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Revision: 1.3
Committed: Sun Aug 13 19:27:54 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.2: +14 -1 lines
Log Message:
renamed intro.pod to tutorial.pod and added further stuff to skill help and mainpage.

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 to change this. The dragon guild can be found in scorn.
103
104 =head2 levitation
105
106 You can levitate (fly low) at will. Using the skill first makes you
107 levitate, and at the second time returns you to the earth.
108 Levitation can be useful to fly over water streams that move you
109 if you walk in them, or it prevents you from falling into a pit.
110
111 =head2 summoning
112
113 You can cast spells related to the B<summoning> school of wizardry, which
114 mostly summon monsters, bullet walls and similar things. This skill
115 may be acquired either through the use of an appropriate B<talisman> or
116 learned via a B<skill scroll>.
117
118 The most basic spells you might want to get is 'summon pet monster'
119 and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
120 the spells and read their description.
121
122 =head2 pyromancy
123
124 You can cast spells related to the B<pyromancy> (fire) school of
125 wizardry. This skill may be acquired either through the use of an
126 appropriate B<talisman> or learned via a B<skill scroll>.
127
128 The first spell would be 'burning hands' which casts a cone
129 of fire which burns your enemies. It becomes stronger with your pyromancy level.
130
131 =head2 evocation
132
133 You can cast spells related to the B<evocation> (mostly cold magic)
134 school of wizardry. This skill may be acquired either through the use of
135 an appropriate B<talisman> or learned via a B<skill scroll>.
136
137 The spell you should start with is 'icestorm' which casts a cone
138 of ice which freezes your enemies. It becomes stronger with your evocation level.
139
140 =head2 sorcery
141
142 You can cast spells related to the B<sorcery> (identify, town portal and
143 other meta-spells) school of wizardry. This skill may be acquired either
144 through the use of an appropriate B<talisman> or learned via a B<skill
145 scroll>.
146
147 =head2 flame touch
148
149 You can make a "bare-handed attack". Damage is based on the user's
150 B<Str> and level. This is the default hand-to-hand fighting skill for the
151 fireborn character class.
152
153 =head2 hiding
154
155 You enjoy limited form of invisibility. If you attack or move too much
156 you become visible. Right now it is possible to hidden while next to
157 hostile monsters. Not a reasonable feature!
158
159 =head2 jeweler
160
161 You can identify amulets, rings and talismans. One can also improve magic
162 rings or enchant non-magic rings to give them stat bonuses using the alchemy
163 skill and a B<jeweler's workbench>.
164
165 =head2 jumping
166
167 You can "skip" over one, two or three spaces in the selected direction.
168 Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
169 may also be used as an attack.
170
171 =head2 karate
172
173 You can make a "bare-handed attack". Damage is based on the user's B<Str>
174 and level. This attack is the fastest and (at higher levels) most deadly
175 of the hand-to-hand attacks available.
176
177 =head2 climbing
178
179 Having this skill allows you to move faster through hilly areas than players
180 without this skill.
181
182 =head2 literacy
183
184 You can identify books and scrolls that you hold. Since scrolls are
185 currently always identified, this is not the greatest of skills.
186
187 =head2 lockpicking
188
189 You may "pick locks" (open doors). You need to have readied some
190 B<lockpicks> to use this skill.
191
192 =head2 meditation
193
194 Player can regain mana/hp at an accelerated rate. Player must first strip
195 off encumbering armour however. This skill is only available to the "monk"
196 character class.
197
198 =head2 one handed weapons
199
200 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
201 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
202 direction keys.
203
204 =head2 two handed weapons
205
206 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
207 Wield and ready the weapon by applying it and use the fire and direction keys.
208
209 =head2 missile weapons
210
211 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
212 Fire arrows by applying a bow and using teh fire and direction keys. To fire
213 specific arrows to kill a monster that is weak against a certain arrow, mark
214 this arrow and fire.
215
216 =head2 mountaineer
217
218 While the skill is readied, the possessor will move faster through "hilly"
219 terrain (hills, mountains, etc.)
220
221 =head2 oratory
222
223 You may "recruit" followers. Recruitees must be of lower level, and
224 unaggressive to start. Use of this skill may anger the audience. Also,
225 "special" monsters are immune to recruitment. Success depends on user's
226 B<Cha> and level.
227
228 =head2 praying
229
230 You are allowed to cast "cleric" spells. In addition, this skill may be
231 used to accelerate the accumulation of grace. This skill may be either
232 learned (e.g. using a B<skill scroll>) or acquired through the use of a
233 B<holy symbol>.
234
235 =head2 punching
236
237 You can make a "bare-handed attack". Damage is based on the user's B<Str>
238 and level. This is the most feeble of the hand-to-hand attacks.
239
240 =head2 find traps
241
242 You can search (more effectively) for traps. This is not a "passive"
243 skill, it must be applied in order to gain the advantage in discovering
244 traps, or actively used when in vicinity of a trap. To use it, fire into
245 any direction.
246
247 =head2 disarm
248
249 You can disarm previously discovered traps (for example, with the B<find traps> skill).
250
251 =head2 sense curse
252
253 You can detect whether items that you hold are B<cursed> by firing in any
254 direction while this skill is readied.
255
256 =head2 sense magic
257
258 You can detect whether items that you hold are B<magic> by firing in any
259 direction while this skill is readied.
260
261 =head2 singing
262
263 You may pacify hostile monsters with this skill. Certain kinds of
264 monsters are immune. Success depends on user level and B<Cha>.
265
266 =head2 smithery
267
268 You can identify arms and armour that you hold, and, with the help of a
269 B<forge>, can even create weapons using the alchemy skill.
270
271 =head2 stealing
272
273 You can take items from the inventory of NPCs, monsters and maybe other
274 players.
275
276 =head2 thaumathurgy
277
278 You can identify rods, wands and horns that you are holding, and, with
279 the help of a B<thaumaturgists workbench> and the alchemy skill, create
280 those things.
281
282 =head2 throwing
283
284 You can throw items at monsters. To do this, fire at a monster with this skill
285 readied. You can chose what to throw by marking an item, if you do not chose an
286 item, an item from your inventory is randomly picked and thrown unless the item
287 is locked.
288
289 ERROR: Randomly?
290
291 =head2 use magic item
292
293 You can use magic items like rods/wands/horns. The level of experience
294 influences how powerful the spells are you can evoke from the
295 rod/wand/horn.
296
297 =head2 woodsman
298
299 While the skill is readied, the possessor will move faster through
300 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
301
302 =head2 inscription
303
304 You can inscribe scrolls with a text. This is useful to create messages,
305 especially via the Imperial Post Office (IPO).
306 You can also rewrite spell scrolls with a previously known spell. B<Sp>,
307 time and an old scroll are needed. Backfire effects are possible. Only
308 available as a 'writing pen'.
309
310 How to rewrite a mail scroll/books etc.:
311
312 mark <name of scroll> # or use the menu
313 use_skill inscription <your message goes here>
314
315 How to rewrite a spell scroll:
316
317 mark <name of scroll> # or use the menu
318 cast <spell> # prepare the spell you want to write
319 use_skill inscription # write the spell on the scroll
320
321 The scroll on which you want to write has to be much lower than your inscription
322 level, otherwise you may accidentally read the scroll and cast the spell inside it.
323 If you succeed, the scroll will be a scroll of the spell you chose and your level of
324 inscription as its level. Hence, you don't need to be that level in the spell skill
325 to write higher level spellscrolls.
326
327 Caution: Magic spell writing can be risky to one's health. There can be
328 some negative effects if one fails to write a spell scroll. The most
329 benign is that one becomes confused for a short time. Other effects are
330 more severe and can even be dangerous.
331
332 =head2 spark touch
333
334 You can do a "bare-handed attack" and shock the opponent with this skill
335 readied. Attacking is done by running into the opponent. This is a unique skill
336 that can only be used by sparklings.
337
338 =head2 shiver
339
340 You can do a "bare-handed attack" and send waves of frost to the opponent with
341 this skill readied. Attacking is done by running into the opponent. This is a
342 unique skill that can only be used by iceborns.
343
344 =head2 acid splash
345
346 You can do a "bare-handed attack" and splash the opponent with acid using this
347 skill. Attacking is done by running into the opponent. This is a unique skill
348 that can only be used by acidborns.
349
350 =head2 poison nail
351
352 TODO: Add goblins and think about the name goblin.
353
354 You can do a "bare-handed attack" and inject poison into 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 goblins.
357
358 =head1 About experience and skills
359
360 =head2 Associated and miscellaneous skills
361
362 In Crossfire two types of skills exist; The first kind, "associated"
363 skills, are those skills which are associated with a category of
364 experience. The other kind of skill, "miscellaneous" skills, are not
365 related to any experience category.
366
367 The main difference between these two kinds of skills is in the result
368 of their use. When associated skills are used successfully experience
369 is accrued in the experience category associated with that skill. In
370 contrast, the use of miscellaneous skills never gains the player any
371 experience regardless of the success in using it.
372
373 Both miscellaneous and associated skills can fail. This means that
374 the attempt to use the skill was unsuccessful. Both miscellaneous
375 and associated skills can have certain primary stats associated with
376 them. These associated stats can help to determine if the use of a skill
377 is successful and to what degree it is successful.
378
379 All gained experience is modified by the associated stats for that skill
380 (table skill statistics) and then the appropriate experience category
381 automatically updated as needed.
382
383 =head2 Restrictions on skills use and gaining experience
384
385 Neither a character's stats nor the character class restricts the player
386 from gaining experience in any of the experience categories. Also, there
387 are no inherent restrictions on character skill use-any player may use any
388 acquired skill.
389
390 Average of Experienced
391 Associated Gain
392 Stats Multiplier
393 1 0.01
394 2 0.1
395 3 0.3
396 4 0.5
397 5 0.6
398 6 0.7
399 7 0.8
400 8 0.85
401 9 0.9
402 10 0.95
403 11 0.96
404 12 0.97
405 13 0.98
406 14 0.99
407 15 1.0
408 16 1.01
409 17 1.02
410 18 1.03
411 19 1.04
412 20 1.05
413 21 1.07
414 22 1.09
415 23 1.12
416 24 1.15
417 25 1.2
418 26 1.3
419 27 1.4
420 28 1.5
421 29 1.7
422 30 2.0
423
424 =head2 Algorithm for Experience Gain under the skills system
425
426 Here we take the view that a player must "overcome an opponent" in
427 order to gain experience. Examples include foes killed in combat,
428 finding/disarming a trap, stealing from some being, identifying an object,
429 etc.
430
431 Gained experience is based primarily on the difference in levels between
432 "opponents," experience point value of a "vanquished foe," the values of
433 the associated stats of the skill being used and two factors that are set
434 internally. (Note: If you want to know more about this, check out the
435 skills_developers.doc.)
436
437 Below the algorithm for experience gain is given where player "pl" has
438 "vanquished" opponent "op" using skill "sk:"
439
440 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
441
442 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
443 base experience award for "op" which depends on what op is (see below),
444 stat_mult is taken from table experience modification, and lvl_mult is:
445
446 For C<< level(pl)> < level(op) >>:
447
448 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
449
450 For C<< level(pl) = level(op) >>:
451
452 lvl_mult = FACTOR(sk)
453
454 For C<< level(pl) > level(op) >>:
455
456 lvl_mult = (level(op)/level(pl));
457
458 where C<level(op)> is the level of "op," level (pl) is the level of the
459 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
460 "pl."
461
462 There are three different cases for how EXP (op) can be computed:
463
464 =over 4
465
466 =item op is a living creature: EXP(op) is just the base experience award
467 given in the spoiler.
468
469 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
470 visible). Thus, traps which are highly visible get lower values.
471
472 =item op is not a trap but is non-living: EXP(op) = internal experience
473 award of the item. Also, the lvl_mult is multiplied by any magic
474 enchantment on the item.
475
476 =back
477
478 =head1 How skills are used
479
480 =over 4
481
482 =item B<< skills >> This command lists all the player's current known
483 skills, their level of use and the associated experience category of each
484 skill.
485
486 =item B<< ready_skill I<skill> >> This command changes the player's current
487 readied skill to <skill>.
488
489 =item B<< use_skill I<skill> I<string> >> This command changes the player's
490 current readied skill and then executes it in the facing direction of the
491 player. Similar in action to the invoke command.
492
493 =back
494
495 Three player commands are related to skills use: B<ready_skill>,
496 B<use_skill>, and B<skills>. Generally, a player will use a skill by first
497 readying the right one, with the ready_skill command and then making a
498 ranged "attack" to activate the skill; using most skills is just like
499 firing a wand or a bow. In a few cases however, a skill is be used just
500 by having it readied. For example, the mountaineer skill allows favorable
501 movement though hilly terrain while it is readied.
502
503 To change to a new skill, a player can use either the B<use_skill> or
504 B<ready_skill> commands, but note that the use of several common items can
505 automatically change the player's current skill too. Examples of this
506 include readying a bow (which will cause the code to make the player's
507 current skill missile_weapons) or readying a melee weapon (current skill
508 auto-matically becomes melee weapons). Also, some player actions can cause
509 a change in the current skill. Running into a monster while you have a
510 readied weapon in your inventory causes the code to automatically make our
511 current skill melee weapons. As another example of this-casting a spell
512 will cause the code to switch the current skill to wizardry or praying (as
513 appropriate to the spell type).
514
515 It is not possible to use more than one skill at a time.
516
517 =head2 Acquiring skills
518
519 Skills may be gained in two ways. In the first, new skills may
520 learned. This is done by reading a B<skill scroll> and the process is very
521 similar to learning a spell. Just as in attempts to learn incantations,
522 success in learning skills is dependent on a random test based on the
523 learner's INT. Using your INT stat, look in the learn% column in table
524 primary stat effects to find your % chance of learning a skill. Once you
525 hit 100%, you will always be successfull in learning new skills.
526
527 The acquisition of a skill tool will also allow the player to use a new
528 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
529 the player to pick door locks). The player merely applies the skill tool
530 in order to gain use of the new skill. If the tool is unapplied, the
531 player loses the use of the skill associated with the tool.
532
533 After a new skill is gained (either learned or if player has an applied
534 skill tool) it will appear on the player's skill roster (use the 'skills
535 command to view its status). If the new skill is an associated skill,
536 then it will automatically be gained at the player's current level in the
537 appropriate experience category.
538
539 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
540 lockpicks and applies them. He may now use the skill lockpicking at 5th
541 level of ability since that is an agility associated skill.
542
543 =head1 Authors
544
545 Parts of this document were originally compiled, edited, and written by
546 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
547 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
548
549 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
550 Steenhoven and Marc A. Lehmann.
551