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Revision: 1.14
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# 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/misc/Container/cauldron.base.111.png>.
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/misc/Container/workbench.base.111.png>
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 You can identify books and scrolls that you hold. Since scrolls are
162 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 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
172 the L<skill_description/praying> skill. Player must first strip
173 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 Fire arrows by applying a bow and using the fire and direction keys. To fire
191 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 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
213 =head2 praying
214
215 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
221 One of the best spells to start with is the 'holy word' spell and later,
222 if you find it, the 'banishment' spell, which is much stronger.
223
224 =head2 punching
225
226 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
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 =head2 disarm traps
238
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 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
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 =head2 thaumaturgy
273
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
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
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 In Deliantra, two types of skills exist; The first kind, "associated"
360 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 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
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 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
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 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
548 Steenhoven and Marc A. Lehmann.
549