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=head1 Skills |
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|
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=head1 Description |
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|
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Instead of gaining experience for basically just killing monsters (and |
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disarming traps) you can also gain a variety of experience through the |
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use of skills. |
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|
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=head1 Skill Overview |
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|
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Skill Experience Associated Stats |
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Stat 1 Stat 2 Stat 3 |
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Achemy Mental Int Dex Wis |
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Bargaining NONE n/a n/a n/a |
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Bowyer Mental Int Dex Wis |
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Clawing Physique Str Dex n/a |
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Disarm Traps Agility Dex Int Str |
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Find Traps Mental Int Dex n/a |
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Flame Touch Physique Str Dex Int |
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Hiding Agility Dex Int n/a |
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Inscription Mental Int Dex n/a |
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Jeweler Mental Int Wis Dex |
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Jumping Physique Str Dex n/a |
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Karate Physique Str Dex n/a |
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Literacy Mental Int Wis n/a |
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Lockpicking Agility Dex Int n/a |
27 |
Meditation NONE Int Wis Pow |
28 |
Melee Weapons Physique Str Dex n/a |
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Missile Weapons Physique Str Dex n/a |
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Mountaineer NONE n/a n/a n/a |
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Oratory Personality Cha Int n/a |
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Praying Wisdom Wis Pow n/a |
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Punching Physique Str Dex n/a |
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Sense Curse Wisdom Pow Wis n/a |
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Sense Magic Magic Pow Int n/a |
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Set Traps Mental Int Dex Str |
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Singing Personality Cha Int n/a |
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Smithery Mental Int Str Dex |
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Stealing Agility Dex Int n/a |
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Thaumaturgy Mental Int Wis n/a |
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Throwing Physique Str Dex n/a |
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Use Magic Item NONE Pow Int n/a |
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Wizardry Magic Pow Int n/a |
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Woodsman Mental Int Dex Wis |
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|
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=head1 X<skill_description>Detailed Skill Description |
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|
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Below is a more detailed description of each skills and how they are used. |
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|
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=head2 alchemy |
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|
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You can identify potions, containers, and different kinds of ore and mineral, |
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mix potions and create other stuff (such as gold, weapons, deadly monsters |
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killing him/her etc.) from other ingredients using a cauldron. |
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|
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To identify alchemy stuff you have to stand over it or have it in your inventory and |
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issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might |
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not get identified if your alchemy level is too low. |
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|
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A higher alchemy level will also help you to estimate the value of items better. |
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|
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To create something new, for example some dust or potion, you have to get a B<cauldron>. |
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You find these in shops, guilds and some appartments. Some alchemy shops also let you use |
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their cauldron for a fee. All you need now is to know what items creates which other item. |
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You learn the ingredients this by finding receipes. It is B<very important> that you B<identify> |
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all ingredients for a receipe before using them! |
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|
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For a start you could try to make B<water of the wise>: |
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Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>. |
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If everything worked there should be B<water of the wise> in the cauldron now. |
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Congratulations, your first alchemy was done! |
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|
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Be careful when doing alchemy and trying complicated receipes, they might fail and |
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will backfire heavily at you. |
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|
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I<Never, ever, do alchemy in your home or in public places!> You can |
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easily create powerful monsters that will kill you, kill you again when |
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you wake up in your savebed, kill you again... etc. |
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|
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=head2 bargaining |
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|
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This skill helps you to bargain in shops when buying and selling. The higher |
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your bargaining level is the better prices you will get. Besides having a high |
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bargaining skill it helps a lot to have a high B<Cha>risma stat. |
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|
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When you are in a shop, you can C<use_skill bargaining> to see whether that |
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shop will buy the items you want to sell at a higher price than others and |
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whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
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|
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=head2 bowyer |
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|
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You can identify missile weapons and missiles such as arrows, bolts and bows. |
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One can also create special bows and arrows from other ingredients using the |
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bowyer skill like the L<skill_help/*/alchemy> skill and a B<workbench> |
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(you just have to find out a receip) |
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|
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=head2 clawing |
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|
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You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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and level. With time, one can have different claws such as fire claws or |
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electric claws. An elemental residue from the dragon guild is required |
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to change this. The dragon guild can be found in scorn. |
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|
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=head2 levitation |
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|
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You can levitate (fly low) at will. Using the skill first makes you |
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levitate, and at the second time returns you to the earth. |
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Levitation can be useful to fly over water streams that move you |
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if you walk in them, or it prevents you from falling into a pit. |
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|
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=head2 summoning |
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|
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You can cast spells related to the B<summoning> school of wizardry, which |
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mostly summon monsters, bullet walls and similar things. This skill |
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may be acquired either through the use of an appropriate B<talisman> or |
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learned via a B<skill scroll>. |
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|
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The most basic spells you might want to get is 'summon pet monster' |
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and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
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the spells and read their description. |
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|
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=head2 pyromancy |
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|
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You can cast spells related to the B<pyromancy> (fire) school of |
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wizardry. This skill may be acquired either through the use of an |
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appropriate B<talisman> or learned via a B<skill scroll>. |
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|
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The first spell would be 'burning hands' which casts a cone |
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of fire which burns your enemies. It becomes stronger with your pyromancy level. |
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|
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=head2 evocation |
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|
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You can cast spells related to the B<evocation> (mostly cold magic) |
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school of wizardry. This skill may be acquired either through the use of |
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an appropriate B<talisman> or learned via a B<skill scroll>. |
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|
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The spell you should start with is 'icestorm' which casts a cone |
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of ice which freezes your enemies. It becomes stronger with your evocation level. |
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|
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=head2 sorcery |
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|
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You can cast spells related to the B<sorcery> (identify, town portal and |
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other meta-spells) school of wizardry. This skill may be acquired either |
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through the use of an appropriate B<talisman> or learned via a B<skill |
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scroll>. |
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|
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=head2 flame touch |
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|
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You can make a "bare-handed attack". Damage is based on the user's |
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B<Str> and level. This is the default hand-to-hand fighting skill for the |
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fireborn character class. |
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|
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=head2 hiding |
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|
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You enjoy limited form of invisibility. If you attack or move too much |
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you become visible. Right now it is possible to hidden while next to |
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hostile monsters. Not a reasonable feature! |
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|
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=head2 jeweler |
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|
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You can identify amulets, rings and talismans. One can also improve magic |
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rings or enchant non-magic rings to give them stat bonuses using the alchemy |
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skill and a B<jeweler's workbench>. |
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|
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=head2 jumping |
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|
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You can "skip" over one, two or three spaces in the selected direction. |
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Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
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may also be used as an attack. |
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|
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=head2 karate |
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|
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You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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and level. This attack is the fastest and (at higher levels) most deadly |
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of the hand-to-hand attacks available. |
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|
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=head2 climbing |
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|
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Having this skill allows you to move faster through hilly areas than players |
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without this skill. |
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|
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=head2 literacy |
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|
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You can identify books and scrolls that you hold. Since scrolls are |
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currently always identified, this is not the greatest of skills. |
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|
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=head2 lockpicking |
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|
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You may "pick locks" (open doors). You need to have readied some |
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B<lockpicks> to use this skill. |
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|
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=head2 meditation |
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|
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Player can regain mana/hp at an accelerated rate. Player must first strip |
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off encumbering armour however. This skill is only available to the "monk" |
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character class. |
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|
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=head2 one handed weapons |
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|
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You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
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B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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direction keys. |
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|
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=head2 two handed weapons |
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|
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You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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Wield and ready the weapon by applying it and use the fire and direction keys. |
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|
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=head2 missile weapons |
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|
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The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
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Fire arrows by applying a bow and using teh fire and direction keys. To fire |
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specific arrows to kill a monster that is weak against a certain arrow, mark |
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this arrow and fire. |
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|
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=head2 mountaineer |
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|
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While the skill is readied, the possessor will move faster through "hilly" |
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terrain (hills, mountains, etc.) |
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|
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=head2 oratory |
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|
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You may "recruit" followers. Recruitees must be of lower level, and |
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unaggressive to start. Use of this skill may anger the audience. Also, |
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"special" monsters are immune to recruitment. Success depends on user's |
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B<Cha> and level. |
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|
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=head2 praying |
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|
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You are allowed to cast "cleric" spells. In addition, this skill may be |
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used to accelerate the accumulation of grace. This skill may be either |
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learned (e.g. using a B<skill scroll>) or acquired through the use of a |
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B<holy symbol>. |
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|
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=head2 punching |
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|
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You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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and level. This is the most feeble of the hand-to-hand attacks. |
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|
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=head2 find traps |
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|
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You can search (more effectively) for traps. This is not a "passive" |
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skill, it must be applied in order to gain the advantage in discovering |
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traps, or actively used when in vicinity of a trap. To use it, fire into |
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any direction. |
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|
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=head2 disarm |
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|
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You can disarm previously discovered traps (for example, with the B<find traps> skill). |
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|
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=head2 sense curse |
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|
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You can detect whether items that you hold are B<cursed> by firing in any |
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direction while this skill is readied. |
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|
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=head2 sense magic |
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|
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You can detect whether items that you hold are B<magic> by firing in any |
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direction while this skill is readied. |
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|
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=head2 singing |
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|
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You may pacify hostile monsters with this skill. Certain kinds of |
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monsters are immune. Success depends on user level and B<Cha>. |
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|
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=head2 smithery |
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|
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You can identify arms and armour that you hold, and, with the help of a |
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B<forge>, can even create weapons using the alchemy skill. |
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|
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=head2 stealing |
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|
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You can take items from the inventory of NPCs, monsters and maybe other |
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players. |
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|
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=head2 thaumathurgy |
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|
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You can identify rods, wands and horns that you are holding, and, with |
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the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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those things. |
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|
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=head2 throwing |
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|
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You can throw items at monsters. To do this, fire at a monster with this skill |
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readied. You can chose what to throw by marking an item, if you do not chose an |
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item, an item from your inventory is randomly picked and thrown unless the item |
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is locked. |
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|
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ERROR: Randomly? |
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|
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=head2 use magic item |
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|
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You can use magic items like rods/wands/horns. The level of experience |
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influences how powerful the spells are you can evoke from the |
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rod/wand/horn. |
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|
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=head2 woodsman |
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|
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While the skill is readied, the possessor will move faster through |
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"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
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|
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=head2 inscription |
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|
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You can inscribe scrolls with a text. This is useful to create messages, |
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especially via the Imperial Post Office (IPO). |
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You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
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time and an old scroll are needed. Backfire effects are possible. Only |
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available as a 'writing pen'. |
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|
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How to rewrite a mail scroll/books etc.: |
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|
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mark <name of scroll> # or use the menu |
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use_skill inscription <your message goes here> |
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|
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How to rewrite a spell scroll: |
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|
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mark <name of scroll> # or use the menu |
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cast <spell> # prepare the spell you want to write |
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use_skill inscription # write the spell on the scroll |
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|
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The scroll on which you want to write has to be much lower than your inscription |
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level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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If you succeed, the scroll will be a scroll of the spell you chose and your level of |
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inscription as its level. Hence, you don't need to be that level in the spell skill |
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to write higher level spellscrolls. |
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|
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Caution: Magic spell writing can be risky to one's health. There can be |
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some negative effects if one fails to write a spell scroll. The most |
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benign is that one becomes confused for a short time. Other effects are |
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more severe and can even be dangerous. |
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|
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=head2 spark touch |
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|
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You can do a "bare-handed attack" and shock the opponent with this skill |
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readied. Attacking is done by running into the opponent. This is a unique skill |
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that can only be used by sparklings. |
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|
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=head2 shiver |
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|
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You can do a "bare-handed attack" and send waves of frost to the opponent with |
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this skill readied. Attacking is done by running into the opponent. This is a |
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unique skill that can only be used by iceborns. |
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|
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=head2 acid splash |
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|
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You can do a "bare-handed attack" and splash the opponent with acid using this |
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skill. Attacking is done by running into the opponent. This is a unique skill |
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that can only be used by acidborns. |
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|
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=head2 poison nail |
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|
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TODO: Add goblins and think about the name goblin. |
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|
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You can do a "bare-handed attack" and inject poison into the opponent with |
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this skill readied. Attacking is done by running into the opponent. This is a |
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unique skill that can only be used by goblins. |
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|
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=head1 About experience and skills |
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|
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=head2 Associated and miscellaneous skills |
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|
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In Crossfire two types of skills exist; The first kind, "associated" |
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skills, are those skills which are associated with a category of |
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experience. The other kind of skill, "miscellaneous" skills, are not |
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related to any experience category. |
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|
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The main difference between these two kinds of skills is in the result |
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of their use. When associated skills are used successfully experience |
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is accrued in the experience category associated with that skill. In |
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contrast, the use of miscellaneous skills never gains the player any |
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experience regardless of the success in using it. |
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|
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Both miscellaneous and associated skills can fail. This means that |
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the attempt to use the skill was unsuccessful. Both miscellaneous |
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and associated skills can have certain primary stats associated with |
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them. These associated stats can help to determine if the use of a skill |
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is successful and to what degree it is successful. |
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|
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All gained experience is modified by the associated stats for that skill |
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(table skill statistics) and then the appropriate experience category |
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automatically updated as needed. |
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|
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=head2 Restrictions on skills use and gaining experience |
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|
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Neither a character's stats nor the character class restricts the player |
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from gaining experience in any of the experience categories. Also, there |
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are no inherent restrictions on character skill use-any player may use any |
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acquired skill. |
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|
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Average of Experienced |
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Associated Gain |
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Stats Multiplier |
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1 0.01 |
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2 0.1 |
395 |
3 0.3 |
396 |
4 0.5 |
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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 |
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30 2.0 |
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|
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=head2 Algorithm for Experience Gain under the skills system |
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|
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Here we take the view that a player must "overcome an opponent" in |
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order to gain experience. Examples include foes killed in combat, |
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finding/disarming a trap, stealing from some being, identifying an object, |
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etc. |
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|
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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 |
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skills_developers.doc.) |
436 |
|
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Below the algorithm for experience gain is given where player "pl" has |
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"vanquished" opponent "op" using skill "sk:" |
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|
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EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
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|
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where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
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base experience award for "op" which depends on what op is (see below), |
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stat_mult is taken from table experience modification, and lvl_mult is: |
445 |
|
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For C<< level(pl)> < level(op) >>: |
447 |
|
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lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
449 |
|
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For C<< level(pl) = level(op) >>: |
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|
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lvl_mult = FACTOR(sk) |
453 |
|
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For C<< level(pl) > level(op) >>: |
455 |
|
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lvl_mult = (level(op)/level(pl)); |
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|
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where C<level(op)> is the level of "op," level (pl) is the level of the |
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player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
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"pl." |
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|
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There are three different cases for how EXP (op) can be computed: |
463 |
|
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=over 4 |
465 |
|
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=item op is a living creature: EXP(op) is just the base experience award |
467 |
given in the spoiler. |
468 |
|
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=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 |
|
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=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 |
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enchantment on the item. |
475 |
|
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=back |
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|
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=head1 How skills are used |
479 |
|
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=over 4 |
481 |
|
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=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 |
|
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=item B<< ready_skill I<skill> >> This command changes the player's current |
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readied skill to <skill>. |
488 |
|
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=item B<< use_skill I<skill> I<string> >> This command changes the player's |
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current readied skill and then executes it in the facing direction of the |
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player. Similar in action to the invoke command. |
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|
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=back |
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|
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Three player commands are related to skills use: B<ready_skill>, |
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B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
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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 |
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hit 100%, you will always be successfull in learning new skills. |
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|
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The acquisition of a skill tool will also allow the player to use a new |
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skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
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the player to pick door locks). The player merely applies the skill tool |
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in order to gain use of the new skill. If the tool is unapplied, the |
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player loses the use of the skill associated with the tool. |
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|
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After a new skill is gained (either learned or if player has an applied |
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skill tool) it will appear on the player's skill roster (use the 'skills |
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command to view its status). If the new skill is an associated skill, |
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then it will automatically be gained at the player's current level in the |
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appropriate experience category. |
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|
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For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
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lockpicks and applies them. He may now use the skill lockpicking at 5th |
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level of ability since that is an agility associated skill. |
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|
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=head1 Authors |
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|
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Parts of this document were originally compiled, edited, and written by |
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Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
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compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
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|
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Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
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Steenhoven and Marc A. Lehmann. |
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|