ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/resources/pod/skill_help.pod
Revision: 1.8
Committed: Thu Jun 1 02:42:56 2006 UTC (18 years, 1 month ago) by root
Branch: MAIN
CVS Tags: rel-0_2
Changes since 1.7: +187 -187 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.6 =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 root 1.8 =head1 Detailed Skill Description
47 root 1.6
48 root 1.8 Below is a more detailed description of each skills and how they are used.
49 root 1.6
50 root 1.1 =head2 alchemy
51    
52 pippijn 1.4 You can identify potions, containers, and different kinds of ore and mineral,
53     mix potions and create other stuff (such as gold, weapons, deadly monsters
54     killing him/her etc.) from other ingredients using a cauldron.
55 root 1.2
56     I<Never, ever, do alchemy in your home or in public places!> You can
57     easily create powerful monsters that will kill you, kill you again when
58     you wake up in your savebed, kill you again... etc.
59 root 1.1
60     =head2 bargaining
61    
62 pippijn 1.4 ERROR: Is this true?
63    
64 root 1.2 While this skill is readied the user has added B<Cha> for purposes of
65     purchase and selling of items only. B<Cha> is never allowed to exceed 30.
66 pippijn 1.4 When you are in a shop, you can use_skill bargaining to see whether that
67     shop will buy the items you want to sell at a higher price than others and
68     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
69 root 1.1
70     =head2 bowyer
71    
72 pippijn 1.4 You can identify missile weapons and missiles such as arrows, bolts and bows.
73     One can also create special bows and arrows from other ingredients using the
74     alchemy skill and a B<workbench>.
75 root 1.1
76     =head2 clawing
77    
78 root 1.3 You can make a "bare-handed attack". Damage is based on the user's B<Str>
79 pippijn 1.4 and level. With time, one can have different claws such as fire claws or
80     electric claws. An elemental residue from the dragon guild is required.
81 root 1.1
82 root 1.2 =head2 levitation
83 root 1.1
84 root 1.3 You can levitate (fly low) at will. Using the skill first makes you
85 root 1.2 levitate, and at the second time returns you to the earth.
86    
87     =head2 summoning
88    
89 root 1.3 You can cast spells related to the B<summoning> school of wizardry, which
90 root 1.2 mostly summon monsters, bullet walls and similar things. This skill
91     may be acquired either through the use of an appropriate B<talisman> or
92     learned via a B<skill scroll>.
93    
94     =head2 pyromancy
95    
96 root 1.3 You can cast spells related to the B<pyromancy> (fire) school of
97 root 1.2 wizardry. This skill may be acquired either through the use of an
98     appropriate B<talisman> or learned via a B<skill scroll>.
99    
100     =head2 evocation
101    
102 root 1.3 You can cast spells related to the B<evocation> (mostly cold magic)
103 root 1.2 school of wizardry. This skill may be acquired either through the use of
104     an appropriate B<talisman> or learned via a B<skill scroll>.
105    
106     =head2 sorcery
107    
108 root 1.3 You can cast spells related to the B<sorcery> (identify, town portal and
109 root 1.2 other meta-spells) school of wizardry. This skill may be acquired either
110     through the use of an appropriate B<talisman> or learned via a B<skill
111     scroll>.
112    
113 root 1.1 =head2 flame touch
114    
115 root 1.3 You can make a "bare-handed attack". Damage is based on the user's
116 root 1.2 B<Str> and level. This is the default hand-to-hand fighting skill for the
117 root 1.1 fireborn character class.
118    
119 root 1.2 =head2 hiding
120 root 1.1
121 pippijn 1.5 You enjoy limited form of invisibility. If you attack or move too much
122 root 1.3 you become visible. Right now it is possible to hidden while next to
123 root 1.1 hostile monsters. Not a reasonable feature!
124    
125     =head2 jeweler
126    
127 pippijn 1.4 You can identify amulets, rings and talismans. One can also improve magic
128     rings or enchant non-magic rings to give them stat bonuses using the alchemy
129     skill and a B<jeweler's workbench>.
130 root 1.1
131     =head2 jumping
132    
133 pippijn 1.4 You can "skip" over one, two or three spaces in the selected direction.
134     Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
135     may also be used as an attack.
136 root 1.1
137     =head2 karate
138    
139 root 1.3 You can make a "bare-handed attack". Damage is based on the user's B<Str>
140 root 1.2 and level. This attack is the fastest and (at higher levels) most deadly
141     of the hand-to-hand attacks available.
142    
143     =head2 climbing
144    
145 pippijn 1.4 Having this skill allows you to move faster through hilly areas than players
146     without this skill.
147 root 1.1
148     =head2 literacy
149    
150 root 1.3 You can identify books and scrolls that you hold. Since scrolls are
151 root 1.1 currently always identified, this is not the greatest of skills.
152    
153     =head2 lockpicking
154    
155 root 1.3 You may "pick locks" (open doors). You need to have readied some
156 root 1.2 B<lockpicks> to use this skill.
157 root 1.1
158     =head2 meditation
159    
160 root 1.2 Player can regain mana/hp at an accelerated rate. Player must first strip
161     off encumbering armour however. This skill is only available to the "monk"
162 root 1.1 character class.
163    
164 root 1.3 =head2 one handed weapons
165 root 1.1
166 pippijn 1.4 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
167     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
168     direction keys.
169 root 1.1
170 root 1.3 =head2 two handed weapons
171 root 1.2
172 root 1.3 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
173 pippijn 1.4 Wield and ready the weapon by applying it and use the fire and direction keys.
174 root 1.2
175 root 1.3 =head2 missile weapons
176 root 1.2
177 pippijn 1.4 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
178     Fire arrows by applying a bow and using teh fire and direction keys. To fire
179     specific arrows to kill a monster that is weak against a certain arrow, mark
180     this arrow and fire.
181 root 1.1
182     =head2 mountaineer
183    
184     While the skill is readied, the possessor will move faster through "hilly"
185     terrain (hills, mountains, etc.)
186    
187 root 1.2 =head2 oratory
188 root 1.1
189 root 1.3 You may "recruit" followers. Recruitees must be of lower level, and
190 root 1.1 unaggressive to start. Use of this skill may anger the audience. Also,
191 root 1.2 "special" monsters are immune to recruitment. Success depends on user's
192     B<Cha> and level.
193 root 1.1
194     =head2 praying
195    
196 root 1.3 You are allowed to cast "cleric" spells. In addition, this skill may be
197 root 1.1 used to accelerate the accumulation of grace. This skill may be either
198 root 1.2 learned (e.g. using a B<skill scroll>) or acquired through the use of a
199     B<holy symbol>.
200 root 1.1
201     =head2 punching
202    
203 root 1.3 You can make a "bare-handed attack". Damage is based on the user's B<Str>
204 root 1.2 and level. This is the most feeble of the hand-to-hand attacks.
205 root 1.1
206 root 1.3 =head2 find traps
207 root 1.1
208 root 1.3 You can search (more effectively) for traps. This is not a "passive"
209     skill, it must be applied in order to gain the advantage in discovering
210 pippijn 1.4 traps, or actively used when in vicinity of a trap. To use it, fire into
211     any direction.
212 root 1.3
213     =head2 disarm
214    
215     You can disarm previously discovered traps (for example, with the B<find traps> skill).
216 root 1.1
217     =head2 sense curse
218    
219 pippijn 1.4 You can detect whether items that you hold are B<cursed> by firing in any
220     direction while this skill is readied.
221 root 1.1
222     =head2 sense magic
223    
224 pippijn 1.4 You can detect whether items that you hold are B<magic> by firing in any
225     direction while this skill is readied.
226 root 1.1
227     =head2 singing
228    
229 root 1.3 You may pacify hostile monsters with this skill. Certain kinds of
230 root 1.2 monsters are immune. Success depends on user level and B<Cha>.
231 root 1.1
232     =head2 smithery
233    
234 root 1.3 You can identify arms and armour that you hold, and, with the help of a
235 pippijn 1.4 B<forge>, can even create weapons using the alchemy skill.
236 root 1.1
237     =head2 stealing
238    
239 root 1.3 You can take items from the inventory of NPCs, monsters and maybe other
240 root 1.2 players.
241 root 1.1
242 root 1.2 =head2 thaumathurgy
243 root 1.1
244 pippijn 1.4 You can identify rods, wands and horns that you are holding, and, with
245     the help of a B<thaumaturgists workbench> and the alchemy skill, create
246     those things.
247 root 1.1
248     =head2 throwing
249    
250 pippijn 1.4 You can throw items at monsters. To do this, fire at a monster with this skill
251     readied. You can chose what to throw by marking an item, if you do not chose an
252     item, an item from your inventory is randomly picked and thrown unless the item
253     is locked.
254    
255     ERROR: Randomly?
256 root 1.1
257     =head2 use magic item
258    
259 root 1.3 You can use magic items like rods/wands/horns. The level of experience
260 pippijn 1.4 influences how powerful the spells are you can evoke from the
261 root 1.2 rod/wand/horn.
262 root 1.1
263     =head2 woodsman
264    
265     While the skill is readied, the possessor will move faster through
266 root 1.2 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
267 root 1.1
268 pippijn 1.4 =head2 inscription
269 root 1.1
270 pippijn 1.4 You can inscribe scrolls with a text. This is useful to create messages,
271     especially via the Imperial Post Office (IPO).
272     You can also rewrite spell scrolls with a previously known spell. B<Sp>,
273 root 1.2 time and an old scroll are needed. Backfire effects are possible. Only
274     available as a 'writing pen'.
275    
276 root 1.6 How to rewrite a mail scroll/books etc.:
277    
278     mark <name of scroll> # or use the menu
279     use_skill inscription <your message goes here>
280 root 1.2
281 root 1.6 How to rewrite a spell scroll:
282    
283     mark <name of scroll> # or use the menu
284 pippijn 1.4 cast <spell> # prepare the spell you want to write
285     use_skill inscription # write the spell on the scroll
286    
287     The scroll on which you want to write has to be much lower than your inscription
288     level, otherwise you may accidentally read the scroll and cast the spell inside it.
289     If you succeed, the scroll will be a scroll of the spell you chose and your level of
290     inscription as its level. Hence, you don't need to be that level in the spell skill
291     to write higher level spellscrolls.
292 root 1.2
293 root 1.6 Caution: Magic spell writing can be risky to one's health. There can be
294     some negative effects if one fails to write a spell scroll. The most
295     benign is that one becomes confused for a short time. Other effects are
296     more severe and can even be dangerous.
297    
298 root 1.2 =head2 spark touch
299    
300 pippijn 1.4 You can do a "bare-handed attack" and shock the opponent with this skill
301     readied. Attacking is done by running into the opponent. This is a unique skill
302     that can only be used by sparklings.
303 root 1.2
304     =head2 shiver
305    
306 pippijn 1.4 You can do a "bare-handed attack" and send waves of frost to the opponent with
307     this skill readied. Attacking is done by running into the opponent. This is a
308     unique skill that can only be used by iceborns.
309 root 1.2
310     =head2 acid splash
311    
312 pippijn 1.4 You can do a "bare-handed attack" and splash the opponent with acid using this
313     skill. Attacking is done by running into the opponent. This is a unique skill
314     that can only be used by acidborns.
315 root 1.2
316     =head2 poison nail
317    
318 pippijn 1.4 TODO: Add goblins and think about the name goblin.
319    
320     You can do a "bare-handed attack" and inject poison into the opponent with
321     this skill readied. Attacking is done by running into the opponent. This is a
322     unique skill that can only be used by goblins.
323 root 1.2
324 root 1.8 =head1 About experience and skills
325    
326     =head2 Associated and miscellaneous skills
327    
328     In Crossfire two types of skills exist; The first kind, "associated"
329     skills, are those skills which are associated with a category of
330     experience. The other kind of skill, "miscellaneous" skills, are not
331     related to any experience category.
332    
333     The main difference between these two kinds of skills is in the result
334     of their use. When associated skills are used successfully experience
335     is accrued in the experience category associated with that skill. In
336     contrast, the use of miscellaneous skills never gains the player any
337     experience regardless of the success in using it.
338    
339     Both miscellaneous and associated skills can fail. This means that
340     the attempt to use the skill was unsuccessful. Both miscellaneous
341     and associated skills can have certain primary stats associated with
342     them. These associated stats can help to determine if the use of a skill
343     is successful and to what degree it is successful.
344    
345     All gained experience is modified by the associated stats for that skill
346     (table skill statistics) and then the appropriate experience category
347     automatically updated as needed.
348    
349     =head2 Restrictions on skills use and gaining experience
350    
351     Neither a character's stats nor the character class restricts the player
352     from gaining experience in any of the experience categories. Also, there
353     are no inherent restrictions on character skill use-any player may use any
354     acquired skill.
355    
356     Average of Experienced
357     Associated Gain
358     Stats Multiplier
359     1 0.01
360     2 0.1
361     3 0.3
362     4 0.5
363     5 0.6
364     6 0.7
365     7 0.8
366     8 0.85
367     9 0.9
368     10 0.95
369     11 0.96
370     12 0.97
371     13 0.98
372     14 0.99
373     15 1.0
374     16 1.01
375     17 1.02
376     18 1.03
377     19 1.04
378     20 1.05
379     21 1.07
380     22 1.09
381     23 1.12
382     24 1.15
383     25 1.2
384     26 1.3
385     27 1.4
386     28 1.5
387     29 1.7
388     30 2.0
389    
390     =head2 Algorithm for Experience Gain under the skills system
391    
392     Here we take the view that a player must "overcome an opponent" in
393     order to gain experience. Examples include foes killed in combat,
394     finding/disarming a trap, stealing from some being, identifying an object,
395     etc.
396    
397     Gained experience is based primarily on the difference in levels between
398     "opponents," experience point value of a "vanquished foe," the values of
399     the associated stats of the skill being used and two factors that are set
400     internally. (Note: If you want to know more about this, check out the
401     skills_developers.doc.)
402    
403     Below the algorithm for experience gain is given where player "pl" has
404     "vanquished" opponent "op" using skill "sk:"
405    
406     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
407    
408     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
409     base experience award for "op" which depends on what op is (see below),
410     stat_mult is taken from table experience modification, and lvl_mult is:
411    
412     For C<< level(pl)> < level(op) >>:
413    
414     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
415    
416     For C<< level(pl) = level(op) >>:
417    
418     lvl_mult = FACTOR(sk)
419    
420     For C<< level(pl) > level(op) >>:
421    
422     lvl_mult = (level(op)/level(pl));
423    
424     where C<level(op)> is the level of "op," level (pl) is the level of the
425     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
426     "pl."
427    
428     There are three different cases for how EXP (op) can be computed:
429    
430     =over 4
431    
432     =item op is a living creature: EXP(op) is just the base experience award
433     given in the spoiler.
434    
435     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
436     visible). Thus, traps which are highly visible get lower values.
437    
438     =item op is not a trap but is non-living: EXP(op) = internal experience
439     award of the item. Also, the lvl_mult is multiplied by any magic
440     enchantment on the item.
441    
442     =back
443    
444     =head1 How skills are used
445    
446     =over 4
447    
448     =item B<< skills >> This command lists all the player's current known
449     skills, their level of use and the associated experience category of each
450     skill.
451    
452     =item B<< ready_skill I<skill> >> This command changes the player's current
453     readied skill to <skill>.
454    
455     =item B<< use_skill I<skill> I<string> >> This command changes the player's
456     current readied skill and then executes it in the facing direction of the
457     player. Similar in action to the invoke command.
458    
459     =back
460    
461     Three player commands are related to skills use: B<ready_skill>,
462     B<use_skill>, and B<skills>. Generally, a player will use a skill by first
463     readying the right one, with the ready_skill command and then making a
464     ranged "attack" to activate the skill; using most skills is just like
465     firing a wand or a bow. In a few cases however, a skill is be used just
466     by having it readied. For example, the mountaineer skill allows favorable
467     movement though hilly terrain while it is readied.
468    
469     To change to a new skill, a player can use either the B<use_skill> or
470     B<ready_skill> commands, but note that the use of several common items can
471     automatically change the player's current skill too. Examples of this
472     include readying a bow (which will cause the code to make the player's
473     current skill missile_weapons) or readying a melee weapon (current skill
474     auto-matically becomes melee weapons). Also, some player actions can cause
475     a change in the current skill. Running into a monster while you have a
476     readied weapon in your inventory causes the code to automatically make our
477     current skill melee weapons. As another example of this-casting a spell
478     will cause the code to switch the current skill to wizardry or praying (as
479     appropriate to the spell type).
480    
481     It is not possible to use more than one skill at a time.
482    
483     =head2 Acquiring skills
484    
485     Skills may be gained in two ways. In the first, new skills may
486     learned. This is done by reading a B<skill scroll> and the process is very
487     similar to learning a spell. Just as in attempts to learn incantations,
488     success in learning skills is dependent on a random test based on the
489     learner's INT. Using your INT stat, look in the learn% column in table
490     primary stat effects to find your % chance of learning a skill. Once you
491     hit 100%, you will always be successfull in learning new skills.
492    
493     The acquisition of a skill tool will also allow the player to use a new
494     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
495     the player to pick door locks). The player merely applies the skill tool
496     in order to gain use of the new skill. If the tool is unapplied, the
497     player loses the use of the skill associated with the tool.
498    
499     After a new skill is gained (either learned or if player has an applied
500     skill tool) it will appear on the player's skill roster (use the 'skills
501     command to view its status). If the new skill is an associated skill,
502     then it will automatically be gained at the player's current level in the
503     appropriate experience category.
504    
505     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
506     lockpicks and applies them. He may now use the skill lockpicking at 5th
507     level of ability since that is an agility associated skill.
508    
509 root 1.6 =head1 Authors
510    
511     Parts of this document were originally compiled, edited, and written by
512     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
513     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
514    
515     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
516     Steenhoven and Marc A. Lehmann.
517