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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 About experience and skills |
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47 | |
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48 | =head2 Associated and miscellaneous skills |
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49 | |
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50 | In Crossfire two types of skills exist; The first kind, "associated" |
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51 | skills, are those skills which are associated with a category of |
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52 | experience. The other kind of skill, "miscellaneous" skills, are not |
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53 | related to any experience category. |
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54 | |
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55 | The main difference between these two kinds of skills is in the result |
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56 | of their use. When associated skills are used successfully experience |
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57 | is accrued in the experience category associated with that skill. In |
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58 | contrast, the use of miscellaneous skills never gains the player any |
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59 | experience regardless of the success in using it. |
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60 | |
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61 | Both miscellaneous and associated skills can fail. This means that |
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62 | the attempt to use the skill was unsuccessful. Both miscellaneous |
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63 | and associated skills can have certain primary stats associated with |
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64 | them. These associated stats can help to determine if the use of a skill |
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65 | is successful and to what degree it is successful. |
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66 | |
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67 | All gained experience is modified by the associated stats for that skill |
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68 | (table skill statistics) and then the appropriate experience category |
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69 | automatically updated as needed. |
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70 | |
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71 | =head2 Restrictions on skills use and gaining experience |
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72 | |
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73 | Neither a character's stats nor the character class restricts the player |
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74 | from gaining experience in any of the experience categories. Also, there |
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75 | are no inherent restrictions on character skill use-any player may use any |
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76 | acquired skill. |
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77 | |
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78 | Average of Experienced |
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79 | Associated Gain |
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80 | Stats Multiplier |
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81 | 1 0.01 |
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82 | 2 0.1 |
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83 | 3 0.3 |
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84 | 4 0.5 |
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85 | 5 0.6 |
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86 | 6 0.7 |
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87 | 7 0.8 |
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88 | 8 0.85 |
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89 | 9 0.9 |
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90 | 10 0.95 |
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91 | 11 0.96 |
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92 | 12 0.97 |
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93 | 13 0.98 |
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94 | 14 0.99 |
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95 | 15 1.0 |
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96 | 16 1.01 |
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97 | 17 1.02 |
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98 | 18 1.03 |
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99 | 19 1.04 |
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100 | 20 1.05 |
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101 | 21 1.07 |
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102 | 22 1.09 |
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103 | 23 1.12 |
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104 | 24 1.15 |
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105 | 25 1.2 |
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106 | 26 1.3 |
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107 | 27 1.4 |
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108 | 28 1.5 |
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109 | 29 1.7 |
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110 | 30 2.0 |
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111 | |
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112 | =head2 Algorithm for Experience Gain under the skills system |
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113 | |
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114 | Here we take the view that a player must "overcome an opponent" in |
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115 | order to gain experience. Examples include foes killed in combat, |
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116 | finding/disarming a trap, stealing from some being, identifying an object, |
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117 | etc. |
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118 | |
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119 | Gained experience is based primarily on the difference in levels between |
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120 | "opponents," experience point value of a "vanquished foe," the values of |
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121 | the associated stats of the skill being used and two factors that are set |
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122 | internally. (Note: If you want to know more about this, check out the |
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123 | skills_developers.doc.) |
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124 | |
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125 | Below the algorithm for experience gain is given where player "pl" has |
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126 | "vanquished" opponent "op" using skill "sk:" |
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127 | |
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128 | EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
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129 | |
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130 | where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
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131 | base experience award for "op" which depends on what op is (see below), |
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132 | stat_mult is taken from table experience modification, and lvl_mult is: |
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133 | |
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134 | For C<< level(pl)> < level(op) >>: |
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135 | |
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136 | lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
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137 | |
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138 | For C<< level(pl) = level(op) >>: |
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139 | |
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140 | lvl_mult = FACTOR(sk) |
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141 | |
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142 | For C<< level(pl) > level(op) >>: |
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143 | |
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144 | lvl_mult = (level(op)/level(pl)); |
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145 | |
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146 | where C<level(op)> is the level of "op," level (pl) is the level of the |
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147 | player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
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148 | "pl." |
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149 | |
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150 | There are three different cases for how EXP (op) can be computed: |
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151 | |
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152 | =over 4 |
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153 | |
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154 | =item op is a living creature: EXP(op) is just the base experience award |
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155 | given in the spoiler. |
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156 | |
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157 | =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
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158 | visible). Thus, traps which are highly visible get lower values. |
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159 | |
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160 | =item op is not a trap but is non-living: EXP(op) = internal experience |
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161 | award of the item. Also, the lvl_mult is multiplied by any magic |
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162 | enchantment on the item. |
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163 | |
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164 | =back |
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165 | |
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166 | =head1 How skills are used |
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167 | |
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168 | =over 4 |
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169 | |
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170 | =item B<< skills >> This command lists all the player's current known |
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171 | skills, their level of use and the associated experience category of each |
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172 | skill. |
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173 | |
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174 | =item B<< ready_skill I<skill> >> This command changes the player's current |
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175 | readied skill to <skill>. |
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176 | |
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177 | =item B<< use_skill I<skill> I<string> >> This command changes the player's |
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178 | current readied skill and then executes it in the facing direction of the |
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179 | player. Similar in action to the invoke command. |
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180 | |
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181 | =back |
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182 | |
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183 | Three player commands are related to skills use: B<ready_skill>, |
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184 | B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
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185 | readying the right one, with the ready_skill command and then making a |
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186 | ranged "attack" to activate the skill; using most skills is just like |
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187 | firing a wand or a bow. In a few cases however, a skill is be used just |
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188 | by having it readied. For example, the mountaineer skill allows favorable |
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189 | movement though hilly terrain while it is readied. |
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190 | |
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191 | To change to a new skill, a player can use either the B<use_skill> or |
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192 | B<ready_skill> commands, but note that the use of several common items can |
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193 | automatically change the player's current skill too. Examples of this |
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194 | include readying a bow (which will cause the code to make the player's |
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195 | current skill missile_weapons) or readying a melee weapon (current skill |
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196 | auto-matically becomes melee weapons). Also, some player actions can cause |
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197 | a change in the current skill. Running into a monster while you have a |
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198 | readied weapon in your inventory causes the code to automatically make our |
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199 | current skill melee weapons. As another example of this-casting a spell |
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200 | will cause the code to switch the current skill to wizardry or praying (as |
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201 | appropriate to the spell type). |
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202 | |
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203 | It is not possible to use more than one skill at a time. |
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204 | |
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205 | =head2 Acquiring skills |
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206 | |
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207 | Skills may be gained in two ways. In the first, new skills may |
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208 | learned. This is done by reading a B<skill scroll> and the process is very |
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209 | similar to learning a spell. Just as in attempts to learn incantations, |
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210 | success in learning skills is dependent on a random test based on the |
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211 | learner's INT. Using your INT stat, look in the learn% column in table |
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212 | primary stat effects to find your % chance of learning a skill. Once you |
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213 | hit 100%, you will always be successfull in learning new skills. |
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214 | |
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215 | The acquisition of a skill tool will also allow the player to use a new |
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216 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
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217 | the player to pick door locks). The player merely applies the skill tool |
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218 | in order to gain use of the new skill. If the tool is unapplied, the |
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219 | player loses the use of the skill associated with the tool. |
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220 | |
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221 | After a new skill is gained (either learned or if player has an applied |
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222 | skill tool) it will appear on the player's skill roster (use the 'skills |
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223 | command to view its status). If the new skill is an associated skill, |
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224 | then it will automatically be gained at the player's current level in the |
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225 | appropriate experience category. |
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226 | |
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227 | For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
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228 | lockpicks and applies them. He may now use the skill lockpicking at 5th |
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229 | level of ability since that is an agility associated skill. |
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230 | |
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231 | =head1 Skills |
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232 | |
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233 | Below is a description of all skills and how they are used. |
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234 | |
1 | =head2 alchemy |
235 | =head2 alchemy |
2 | |
236 | |
3 | You can identify potions, containers, and different kinds of ore and mineral, |
237 | You can identify potions, containers, and different kinds of ore and mineral, |
4 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
238 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
5 | killing him/her etc.) from other ingredients using a cauldron. |
239 | killing him/her etc.) from other ingredients using a cauldron. |
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222 | especially via the Imperial Post Office (IPO). |
456 | especially via the Imperial Post Office (IPO). |
223 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
457 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
224 | time and an old scroll are needed. Backfire effects are possible. Only |
458 | time and an old scroll are needed. Backfire effects are possible. Only |
225 | available as a 'writing pen'. |
459 | available as a 'writing pen'. |
226 | |
460 | |
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461 | How to rewrite a mail scroll/books etc.: |
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462 | |
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463 | mark <name of scroll> # or use the menu |
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464 | use_skill inscription <your message goes here> |
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465 | |
227 | How to rewrite a scroll: |
466 | How to rewrite a spell scroll: |
228 | |
467 | |
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468 | mark <name of scroll> # or use the menu |
229 | cast <spell> # prepare the spell you want to write |
469 | cast <spell> # prepare the spell you want to write |
230 | apply writing pen |
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231 | use_skill inscription # write the spell on the scroll |
470 | use_skill inscription # write the spell on the scroll |
232 | |
471 | |
233 | The scroll on which you want to write has to be much lower than your inscription |
472 | The scroll on which you want to write has to be much lower than your inscription |
234 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
473 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
235 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
474 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
236 | inscription as its level. Hence, you don't need to be that level in the spell skill |
475 | inscription as its level. Hence, you don't need to be that level in the spell skill |
237 | to write higher level spellscrolls. |
476 | to write higher level spellscrolls. |
238 | |
477 | |
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478 | Caution: Magic spell writing can be risky to one's health. There can be |
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479 | some negative effects if one fails to write a spell scroll. The most |
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480 | benign is that one becomes confused for a short time. Other effects are |
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481 | more severe and can even be dangerous. |
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482 | |
239 | =head2 spark touch |
483 | =head2 spark touch |
240 | |
484 | |
241 | You can do a "bare-handed attack" and shock the opponent with this skill |
485 | You can do a "bare-handed attack" and shock the opponent with this skill |
242 | readied. Attacking is done by running into the opponent. This is a unique skill |
486 | readied. Attacking is done by running into the opponent. This is a unique skill |
243 | that can only be used by sparklings. |
487 | that can only be used by sparklings. |
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260 | |
504 | |
261 | You can do a "bare-handed attack" and inject poison into the opponent with |
505 | You can do a "bare-handed attack" and inject poison into the opponent with |
262 | this skill readied. Attacking is done by running into the opponent. This is a |
506 | this skill readied. Attacking is done by running into the opponent. This is a |
263 | unique skill that can only be used by goblins. |
507 | unique skill that can only be used by goblins. |
264 | |
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 | |