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Revision: 1.23
Committed: Wed Nov 21 14:43:40 2012 UTC (11 years, 5 months ago) by root
Branch: MAIN
CVS Tags: HEAD
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# 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. This skill may be either learned (e.g. using a L<skill scroll>)
231 or acquired through the use of a B<holy symbol>.
232
233 Since praying can keep your character busy for a while, it is best to
234 C<ready_skill praying>, and then keep firing into any direction. That way,
235 you can instantly stop praying when something unexpected shows up.
236
237 One of the best praying spells to start with is the 'holy word' spell and
238 later, if you find it, the 'banishment' spell, which is much stronger.
239
240 One of the best spells to start with is the 'holy word' spell and later,
241 if you find it, the 'banishment' spell, which is much stronger.
242
243 =head2 punching
244
245 You can make a "bare-handed attack". Damage is based on the user's
246 L<strength|stat_Str> and level. This is the most feeble of the
247 hand-to-hand attacks.
248
249 =head2 find traps
250
251 You can search (more effectively) for traps. This is not a "passive"
252 skill, it must be applied in order to gain the advantage in discovering
253 traps, or actively used when in vicinity of a trap. To use it, fire into
254 any direction.
255
256 =head2 disarm traps
257
258 You can disarm previously discovered traps (for example, with the B<find
259 traps> skill).
260
261 =head2 mining
262
263 You know how to use a pickaxe to extract minerals from veins. You can also use
264 spells of the mining spell school. For instance the I<detect mineral> spell.
265
266 =head2 sense curse
267
268 You can detect whether items in your inventory or on the floor are
269 B<cursed> by using this skill.
270
271 =head2 sense magic
272
273 You can detect whether items in your inventory or on the floor are
274 B<magic> by using this skill.
275
276 =head2 singing
277
278 You may pacify hostile monsters with this area attack skill (it is
279 directionless and affects the area around you - the higher the skill,
280 the larger the area). Certain kinds of monsters are immune. Success
281 depends on user's level and her L<charisma|stat_Cha> vs. the monster's
282 L<intelligence|stat_Int> and level.
283
284 Singing is a good companion skill for the L<oratory
285 skill|skill_description/oratory>: first you pacify creates using singing,
286 then you can orate them, convincing them if your cause. It is a useful
287 skill when monsters are overwhelming you, too.
288
289 =head2 smithery
290
291 You can identify arms and armour that you hold, and, with the help of a
292 B<forge>, can even create weapons using this skill.
293
294 =head2 stealing
295
296 You can take items from the inventory of NPCs, monsters and maybe other
297 players.
298
299 =head2 thaumaturgy
300
301 You can identify rods, wands and horns that you are holding, and, with
302 the help of a B<thaumaturgists workbench> and the alchemy skill, create
303 those things.
304
305 =head2 throwing
306
307 You can throw items at monsters. To do this, fire at a monster with this skill
308 readied. You can chose what to throw by marking an item.
309
310 =head2 use magic item
311
312 You can use magic items like rods/wands/horns. The level of experience
313 influences how powerful the spells are you can evoke from the
314 rod/wand/horn.
315
316 =head2 woodsman
317
318 While the skill is readied, the possessor will move faster through
319 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
320
321 Woodsmen can also craft various items useful to their skill.
322
323 =head2 inscription
324
325 You can inscribe empty scrolls and books with a text. This is useful to
326 create messages, especially via the Imperial Post Office (IPO).
327
328 You can also write spell scrolls with a spell known to you. You need
329 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
330 possible. Only available as a 'writing pen'.
331
332 How to write into a mail scroll/books etc.:
333
334 mark <name of scroll> # or use the menu
335 use_skill inscription <your message goes here>
336
337 How to rewrite a spell scroll:
338
339 mark <name of scroll> # or use the menu
340 cast <spell> # prepare the spell you want to write
341 use_skill inscription # write the spell on the scroll
342
343 If you succeed, the scroll will be a scroll of the spell you chose and
344 your level of inscription as its level. Hence, you don't need to be that
345 level in the spell skill to write higher level spellscrolls.
346
347 Caution: Magic spell writing can be risky to one's health. There can be
348 some negative effects if one fails to write a spell scroll. The most
349 benign is that one becomes confused for a short time. Other effects are
350 more severe and can even be dangerous.
351
352 =head2 spark touch
353
354 You can do a "bare-handed attack" and shock the opponent with this skill
355 readied. Attacking is done by running into the opponent. This is a unique skill
356 that can only be used by sparklings.
357
358 =head2 shiver
359
360 You can do a "bare-handed attack" and send waves of frost to 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 iceborns.
363
364 =head2 acid splash
365
366 You can do a "bare-handed attack" and splash the opponent with acid using this
367 skill. Attacking is done by running into the opponent. This is a unique skill
368 that can only be used by acidborns.
369
370 =head2 poison nail
371
372 You can do a "bare-handed attack" and inject poison into the opponent with
373 this skill readied. Attacking is done by running into the opponent. This is a
374 unique skill that can only be used by goblins.
375
376 =head1 About experience and skills
377
378 =head2 Associated and miscellaneous skills
379
380 In Deliantra, two types of skills exist; The first kind, "associated"
381 skills, are those skills which are associated with a category of
382 experience. The other kind of skill, "miscellaneous" skills, are not
383 related to any experience category.
384
385 The main difference between these two kinds of skills is in the result
386 of their use. When associated skills are used successfully experience
387 is accrued in the experience category associated with that skill. In
388 contrast, the use of miscellaneous skills never gains the player any
389 experience regardless of the success in using it.
390
391 Both miscellaneous and associated skills can fail. This means that
392 the attempt to use the skill was unsuccessful. Both miscellaneous
393 and associated skills can have certain primary stats associated with
394 them. These associated stats can help to determine if the use of a skill
395 is successful and to what degree it is successful.
396
397 All gained experience is modified by the associated stats for that skill
398 (table skill statistics) and then the appropriate experience category
399 automatically updated as needed.
400
401 =head2 Restrictions on skills use and gaining experience
402
403 Neither a character's stats nor the character class restricts the player
404 from gaining experience in any of the experience categories. Also, there
405 are no inherent restrictions on character skill use-any player may use any
406 acquired skill.
407
408 Average of Experienced
409 Associated Gain
410 Stats Multiplier
411 1 0.01
412 2 0.1
413 3 0.3
414 4 0.5
415 5 0.6
416 6 0.7
417 7 0.8
418 8 0.85
419 9 0.9
420 10 0.95
421 11 0.96
422 12 0.97
423 13 0.98
424 14 0.99
425 15 1.0
426 16 1.01
427 17 1.02
428 18 1.03
429 19 1.04
430 20 1.05
431 21 1.07
432 22 1.09
433 23 1.12
434 24 1.15
435 25 1.2
436 26 1.3
437 27 1.4
438 28 1.5
439 29 1.7
440 30 2.0
441
442 =head2 Algorithm for Experience Gain under the skills system
443
444 Here we take the view that a player must "overcome an opponent" in
445 order to gain experience. Examples include foes killed in combat,
446 finding/disarming a trap, stealing from some being, identifying an object,
447 etc.
448
449 Gained experience is based primarily on the difference in levels between
450 "opponents," experience point value of a "vanquished foe," the values of
451 the associated stats of the skill being used and two factors that are set
452 internally. (Note: If you want to know more about this, check out the
453 skills_developers.doc.)
454
455 Below the algorithm for experience gain is given where player "pl" has
456 "vanquished" opponent "op" using skill "sk:"
457
458 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
459
460 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
461 base experience award for "op" which depends on what op is (see below),
462 stat_mult is taken from table experience modification, and lvl_mult is:
463
464 For C<< level(pl)> < level(op) >>:
465
466 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
467
468 For C<< level(pl) = level(op) >>:
469
470 lvl_mult = FACTOR(sk)
471
472 For C<< level(pl) > level(op) >>:
473
474 lvl_mult = (level(op)/level(pl));
475
476 where C<level(op)> is the level of "op," level (pl) is the level of the
477 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
478 "pl."
479
480 There are three different cases for how EXP (op) can be computed:
481
482 =over 4
483
484 =item op is a living creature: EXP(op) is just the base experience award
485 given in the spoiler.
486
487 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
488 visible). Thus, traps which are highly visible get lower values.
489
490 =item op is not a trap but is non-living: EXP(op) = internal experience
491 award of the item. Also, the lvl_mult is multiplied by any magic
492 enchantment on the item.
493
494 =back
495
496 =head1 How skills are used
497
498 =over 4
499
500 =item B<< skills >> This command lists all the player's current known
501 skills, their level of use and the associated experience category of each
502 skill.
503
504 =item B<< ready_skill I<skill> >> This command changes the player's current
505 readied skill to <skill>.
506
507 =item B<< use_skill I<skill> I<string> >> This command changes the player's
508 current readied skill and then executes it in the facing direction of the
509 player. Similar in action to the invoke command.
510
511 =back
512
513 Three player commands are related to skills use: L<ready_skill>,
514 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
515 a skill by first readying the right one, with the ready_skill command and
516 then making a ranged "attack" to activate the skill; using most skills is
517 just like firing a wand or a bow. In a few cases however, a skill is be
518 used just by having it readied. For example, the mountaineer skill allows
519 favorable movement though hilly terrain while it is readied.
520
521 To change to a new skill, a player can use either the B<use_skill> or
522 B<ready_skill> commands, but note that the use of several common items can
523 automatically change the player's current skill too. Examples of this
524 include readying a bow (which will cause the code to make the player's
525 current skill missile_weapons) or readying a melee weapon (current skill
526 auto-matically becomes melee weapons). Also, some player actions can cause
527 a change in the current skill. Running into a monster while you have a
528 readied weapon in your inventory causes the code to automatically make our
529 current skill melee weapons. As another example of this-casting a spell
530 will cause the code to switch the current skill to wizardry or praying (as
531 appropriate to the spell type).
532
533 It is not possible to use more than one skill at a time.
534
535 =head2 Acquiring skills
536
537 Skills may be gained in two ways. In the first, new skills may
538 learned. This is done by reading a L<skill scroll>
539 and the process is very similar to learning a spell. Just as in attempts
540 to learn incantations, success in learning skills is dependent on a random
541 test based on the learner's INT. Using your INT stat, look in the learn%
542 column in table primary stat effects to find your % chance of learning a
543 skill. Once you hit 100%, you will always be successfull in learning new
544 skills.
545
546 The acquisition of a skill tool will also allow the player to use a new
547 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
548 the player to pick door locks). The player merely applies the skill tool
549 in order to gain use of the new skill. If the tool is unapplied, the
550 player loses the use of the skill associated with the tool.
551
552 After a new skill is gained (either learned or if player has an applied
553 skill tool) it will appear on the player's skill roster (use the 'skills
554 command to view its status). If the new skill is an associated skill,
555 then it will automatically be gained at the player's current level in the
556 appropriate experience category.
557
558 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
559 lockpicks and applies them. He may now use the skill lockpicking at 5th
560 level of ability since that is an agility associated skill.
561
562 =head1 Authors
563
564 Parts of this document were originally compiled, edited, and written by
565 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
566 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
567
568 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
569 Steenhoven and Marc A. Lehmann.
570