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Revision: 1.12
Committed: Sun Oct 14 15:33:31 2007 UTC (16 years, 8 months ago) by root
Branch: MAIN
CVS Tags: rel-0_9963, rel-0_9958, rel-0_9960, rel-0_9956, rel-0_9957, rel-0_9955, rel-0_9959, rel-0_995
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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 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 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
175
176 =head2 jumping
177
178 You can "skip" over one, two or three spaces in the selected
179 direction. Distance depends on weight carried, L<strength|stat_Str> and
180 L<dexterity|stat_Dex> of the user. This skill may also be used as an
181 attack.
182
183 =head2 karate
184
185 You can make a "bare-handed attack". Damage is based on the user's
186 L<strength|stat_Str> and level. This attack is the fastest and (at higher
187 levels) most deadly of the hand-to-hand attacks available.
188
189 =head2 climbing
190
191 Having this skill allows you to move faster through hilly areas than players
192 without this skill. B<Note:> You can't gain experience in this skill. Having
193 this skill is enough to move faster.
194
195 =head2 literacy
196
197 You can identify books and scrolls that you hold. Since scrolls are
198 currently always identified, this is not the greatest of skills.
199
200 =head2 lockpicking
201
202 You may "pick locks" (open doors). You need to have readied some
203 B<lockpicks> to use this skill.
204
205 =head2 meditation
206
207 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
208 the L<praying skill|skill_description/praying>. Player must first strip
209 off encumbering armour however. This skill is only available to the "monk"
210 character class.
211
212 =head2 one handed weapons
213
214 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
215 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
216 direction keys.
217
218 =head2 two handed weapons
219
220 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
221 Wield and ready the weapon by applying it and use the fire and direction keys.
222
223 =head2 missile weapons
224
225 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
226 Fire arrows by applying a bow and using the fire and direction keys. To fire
227 specific arrows to kill a monster that is weak against a certain arrow, mark
228 this arrow and fire.
229
230 =head2 mountaineer
231
232 While the skill is readied, the possessor will move faster through "hilly"
233 terrain (hills, mountains, etc.)
234
235 =head2 oratory
236
237 You may "recruit" followers targeting them with your B<oratory>
238 skill. Recruitees must be unaggressive to start (a good way to pacify
239 monsters is the L<singing skill|skill_description/singing>). Use of
240 this skill may anger the audience. Also, some monsters are immune to
241 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
242 vs. the recruitee's L<intelligence|stat_Int> and level.
243
244 Kill experience from your followers goes directly to your oratory skill.
245
246 Cleaning women and unagggressive low-level monsters (such as the dogs in
247 the wizards house in scorn) are good initial targets for this skill.
248
249 =head2 praying
250
251 You are allowed to cast "cleric" spells. In addition, this skill may be
252 used to accelerate the accumulation of grace by C<use_skill praying>.
253 This skill may be either learned (e.g. using a L<skill scroll>) or
254 acquired through the use of a B<holy symbol>.
255
256 One of the best spells to start is the 'holy word' spell and later,
257 if you find it, the 'banishment' spell, which is much stronger.
258
259 =head2 punching
260
261 You can make a "bare-handed attack". Damage is based on the user's
262 L<strength|stat_Str> and level. This is the most feeble of the
263 hand-to-hand attacks.
264
265 =head2 find traps
266
267 You can search (more effectively) for traps. This is not a "passive"
268 skill, it must be applied in order to gain the advantage in discovering
269 traps, or actively used when in vicinity of a trap. To use it, fire into
270 any direction.
271
272 =head2 disarm traps
273
274 You can disarm previously discovered traps (for example, with the B<find traps> skill).
275
276 =head2 sense curse
277
278 You can detect whether items that you hold are B<cursed> by firing in any
279 direction while this skill is readied.
280
281 =head2 sense magic
282
283 You can detect whether items that you hold are B<magic> by firing in any
284 direction while this skill is readied.
285
286 =head2 singing
287
288 You may pacify hostile monsters with this area attack skill. Certain
289 kinds of monsters are immune. Success depends on user's level and her
290 L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
291
292 Singing is a good companion skill for the L<oratory
293 skill|skill_description/oratory>: first you pacify creates using singing,
294 then you can orate them, convincing them if your cause. It is a useful
295 skill when monsters are overwhelming you, too.
296
297 =head2 smithery
298
299 You can identify arms and armour that you hold, and, with the help of a
300 B<forge>, can even create weapons using the alchemy skill.
301
302 =head2 stealing
303
304 You can take items from the inventory of NPCs, monsters and maybe other
305 players.
306
307 =head2 thaumaturgy
308
309 You can identify rods, wands and horns that you are holding, and, with
310 the help of a B<thaumaturgists workbench> and the alchemy skill, create
311 those things.
312
313 =head2 throwing
314
315 You can throw items at monsters. To do this, fire at a monster with this skill
316 readied. You can chose what to throw by marking an item, if you do not chose an
317 item, an item from your inventory is randomly picked and thrown unless the item
318 is locked.
319
320 ERROR: Randomly?
321
322 =head2 use magic item
323
324 You can use magic items like rods/wands/horns. The level of experience
325 influences how powerful the spells are you can evoke from the
326 rod/wand/horn.
327
328 =head2 woodsman
329
330 While the skill is readied, the possessor will move faster through
331 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
332
333 =head2 inscription
334
335 You can inscribe scrolls with a text. This is useful to create messages,
336 especially via the Imperial Post Office (IPO).
337
338 You can also rewrite spell scrolls with a previously known spell. You
339 need L<mana|stat_mana>, time and an old scroll. Backfire effects are
340 possible. Only available as a 'writing pen'.
341
342 How to rewrite a mail scroll/books etc.:
343
344 mark <name of scroll> # or use the menu
345 use_skill inscription <your message goes here>
346
347 How to rewrite a spell scroll:
348
349 mark <name of scroll> # or use the menu
350 cast <spell> # prepare the spell you want to write
351 use_skill inscription # write the spell on the scroll
352
353 The scroll on which you want to write has to be much lower than your inscription
354 level, otherwise you may accidentally read the scroll and cast the spell inside it.
355 If you succeed, the scroll will be a scroll of the spell you chose and your level of
356 inscription as its level. Hence, you don't need to be that level in the spell skill
357 to write higher level spellscrolls.
358
359 Caution: Magic spell writing can be risky to one's health. There can be
360 some negative effects if one fails to write a spell scroll. The most
361 benign is that one becomes confused for a short time. Other effects are
362 more severe and can even be dangerous.
363
364 =head2 spark touch
365
366 You can do a "bare-handed attack" and shock the opponent with this skill
367 readied. Attacking is done by running into the opponent. This is a unique skill
368 that can only be used by sparklings.
369
370 =head2 shiver
371
372 You can do a "bare-handed attack" and send waves of frost to the opponent with
373 this skill readied. Attacking is done by running into the opponent. This is a
374 unique skill that can only be used by iceborns.
375
376 =head2 acid splash
377
378 You can do a "bare-handed attack" and splash the opponent with acid using this
379 skill. Attacking is done by running into the opponent. This is a unique skill
380 that can only be used by acidborns.
381
382 =head2 poison nail
383
384 TODO: Add goblins and think about the name goblin.
385
386 You can do a "bare-handed attack" and inject poison into the opponent with
387 this skill readied. Attacking is done by running into the opponent. This is a
388 unique skill that can only be used by goblins.
389
390 =head1 About experience and skills
391
392 =head2 Associated and miscellaneous skills
393
394 In Deliantra, two types of skills exist; The first kind, "associated"
395 skills, are those skills which are associated with a category of
396 experience. The other kind of skill, "miscellaneous" skills, are not
397 related to any experience category.
398
399 The main difference between these two kinds of skills is in the result
400 of their use. When associated skills are used successfully experience
401 is accrued in the experience category associated with that skill. In
402 contrast, the use of miscellaneous skills never gains the player any
403 experience regardless of the success in using it.
404
405 Both miscellaneous and associated skills can fail. This means that
406 the attempt to use the skill was unsuccessful. Both miscellaneous
407 and associated skills can have certain primary stats associated with
408 them. These associated stats can help to determine if the use of a skill
409 is successful and to what degree it is successful.
410
411 All gained experience is modified by the associated stats for that skill
412 (table skill statistics) and then the appropriate experience category
413 automatically updated as needed.
414
415 =head2 Restrictions on skills use and gaining experience
416
417 Neither a character's stats nor the character class restricts the player
418 from gaining experience in any of the experience categories. Also, there
419 are no inherent restrictions on character skill use-any player may use any
420 acquired skill.
421
422 Average of Experienced
423 Associated Gain
424 Stats Multiplier
425 1 0.01
426 2 0.1
427 3 0.3
428 4 0.5
429 5 0.6
430 6 0.7
431 7 0.8
432 8 0.85
433 9 0.9
434 10 0.95
435 11 0.96
436 12 0.97
437 13 0.98
438 14 0.99
439 15 1.0
440 16 1.01
441 17 1.02
442 18 1.03
443 19 1.04
444 20 1.05
445 21 1.07
446 22 1.09
447 23 1.12
448 24 1.15
449 25 1.2
450 26 1.3
451 27 1.4
452 28 1.5
453 29 1.7
454 30 2.0
455
456 =head2 Algorithm for Experience Gain under the skills system
457
458 Here we take the view that a player must "overcome an opponent" in
459 order to gain experience. Examples include foes killed in combat,
460 finding/disarming a trap, stealing from some being, identifying an object,
461 etc.
462
463 Gained experience is based primarily on the difference in levels between
464 "opponents," experience point value of a "vanquished foe," the values of
465 the associated stats of the skill being used and two factors that are set
466 internally. (Note: If you want to know more about this, check out the
467 skills_developers.doc.)
468
469 Below the algorithm for experience gain is given where player "pl" has
470 "vanquished" opponent "op" using skill "sk:"
471
472 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
473
474 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
475 base experience award for "op" which depends on what op is (see below),
476 stat_mult is taken from table experience modification, and lvl_mult is:
477
478 For C<< level(pl)> < level(op) >>:
479
480 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
481
482 For C<< level(pl) = level(op) >>:
483
484 lvl_mult = FACTOR(sk)
485
486 For C<< level(pl) > level(op) >>:
487
488 lvl_mult = (level(op)/level(pl));
489
490 where C<level(op)> is the level of "op," level (pl) is the level of the
491 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
492 "pl."
493
494 There are three different cases for how EXP (op) can be computed:
495
496 =over 4
497
498 =item op is a living creature: EXP(op) is just the base experience award
499 given in the spoiler.
500
501 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
502 visible). Thus, traps which are highly visible get lower values.
503
504 =item op is not a trap but is non-living: EXP(op) = internal experience
505 award of the item. Also, the lvl_mult is multiplied by any magic
506 enchantment on the item.
507
508 =back
509
510 =head1 How skills are used
511
512 =over 4
513
514 =item B<< skills >> This command lists all the player's current known
515 skills, their level of use and the associated experience category of each
516 skill.
517
518 =item B<< ready_skill I<skill> >> This command changes the player's current
519 readied skill to <skill>.
520
521 =item B<< use_skill I<skill> I<string> >> This command changes the player's
522 current readied skill and then executes it in the facing direction of the
523 player. Similar in action to the invoke command.
524
525 =back
526
527 Three player commands are related to skills use: L<ready_skill>,
528 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
529 a skill by first readying the right one, with the ready_skill command and
530 then making a ranged "attack" to activate the skill; using most skills is
531 just like firing a wand or a bow. In a few cases however, a skill is be
532 used just by having it readied. For example, the mountaineer skill allows
533 favorable movement though hilly terrain while it is readied.
534
535 To change to a new skill, a player can use either the B<use_skill> or
536 B<ready_skill> commands, but note that the use of several common items can
537 automatically change the player's current skill too. Examples of this
538 include readying a bow (which will cause the code to make the player's
539 current skill missile_weapons) or readying a melee weapon (current skill
540 auto-matically becomes melee weapons). Also, some player actions can cause
541 a change in the current skill. Running into a monster while you have a
542 readied weapon in your inventory causes the code to automatically make our
543 current skill melee weapons. As another example of this-casting a spell
544 will cause the code to switch the current skill to wizardry or praying (as
545 appropriate to the spell type).
546
547 It is not possible to use more than one skill at a time.
548
549 =head2 Acquiring skills
550
551 Skills may be gained in two ways. In the first, new skills may
552 learned. This is done by reading a L<skill scroll>
553 and the process is very similar to learning a spell. Just as in attempts
554 to learn incantations, success in learning skills is dependent on a random
555 test based on the learner's INT. Using your INT stat, look in the learn%
556 column in table primary stat effects to find your % chance of learning a
557 skill. Once you hit 100%, you will always be successfull in learning new
558 skills.
559
560 The acquisition of a skill tool will also allow the player to use a new
561 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
562 the player to pick door locks). The player merely applies the skill tool
563 in order to gain use of the new skill. If the tool is unapplied, the
564 player loses the use of the skill associated with the tool.
565
566 After a new skill is gained (either learned or if player has an applied
567 skill tool) it will appear on the player's skill roster (use the 'skills
568 command to view its status). If the new skill is an associated skill,
569 then it will automatically be gained at the player's current level in the
570 appropriate experience category.
571
572 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
573 lockpicks and applies them. He may now use the skill lockpicking at 5th
574 level of ability since that is an agility associated skill.
575
576 =head1 Authors
577
578 Parts of this document were originally compiled, edited, and written by
579 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
580 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
581
582 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
583 Steenhoven and Marc A. Lehmann.
584