ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/pod/skill_help.pod
Revision: 1.22
Committed: Wed Nov 21 11:50:48 2012 UTC (11 years, 6 months ago) by root
Branch: MAIN
Changes since 1.21: +21 -14 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 =begin comment
2
3 *** The skill descriptions here are mere copies of the
4 *** skill messages in the server archetypes.
5 *** Update them in arch/ first, then here.
6
7 =end
8
9 =encoding utf-8
10
11 =head1 Skills
12
13 =head1 Description
14
15 Instead of gaining experience for basically just killing monsters (and
16 disarming traps) you can also gain experience in a variety of other
17 skills, which can either be learned or used through a skill tool or
18 talisman.
19
20 =head1 X<skill_description>Skill Descriptions
21
22 Below is a more detailed description of each skills and how they are used.
23
24 =head2 alchemy
25
26 You can identify potions, containers, and different kinds of ore and
27 mineral, mix potions and create other stuff (such as gold, weapons, deadly
28 monsters killing him/her etc.) from other ingredients using a cauldron
29 L<$ARCH/cauldron.x11>.
30
31 To identify alchemy stuff you have to stand over it or have it in your inventory and
32 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
33 not get identified if your alchemy level is too low.
34
35 A higher alchemy level will also help you to estimate the value of items better.
36
37 To create something new, for example some dust or potion, you have to get a B<cauldron>.
38 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
39 their cauldron for a fee. All you need now is to know what items creates which other item.
40 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
41 all ingredients for a recipe before using them!
42
43 For a start you could try to make B<water of the wise>:
44 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
45 If everything worked there should be B<water of the wise> in the cauldron now.
46 Congratulations, your first alchemy was done!
47
48 Be careful when doing alchemy and trying complicated receipes, they might fail and
49 will backfire heavily at you.
50
51 I<Never, ever, do alchemy in your home or in public places!> You can
52 easily create powerful monsters that will kill you, kill you again when
53 you wake up in your savebed, kill you again... etc.
54
55 =head2 bargaining
56
57 This skill helps you to bargain in shops when buying and selling. The higher
58 your bargaining level is the better prices you will get. Besides having a high
59 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
60
61 When you are in a shop, you can C<use_skill bargaining> to see whether that
62 shop will buy the items you want to sell at a higher price than others and
63 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
64
65 =head2 bowyer
66
67 You can identify missile weapons and missiles such as arrows, bolts and
68 bows. One can also create special bows and arrows from other ingredients
69 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
70 skill and a B<workbench> L<$ARCH/workbench.x11>
71 (you just have to find out a recipe).
72
73 =head2 clawing
74
75 You can make a "bare-handed attack". Damage is based on the user's
76 L<strength|stat_Str> and level. With time, one can have different claws
77 such as fire claws or electric claws. An elemental residue from the dragon
78 guild is required to change this. The dragon guild can be found in scorn.
79
80 =head2 levitation
81
82 You can levitate (fly low) at will. Using the skill first makes you
83 levitate, and at the second time returns you to the earth.
84 Levitation can be useful to fly over water streams that move you
85 if you walk in them, or it prevents you from falling into a pit.
86
87 =head2 summoning
88
89 You can cast spells related to the B<summoning> school of wizardry, which
90 mostly summon monsters, bullet walls and similar things. This skill
91 may be acquired either through the use of an appropriate B<talisman> or
92 learned via a L<skill scroll>.
93
94 The most basic spells you might want to get is 'summon pet monster'
95 and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
96 the spells and read their description.
97
98 =head2 pyromancy
99
100 You can cast spells related to the B<pyromancy> (fire) school of
101 wizardry. This skill may be acquired either through the use of an
102 appropriate B<talisman> or learned via a L<skill scroll>.
103
104 The first spell would be 'burning hands' which casts a cone of fire which
105 burns your enemies. It becomes stronger with your pyromancy level.
106
107 =head2 evocation
108
109 You can cast spells related to the B<evocation> (mostly cold magic)
110 school of wizardry. This skill may be acquired either through the use of
111 an appropriate B<talisman> or learned via a L<skill scroll>.
112
113 The spell you should start with is 'icestorm' which casts a cone
114 of ice which freezes your enemies. It becomes stronger with your evocation level.
115
116 =head2 sorcery
117
118 You can cast spells related to the B<sorcery> (identify, town portal and
119 other meta-spells) school of wizardry. This skill may be acquired either
120 through the use of an appropriate B<talisman> or learned via a B<skill
121 scroll>.
122
123 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
124 between two points in the world) and also attack spells like 'spark shower'
125 and 'steambolt'.
126
127 =head2 flame touch
128
129 You can make a "bare-handed attack". Damage is based on the user's
130 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
131 skill for the fireborn character class.
132
133 =head2 hiding
134
135 This skill lets you hide, that means that you will become invisible.
136 To hide you need to find a place with other stuff on it where you can hide.
137
138 You enjoy limited form of invisibility. If you attack or move too much
139 you become visible.
140
141 =head2 jeweler
142
143 You can identify amulets, rings and talismans. One can also improve magic
144 rings or enchant non-magic rings to give them stat bonuses, this works
145 similar to the L<alchemy skill|skill_description/alchemy>, only that
146 you need to put the ingredients in a B<jeweler's workbench>.
147
148 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
149
150 =head2 jumping
151
152 You can "skip" over one, two or three spaces in the selected
153 direction. Distance depends on weight carried, L<strength|stat_Str> and
154 L<dexterity|stat_Dex> of the user. This skill may also be used as an
155 attack.
156
157 =head2 karate
158
159 You can make a "bare-handed attack". Damage is based on the user's
160 L<strength|stat_Str> and level. This attack is the fastest and (at higher
161 levels) most deadly of the hand-to-hand attacks available.
162
163 =head2 climbing
164
165 Having this skill allows you to move faster through hilly areas than players
166 without this skill. B<Note:> You can't gain experience in this skill. Having
167 this skill is enough to move faster.
168
169 =head2 literacy
170
171 With this skill you can identify books and scrolls in your inventory,
172 giving you more experience that you can invest into identifying higher
173 level books and scrolls.
174
175 Literacy is also required to read books and scrolls, and to learn new
176 spells and skills from books and scrolls.
177
178 =head2 lockpicking
179
180 You may "pick locks" (open doors). You need to have readied some
181 B<lockpicks> to use this skill.
182
183 =head2 meditation
184
185 Player can regain mana/hp at an accelerated rate by C<use_skill
186 meditation>. Player must first strip off encumbering armour however. This
187 skill is only available to the "monk" character class.
188
189 =head2 one handed weapons
190
191 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
192 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
193 direction keys.
194
195 =head2 two handed weapons
196
197 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
198 Wield and ready the weapon by applying it and use the fire and direction keys.
199
200 =head2 missile weapons
201
202 The user is capable of making attacks with ranged weapons (eg bow, crossbow).
203 Fire arrows by applying a bow and using the fire and direction keys. To fire
204 specific arrows to kill a monster that is weak against a certain arrow, mark
205 this arrow and fire.
206
207 =head2 mountaineer
208
209 While the skill is readied, the possessor will move faster through "hilly"
210 terrain (hills, mountains, etc.)
211
212 =head2 oratory
213
214 You may "recruit" followers targeting them with your B<oratory>
215 skill. Recruitees must be unaggressive to start (a good way to pacify
216 monsters is the L<singing skill|skill_description/singing>). Use of
217 this skill may anger the audience. Also, some monsters are immune to
218 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
219 vs. the recruitee's L<intelligence|stat_Int> and level.
220
221 Kill experience from your followers goes directly to your oratory skill.
222
223 Cleaning women and unagggressive low-level monsters (such as the dogs in
224 the wizards house in scorn) are good initial targets for this skill.
225
226 =head2 praying
227
228 The praying skill allows you to cast "cleric" spells. In addition, this
229 skill may be used to accelerate the accumulation of grace points by
230 praying (see L<How do I pray?|how_tp_pray>. This skill may be either
231 learned (e.g. using a L<skill scroll>) or acquired through the use of a
232 B<holy symbol>.
233
234 One of the best spells to start with is the 'holy word' spell and later,
235 if you find it, the 'banishment' spell, which is much stronger.
236
237 =head2 punching
238
239 You can make a "bare-handed attack". Damage is based on the user's
240 L<strength|stat_Str> and level. This is the most feeble of the
241 hand-to-hand attacks.
242
243 =head2 find traps
244
245 You can search (more effectively) for traps. This is not a "passive"
246 skill, it must be applied in order to gain the advantage in discovering
247 traps, or actively used when in vicinity of a trap. To use it, fire into
248 any direction.
249
250 =head2 disarm traps
251
252 You can disarm previously discovered traps (for example, with the B<find
253 traps> skill).
254
255 =head2 mining
256
257 You know how to use a pickaxe to extract minerals from veins. You can also use
258 spells of the mining spell school. For instance the I<detect mineral> spell.
259
260 =head2 sense curse
261
262 You can detect whether items in your inventory or on the floor are
263 B<cursed> by using this skill.
264
265 =head2 sense magic
266
267 You can detect whether items in your inventory or on the floor are
268 B<magic> by using this skill.
269
270 =head2 singing
271
272 You may pacify hostile monsters with this area attack skill (it is
273 directionless and affects the area around you - the higher the skill,
274 the larger the area). Certain kinds of monsters are immune. Success
275 depends on user's level and her L<charisma|stat_Cha> vs. the monster's
276 L<intelligence|stat_Int> and level.
277
278 Singing is a good companion skill for the L<oratory
279 skill|skill_description/oratory>: first you pacify creates using singing,
280 then you can orate them, convincing them if your cause. It is a useful
281 skill when monsters are overwhelming you, too.
282
283 =head2 smithery
284
285 You can identify arms and armour that you hold, and, with the help of a
286 B<forge>, can even create weapons using this skill.
287
288 =head2 stealing
289
290 You can take items from the inventory of NPCs, monsters and maybe other
291 players.
292
293 =head2 thaumaturgy
294
295 You can identify rods, wands and horns that you are holding, and, with
296 the help of a B<thaumaturgists workbench> and the alchemy skill, create
297 those things.
298
299 =head2 throwing
300
301 You can throw items at monsters. To do this, fire at a monster with this skill
302 readied. You can chose what to throw by marking an item.
303
304 =head2 use magic item
305
306 You can use magic items like rods/wands/horns. The level of experience
307 influences how powerful the spells are you can evoke from the
308 rod/wand/horn.
309
310 =head2 woodsman
311
312 While the skill is readied, the possessor will move faster through
313 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
314
315 Woodsmen can also craft various items useful to their skill.
316
317 =head2 inscription
318
319 You can inscribe empty scrolls and books with a text. This is useful to
320 create messages, especially via the Imperial Post Office (IPO).
321
322 You can also write spell scrolls with a spell known to you. You need
323 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
324 possible. Only available as a 'writing pen'.
325
326 How to write into a mail scroll/books etc.:
327
328 mark <name of scroll> # or use the menu
329 use_skill inscription <your message goes here>
330
331 How to rewrite a spell scroll:
332
333 mark <name of scroll> # or use the menu
334 cast <spell> # prepare the spell you want to write
335 use_skill inscription # write the spell on the scroll
336
337 If you succeed, the scroll will be a scroll of the spell you chose and
338 your level of inscription as its level. Hence, you don't need to be that
339 level in the spell skill to write higher level spellscrolls.
340
341 Caution: Magic spell writing can be risky to one's health. There can be
342 some negative effects if one fails to write a spell scroll. The most
343 benign is that one becomes confused for a short time. Other effects are
344 more severe and can even be dangerous.
345
346 =head2 spark touch
347
348 You can do a "bare-handed attack" and shock the opponent with this skill
349 readied. Attacking is done by running into the opponent. This is a unique skill
350 that can only be used by sparklings.
351
352 =head2 shiver
353
354 You can do a "bare-handed attack" and send waves of frost to the opponent with
355 this skill readied. Attacking is done by running into the opponent. This is a
356 unique skill that can only be used by iceborns.
357
358 =head2 acid splash
359
360 You can do a "bare-handed attack" and splash the opponent with acid using this
361 skill. Attacking is done by running into the opponent. This is a unique skill
362 that can only be used by acidborns.
363
364 =head2 poison nail
365
366 You can do a "bare-handed attack" and inject poison into the opponent with
367 this skill readied. Attacking is done by running into the opponent. This is a
368 unique skill that can only be used by goblins.
369
370 =head1 About experience and skills
371
372 =head2 Associated and miscellaneous skills
373
374 In Deliantra, two types of skills exist; The first kind, "associated"
375 skills, are those skills which are associated with a category of
376 experience. The other kind of skill, "miscellaneous" skills, are not
377 related to any experience category.
378
379 The main difference between these two kinds of skills is in the result
380 of their use. When associated skills are used successfully experience
381 is accrued in the experience category associated with that skill. In
382 contrast, the use of miscellaneous skills never gains the player any
383 experience regardless of the success in using it.
384
385 Both miscellaneous and associated skills can fail. This means that
386 the attempt to use the skill was unsuccessful. Both miscellaneous
387 and associated skills can have certain primary stats associated with
388 them. These associated stats can help to determine if the use of a skill
389 is successful and to what degree it is successful.
390
391 All gained experience is modified by the associated stats for that skill
392 (table skill statistics) and then the appropriate experience category
393 automatically updated as needed.
394
395 =head2 Restrictions on skills use and gaining experience
396
397 Neither a character's stats nor the character class restricts the player
398 from gaining experience in any of the experience categories. Also, there
399 are no inherent restrictions on character skill use-any player may use any
400 acquired skill.
401
402 Average of Experienced
403 Associated Gain
404 Stats Multiplier
405 1 0.01
406 2 0.1
407 3 0.3
408 4 0.5
409 5 0.6
410 6 0.7
411 7 0.8
412 8 0.85
413 9 0.9
414 10 0.95
415 11 0.96
416 12 0.97
417 13 0.98
418 14 0.99
419 15 1.0
420 16 1.01
421 17 1.02
422 18 1.03
423 19 1.04
424 20 1.05
425 21 1.07
426 22 1.09
427 23 1.12
428 24 1.15
429 25 1.2
430 26 1.3
431 27 1.4
432 28 1.5
433 29 1.7
434 30 2.0
435
436 =head2 Algorithm for Experience Gain under the skills system
437
438 Here we take the view that a player must "overcome an opponent" in
439 order to gain experience. Examples include foes killed in combat,
440 finding/disarming a trap, stealing from some being, identifying an object,
441 etc.
442
443 Gained experience is based primarily on the difference in levels between
444 "opponents," experience point value of a "vanquished foe," the values of
445 the associated stats of the skill being used and two factors that are set
446 internally. (Note: If you want to know more about this, check out the
447 skills_developers.doc.)
448
449 Below the algorithm for experience gain is given where player "pl" has
450 "vanquished" opponent "op" using skill "sk:"
451
452 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
453
454 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
455 base experience award for "op" which depends on what op is (see below),
456 stat_mult is taken from table experience modification, and lvl_mult is:
457
458 For C<< level(pl)> < level(op) >>:
459
460 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
461
462 For C<< level(pl) = level(op) >>:
463
464 lvl_mult = FACTOR(sk)
465
466 For C<< level(pl) > level(op) >>:
467
468 lvl_mult = (level(op)/level(pl));
469
470 where C<level(op)> is the level of "op," level (pl) is the level of the
471 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
472 "pl."
473
474 There are three different cases for how EXP (op) can be computed:
475
476 =over 4
477
478 =item op is a living creature: EXP(op) is just the base experience award
479 given in the spoiler.
480
481 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
482 visible). Thus, traps which are highly visible get lower values.
483
484 =item op is not a trap but is non-living: EXP(op) = internal experience
485 award of the item. Also, the lvl_mult is multiplied by any magic
486 enchantment on the item.
487
488 =back
489
490 =head1 How skills are used
491
492 =over 4
493
494 =item B<< skills >> This command lists all the player's current known
495 skills, their level of use and the associated experience category of each
496 skill.
497
498 =item B<< ready_skill I<skill> >> This command changes the player's current
499 readied skill to <skill>.
500
501 =item B<< use_skill I<skill> I<string> >> This command changes the player's
502 current readied skill and then executes it in the facing direction of the
503 player. Similar in action to the invoke command.
504
505 =back
506
507 Three player commands are related to skills use: L<ready_skill>,
508 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
509 a skill by first readying the right one, with the ready_skill command and
510 then making a ranged "attack" to activate the skill; using most skills is
511 just like firing a wand or a bow. In a few cases however, a skill is be
512 used just by having it readied. For example, the mountaineer skill allows
513 favorable movement though hilly terrain while it is readied.
514
515 To change to a new skill, a player can use either the B<use_skill> or
516 B<ready_skill> commands, but note that the use of several common items can
517 automatically change the player's current skill too. Examples of this
518 include readying a bow (which will cause the code to make the player's
519 current skill missile_weapons) or readying a melee weapon (current skill
520 auto-matically becomes melee weapons). Also, some player actions can cause
521 a change in the current skill. Running into a monster while you have a
522 readied weapon in your inventory causes the code to automatically make our
523 current skill melee weapons. As another example of this-casting a spell
524 will cause the code to switch the current skill to wizardry or praying (as
525 appropriate to the spell type).
526
527 It is not possible to use more than one skill at a time.
528
529 =head2 Acquiring skills
530
531 Skills may be gained in two ways. In the first, new skills may
532 learned. This is done by reading a L<skill scroll>
533 and the process is very similar to learning a spell. Just as in attempts
534 to learn incantations, success in learning skills is dependent on a random
535 test based on the learner's INT. Using your INT stat, look in the learn%
536 column in table primary stat effects to find your % chance of learning a
537 skill. Once you hit 100%, you will always be successfull in learning new
538 skills.
539
540 The acquisition of a skill tool will also allow the player to use a new
541 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
542 the player to pick door locks). The player merely applies the skill tool
543 in order to gain use of the new skill. If the tool is unapplied, the
544 player loses the use of the skill associated with the tool.
545
546 After a new skill is gained (either learned or if player has an applied
547 skill tool) it will appear on the player's skill roster (use the 'skills
548 command to view its status). If the new skill is an associated skill,
549 then it will automatically be gained at the player's current level in the
550 appropriate experience category.
551
552 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
553 lockpicks and applies them. He may now use the skill lockpicking at 5th
554 level of ability since that is an agility associated skill.
555
556 =head1 Authors
557
558 Parts of this document were originally compiled, edited, and written by
559 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
560 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
561
562 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
563 Steenhoven and Marc A. Lehmann.
564