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Revision: 1.2
Committed: Sun Aug 13 11:29:20 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.1: +2 -1 lines
Log Message:
added a tooltip and changed the bowyer skill help

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>Detailed Skill Description
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 mineral,
53 mix potions and create other stuff (such as gold, weapons, deadly monsters
54 killing him/her etc.) from other ingredients using a cauldron.
55
56 To identify alchemy stuff you have to stand over it or have it in your inventory and
57 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
58 not get identified if your alchemy level is too low.
59
60 A higher alchemy level will also help you to estimate the value of items better.
61
62 To create something new, for example some dust or potion, you have to get a B<cauldron>.
63 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
64 their cauldron for a fee. All you need now is to know what items creates which other item.
65 You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
66 all ingredients for a receipe before using them!
67
68 For a start you could try to make B<water of the wise>:
69 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
70 If everything worked there should be B<water of the wise> in the cauldron now.
71 Congratulations, your first alchemy was done!
72
73 Be careful when doing alchemy and trying complicated receipes, they might fail and
74 will backfire heavily at you.
75
76 I<Never, ever, do alchemy in your home or in public places!> You can
77 easily create powerful monsters that will kill you, kill you again when
78 you wake up in your savebed, kill you again... etc.
79
80 =head2 bargaining
81
82 This skill helps you to bargain in shops when buying and selling. The higher
83 your bargaining level is the better prices you will get. Besides having a high
84 bargaining skill it helps a lot to have a high B<Cha>risma stat.
85
86 When you are in a shop, you can C<use_skill bargaining> to see whether that
87 shop will buy the items you want to sell at a higher price than others and
88 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
89
90 =head2 bowyer
91
92 You can identify missile weapons and missiles such as arrows, bolts and bows.
93 One can also create special bows and arrows from other ingredients using the
94 bowyer skill like the L<skill_help/*/alchemy> skill and a B<workbench>
95 (you just have to find out a receip)
96
97 =head2 clawing
98
99 You can make a "bare-handed attack". Damage is based on the user's B<Str>
100 and level. With time, one can have different claws such as fire claws or
101 electric claws. An elemental residue from the dragon guild is required.
102
103 =head2 levitation
104
105 You can levitate (fly low) at will. Using the skill first makes you
106 levitate, and at the second time returns you to the earth.
107
108 =head2 summoning
109
110 You can cast spells related to the B<summoning> school of wizardry, which
111 mostly summon monsters, bullet walls and similar things. This skill
112 may be acquired either through the use of an appropriate B<talisman> or
113 learned via a B<skill scroll>.
114
115 =head2 pyromancy
116
117 You can cast spells related to the B<pyromancy> (fire) school of
118 wizardry. This skill may be acquired either through the use of an
119 appropriate B<talisman> or learned via a B<skill scroll>.
120
121 =head2 evocation
122
123 You can cast spells related to the B<evocation> (mostly cold magic)
124 school of wizardry. This skill may be acquired either through the use of
125 an appropriate B<talisman> or learned via a B<skill scroll>.
126
127 =head2 sorcery
128
129 You can cast spells related to the B<sorcery> (identify, town portal and
130 other meta-spells) school of wizardry. This skill may be acquired either
131 through the use of an appropriate B<talisman> or learned via a B<skill
132 scroll>.
133
134 =head2 flame touch
135
136 You can make a "bare-handed attack". Damage is based on the user's
137 B<Str> and level. This is the default hand-to-hand fighting skill for the
138 fireborn character class.
139
140 =head2 hiding
141
142 You enjoy limited form of invisibility. If you attack or move too much
143 you become visible. Right now it is possible to hidden while next to
144 hostile monsters. Not a reasonable feature!
145
146 =head2 jeweler
147
148 You can identify amulets, rings and talismans. One can also improve magic
149 rings or enchant non-magic rings to give them stat bonuses using the alchemy
150 skill and a B<jeweler's workbench>.
151
152 =head2 jumping
153
154 You can "skip" over one, two or three spaces in the selected direction.
155 Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
156 may also be used as an attack.
157
158 =head2 karate
159
160 You can make a "bare-handed attack". Damage is based on the user's B<Str>
161 and level. This attack is the fastest and (at higher levels) most deadly
162 of the hand-to-hand attacks available.
163
164 =head2 climbing
165
166 Having this skill allows you to move faster through hilly areas than players
167 without this skill.
168
169 =head2 literacy
170
171 You can identify books and scrolls that you hold. Since scrolls are
172 currently always identified, this is not the greatest of skills.
173
174 =head2 lockpicking
175
176 You may "pick locks" (open doors). You need to have readied some
177 B<lockpicks> to use this skill.
178
179 =head2 meditation
180
181 Player can regain mana/hp at an accelerated rate. Player must first strip
182 off encumbering armour however. This skill is only available to the "monk"
183 character class.
184
185 =head2 one handed weapons
186
187 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
188 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
189 direction keys.
190
191 =head2 two handed weapons
192
193 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
194 Wield and ready the weapon by applying it and use the fire and direction keys.
195
196 =head2 missile weapons
197
198 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
199 Fire arrows by applying a bow and using teh fire and direction keys. To fire
200 specific arrows to kill a monster that is weak against a certain arrow, mark
201 this arrow and fire.
202
203 =head2 mountaineer
204
205 While the skill is readied, the possessor will move faster through "hilly"
206 terrain (hills, mountains, etc.)
207
208 =head2 oratory
209
210 You may "recruit" followers. Recruitees must be of lower level, and
211 unaggressive to start. Use of this skill may anger the audience. Also,
212 "special" monsters are immune to recruitment. Success depends on user's
213 B<Cha> and level.
214
215 =head2 praying
216
217 You are allowed to cast "cleric" spells. In addition, this skill may be
218 used to accelerate the accumulation of grace. This skill may be either
219 learned (e.g. using a B<skill scroll>) or acquired through the use of a
220 B<holy symbol>.
221
222 =head2 punching
223
224 You can make a "bare-handed attack". Damage is based on the user's B<Str>
225 and level. This is the most feeble of the hand-to-hand attacks.
226
227 =head2 find traps
228
229 You can search (more effectively) for traps. This is not a "passive"
230 skill, it must be applied in order to gain the advantage in discovering
231 traps, or actively used when in vicinity of a trap. To use it, fire into
232 any direction.
233
234 =head2 disarm
235
236 You can disarm previously discovered traps (for example, with the B<find traps> skill).
237
238 =head2 sense curse
239
240 You can detect whether items that you hold are B<cursed> by firing in any
241 direction while this skill is readied.
242
243 =head2 sense magic
244
245 You can detect whether items that you hold are B<magic> by firing in any
246 direction while this skill is readied.
247
248 =head2 singing
249
250 You may pacify hostile monsters with this skill. Certain kinds of
251 monsters are immune. Success depends on user level and B<Cha>.
252
253 =head2 smithery
254
255 You can identify arms and armour that you hold, and, with the help of a
256 B<forge>, can even create weapons using the alchemy skill.
257
258 =head2 stealing
259
260 You can take items from the inventory of NPCs, monsters and maybe other
261 players.
262
263 =head2 thaumathurgy
264
265 You can identify rods, wands and horns that you are holding, and, with
266 the help of a B<thaumaturgists workbench> and the alchemy skill, create
267 those things.
268
269 =head2 throwing
270
271 You can throw items at monsters. To do this, fire at a monster with this skill
272 readied. You can chose what to throw by marking an item, if you do not chose an
273 item, an item from your inventory is randomly picked and thrown unless the item
274 is locked.
275
276 ERROR: Randomly?
277
278 =head2 use magic item
279
280 You can use magic items like rods/wands/horns. The level of experience
281 influences how powerful the spells are you can evoke from the
282 rod/wand/horn.
283
284 =head2 woodsman
285
286 While the skill is readied, the possessor will move faster through
287 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
288
289 =head2 inscription
290
291 You can inscribe scrolls with a text. This is useful to create messages,
292 especially via the Imperial Post Office (IPO).
293 You can also rewrite spell scrolls with a previously known spell. B<Sp>,
294 time and an old scroll are needed. Backfire effects are possible. Only
295 available as a 'writing pen'.
296
297 How to rewrite a mail scroll/books etc.:
298
299 mark <name of scroll> # or use the menu
300 use_skill inscription <your message goes here>
301
302 How to rewrite a spell scroll:
303
304 mark <name of scroll> # or use the menu
305 cast <spell> # prepare the spell you want to write
306 use_skill inscription # write the spell on the scroll
307
308 The scroll on which you want to write has to be much lower than your inscription
309 level, otherwise you may accidentally read the scroll and cast the spell inside it.
310 If you succeed, the scroll will be a scroll of the spell you chose and your level of
311 inscription as its level. Hence, you don't need to be that level in the spell skill
312 to write higher level spellscrolls.
313
314 Caution: Magic spell writing can be risky to one's health. There can be
315 some negative effects if one fails to write a spell scroll. The most
316 benign is that one becomes confused for a short time. Other effects are
317 more severe and can even be dangerous.
318
319 =head2 spark touch
320
321 You can do a "bare-handed attack" and shock the opponent with this skill
322 readied. Attacking is done by running into the opponent. This is a unique skill
323 that can only be used by sparklings.
324
325 =head2 shiver
326
327 You can do a "bare-handed attack" and send waves of frost to the opponent with
328 this skill readied. Attacking is done by running into the opponent. This is a
329 unique skill that can only be used by iceborns.
330
331 =head2 acid splash
332
333 You can do a "bare-handed attack" and splash the opponent with acid using this
334 skill. Attacking is done by running into the opponent. This is a unique skill
335 that can only be used by acidborns.
336
337 =head2 poison nail
338
339 TODO: Add goblins and think about the name goblin.
340
341 You can do a "bare-handed attack" and inject poison into the opponent with
342 this skill readied. Attacking is done by running into the opponent. This is a
343 unique skill that can only be used by goblins.
344
345 =head1 About experience and skills
346
347 =head2 Associated and miscellaneous skills
348
349 In Crossfire two types of skills exist; The first kind, "associated"
350 skills, are those skills which are associated with a category of
351 experience. The other kind of skill, "miscellaneous" skills, are not
352 related to any experience category.
353
354 The main difference between these two kinds of skills is in the result
355 of their use. When associated skills are used successfully experience
356 is accrued in the experience category associated with that skill. In
357 contrast, the use of miscellaneous skills never gains the player any
358 experience regardless of the success in using it.
359
360 Both miscellaneous and associated skills can fail. This means that
361 the attempt to use the skill was unsuccessful. Both miscellaneous
362 and associated skills can have certain primary stats associated with
363 them. These associated stats can help to determine if the use of a skill
364 is successful and to what degree it is successful.
365
366 All gained experience is modified by the associated stats for that skill
367 (table skill statistics) and then the appropriate experience category
368 automatically updated as needed.
369
370 =head2 Restrictions on skills use and gaining experience
371
372 Neither a character's stats nor the character class restricts the player
373 from gaining experience in any of the experience categories. Also, there
374 are no inherent restrictions on character skill use-any player may use any
375 acquired skill.
376
377 Average of Experienced
378 Associated Gain
379 Stats Multiplier
380 1 0.01
381 2 0.1
382 3 0.3
383 4 0.5
384 5 0.6
385 6 0.7
386 7 0.8
387 8 0.85
388 9 0.9
389 10 0.95
390 11 0.96
391 12 0.97
392 13 0.98
393 14 0.99
394 15 1.0
395 16 1.01
396 17 1.02
397 18 1.03
398 19 1.04
399 20 1.05
400 21 1.07
401 22 1.09
402 23 1.12
403 24 1.15
404 25 1.2
405 26 1.3
406 27 1.4
407 28 1.5
408 29 1.7
409 30 2.0
410
411 =head2 Algorithm for Experience Gain under the skills system
412
413 Here we take the view that a player must "overcome an opponent" in
414 order to gain experience. Examples include foes killed in combat,
415 finding/disarming a trap, stealing from some being, identifying an object,
416 etc.
417
418 Gained experience is based primarily on the difference in levels between
419 "opponents," experience point value of a "vanquished foe," the values of
420 the associated stats of the skill being used and two factors that are set
421 internally. (Note: If you want to know more about this, check out the
422 skills_developers.doc.)
423
424 Below the algorithm for experience gain is given where player "pl" has
425 "vanquished" opponent "op" using skill "sk:"
426
427 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
428
429 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
430 base experience award for "op" which depends on what op is (see below),
431 stat_mult is taken from table experience modification, and lvl_mult is:
432
433 For C<< level(pl)> < level(op) >>:
434
435 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
436
437 For C<< level(pl) = level(op) >>:
438
439 lvl_mult = FACTOR(sk)
440
441 For C<< level(pl) > level(op) >>:
442
443 lvl_mult = (level(op)/level(pl));
444
445 where C<level(op)> is the level of "op," level (pl) is the level of the
446 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
447 "pl."
448
449 There are three different cases for how EXP (op) can be computed:
450
451 =over 4
452
453 =item op is a living creature: EXP(op) is just the base experience award
454 given in the spoiler.
455
456 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
457 visible). Thus, traps which are highly visible get lower values.
458
459 =item op is not a trap but is non-living: EXP(op) = internal experience
460 award of the item. Also, the lvl_mult is multiplied by any magic
461 enchantment on the item.
462
463 =back
464
465 =head1 How skills are used
466
467 =over 4
468
469 =item B<< skills >> This command lists all the player's current known
470 skills, their level of use and the associated experience category of each
471 skill.
472
473 =item B<< ready_skill I<skill> >> This command changes the player's current
474 readied skill to <skill>.
475
476 =item B<< use_skill I<skill> I<string> >> This command changes the player's
477 current readied skill and then executes it in the facing direction of the
478 player. Similar in action to the invoke command.
479
480 =back
481
482 Three player commands are related to skills use: B<ready_skill>,
483 B<use_skill>, and B<skills>. Generally, a player will use a skill by first
484 readying the right one, with the ready_skill command and then making a
485 ranged "attack" to activate the skill; using most skills is just like
486 firing a wand or a bow. In a few cases however, a skill is be used just
487 by having it readied. For example, the mountaineer skill allows favorable
488 movement though hilly terrain while it is readied.
489
490 To change to a new skill, a player can use either the B<use_skill> or
491 B<ready_skill> commands, but note that the use of several common items can
492 automatically change the player's current skill too. Examples of this
493 include readying a bow (which will cause the code to make the player's
494 current skill missile_weapons) or readying a melee weapon (current skill
495 auto-matically becomes melee weapons). Also, some player actions can cause
496 a change in the current skill. Running into a monster while you have a
497 readied weapon in your inventory causes the code to automatically make our
498 current skill melee weapons. As another example of this-casting a spell
499 will cause the code to switch the current skill to wizardry or praying (as
500 appropriate to the spell type).
501
502 It is not possible to use more than one skill at a time.
503
504 =head2 Acquiring skills
505
506 Skills may be gained in two ways. In the first, new skills may
507 learned. This is done by reading a B<skill scroll> and the process is very
508 similar to learning a spell. Just as in attempts to learn incantations,
509 success in learning skills is dependent on a random test based on the
510 learner's INT. Using your INT stat, look in the learn% column in table
511 primary stat effects to find your % chance of learning a skill. Once you
512 hit 100%, you will always be successfull in learning new skills.
513
514 The acquisition of a skill tool will also allow the player to use a new
515 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
516 the player to pick door locks). The player merely applies the skill tool
517 in order to gain use of the new skill. If the tool is unapplied, the
518 player loses the use of the skill associated with the tool.
519
520 After a new skill is gained (either learned or if player has an applied
521 skill tool) it will appear on the player's skill roster (use the 'skills
522 command to view its status). If the new skill is an associated skill,
523 then it will automatically be gained at the player's current level in the
524 appropriate experience category.
525
526 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
527 lockpicks and applies them. He may now use the skill lockpicking at 5th
528 level of ability since that is an agility associated skill.
529
530 =head1 Authors
531
532 Parts of this document were originally compiled, edited, and written by
533 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
534 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
535
536 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
537 Steenhoven and Marc A. Lehmann.
538