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Revision 1.5 by pippijn, Mon May 22 15:41:11 2006 UTC vs.
Revision 1.9 by elmex, Fri Aug 11 18:26:37 2006 UTC

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
3You can identify potions, containers, and different kinds of ore and mineral, 52You can identify potions, containers, and different kinds of ore and mineral,
4mix potions and create other stuff (such as gold, weapons, deadly monsters 53mix potions and create other stuff (such as gold, weapons, deadly monsters
5killing him/her etc.) from other ingredients using a cauldron. 54killing him/her etc.) from other ingredients using a cauldron.
6 55
56To identify alchemy stuff you have to stand over it or have it in your inventory and
57issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
58not get identified if your alchemy level is too low.
59
60A higher alchemy level will also help you to estimate the value of items better.
61
62To create something new, for example some dust or potion, you have to get a B<cauldron>.
63You find these in shops, guilds and some appartments. Some alchemy shops also let you use
64their cauldron for a fee. All you need now is to know what items creates which other item.
65You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
66all ingredients for a receipe before using them!
67
68For a start you could try to make B<water of the wise>:
69Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
70If everything worked there should be B<water of the wise> in the cauldron now.
71Congratulations, your first alchemy was done!
72
73Be careful when doing alchemy and trying complicated receipes, they might fail and
74will backfire heavily at you.
75
7I<Never, ever, do alchemy in your home or in public places!> You can 76I<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 77easily create powerful monsters that will kill you, kill you again when
9you wake up in your savebed, kill you again... etc. 78you wake up in your savebed, kill you again... etc.
10 79
11=head2 bargaining 80=head2 bargaining
12 81
13ERROR: Is this true? 82This skill helps you to bargain in shops when buying and selling. The higher
83your bargaining level is the better prices you will get. Besides having a high
84bargaining skill it helps a lot to have a high B<Cha>risma stat.
14 85
15While this skill is readied the user has added B<Cha> for purposes of
16purchase and selling of items only. B<Cha> is never allowed to exceed 30.
17When you are in a shop, you can use_skill bargaining to see whether that 86When you are in a shop, you can C<use_skill bargaining> to see whether that
18shop will buy the items you want to sell at a higher price than others and 87shop will buy the items you want to sell at a higher price than others and
19whether the shopkeeper likes you. Elf shopkeepers will like elf players. 88whether the shopkeeper likes you. Elf shopkeepers will like elf players.
20 89
21=head2 bowyer 90=head2 bowyer
22 91
222especially via the Imperial Post Office (IPO). 291especially via the Imperial Post Office (IPO).
223You can also rewrite spell scrolls with a previously known spell. B<Sp>, 292You can also rewrite spell scrolls with a previously known spell. B<Sp>,
224time and an old scroll are needed. Backfire effects are possible. Only 293time and an old scroll are needed. Backfire effects are possible. Only
225available as a 'writing pen'. 294available as a 'writing pen'.
226 295
296How to rewrite a mail scroll/books etc.:
297
298 mark <name of scroll> # or use the menu
299 use_skill inscription <your message goes here>
300
227How to rewrite a scroll: 301How to rewrite a spell scroll:
228 302
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
231 use_skill inscription # write the spell on the scroll 305 use_skill inscription # write the spell on the scroll
232 306
233The scroll on which you want to write has to be much lower than your inscription 307The scroll on which you want to write has to be much lower than your inscription
234level, otherwise you may accidentally read the scroll and cast the spell inside it. 308level, otherwise you may accidentally read the scroll and cast the spell inside it.
235If you succeed, the scroll will be a scroll of the spell you chose and your level of 309If you succeed, the scroll will be a scroll of the spell you chose and your level of
236inscription as its level. Hence, you don't need to be that level in the spell skill 310inscription as its level. Hence, you don't need to be that level in the spell skill
237to write higher level spellscrolls. 311to write higher level spellscrolls.
238 312
313Caution: Magic spell writing can be risky to one's health. There can be
314some negative effects if one fails to write a spell scroll. The most
315benign is that one becomes confused for a short time. Other effects are
316more severe and can even be dangerous.
317
239=head2 spark touch 318=head2 spark touch
240 319
241You can do a "bare-handed attack" and shock the opponent with this skill 320You can do a "bare-handed attack" and shock the opponent with this skill
242readied. Attacking is done by running into the opponent. This is a unique skill 321readied. Attacking is done by running into the opponent. This is a unique skill
243that can only be used by sparklings. 322that can only be used by sparklings.
260 339
261You can do a "bare-handed attack" and inject poison into the opponent with 340You can do a "bare-handed attack" and inject poison into the opponent with
262this skill readied. Attacking is done by running into the opponent. This is a 341this skill readied. Attacking is done by running into the opponent. This is a
263unique skill that can only be used by goblins. 342unique skill that can only be used by goblins.
264 343
344=head1 About experience and skills
345
346=head2 Associated and miscellaneous skills
347
348In Crossfire two types of skills exist; The first kind, "associated"
349skills, are those skills which are associated with a category of
350experience. The other kind of skill, "miscellaneous" skills, are not
351related to any experience category.
352
353The main difference between these two kinds of skills is in the result
354of their use. When associated skills are used successfully experience
355is accrued in the experience category associated with that skill. In
356contrast, the use of miscellaneous skills never gains the player any
357experience regardless of the success in using it.
358
359Both miscellaneous and associated skills can fail. This means that
360the attempt to use the skill was unsuccessful. Both miscellaneous
361and associated skills can have certain primary stats associated with
362them. These associated stats can help to determine if the use of a skill
363is successful and to what degree it is successful.
364
365All gained experience is modified by the associated stats for that skill
366(table skill statistics) and then the appropriate experience category
367automatically updated as needed.
368
369=head2 Restrictions on skills use and gaining experience
370
371Neither a character's stats nor the character class restricts the player
372from gaining experience in any of the experience categories. Also, there
373are no inherent restrictions on character skill use-any player may use any
374acquired skill.
375
376 Average of Experienced
377 Associated Gain
378 Stats Multiplier
379 1 0.01
380 2 0.1
381 3 0.3
382 4 0.5
383 5 0.6
384 6 0.7
385 7 0.8
386 8 0.85
387 9 0.9
388 10 0.95
389 11 0.96
390 12 0.97
391 13 0.98
392 14 0.99
393 15 1.0
394 16 1.01
395 17 1.02
396 18 1.03
397 19 1.04
398 20 1.05
399 21 1.07
400 22 1.09
401 23 1.12
402 24 1.15
403 25 1.2
404 26 1.3
405 27 1.4
406 28 1.5
407 29 1.7
408 30 2.0
409
410=head2 Algorithm for Experience Gain under the skills system
411
412Here we take the view that a player must "overcome an opponent" in
413order to gain experience. Examples include foes killed in combat,
414finding/disarming a trap, stealing from some being, identifying an object,
415etc.
416
417Gained experience is based primarily on the difference in levels between
418"opponents," experience point value of a "vanquished foe," the values of
419the associated stats of the skill being used and two factors that are set
420internally. (Note: If you want to know more about this, check out the
421skills_developers.doc.)
422
423Below the algorithm for experience gain is given where player "pl" has
424"vanquished" opponent "op" using skill "sk:"
425
426 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
427
428where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
429base experience award for "op" which depends on what op is (see below),
430stat_mult is taken from table experience modification, and lvl_mult is:
431
432For C<< level(pl)> < level(op) >>:
433
434 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
435
436For C<< level(pl) = level(op) >>:
437
438 lvl_mult = FACTOR(sk)
439
440For C<< level(pl) > level(op) >>:
441
442 lvl_mult = (level(op)/level(pl));
443
444where C<level(op)> is the level of "op," level (pl) is the level of the
445player, and C<FACTOR(sk)> is an internal factor based on the skill used by
446"pl."
447
448There are three different cases for how EXP (op) can be computed:
449
450=over 4
451
452=item op is a living creature: EXP(op) is just the base experience award
453given in the spoiler.
454
455=item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
456visible). Thus, traps which are highly visible get lower values.
457
458=item op is not a trap but is non-living: EXP(op) = internal experience
459award of the item. Also, the lvl_mult is multiplied by any magic
460enchantment on the item.
461
462=back
463
464=head1 How skills are used
465
466=over 4
467
468=item B<< skills >> This command lists all the player's current known
469skills, their level of use and the associated experience category of each
470skill.
471
472=item B<< ready_skill I<skill> >> This command changes the player's current
473readied skill to <skill>.
474
475=item B<< use_skill I<skill> I<string> >> This command changes the player's
476current readied skill and then executes it in the facing direction of the
477player. Similar in action to the invoke command.
478
479=back
480
481Three player commands are related to skills use: B<ready_skill>,
482B<use_skill>, and B<skills>. Generally, a player will use a skill by first
483readying the right one, with the ready_skill command and then making a
484ranged "attack" to activate the skill; using most skills is just like
485firing a wand or a bow. In a few cases however, a skill is be used just
486by having it readied. For example, the mountaineer skill allows favorable
487movement though hilly terrain while it is readied.
488
489To change to a new skill, a player can use either the B<use_skill> or
490B<ready_skill> commands, but note that the use of several common items can
491automatically change the player's current skill too. Examples of this
492include readying a bow (which will cause the code to make the player's
493current skill missile_weapons) or readying a melee weapon (current skill
494auto-matically becomes melee weapons). Also, some player actions can cause
495a change in the current skill. Running into a monster while you have a
496readied weapon in your inventory causes the code to automatically make our
497current skill melee weapons. As another example of this-casting a spell
498will cause the code to switch the current skill to wizardry or praying (as
499appropriate to the spell type).
500
501It is not possible to use more than one skill at a time.
502
503=head2 Acquiring skills
504
505Skills may be gained in two ways. In the first, new skills may
506learned. This is done by reading a B<skill scroll> and the process is very
507similar to learning a spell. Just as in attempts to learn incantations,
508success in learning skills is dependent on a random test based on the
509learner's INT. Using your INT stat, look in the learn% column in table
510primary stat effects to find your % chance of learning a skill. Once you
511hit 100%, you will always be successfull in learning new skills.
512
513The acquisition of a skill tool will also allow the player to use a new
514skill. An example of a skill tool is "lockpicks" lockpicks (which allow
515the player to pick door locks). The player merely applies the skill tool
516in order to gain use of the new skill. If the tool is unapplied, the
517player loses the use of the skill associated with the tool.
518
519After a new skill is gained (either learned or if player has an applied
520skill tool) it will appear on the player's skill roster (use the 'skills
521command to view its status). If the new skill is an associated skill,
522then it will automatically be gained at the player's current level in the
523appropriate experience category.
524
525For example, Stilco the Wraith, who is 5th level in agility, buys a set of
526lockpicks and applies them. He may now use the skill lockpicking at 5th
527level of ability since that is an agility associated skill.
528
529=head1 Authors
530
531Parts of this document were originally compiled, edited, and written by
532Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
533compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
534
535Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
536Steenhoven and Marc A. Lehmann.
537

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