and Marc A. Lehmann. |
569 |
|