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

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