ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/pod/skill_help.pod
Revision: 1.18
Committed: Wed Mar 31 14:31:41 2010 UTC (14 years, 2 months ago) by elmex
Branch: MAIN
Changes since 1.17: +5 -0 lines
Log Message:
some fixes on the miner quest. and added mining skill description to client.

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