ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/pod/skill_help.pod
Revision: 1.5
Committed: Mon Aug 14 01:54:09 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.4: +18 -16 lines
Log Message:
*** empty log message ***

File Contents

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