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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 | You can identify potions, containers, and different kinds of ore and mineral, |
52 | 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 |
53 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
5 | killing him/her etc.) from other ingredients using a cauldron. |
54 | killing him/her etc.) from other ingredients using a cauldron. |
6 | |
55 | |
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56 | To identify alchemy stuff you have to stand over it or have it in your inventory and |
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57 | issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might |
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58 | not get identified if your alchemy level is too low. |
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59 | |
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60 | A higher alchemy level will also help you to estimate the value of items better. |
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61 | |
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62 | To create something new, for example some dust or potion, you have to get a B<cauldron>. |
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63 | You find these in shops, guilds and some appartments. Some alchemy shops also let you use |
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64 | their cauldron for a fee. All you need now is to know what items creates which other item. |
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65 | You learn the ingredients this by finding receipes. It is B<very important> that you B<identify> |
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66 | all ingredients for a receipe before using them! |
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67 | |
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68 | For a start you could try to make B<water of the wise>: |
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69 | Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>. |
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70 | If everything worked there should be B<water of the wise> in the cauldron now. |
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71 | Congratulations, your first alchemy was done! |
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72 | |
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73 | Be careful when doing alchemy and trying complicated receipes, they might fail and |
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74 | will backfire heavily at you. |
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75 | |
7 | I<Never, ever, do alchemy in your home or in public places!> You can |
76 | 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 |
77 | easily create powerful monsters that will kill you, kill you again when |
9 | you wake up in your savebed, kill you again... etc. |
78 | you wake up in your savebed, kill you again... etc. |
10 | |
79 | |
11 | =head2 bargaining |
80 | =head2 bargaining |
12 | |
81 | |
13 | ERROR: Is this true? |
82 | This skill helps you to bargain in shops when buying and selling. The higher |
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83 | your bargaining level is the better prices you will get. Besides having a high |
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84 | bargaining skill it helps a lot to have a high B<Cha>risma stat. |
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85 | |
15 | While this skill is readied the user has added B<Cha> for purposes of |
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16 | purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
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17 | When you are in a shop, you can use_skill bargaining to see whether that |
86 | When you are in a shop, you can C<use_skill bargaining> to see whether that |
18 | shop will buy the items you want to sell at a higher price than others and |
87 | shop will buy the items you want to sell at a higher price than others and |
19 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
88 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
20 | |
89 | |
21 | =head2 bowyer |
90 | =head2 bowyer |
22 | |
91 | |
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222 | especially via the Imperial Post Office (IPO). |
291 | especially via the Imperial Post Office (IPO). |
223 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
292 | 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 |
293 | time and an old scroll are needed. Backfire effects are possible. Only |
225 | available as a 'writing pen'. |
294 | available as a 'writing pen'. |
226 | |
295 | |
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296 | How to rewrite a mail scroll/books etc.: |
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297 | |
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298 | mark <name of scroll> # or use the menu |
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299 | use_skill inscription <your message goes here> |
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300 | |
227 | How to rewrite a scroll: |
301 | How to rewrite a spell scroll: |
228 | |
302 | |
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303 | mark <name of scroll> # or use the menu |
229 | cast <spell> # prepare the spell you want to write |
304 | 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 |
305 | use_skill inscription # write the spell on the scroll |
232 | |
306 | |
233 | The scroll on which you want to write has to be much lower than your inscription |
307 | 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. |
308 | 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 |
309 | 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 |
310 | inscription as its level. Hence, you don't need to be that level in the spell skill |
237 | to write higher level spellscrolls. |
311 | to write higher level spellscrolls. |
238 | |
312 | |
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313 | Caution: Magic spell writing can be risky to one's health. There can be |
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314 | some negative effects if one fails to write a spell scroll. The most |
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315 | benign is that one becomes confused for a short time. Other effects are |
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316 | more severe and can even be dangerous. |
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317 | |
239 | =head2 spark touch |
318 | =head2 spark touch |
240 | |
319 | |
241 | You can do a "bare-handed attack" and shock the opponent with this skill |
320 | 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 |
321 | readied. Attacking is done by running into the opponent. This is a unique skill |
243 | that can only be used by sparklings. |
322 | that can only be used by sparklings. |
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260 | |
339 | |
261 | You can do a "bare-handed attack" and inject poison into the opponent with |
340 | 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 |
341 | this skill readied. Attacking is done by running into the opponent. This is a |
263 | unique skill that can only be used by goblins. |
342 | unique skill that can only be used by goblins. |
264 | |
343 | |
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344 | =head1 About experience and skills |
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345 | |
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346 | =head2 Associated and miscellaneous skills |
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347 | |
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348 | In Crossfire two types of skills exist; The first kind, "associated" |
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349 | skills, are those skills which are associated with a category of |
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350 | experience. The other kind of skill, "miscellaneous" skills, are not |
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351 | related to any experience category. |
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352 | |
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353 | The main difference between these two kinds of skills is in the result |
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354 | of their use. When associated skills are used successfully experience |
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355 | is accrued in the experience category associated with that skill. In |
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356 | contrast, the use of miscellaneous skills never gains the player any |
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357 | experience regardless of the success in using it. |
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358 | |
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359 | Both miscellaneous and associated skills can fail. This means that |
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360 | the attempt to use the skill was unsuccessful. Both miscellaneous |
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361 | and associated skills can have certain primary stats associated with |
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362 | them. These associated stats can help to determine if the use of a skill |
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363 | is successful and to what degree it is successful. |
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364 | |
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365 | All gained experience is modified by the associated stats for that skill |
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366 | (table skill statistics) and then the appropriate experience category |
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367 | automatically updated as needed. |
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368 | |
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369 | =head2 Restrictions on skills use and gaining experience |
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370 | |
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371 | Neither a character's stats nor the character class restricts the player |
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372 | from gaining experience in any of the experience categories. Also, there |
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373 | are no inherent restrictions on character skill use-any player may use any |
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374 | acquired skill. |
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375 | |
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376 | Average of Experienced |
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377 | Associated Gain |
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378 | Stats Multiplier |
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379 | 1 0.01 |
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380 | 2 0.1 |
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381 | 3 0.3 |
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382 | 4 0.5 |
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383 | 5 0.6 |
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384 | 6 0.7 |
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385 | 7 0.8 |
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386 | 8 0.85 |
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387 | 9 0.9 |
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388 | 10 0.95 |
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389 | 11 0.96 |
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390 | 12 0.97 |
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391 | 13 0.98 |
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392 | 14 0.99 |
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393 | 15 1.0 |
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394 | 16 1.01 |
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395 | 17 1.02 |
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396 | 18 1.03 |
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397 | 19 1.04 |
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398 | 20 1.05 |
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399 | 21 1.07 |
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400 | 22 1.09 |
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401 | 23 1.12 |
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402 | 24 1.15 |
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403 | 25 1.2 |
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404 | 26 1.3 |
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405 | 27 1.4 |
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406 | 28 1.5 |
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407 | 29 1.7 |
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408 | 30 2.0 |
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409 | |
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410 | =head2 Algorithm for Experience Gain under the skills system |
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411 | |
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412 | Here we take the view that a player must "overcome an opponent" in |
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413 | order to gain experience. Examples include foes killed in combat, |
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414 | finding/disarming a trap, stealing from some being, identifying an object, |
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415 | etc. |
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416 | |
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417 | Gained experience is based primarily on the difference in levels between |
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418 | "opponents," experience point value of a "vanquished foe," the values of |
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419 | the associated stats of the skill being used and two factors that are set |
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420 | internally. (Note: If you want to know more about this, check out the |
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421 | skills_developers.doc.) |
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422 | |
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423 | Below the algorithm for experience gain is given where player "pl" has |
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424 | "vanquished" opponent "op" using skill "sk:" |
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425 | |
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426 | EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
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427 | |
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428 | where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
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429 | base experience award for "op" which depends on what op is (see below), |
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430 | stat_mult is taken from table experience modification, and lvl_mult is: |
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431 | |
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432 | For C<< level(pl)> < level(op) >>: |
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433 | |
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434 | lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
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435 | |
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436 | For C<< level(pl) = level(op) >>: |
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437 | |
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438 | lvl_mult = FACTOR(sk) |
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439 | |
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440 | For C<< level(pl) > level(op) >>: |
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441 | |
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442 | lvl_mult = (level(op)/level(pl)); |
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443 | |
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444 | where C<level(op)> is the level of "op," level (pl) is the level of the |
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445 | player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
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446 | "pl." |
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447 | |
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448 | There are three different cases for how EXP (op) can be computed: |
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449 | |
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450 | =over 4 |
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451 | |
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452 | =item op is a living creature: EXP(op) is just the base experience award |
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453 | given in the spoiler. |
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454 | |
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455 | =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
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456 | visible). Thus, traps which are highly visible get lower values. |
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457 | |
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458 | =item op is not a trap but is non-living: EXP(op) = internal experience |
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459 | award of the item. Also, the lvl_mult is multiplied by any magic |
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460 | enchantment on the item. |
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461 | |
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462 | =back |
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463 | |
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464 | =head1 How skills are used |
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465 | |
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466 | =over 4 |
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467 | |
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468 | =item B<< skills >> This command lists all the player's current known |
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469 | skills, their level of use and the associated experience category of each |
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470 | skill. |
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471 | |
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472 | =item B<< ready_skill I<skill> >> This command changes the player's current |
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473 | readied skill to <skill>. |
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474 | |
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475 | =item B<< use_skill I<skill> I<string> >> This command changes the player's |
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476 | current readied skill and then executes it in the facing direction of the |
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477 | player. Similar in action to the invoke command. |
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478 | |
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479 | =back |
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480 | |
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481 | Three player commands are related to skills use: B<ready_skill>, |
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482 | B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
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483 | readying the right one, with the ready_skill command and then making a |
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484 | ranged "attack" to activate the skill; using most skills is just like |
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485 | firing a wand or a bow. In a few cases however, a skill is be used just |
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486 | by having it readied. For example, the mountaineer skill allows favorable |
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487 | movement though hilly terrain while it is readied. |
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488 | |
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489 | To change to a new skill, a player can use either the B<use_skill> or |
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490 | B<ready_skill> commands, but note that the use of several common items can |
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491 | automatically change the player's current skill too. Examples of this |
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492 | include readying a bow (which will cause the code to make the player's |
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493 | current skill missile_weapons) or readying a melee weapon (current skill |
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494 | auto-matically becomes melee weapons). Also, some player actions can cause |
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495 | a change in the current skill. Running into a monster while you have a |
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496 | readied weapon in your inventory causes the code to automatically make our |
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497 | current skill melee weapons. As another example of this-casting a spell |
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498 | will cause the code to switch the current skill to wizardry or praying (as |
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499 | appropriate to the spell type). |
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500 | |
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501 | It is not possible to use more than one skill at a time. |
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502 | |
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503 | =head2 Acquiring skills |
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504 | |
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505 | Skills may be gained in two ways. In the first, new skills may |
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506 | learned. This is done by reading a B<skill scroll> and the process is very |
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507 | similar to learning a spell. Just as in attempts to learn incantations, |
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508 | success in learning skills is dependent on a random test based on the |
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509 | learner's INT. Using your INT stat, look in the learn% column in table |
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510 | primary stat effects to find your % chance of learning a skill. Once you |
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511 | hit 100%, you will always be successfull in learning new skills. |
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512 | |
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513 | The acquisition of a skill tool will also allow the player to use a new |
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514 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
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515 | the player to pick door locks). The player merely applies the skill tool |
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516 | in order to gain use of the new skill. If the tool is unapplied, the |
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517 | player loses the use of the skill associated with the tool. |
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518 | |
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519 | After a new skill is gained (either learned or if player has an applied |
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520 | skill tool) it will appear on the player's skill roster (use the 'skills |
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521 | command to view its status). If the new skill is an associated skill, |
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522 | then it will automatically be gained at the player's current level in the |
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523 | appropriate experience category. |
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524 | |
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525 | For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
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526 | lockpicks and applies them. He may now use the skill lockpicking at 5th |
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527 | level of ability since that is an agility associated skill. |
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528 | |
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529 | =head1 Authors |
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530 | |
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531 | Parts of this document were originally compiled, edited, and written by |
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532 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
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533 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
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534 | |
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535 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
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536 | Steenhoven and Marc A. Lehmann. |
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537 | |