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50 | =head2 alchemy |
50 | =head2 alchemy |
51 | |
51 | |
52 | You can identify potions, containers, and different kinds of ore and |
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 |
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 |
54 | monsters killing him/her etc.) from other ingredients using a cauldron |
55 | (L<$ARCH/misc/Container/cauldron.base.111.png>). |
55 | L<$ARCH/misc/Container/cauldron.base.111.png>. |
56 | |
56 | |
57 | To identify alchemy stuff you have to stand over it or have it in your inventory and |
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 |
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. |
59 | not get identified if your alchemy level is too low. |
60 | |
60 | |
61 | A higher alchemy level will also help you to estimate the value of items better. |
61 | A higher alchemy level will also help you to estimate the value of items better. |
62 | |
62 | |
63 | To create something new, for example some dust or potion, you have to get a B<cauldron>. |
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 |
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. |
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> |
66 | You learn the ingredients this by finding recipes. It is B<very important> that you B<identify> |
67 | all ingredients for a receipe before using them! |
67 | all ingredients for a recipe before using them! |
68 | |
68 | |
69 | For a start you could try to make B<water of the wise>: |
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>. |
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. |
71 | If everything worked there should be B<water of the wise> in the cauldron now. |
72 | Congratulations, your first alchemy was done! |
72 | Congratulations, your first alchemy was done! |
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91 | =head2 bowyer |
91 | =head2 bowyer |
92 | |
92 | |
93 | You can identify missile weapons and missiles such as arrows, bolts and |
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 |
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> |
95 | using the bowyer skill like the L<alchemy skill|skill_description/alchemy> |
96 | skill and a B<workbench> (L<$ARCH/misc/Container/workbench.base.111.png>) |
96 | skill and a B<workbench> L<$ARCH/misc/Container/workbench.base.111.png> |
97 | (you just have to find out a recipe). |
97 | (you just have to find out a recipe). |
98 | |
98 | |
99 | =head2 clawing |
99 | =head2 clawing |
100 | |
100 | |
101 | You can make a "bare-handed attack". Damage is based on the user's |
101 | You can make a "bare-handed attack". Damage is based on the user's |
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165 | you become visible. |
165 | you become visible. |
166 | |
166 | |
167 | =head2 jeweler |
167 | =head2 jeweler |
168 | |
168 | |
169 | You can identify amulets, rings and talismans. One can also improve magic |
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 |
170 | rings or enchant non-magic rings to give them stat bonuses, this works |
171 | skill and a B<jeweler's workbench>. |
171 | similar to the L<alchemy skill|skill_description/alchemy>, only that |
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172 | you need to put the ingredients in a B<jeweler's workbench>. |
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173 | |
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174 | For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>. |
172 | |
175 | |
173 | =head2 jumping |
176 | =head2 jumping |
174 | |
177 | |
175 | You can "skip" over one, two or three spaces in the selected |
178 | You can "skip" over one, two or three spaces in the selected |
176 | direction. Distance depends on weight carried, L<strength|stat_Str> and |
179 | direction. Distance depends on weight carried, L<strength|stat_Str> and |
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184 | levels) most deadly of the hand-to-hand attacks available. |
187 | levels) most deadly of the hand-to-hand attacks available. |
185 | |
188 | |
186 | =head2 climbing |
189 | =head2 climbing |
187 | |
190 | |
188 | Having this skill allows you to move faster through hilly areas than players |
191 | Having this skill allows you to move faster through hilly areas than players |
189 | without this skill. |
192 | without this skill. B<Note:> You can't gain experience in this skill. Having |
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193 | this skill is enough to move faster. |
190 | |
194 | |
191 | =head2 literacy |
195 | =head2 literacy |
192 | |
196 | |
193 | You can identify books and scrolls that you hold. Since scrolls are |
197 | You can identify books and scrolls that you hold. Since scrolls are |
194 | currently always identified, this is not the greatest of skills. |
198 | currently always identified, this is not the greatest of skills. |
195 | |
199 | |
196 | =head2 lockpicking |
200 | =head2 lockpicking |
197 | |
201 | |
198 | You may "pick locks" (open doors). You need to have readied some |
202 | You may "pick locks" (open doors). You need to have readied some |
199 | B<lockpicks> to use this skill. |
203 | B<lockpicks> to use this skill. |
200 | |
204 | |
201 | =head2 meditation |
205 | =head2 meditation |
202 | |
206 | |
203 | Player can regain mana/hp at an accelerated rate. Player must first strip |
207 | Player can regain mana/hp at an accelerated rate by C<use_skill meditation>, |
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208 | the L<praying skill|skill_description/praying>. Player must first strip |
204 | off encumbering armour however. This skill is only available to the "monk" |
209 | off encumbering armour however. This skill is only available to the "monk" |
205 | character class. |
210 | character class. |
206 | |
211 | |
207 | =head2 one handed weapons |
212 | =head2 one handed weapons |
208 | |
213 | |
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216 | Wield and ready the weapon by applying it and use the fire and direction keys. |
221 | Wield and ready the weapon by applying it and use the fire and direction keys. |
217 | |
222 | |
218 | =head2 missile weapons |
223 | =head2 missile weapons |
219 | |
224 | |
220 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
225 | 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 |
226 | Fire arrows by applying a bow and using the fire and direction keys. To fire |
222 | specific arrows to kill a monster that is weak against a certain arrow, mark |
227 | specific arrows to kill a monster that is weak against a certain arrow, mark |
223 | this arrow and fire. |
228 | this arrow and fire. |
224 | |
229 | |
225 | =head2 mountaineer |
230 | =head2 mountaineer |
226 | |
231 | |
227 | While the skill is readied, the possessor will move faster through "hilly" |
232 | While the skill is readied, the possessor will move faster through "hilly" |
228 | terrain (hills, mountains, etc.) |
233 | terrain (hills, mountains, etc.) |
229 | |
234 | |
230 | =head2 oratory |
235 | =head2 oratory |
231 | |
236 | |
232 | You may "recruit" followers. Recruitees must be of lower level, and |
237 | You may "recruit" followers targeting them with your B<oratory> |
233 | unaggressive to start. Use of this skill may anger the audience. Also, |
238 | skill. Recruitees must be unaggressive to start (a good way to pacify |
234 | "special" monsters are immune to recruitment. Success depends on user's |
239 | monsters is the L<singing skill|skill_description/singing>). Use of |
235 | L<charisma|stat_Cha> and level. |
240 | this skill may anger the audience. Also, some monsters are immune to |
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241 | recruitment. Success depends on user's level and her L<charisma|stat_Cha> |
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242 | vs. the recruitee's L<intelligence|stat_Int> and level. |
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243 | |
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244 | Kill experience from your followers goes directly to your oratory skill. |
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245 | |
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246 | Cleaning women and unagggressive low-level monsters (such as the dogs in |
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247 | the wizards house in scorn) are good initial targets for this skill. |
236 | |
248 | |
237 | =head2 praying |
249 | =head2 praying |
238 | |
250 | |
239 | You are allowed to cast "cleric" spells. In addition, this skill may be |
251 | 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 |
252 | used to accelerate the accumulation of grace by C<use_skill praying>. |
241 | learned (e.g. using a L<skill scroll>) or acquired |
253 | This skill may be either learned (e.g. using a L<skill scroll>) or |
242 | through the use of a B<holy symbol>. |
254 | acquired through the use of a B<holy symbol>. |
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255 | |
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256 | One of the best spells to start is the 'holy word' spell and later, |
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257 | if you find it, the 'banishment' spell, which is much stronger. |
243 | |
258 | |
244 | =head2 punching |
259 | =head2 punching |
245 | |
260 | |
246 | You can make a "bare-handed attack". Damage is based on the user's |
261 | 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 |
262 | L<strength|stat_Str> and level. This is the most feeble of the |
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252 | You can search (more effectively) for traps. This is not a "passive" |
267 | 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 |
268 | 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 |
269 | traps, or actively used when in vicinity of a trap. To use it, fire into |
255 | any direction. |
270 | any direction. |
256 | |
271 | |
257 | =head2 disarm |
272 | =head2 disarm traps |
258 | |
273 | |
259 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
274 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
260 | |
275 | |
261 | =head2 sense curse |
276 | =head2 sense curse |
262 | |
277 | |
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268 | You can detect whether items that you hold are B<magic> by firing in any |
283 | You can detect whether items that you hold are B<magic> by firing in any |
269 | direction while this skill is readied. |
284 | direction while this skill is readied. |
270 | |
285 | |
271 | =head2 singing |
286 | =head2 singing |
272 | |
287 | |
273 | You may pacify hostile monsters with this skill. Certain kinds of |
288 | You may pacify hostile monsters with this area attack skill. Certain |
274 | monsters are immune. Success depends on user level and L<charisma|stat_Cha>. |
289 | kinds of monsters are immune. Success depends on user's level and her |
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290 | L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level. |
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291 | |
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292 | Singing is a good companion skill for the L<oratory |
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293 | skill|skill_description/oratory>: first you pacify creates using singing, |
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294 | then you can orate them, convincing them if your cause. It is a useful |
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295 | skill when monsters are overwhelming you, too. |
275 | |
296 | |
276 | =head2 smithery |
297 | =head2 smithery |
277 | |
298 | |
278 | You can identify arms and armour that you hold, and, with the help of a |
299 | 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. |
300 | B<forge>, can even create weapons using the alchemy skill. |
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281 | =head2 stealing |
302 | =head2 stealing |
282 | |
303 | |
283 | You can take items from the inventory of NPCs, monsters and maybe other |
304 | You can take items from the inventory of NPCs, monsters and maybe other |
284 | players. |
305 | players. |
285 | |
306 | |
286 | =head2 thaumathurgy |
307 | =head2 thaumaturgy |
287 | |
308 | |
288 | You can identify rods, wands and horns that you are holding, and, with |
309 | 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 |
310 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
290 | those things. |
311 | those things. |
291 | |
312 | |
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368 | |
389 | |
369 | =head1 About experience and skills |
390 | =head1 About experience and skills |
370 | |
391 | |
371 | =head2 Associated and miscellaneous skills |
392 | =head2 Associated and miscellaneous skills |
372 | |
393 | |
373 | In Crossfire two types of skills exist; The first kind, "associated" |
394 | In Deliantra, two types of skills exist; The first kind, "associated" |
374 | skills, are those skills which are associated with a category of |
395 | skills, are those skills which are associated with a category of |
375 | experience. The other kind of skill, "miscellaneous" skills, are not |
396 | experience. The other kind of skill, "miscellaneous" skills, are not |
376 | related to any experience category. |
397 | related to any experience category. |
377 | |
398 | |
378 | The main difference between these two kinds of skills is in the result |
399 | The main difference between these two kinds of skills is in the result |