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Revision: 1.23
Committed: Wed Nov 21 14:43:40 2012 UTC (11 years, 7 months ago) by root
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# User Rev Content
1 root 1.22 =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 root 1.21 =encoding utf-8
10    
11 root 1.1 =head1 Skills
12    
13     =head1 Description
14    
15     Instead of gaining experience for basically just killing monsters (and
16 root 1.14 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 root 1.1
20 root 1.6 =head1 X<skill_description>Skill Descriptions
21 root 1.1
22     Below is a more detailed description of each skills and how they are used.
23    
24     =head2 alchemy
25    
26 root 1.5 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 root 1.15 L<$ARCH/cauldron.x11>.
30 root 1.1
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 elmex 1.7 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 root 1.1
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 root 1.6 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
60 root 1.1
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 root 1.6 You can identify missile weapons and missiles such as arrows, bolts and
68 root 1.22 bows. One can also create special bows and arrows from other ingredients
69 root 1.6 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
70 root 1.15 skill and a B<workbench> L<$ARCH/workbench.x11>
71 root 1.6 (you just have to find out a recipe).
72 root 1.1
73     =head2 clawing
74    
75 root 1.6 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 root 1.1
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 elmex 1.3 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 root 1.1
87     =head2 summoning
88    
89     You can cast spells related to the B<summoning> school of wizardry, which
90 root 1.22 mostly summon monsters, bullet walls and similar things. This skill
91 root 1.1 may be acquired either through the use of an appropriate B<talisman> or
92 root 1.5 learned via a L<skill scroll>.
93 root 1.1
94 elmex 1.3 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 root 1.1 =head2 pyromancy
99    
100     You can cast spells related to the B<pyromancy> (fire) school of
101 root 1.22 wizardry. This skill may be acquired either through the use of an
102 root 1.5 appropriate B<talisman> or learned via a L<skill scroll>.
103 root 1.1
104 root 1.5 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 elmex 1.3
107 root 1.1 =head2 evocation
108    
109     You can cast spells related to the B<evocation> (mostly cold magic)
110 root 1.22 school of wizardry. This skill may be acquired either through the use of
111 root 1.5 an appropriate B<talisman> or learned via a L<skill scroll>.
112 root 1.1
113 elmex 1.3 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 root 1.1 =head2 sorcery
117    
118     You can cast spells related to the B<sorcery> (identify, town portal and
119 root 1.22 other meta-spells) school of wizardry. This skill may be acquired either
120 root 1.1 through the use of an appropriate B<talisman> or learned via a B<skill
121     scroll>.
122    
123 elmex 1.4 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 root 1.1 =head2 flame touch
128    
129     You can make a "bare-handed attack". Damage is based on the user's
130 root 1.6 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
131     skill for the fireborn character class.
132 root 1.1
133     =head2 hiding
134    
135 elmex 1.4 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 root 1.1 You enjoy limited form of invisibility. If you attack or move too much
139 elmex 1.4 you become visible.
140 root 1.1
141     =head2 jeweler
142    
143     You can identify amulets, rings and talismans. One can also improve magic
144 elmex 1.7 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 root 1.1
148 elmex 1.10 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
149    
150 root 1.1 =head2 jumping
151    
152 root 1.6 You can "skip" over one, two or three spaces in the selected
153 root 1.22 direction. Distance depends on weight carried, L<strength|stat_Str> and
154 root 1.6 L<dexterity|stat_Dex> of the user. This skill may also be used as an
155     attack.
156 root 1.1
157     =head2 karate
158    
159 root 1.6 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 root 1.1
163     =head2 climbing
164    
165     Having this skill allows you to move faster through hilly areas than players
166 elmex 1.7 without this skill. B<Note:> You can't gain experience in this skill. Having
167     this skill is enough to move faster.
168 root 1.1
169     =head2 literacy
170    
171 root 1.17 With this skill you can identify books and scrolls in your inventory,
172 root 1.22 giving you more experience that you can invest into identifying higher
173 root 1.17 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 root 1.1
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 root 1.22 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 root 1.1
189     =head2 one handed weapons
190    
191 root 1.22 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
192 root 1.1 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 root 1.22 The user is capable of making attacks with ranged weapons (eg bow, crossbow).
203 elmex 1.7 Fire arrows by applying a bow and using the fire and direction keys. To fire
204 root 1.1 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 root 1.11 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 root 1.1
226     =head2 praying
227    
228 root 1.14 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 root 1.23 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 elmex 1.7
240 root 1.14 One of the best spells to start with is the 'holy word' spell and later,
241 elmex 1.7 if you find it, the 'banishment' spell, which is much stronger.
242 root 1.1
243     =head2 punching
244    
245 root 1.6 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 root 1.1
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 root 1.9 =head2 disarm traps
257 root 1.1
258 root 1.20 You can disarm previously discovered traps (for example, with the B<find
259     traps> skill).
260 root 1.1
261 elmex 1.18 =head2 mining
262    
263     You know how to use a pickaxe to extract minerals from veins. You can also use
264 elmex 1.19 spells of the mining spell school. For instance the I<detect mineral> spell.
265 elmex 1.18
266 root 1.1 =head2 sense curse
267    
268 root 1.20 You can detect whether items in your inventory or on the floor are
269     B<cursed> by using this skill.
270 root 1.1
271     =head2 sense magic
272    
273 root 1.20 You can detect whether items in your inventory or on the floor are
274     B<magic> by using this skill.
275 root 1.1
276     =head2 singing
277    
278 root 1.20 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 root 1.11
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 root 1.1
289     =head2 smithery
290    
291     You can identify arms and armour that you hold, and, with the help of a
292 root 1.22 B<forge>, can even create weapons using this skill.
293 root 1.1
294     =head2 stealing
295    
296     You can take items from the inventory of NPCs, monsters and maybe other
297     players.
298    
299 root 1.9 =head2 thaumaturgy
300 root 1.1
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 root 1.20 readied. You can chose what to throw by marking an item.
309 root 1.1
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 root 1.16 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
320    
321     Woodsmen can also craft various items useful to their skill.
322 root 1.1
323     =head2 inscription
324    
325 root 1.16 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 root 1.6
328 root 1.16 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 root 1.6 possible. Only available as a 'writing pen'.
331 root 1.1
332 root 1.16 How to write into a mail scroll/books etc.:
333 root 1.1
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 root 1.16 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 root 1.1
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 root 1.12 In Deliantra, two types of skills exist; The first kind, "associated"
381 root 1.1 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 root 1.6 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 root 1.1
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 root 1.5 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 root 1.1
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 root 1.13 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
569 root 1.1 Steenhoven and Marc A. Lehmann.
570