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1 | =head1 Skills |
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2 | |
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3 | =head1 Description |
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4 | |
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5 | Instead of gaining experience for basically just killing monsters (and |
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6 | disarming traps) you can also gain a variety of experience through the |
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7 | use of skills. |
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8 | |
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9 | =head1 Skill Overview |
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10 | |
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11 | Skill Experience Associated Stats |
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12 | Stat 1 Stat 2 Stat 3 |
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13 | Achemy Mental Int Dex Wis |
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14 | Bargaining NONE n/a n/a n/a |
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15 | Bowyer Mental Int Dex Wis |
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16 | Clawing Physique Str Dex n/a |
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17 | Disarm Traps Agility Dex Int Str |
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18 | Find Traps Mental Int Dex n/a |
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19 | Flame Touch Physique Str Dex Int |
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20 | Hiding Agility Dex Int n/a |
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21 | Inscription Mental Int Dex n/a |
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22 | Jeweler Mental Int Wis Dex |
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23 | Jumping Physique Str Dex n/a |
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24 | Karate Physique Str Dex n/a |
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25 | Literacy Mental Int Wis n/a |
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26 | Lockpicking Agility Dex Int n/a |
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27 | Meditation NONE Int Wis Pow |
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28 | Melee Weapons Physique Str Dex n/a |
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29 | Missile Weapons Physique Str Dex n/a |
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30 | Mountaineer NONE n/a n/a n/a |
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31 | Oratory Personality Cha Int n/a |
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32 | Praying Wisdom Wis Pow n/a |
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33 | Punching Physique Str Dex n/a |
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34 | Sense Curse Wisdom Pow Wis n/a |
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35 | Sense Magic Magic Pow Int n/a |
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36 | Set Traps Mental Int Dex Str |
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37 | Singing Personality Cha Int n/a |
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38 | Smithery Mental Int Str Dex |
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39 | Stealing Agility Dex Int n/a |
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40 | Thaumaturgy Mental Int Wis n/a |
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41 | Throwing Physique Str Dex n/a |
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42 | Use Magic Item NONE Pow Int n/a |
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43 | Wizardry Magic Pow Int n/a |
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44 | Woodsman Mental Int Dex Wis |
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45 | |
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46 | =head1 Detailed Skill Description |
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47 | |
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48 | Below is a more detailed description of each skills and how they are used. |
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49 | |
1 | =head2 alchemy |
50 | =head2 alchemy |
2 | |
51 | |
3 | User can identify potions, containers, and amulets, mix potions and create |
52 | You can identify potions, containers, and different kinds of ore and mineral, |
4 | other stuff (such as gold, weapons, deadly monsters killing him/her etc.) |
53 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
5 | from other ingredients. |
54 | killing him/her etc.) from other ingredients using a cauldron. |
6 | |
55 | |
7 | I<Never, ever, do alchemy in your home or in public places!> You can |
56 | I<Never, ever, do alchemy in your home or in public places!> You can |
8 | easily create powerful monsters that will kill you, kill you again when |
57 | easily create powerful monsters that will kill you, kill you again when |
9 | you wake up in your savebed, kill you again... etc. |
58 | you wake up in your savebed, kill you again... etc. |
10 | |
59 | |
11 | =head2 bargaining |
60 | =head2 bargaining |
12 | |
61 | |
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62 | ERROR: Is this true? |
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63 | |
13 | While this skill is readied the user has added B<Cha> for purposes of |
64 | While this skill is readied the user has added B<Cha> for purposes of |
14 | purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
65 | purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
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66 | When you are in a shop, you can use_skill bargaining to see whether that |
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67 | shop will buy the items you want to sell at a higher price than others and |
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68 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
15 | |
69 | |
16 | =head2 bowyer |
70 | =head2 bowyer |
17 | |
71 | |
18 | User can identify missile weapons and missiles. |
72 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
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73 | One can also create special bows and arrows from other ingredients using the |
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74 | alchemy skill and a B<workbench>. |
19 | |
75 | |
20 | =head2 clawing |
76 | =head2 clawing |
21 | |
77 | |
22 | User can make a "bare-handed attack". Damage is based on the user's B<Str> |
78 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
23 | and level. |
79 | and level. With time, one can have different claws such as fire claws or |
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80 | electric claws. An elemental residue from the dragon guild is required. |
24 | |
81 | |
25 | =head2 levitation |
82 | =head2 levitation |
26 | |
83 | |
27 | User can levitate (fly low) at will. Using the skill first makes you |
84 | You can levitate (fly low) at will. Using the skill first makes you |
28 | levitate, and at the second time returns you to the earth. |
85 | levitate, and at the second time returns you to the earth. |
29 | |
86 | |
30 | =head2 summoning |
87 | =head2 summoning |
31 | |
88 | |
32 | User can cast spells related to the B<summoning> school of wizardry, which |
89 | You can cast spells related to the B<summoning> school of wizardry, which |
33 | mostly summon monsters, bullet walls and similar things. This skill |
90 | mostly summon monsters, bullet walls and similar things. This skill |
34 | may be acquired either through the use of an appropriate B<talisman> or |
91 | may be acquired either through the use of an appropriate B<talisman> or |
35 | learned via a B<skill scroll>. |
92 | learned via a B<skill scroll>. |
36 | |
93 | |
37 | =head2 pyromancy |
94 | =head2 pyromancy |
38 | |
95 | |
39 | User can cast spells related to the B<pyromancy> (fire) school of |
96 | You can cast spells related to the B<pyromancy> (fire) school of |
40 | wizardry. This skill may be acquired either through the use of an |
97 | wizardry. This skill may be acquired either through the use of an |
41 | appropriate B<talisman> or learned via a B<skill scroll>. |
98 | appropriate B<talisman> or learned via a B<skill scroll>. |
42 | |
99 | |
43 | =head2 evocation |
100 | =head2 evocation |
44 | |
101 | |
45 | User can cast spells related to the B<evocation> (mostly cold magic) |
102 | You can cast spells related to the B<evocation> (mostly cold magic) |
46 | school of wizardry. This skill may be acquired either through the use of |
103 | school of wizardry. This skill may be acquired either through the use of |
47 | an appropriate B<talisman> or learned via a B<skill scroll>. |
104 | an appropriate B<talisman> or learned via a B<skill scroll>. |
48 | |
105 | |
49 | =head2 sorcery |
106 | =head2 sorcery |
50 | |
107 | |
51 | User can cast spells related to the B<sorcery> (identify, town portal and |
108 | You can cast spells related to the B<sorcery> (identify, town portal and |
52 | other meta-spells) school of wizardry. This skill may be acquired either |
109 | other meta-spells) school of wizardry. This skill may be acquired either |
53 | through the use of an appropriate B<talisman> or learned via a B<skill |
110 | through the use of an appropriate B<talisman> or learned via a B<skill |
54 | scroll>. |
111 | scroll>. |
55 | |
112 | |
56 | =head2 find traps |
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57 | |
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58 | User can search (more effectively) for traps. This is not a "passive" |
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59 | skill, it must be applied in order to gain the advantage in discovering |
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60 | traps, or actively used when in vicinity of a trap. |
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61 | |
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62 | =head2 flame touch |
113 | =head2 flame touch |
63 | |
114 | |
64 | User can make a "bare-handed attack". Damage is based on the user's |
115 | You can make a "bare-handed attack". Damage is based on the user's |
65 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
116 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
66 | fireborn character class. |
117 | fireborn character class. |
67 | |
118 | |
68 | =head2 hiding |
119 | =head2 hiding |
69 | |
120 | |
70 | User enjoys limited form of invisibility. If they attack or move too much |
121 | You enjoy limited form of invisibility. If you attack or move too much |
71 | they become visible. Right now it is possible to hidden while next to |
122 | you become visible. Right now it is possible to hidden while next to |
72 | hostile monsters. Not a reasonable feature! |
123 | hostile monsters. Not a reasonable feature! |
73 | |
124 | |
74 | =head2 jeweler |
125 | =head2 jeweler |
75 | |
126 | |
76 | User can ident gems and rings that they hold. |
127 | You can identify amulets, rings and talismans. One can also improve magic |
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128 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
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129 | skill and a B<jeweler's workbench>. |
77 | |
130 | |
78 | =head2 jumping |
131 | =head2 jumping |
79 | |
132 | |
80 | User can "skip" over one or two spaces in the selected direction. Distance |
133 | You can "skip" over one, two or three spaces in the selected direction. |
81 | depends on weight carried, B<Str> and B<Dex> of the user. This skill may |
134 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
82 | also be used as an attack. |
135 | may also be used as an attack. |
83 | |
136 | |
84 | =head2 karate |
137 | =head2 karate |
85 | |
138 | |
86 | User can make a "bare-handed attack". Damage is based on the user's B<Str> |
139 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
87 | and level. This attack is the fastest and (at higher levels) most deadly |
140 | and level. This attack is the fastest and (at higher levels) most deadly |
88 | of the hand-to-hand attacks available. |
141 | of the hand-to-hand attacks available. |
89 | |
142 | |
90 | =head2 climbing |
143 | =head2 climbing |
91 | |
144 | |
92 | TODO |
145 | Having this skill allows you to move faster through hilly areas than players |
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146 | without this skill. |
93 | |
147 | |
94 | =head2 literacy |
148 | =head2 literacy |
95 | |
149 | |
96 | User can identify books and scrolls that they hold. Since scrolls are |
150 | You can identify books and scrolls that you hold. Since scrolls are |
97 | currently always identified, this is not the greatest of skills. |
151 | currently always identified, this is not the greatest of skills. |
98 | |
152 | |
99 | =head2 lockpicking |
153 | =head2 lockpicking |
100 | |
154 | |
101 | User may "pick locks" (open doors). User needs to have readied some |
155 | You may "pick locks" (open doors). You need to have readied some |
102 | B<lockpicks> to use this skill. |
156 | B<lockpicks> to use this skill. |
103 | |
157 | |
104 | =head2 meditation |
158 | =head2 meditation |
105 | |
159 | |
106 | Player can regain mana/hp at an accelerated rate. Player must first strip |
160 | Player can regain mana/hp at an accelerated rate. Player must first strip |
107 | off encumbering armour however. This skill is only available to the "monk" |
161 | off encumbering armour however. This skill is only available to the "monk" |
108 | character class. |
162 | character class. |
109 | |
163 | |
110 | =head2 one handed weapon |
164 | =head2 one handed weapons |
111 | |
165 | |
112 | User can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, B<mace>, etc). |
166 | You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
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167 | B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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168 | direction keys. |
113 | |
169 | |
114 | =head2 two handed weapon |
170 | =head2 two handed weapons |
115 | |
171 | |
116 | User can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
172 | You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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173 | Wield and ready the weapon by applying it and use the fire and direction keys. |
117 | |
174 | |
118 | =head2 missile weapon |
175 | =head2 missile weapons |
119 | |
176 | |
120 | The user is capabale of making attacks with ranged weapons (eg bow, |
177 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
121 | crossbow). |
178 | Fire arrows by applying a bow and using teh fire and direction keys. To fire |
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179 | specific arrows to kill a monster that is weak against a certain arrow, mark |
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180 | this arrow and fire. |
122 | |
181 | |
123 | =head2 mountaineer |
182 | =head2 mountaineer |
124 | |
183 | |
125 | While the skill is readied, the possessor will move faster through "hilly" |
184 | While the skill is readied, the possessor will move faster through "hilly" |
126 | terrain (hills, mountains, etc.) |
185 | terrain (hills, mountains, etc.) |
127 | |
186 | |
128 | =head2 oratory |
187 | =head2 oratory |
129 | |
188 | |
130 | User may "recruit" followers. Recruitees must be of lower level, and |
189 | You may "recruit" followers. Recruitees must be of lower level, and |
131 | unaggressive to start. Use of this skill may anger the audience. Also, |
190 | unaggressive to start. Use of this skill may anger the audience. Also, |
132 | "special" monsters are immune to recruitment. Success depends on user's |
191 | "special" monsters are immune to recruitment. Success depends on user's |
133 | B<Cha> and level. |
192 | B<Cha> and level. |
134 | |
193 | |
135 | =head2 praying |
194 | =head2 praying |
136 | |
195 | |
137 | User is allowed to cast "cleric" spells. In addition, this skill may be |
196 | You are allowed to cast "cleric" spells. In addition, this skill may be |
138 | used to accelerate the accumulation of grace. This skill may be either |
197 | used to accelerate the accumulation of grace. This skill may be either |
139 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
198 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
140 | B<holy symbol>. |
199 | B<holy symbol>. |
141 | |
200 | |
142 | =head2 punching |
201 | =head2 punching |
143 | |
202 | |
144 | User can make a "bare-handed attack". Damage is based on the user's B<Str> |
203 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
145 | and level. This is the most feeble of the hand-to-hand attacks. |
204 | and level. This is the most feeble of the hand-to-hand attacks. |
146 | |
205 | |
147 | =head2 remove_traps |
206 | =head2 find traps |
148 | |
207 | |
149 | User can remove previously discovered traps. |
208 | You can search (more effectively) for traps. This is not a "passive" |
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209 | skill, it must be applied in order to gain the advantage in discovering |
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210 | traps, or actively used when in vicinity of a trap. To use it, fire into |
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211 | any direction. |
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212 | |
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213 | =head2 disarm |
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214 | |
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215 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
150 | |
216 | |
151 | =head2 sense curse |
217 | =head2 sense curse |
152 | |
218 | |
153 | User can detect whether items that she holds are B<cursed>. |
219 | You can detect whether items that you hold are B<cursed> by firing in any |
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220 | direction while this skill is readied. |
154 | |
221 | |
155 | =head2 sense magic |
222 | =head2 sense magic |
156 | |
223 | |
157 | User can detect whether items that he holds are B<magic>. |
224 | You can detect whether items that you hold are B<magic> by firing in any |
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225 | direction while this skill is readied. |
158 | |
226 | |
159 | =head2 singing |
227 | =head2 singing |
160 | |
228 | |
161 | User may pacify hostile monsters with this skill. Certain kinds of |
229 | You may pacify hostile monsters with this skill. Certain kinds of |
162 | monsters are immune. Success depends on user level and B<Cha>. |
230 | monsters are immune. Success depends on user level and B<Cha>. |
163 | |
231 | |
164 | =head2 smithery |
232 | =head2 smithery |
165 | |
233 | |
166 | User can identify arms and armour that they hold, and, with the help of a |
234 | You can identify arms and armour that you hold, and, with the help of a |
167 | B<forge>, can even create weapons. |
235 | B<forge>, can even create weapons using the alchemy skill. |
168 | |
236 | |
169 | =head2 stealing |
237 | =head2 stealing |
170 | |
238 | |
171 | User can take items from the inventory of NPCs, monsters and maybe other |
239 | You can take items from the inventory of NPCs, monsters and maybe other |
172 | players. |
240 | players. |
173 | |
241 | |
174 | =head2 thaumathurgy |
242 | =head2 thaumathurgy |
175 | |
243 | |
176 | User can identify rods, wands and horns that they are holding, and, with a |
244 | You can identify rods, wands and horns that you are holding, and, with |
177 | help of a B<thaumaturgists workbench>, create those things. |
245 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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246 | those things. |
178 | |
247 | |
179 | =head2 throwing |
248 | =head2 throwing |
180 | |
249 | |
181 | User can throw stuff. |
250 | You can throw items at monsters. To do this, fire at a monster with this skill |
182 | TODO |
251 | readied. You can chose what to throw by marking an item, if you do not chose an |
183 | Unimplemented. |
252 | item, an item from your inventory is randomly picked and thrown unless the item |
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253 | is locked. |
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254 | |
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255 | ERROR: Randomly? |
184 | |
256 | |
185 | =head2 use magic item |
257 | =head2 use magic item |
186 | |
258 | |
187 | User can use magic items like rods/wands/horns. The level of experience |
259 | You can use magic items like rods/wands/horns. The level of experience |
188 | influences how powerful the spells are he can evoke form the |
260 | influences how powerful the spells are you can evoke from the |
189 | rod/wand/horn. |
261 | rod/wand/horn. |
190 | |
262 | |
191 | =head2 woodsman |
263 | =head2 woodsman |
192 | |
264 | |
193 | While the skill is readied, the possessor will move faster through |
265 | While the skill is readied, the possessor will move faster through |
194 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
266 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
195 | |
267 | |
196 | =head2 writing |
268 | =head2 inscription |
197 | |
269 | |
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270 | You can inscribe scrolls with a text. This is useful to create messages, |
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271 | especially via the Imperial Post Office (IPO). |
198 | User may rewrite spell scrolls with a previously known spell. B<Sp>, |
272 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
199 | time and an old scroll are needed. Backfire effects are possible. Only |
273 | time and an old scroll are needed. Backfire effects are possible. Only |
200 | available as a 'writing pen'. |
274 | available as a 'writing pen'. |
201 | |
275 | |
202 | =head2 inscription |
276 | How to rewrite a mail scroll/books etc.: |
203 | |
277 | |
204 | TODO |
278 | mark <name of scroll> # or use the menu |
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279 | use_skill inscription <your message goes here> |
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280 | |
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281 | How to rewrite a spell scroll: |
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282 | |
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283 | mark <name of scroll> # or use the menu |
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284 | cast <spell> # prepare the spell you want to write |
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285 | use_skill inscription # write the spell on the scroll |
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286 | |
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287 | The scroll on which you want to write has to be much lower than your inscription |
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288 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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289 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
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290 | inscription as its level. Hence, you don't need to be that level in the spell skill |
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291 | to write higher level spellscrolls. |
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292 | |
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293 | Caution: Magic spell writing can be risky to one's health. There can be |
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294 | some negative effects if one fails to write a spell scroll. The most |
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295 | benign is that one becomes confused for a short time. Other effects are |
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296 | more severe and can even be dangerous. |
205 | |
297 | |
206 | =head2 spark touch |
298 | =head2 spark touch |
207 | |
299 | |
208 | TODO |
300 | You can do a "bare-handed attack" and shock the opponent with this skill |
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301 | readied. Attacking is done by running into the opponent. This is a unique skill |
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302 | that can only be used by sparklings. |
209 | |
303 | |
210 | =head2 shiver |
304 | =head2 shiver |
211 | |
305 | |
212 | TODO |
306 | You can do a "bare-handed attack" and send waves of frost to the opponent with |
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307 | this skill readied. Attacking is done by running into the opponent. This is a |
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308 | unique skill that can only be used by iceborns. |
213 | |
309 | |
214 | =head2 acid splash |
310 | =head2 acid splash |
215 | |
311 | |
216 | TODO |
312 | You can do a "bare-handed attack" and splash the opponent with acid using this |
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313 | skill. Attacking is done by running into the opponent. This is a unique skill |
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314 | that can only be used by acidborns. |
217 | |
315 | |
218 | =head2 poison nail |
316 | =head2 poison nail |
219 | |
317 | |
220 | TODO |
318 | TODO: Add goblins and think about the name goblin. |
221 | |
319 | |
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320 | You can do a "bare-handed attack" and inject poison into the opponent with |
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321 | this skill readied. Attacking is done by running into the opponent. This is a |
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322 | unique skill that can only be used by goblins. |
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323 | |
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324 | =head1 About experience and skills |
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325 | |
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326 | =head2 Associated and miscellaneous skills |
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327 | |
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328 | In Crossfire two types of skills exist; The first kind, "associated" |
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329 | skills, are those skills which are associated with a category of |
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330 | experience. The other kind of skill, "miscellaneous" skills, are not |
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331 | related to any experience category. |
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332 | |
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333 | The main difference between these two kinds of skills is in the result |
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334 | of their use. When associated skills are used successfully experience |
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335 | is accrued in the experience category associated with that skill. In |
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336 | contrast, the use of miscellaneous skills never gains the player any |
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337 | experience regardless of the success in using it. |
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338 | |
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339 | Both miscellaneous and associated skills can fail. This means that |
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340 | the attempt to use the skill was unsuccessful. Both miscellaneous |
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341 | and associated skills can have certain primary stats associated with |
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342 | them. These associated stats can help to determine if the use of a skill |
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343 | is successful and to what degree it is successful. |
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344 | |
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345 | All gained experience is modified by the associated stats for that skill |
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346 | (table skill statistics) and then the appropriate experience category |
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347 | automatically updated as needed. |
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348 | |
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349 | =head2 Restrictions on skills use and gaining experience |
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350 | |
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351 | Neither a character's stats nor the character class restricts the player |
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352 | from gaining experience in any of the experience categories. Also, there |
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353 | are no inherent restrictions on character skill use-any player may use any |
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354 | acquired skill. |
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355 | |
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356 | Average of Experienced |
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357 | Associated Gain |
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358 | Stats Multiplier |
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359 | 1 0.01 |
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360 | 2 0.1 |
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361 | 3 0.3 |
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362 | 4 0.5 |
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363 | 5 0.6 |
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364 | 6 0.7 |
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365 | 7 0.8 |
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366 | 8 0.85 |
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367 | 9 0.9 |
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368 | 10 0.95 |
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369 | 11 0.96 |
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370 | 12 0.97 |
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371 | 13 0.98 |
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372 | 14 0.99 |
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373 | 15 1.0 |
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374 | 16 1.01 |
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375 | 17 1.02 |
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376 | 18 1.03 |
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377 | 19 1.04 |
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378 | 20 1.05 |
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379 | 21 1.07 |
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380 | 22 1.09 |
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381 | 23 1.12 |
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382 | 24 1.15 |
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383 | 25 1.2 |
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384 | 26 1.3 |
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385 | 27 1.4 |
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386 | 28 1.5 |
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387 | 29 1.7 |
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388 | 30 2.0 |
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389 | |
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390 | =head2 Algorithm for Experience Gain under the skills system |
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391 | |
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392 | Here we take the view that a player must "overcome an opponent" in |
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393 | order to gain experience. Examples include foes killed in combat, |
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394 | finding/disarming a trap, stealing from some being, identifying an object, |
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395 | etc. |
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396 | |
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397 | Gained experience is based primarily on the difference in levels between |
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398 | "opponents," experience point value of a "vanquished foe," the values of |
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399 | the associated stats of the skill being used and two factors that are set |
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400 | internally. (Note: If you want to know more about this, check out the |
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401 | skills_developers.doc.) |
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402 | |
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403 | Below the algorithm for experience gain is given where player "pl" has |
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404 | "vanquished" opponent "op" using skill "sk:" |
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405 | |
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406 | EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
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407 | |
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408 | where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
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409 | base experience award for "op" which depends on what op is (see below), |
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410 | stat_mult is taken from table experience modification, and lvl_mult is: |
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411 | |
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412 | For C<< level(pl)> < level(op) >>: |
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413 | |
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414 | lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
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415 | |
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416 | For C<< level(pl) = level(op) >>: |
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417 | |
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418 | lvl_mult = FACTOR(sk) |
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419 | |
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420 | For C<< level(pl) > level(op) >>: |
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421 | |
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422 | lvl_mult = (level(op)/level(pl)); |
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423 | |
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424 | where C<level(op)> is the level of "op," level (pl) is the level of the |
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425 | player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
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426 | "pl." |
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427 | |
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428 | There are three different cases for how EXP (op) can be computed: |
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429 | |
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430 | =over 4 |
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431 | |
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432 | =item op is a living creature: EXP(op) is just the base experience award |
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433 | given in the spoiler. |
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434 | |
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435 | =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
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436 | visible). Thus, traps which are highly visible get lower values. |
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437 | |
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438 | =item op is not a trap but is non-living: EXP(op) = internal experience |
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439 | award of the item. Also, the lvl_mult is multiplied by any magic |
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440 | enchantment on the item. |
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441 | |
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442 | =back |
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443 | |
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444 | =head1 How skills are used |
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445 | |
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446 | =over 4 |
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447 | |
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448 | =item B<< skills >> This command lists all the player's current known |
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449 | skills, their level of use and the associated experience category of each |
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450 | skill. |
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451 | |
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452 | =item B<< ready_skill I<skill> >> This command changes the player's current |
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453 | readied skill to <skill>. |
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454 | |
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455 | =item B<< use_skill I<skill> I<string> >> This command changes the player's |
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456 | current readied skill and then executes it in the facing direction of the |
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457 | player. Similar in action to the invoke command. |
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458 | |
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459 | =back |
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460 | |
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461 | Three player commands are related to skills use: B<ready_skill>, |
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462 | B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
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463 | readying the right one, with the ready_skill command and then making a |
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464 | ranged "attack" to activate the skill; using most skills is just like |
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465 | firing a wand or a bow. In a few cases however, a skill is be used just |
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466 | by having it readied. For example, the mountaineer skill allows favorable |
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467 | movement though hilly terrain while it is readied. |
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468 | |
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469 | To change to a new skill, a player can use either the B<use_skill> or |
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470 | B<ready_skill> commands, but note that the use of several common items can |
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471 | automatically change the player's current skill too. Examples of this |
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472 | include readying a bow (which will cause the code to make the player's |
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473 | current skill missile_weapons) or readying a melee weapon (current skill |
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474 | auto-matically becomes melee weapons). Also, some player actions can cause |
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475 | a change in the current skill. Running into a monster while you have a |
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476 | readied weapon in your inventory causes the code to automatically make our |
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477 | current skill melee weapons. As another example of this-casting a spell |
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478 | will cause the code to switch the current skill to wizardry or praying (as |
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479 | appropriate to the spell type). |
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480 | |
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481 | It is not possible to use more than one skill at a time. |
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482 | |
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483 | =head2 Acquiring skills |
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484 | |
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485 | Skills may be gained in two ways. In the first, new skills may |
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486 | learned. This is done by reading a B<skill scroll> and the process is very |
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487 | similar to learning a spell. Just as in attempts to learn incantations, |
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488 | success in learning skills is dependent on a random test based on the |
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489 | learner's INT. Using your INT stat, look in the learn% column in table |
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490 | primary stat effects to find your % chance of learning a skill. Once you |
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491 | hit 100%, you will always be successfull in learning new skills. |
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492 | |
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493 | The acquisition of a skill tool will also allow the player to use a new |
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494 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
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495 | the player to pick door locks). The player merely applies the skill tool |
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496 | in order to gain use of the new skill. If the tool is unapplied, the |
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497 | player loses the use of the skill associated with the tool. |
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498 | |
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499 | After a new skill is gained (either learned or if player has an applied |
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500 | skill tool) it will appear on the player's skill roster (use the 'skills |
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501 | command to view its status). If the new skill is an associated skill, |
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502 | then it will automatically be gained at the player's current level in the |
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503 | appropriate experience category. |
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504 | |
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505 | For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
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506 | lockpicks and applies them. He may now use the skill lockpicking at 5th |
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507 | level of ability since that is an agility associated skill. |
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508 | |
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509 | =head1 Authors |
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510 | |
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511 | Parts of this document were originally compiled, edited, and written by |
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512 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
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513 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
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514 | |
|
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515 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
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516 | Steenhoven and Marc A. Lehmann. |
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517 | |