ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/pod/skill_help.pod
Revision: 1.20
Committed: Sun Apr 4 04:51:10 2010 UTC (14 years, 2 months ago) by root
Branch: MAIN
CVS Tags: rel-2_11
Changes since 1.19: +12 -15 lines
Log Message:
*** empty log message ***

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
244 traps> skill).
245
246 =head2 mining
247
248 You know how to use a pickaxe to extract minerals from veins. You can also use
249 spells of the mining spell school. For instance the I<detect mineral> spell.
250
251 =head2 sense curse
252
253 You can detect whether items in your inventory or on the floor are
254 B<cursed> by using this skill.
255
256 =head2 sense magic
257
258 You can detect whether items in your inventory or on the floor are
259 B<magic> by using this skill.
260
261 =head2 singing
262
263 You may pacify hostile monsters with this area attack skill (it is
264 directionless and affects the area around you - the higher the skill,
265 the larger the area). Certain kinds of monsters are immune. Success
266 depends on user's level and her L<charisma|stat_Cha> vs. the monster's
267 L<intelligence|stat_Int> and level.
268
269 Singing is a good companion skill for the L<oratory
270 skill|skill_description/oratory>: first you pacify creates using singing,
271 then you can orate them, convincing them if your cause. It is a useful
272 skill when monsters are overwhelming you, too.
273
274 =head2 smithery
275
276 You can identify arms and armour that you hold, and, with the help of a
277 B<forge>, can even create weapons using the alchemy skill.
278
279 =head2 stealing
280
281 You can take items from the inventory of NPCs, monsters and maybe other
282 players.
283
284 =head2 thaumaturgy
285
286 You can identify rods, wands and horns that you are holding, and, with
287 the help of a B<thaumaturgists workbench> and the alchemy skill, create
288 those things.
289
290 =head2 throwing
291
292 You can throw items at monsters. To do this, fire at a monster with this skill
293 readied. You can chose what to throw by marking an item.
294
295 =head2 use magic item
296
297 You can use magic items like rods/wands/horns. The level of experience
298 influences how powerful the spells are you can evoke from the
299 rod/wand/horn.
300
301 =head2 woodsman
302
303 While the skill is readied, the possessor will move faster through
304 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
305
306 Woodsmen can also craft various items useful to their skill.
307
308 =head2 inscription
309
310 You can inscribe empty scrolls and books with a text. This is useful to
311 create messages, especially via the Imperial Post Office (IPO).
312
313 You can also write spell scrolls with a spell known to you. You need
314 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
315 possible. Only available as a 'writing pen'.
316
317 How to write into a mail scroll/books etc.:
318
319 mark <name of scroll> # or use the menu
320 use_skill inscription <your message goes here>
321
322 How to rewrite a spell scroll:
323
324 mark <name of scroll> # or use the menu
325 cast <spell> # prepare the spell you want to write
326 use_skill inscription # write the spell on the scroll
327
328 If you succeed, the scroll will be a scroll of the spell you chose and
329 your level of inscription as its level. Hence, you don't need to be that
330 level in the spell skill to write higher level spellscrolls.
331
332 Caution: Magic spell writing can be risky to one's health. There can be
333 some negative effects if one fails to write a spell scroll. The most
334 benign is that one becomes confused for a short time. Other effects are
335 more severe and can even be dangerous.
336
337 =head2 spark touch
338
339 You can do a "bare-handed attack" and shock the opponent with this skill
340 readied. Attacking is done by running into the opponent. This is a unique skill
341 that can only be used by sparklings.
342
343 =head2 shiver
344
345 You can do a "bare-handed attack" and send waves of frost to the opponent with
346 this skill readied. Attacking is done by running into the opponent. This is a
347 unique skill that can only be used by iceborns.
348
349 =head2 acid splash
350
351 You can do a "bare-handed attack" and splash the opponent with acid using this
352 skill. Attacking is done by running into the opponent. This is a unique skill
353 that can only be used by acidborns.
354
355 =head2 poison nail
356
357 You can do a "bare-handed attack" and inject poison into the opponent with
358 this skill readied. Attacking is done by running into the opponent. This is a
359 unique skill that can only be used by goblins.
360
361 =head1 About experience and skills
362
363 =head2 Associated and miscellaneous skills
364
365 In Deliantra, two types of skills exist; The first kind, "associated"
366 skills, are those skills which are associated with a category of
367 experience. The other kind of skill, "miscellaneous" skills, are not
368 related to any experience category.
369
370 The main difference between these two kinds of skills is in the result
371 of their use. When associated skills are used successfully experience
372 is accrued in the experience category associated with that skill. In
373 contrast, the use of miscellaneous skills never gains the player any
374 experience regardless of the success in using it.
375
376 Both miscellaneous and associated skills can fail. This means that
377 the attempt to use the skill was unsuccessful. Both miscellaneous
378 and associated skills can have certain primary stats associated with
379 them. These associated stats can help to determine if the use of a skill
380 is successful and to what degree it is successful.
381
382 All gained experience is modified by the associated stats for that skill
383 (table skill statistics) and then the appropriate experience category
384 automatically updated as needed.
385
386 =head2 Restrictions on skills use and gaining experience
387
388 Neither a character's stats nor the character class restricts the player
389 from gaining experience in any of the experience categories. Also, there
390 are no inherent restrictions on character skill use-any player may use any
391 acquired skill.
392
393 Average of Experienced
394 Associated Gain
395 Stats Multiplier
396 1 0.01
397 2 0.1
398 3 0.3
399 4 0.5
400 5 0.6
401 6 0.7
402 7 0.8
403 8 0.85
404 9 0.9
405 10 0.95
406 11 0.96
407 12 0.97
408 13 0.98
409 14 0.99
410 15 1.0
411 16 1.01
412 17 1.02
413 18 1.03
414 19 1.04
415 20 1.05
416 21 1.07
417 22 1.09
418 23 1.12
419 24 1.15
420 25 1.2
421 26 1.3
422 27 1.4
423 28 1.5
424 29 1.7
425 30 2.0
426
427 =head2 Algorithm for Experience Gain under the skills system
428
429 Here we take the view that a player must "overcome an opponent" in
430 order to gain experience. Examples include foes killed in combat,
431 finding/disarming a trap, stealing from some being, identifying an object,
432 etc.
433
434 Gained experience is based primarily on the difference in levels between
435 "opponents," experience point value of a "vanquished foe," the values of
436 the associated stats of the skill being used and two factors that are set
437 internally. (Note: If you want to know more about this, check out the
438 skills_developers.doc.)
439
440 Below the algorithm for experience gain is given where player "pl" has
441 "vanquished" opponent "op" using skill "sk:"
442
443 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
444
445 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
446 base experience award for "op" which depends on what op is (see below),
447 stat_mult is taken from table experience modification, and lvl_mult is:
448
449 For C<< level(pl)> < level(op) >>:
450
451 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
452
453 For C<< level(pl) = level(op) >>:
454
455 lvl_mult = FACTOR(sk)
456
457 For C<< level(pl) > level(op) >>:
458
459 lvl_mult = (level(op)/level(pl));
460
461 where C<level(op)> is the level of "op," level (pl) is the level of the
462 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
463 "pl."
464
465 There are three different cases for how EXP (op) can be computed:
466
467 =over 4
468
469 =item op is a living creature: EXP(op) is just the base experience award
470 given in the spoiler.
471
472 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
473 visible). Thus, traps which are highly visible get lower values.
474
475 =item op is not a trap but is non-living: EXP(op) = internal experience
476 award of the item. Also, the lvl_mult is multiplied by any magic
477 enchantment on the item.
478
479 =back
480
481 =head1 How skills are used
482
483 =over 4
484
485 =item B<< skills >> This command lists all the player's current known
486 skills, their level of use and the associated experience category of each
487 skill.
488
489 =item B<< ready_skill I<skill> >> This command changes the player's current
490 readied skill to <skill>.
491
492 =item B<< use_skill I<skill> I<string> >> This command changes the player's
493 current readied skill and then executes it in the facing direction of the
494 player. Similar in action to the invoke command.
495
496 =back
497
498 Three player commands are related to skills use: L<ready_skill>,
499 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
500 a skill by first readying the right one, with the ready_skill command and
501 then making a ranged "attack" to activate the skill; using most skills is
502 just like firing a wand or a bow. In a few cases however, a skill is be
503 used just by having it readied. For example, the mountaineer skill allows
504 favorable movement though hilly terrain while it is readied.
505
506 To change to a new skill, a player can use either the B<use_skill> or
507 B<ready_skill> commands, but note that the use of several common items can
508 automatically change the player's current skill too. Examples of this
509 include readying a bow (which will cause the code to make the player's
510 current skill missile_weapons) or readying a melee weapon (current skill
511 auto-matically becomes melee weapons). Also, some player actions can cause
512 a change in the current skill. Running into a monster while you have a
513 readied weapon in your inventory causes the code to automatically make our
514 current skill melee weapons. As another example of this-casting a spell
515 will cause the code to switch the current skill to wizardry or praying (as
516 appropriate to the spell type).
517
518 It is not possible to use more than one skill at a time.
519
520 =head2 Acquiring skills
521
522 Skills may be gained in two ways. In the first, new skills may
523 learned. This is done by reading a L<skill scroll>
524 and the process is very similar to learning a spell. Just as in attempts
525 to learn incantations, success in learning skills is dependent on a random
526 test based on the learner's INT. Using your INT stat, look in the learn%
527 column in table primary stat effects to find your % chance of learning a
528 skill. Once you hit 100%, you will always be successfull in learning new
529 skills.
530
531 The acquisition of a skill tool will also allow the player to use a new
532 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
533 the player to pick door locks). The player merely applies the skill tool
534 in order to gain use of the new skill. If the tool is unapplied, the
535 player loses the use of the skill associated with the tool.
536
537 After a new skill is gained (either learned or if player has an applied
538 skill tool) it will appear on the player's skill roster (use the 'skills
539 command to view its status). If the new skill is an associated skill,
540 then it will automatically be gained at the player's current level in the
541 appropriate experience category.
542
543 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
544 lockpicks and applies them. He may now use the skill lockpicking at 5th
545 level of ability since that is an agility associated skill.
546
547 =head1 Authors
548
549 Parts of this document were originally compiled, edited, and written by
550 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
551 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
552
553 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
554 Steenhoven and Marc A. Lehmann.
555