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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 | User can identify potions, containers, and amulets. (One day I would like |
237 | You can identify potions, containers, and different kinds of ore and mineral, |
4 | to see this skill allow mixing of potions -b.t.). |
238 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
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239 | killing him/her etc.) from other ingredients using a cauldron. |
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240 | |
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241 | I<Never, ever, do alchemy in your home or in public places!> You can |
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242 | easily create powerful monsters that will kill you, kill you again when |
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243 | you wake up in your savebed, kill you again... etc. |
5 | |
244 | |
6 | =head2 bargaining |
245 | =head2 bargaining |
7 | |
246 | |
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247 | ERROR: Is this true? |
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248 | |
8 | While this skill is readied the user has added Cha for purposes of |
249 | While this skill is readied the user has added B<Cha> for purposes of |
9 | purchase and selling of items only. Cha is never allowed to exceed 30. |
250 | purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
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251 | When you are in a shop, you can use_skill bargaining to see whether that |
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252 | shop will buy the items you want to sell at a higher price than others and |
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253 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
10 | |
254 | |
11 | =head2 bowyer |
255 | =head2 bowyer |
12 | |
256 | |
13 | User can identify missile weapons and missiles. |
257 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
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258 | One can also create special bows and arrows from other ingredients using the |
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259 | alchemy skill and a B<workbench>. |
14 | |
260 | |
15 | =head2 clawing |
261 | =head2 clawing |
16 | |
262 | |
17 | User can make a "bare-handed attack". Damage is based on the user's Str |
263 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
18 | and level. |
264 | and level. With time, one can have different claws such as fire claws or |
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265 | electric claws. An elemental residue from the dragon guild is required. |
19 | |
266 | |
20 | =head2 find traps |
267 | =head2 levitation |
21 | |
268 | |
22 | User can search (more effectively) for traps. Not a 'passive' skill, it |
269 | You can levitate (fly low) at will. Using the skill first makes you |
23 | is applied in order to gain the advantage in discovering traps. |
270 | levitate, and at the second time returns you to the earth. |
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271 | |
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272 | =head2 summoning |
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273 | |
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274 | You can cast spells related to the B<summoning> school of wizardry, which |
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275 | mostly summon monsters, bullet walls and similar things. This skill |
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276 | may be acquired either through the use of an appropriate B<talisman> or |
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277 | learned via a B<skill scroll>. |
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278 | |
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279 | =head2 pyromancy |
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280 | |
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281 | You can cast spells related to the B<pyromancy> (fire) school of |
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282 | wizardry. This skill may be acquired either through the use of an |
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283 | appropriate B<talisman> or learned via a B<skill scroll>. |
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284 | |
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285 | =head2 evocation |
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286 | |
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287 | You can cast spells related to the B<evocation> (mostly cold magic) |
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288 | school of wizardry. This skill may be acquired either through the use of |
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289 | an appropriate B<talisman> or learned via a B<skill scroll>. |
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290 | |
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291 | =head2 sorcery |
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292 | |
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293 | You can cast spells related to the B<sorcery> (identify, town portal and |
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294 | other meta-spells) school of wizardry. This skill may be acquired either |
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295 | through the use of an appropriate B<talisman> or learned via a B<skill |
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296 | scroll>. |
24 | |
297 | |
25 | =head2 flame touch |
298 | =head2 flame touch |
26 | |
299 | |
27 | User can make a "bare-handed attack". Damage is based on the user's |
300 | You can make a "bare-handed attack". Damage is based on the user's |
28 | Str and level. This is the default hand-to-hand fighting skill for the |
301 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
29 | fireborn character class. |
302 | fireborn character class. |
30 | |
303 | |
31 | =head2 hide |
304 | =head2 hiding |
32 | |
305 | |
33 | User enjoys limited form of invisibility. If they attack or move too much |
306 | You enjoy limited form of invisibility. If you attack or move too much |
34 | they become visible. Right now it is possible to hidden while next to |
307 | you become visible. Right now it is possible to hidden while next to |
35 | hostile monsters. Not a reasonable feature! |
308 | hostile monsters. Not a reasonable feature! |
36 | |
309 | |
37 | =head2 jeweler |
310 | =head2 jeweler |
38 | |
311 | |
39 | User can ident gems and rings that they hold. |
312 | You can identify amulets, rings and talismans. One can also improve magic |
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313 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
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314 | skill and a B<jeweler's workbench>. |
40 | |
315 | |
41 | =head2 jumping |
316 | =head2 jumping |
42 | |
317 | |
43 | User can 'skip' over 1-2 spaces in a selected direction. Distance depends |
318 | You can "skip" over one, two or three spaces in the selected direction. |
44 | on weight carried, Str and Dex of the user. This skill may also be used as |
319 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
45 | an attack. |
320 | may also be used as an attack. |
46 | |
321 | |
47 | =head2 karate |
322 | =head2 karate |
48 | |
323 | |
49 | User can make a "bare-handed attack". Damag is based on the user's Str e |
324 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
50 | and level. This attack is the fastest and (at higher levels) most deadly |
325 | and level. This attack is the fastest and (at higher levels) most deadly |
51 | of the "hand to hand" attacks available. |
326 | of the hand-to-hand attacks available. |
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327 | |
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328 | =head2 climbing |
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329 | |
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330 | Having this skill allows you to move faster through hilly areas than players |
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331 | without this skill. |
52 | |
332 | |
53 | =head2 literacy |
333 | =head2 literacy |
54 | |
334 | |
55 | User can ident books and scrolls that they hold. Since scrolls are |
335 | You can identify books and scrolls that you hold. Since scrolls are |
56 | currently always identified, this is not the greatest of skills. |
336 | currently always identified, this is not the greatest of skills. |
57 | |
337 | |
58 | =head2 lockpicking |
338 | =head2 lockpicking |
59 | |
339 | |
60 | User may 'pick locks' (open doors). User needs to have readied some |
340 | You may "pick locks" (open doors). You need to have readied some |
61 | 'lockpicks' to use this skill. |
341 | B<lockpicks> to use this skill. |
62 | |
342 | |
63 | =head2 meditation |
343 | =head2 meditation |
64 | |
344 | |
65 | Player can regain mana/hp at an accelerated rate. Player must first strip |
345 | Player can regain mana/hp at an accelerated rate. Player must first strip |
66 | off encumbering armour however. This skill is only available to the 'monk' |
346 | off encumbering armour however. This skill is only available to the "monk" |
67 | character class. |
347 | character class. |
68 | |
348 | |
69 | melee weapons User may use hand-held weapons (eg swords, spears, mace, |
349 | =head2 one handed weapons |
70 | etc). One day this skill could be made to allow the player to make special |
350 | |
71 | attacks with various weapons. (For example, a disarming attack with Sai). |
351 | You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
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352 | B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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353 | direction keys. |
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354 | |
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355 | =head2 two handed weapons |
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356 | |
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357 | You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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358 | Wield and ready the weapon by applying it and use the fire and direction keys. |
72 | |
359 | |
73 | =head2 missile weapons |
360 | =head2 missile weapons |
74 | |
361 | |
75 | The user is allowed to make attacks with ranged weapons (eg bow, |
362 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
76 | crossbow). |
363 | Fire arrows by applying a bow and using teh fire and direction keys. To fire |
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364 | specific arrows to kill a monster that is weak against a certain arrow, mark |
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365 | this arrow and fire. |
77 | |
366 | |
78 | =head2 mountaineer |
367 | =head2 mountaineer |
79 | |
368 | |
80 | While the skill is readied, the possessor will move faster through "hilly" |
369 | While the skill is readied, the possessor will move faster through "hilly" |
81 | terrain (hills, mountains, etc.) |
370 | terrain (hills, mountains, etc.) |
82 | |
371 | |
83 | =head2 oratory |
372 | =head2 oratory |
84 | |
373 | |
85 | User may 'recruit' followers. Recruitees must be of lower level, and |
374 | You may "recruit" followers. Recruitees must be of lower level, and |
86 | unaggressive to start. Use of this skill may anger the audience. Also, |
375 | unaggressive to start. Use of this skill may anger the audience. Also, |
87 | 'special' monsters are immune to recruitment. Success depends on User Cha |
376 | "special" monsters are immune to recruitment. Success depends on user's |
88 | and level. |
377 | B<Cha> and level. |
89 | |
378 | |
90 | =head2 praying |
379 | =head2 praying |
91 | |
380 | |
92 | User is allowed to cast "cleric" spells. In addition, this skill may be |
381 | You are allowed to cast "cleric" spells. In addition, this skill may be |
93 | used to accelerate the accumulation of grace. This skill may be either |
382 | used to accelerate the accumulation of grace. This skill may be either |
94 | 'learned' or acquired through the use of a "holy symbol". |
383 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
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384 | B<holy symbol>. |
95 | |
385 | |
96 | =head2 punching |
386 | =head2 punching |
97 | |
387 | |
98 | User can make a "bare-handed attack". Damage is based on the user's Str |
388 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
99 | and level. This is the most feeble of the hth attacks. |
389 | and level. This is the most feeble of the hand-to-hand attacks. |
100 | |
390 | |
101 | =head2 remove_traps |
391 | =head2 find traps |
102 | |
392 | |
103 | User may remove previously discovered traps. |
393 | You can search (more effectively) for traps. This is not a "passive" |
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394 | skill, it must be applied in order to gain the advantage in discovering |
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395 | traps, or actively used when in vicinity of a trap. To use it, fire into |
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396 | any direction. |
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397 | |
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398 | =head2 disarm |
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399 | |
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400 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
104 | |
401 | |
105 | =head2 sense curse |
402 | =head2 sense curse |
106 | |
403 | |
107 | User may discover whether items that he holds are 'cursed'. Controversial |
404 | You can detect whether items that you hold are B<cursed> by firing in any |
108 | skill, may go away in later versions. |
405 | direction while this skill is readied. |
109 | |
406 | |
110 | =head2 sense magic |
407 | =head2 sense magic |
111 | |
408 | |
112 | User may discover whether items that he holds are 'magic'. Controversial |
409 | You can detect whether items that you hold are B<magic> by firing in any |
113 | skill, may go away in later versions. |
410 | direction while this skill is readied. |
114 | |
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115 | =head2 set traps |
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116 | |
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117 | Unimplemented. |
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118 | |
411 | |
119 | =head2 singing |
412 | =head2 singing |
120 | |
413 | |
121 | User may pacify hostile monsters with this skill. Certain kinds of |
414 | You may pacify hostile monsters with this skill. Certain kinds of |
122 | monsters are immune. Success depends on user level and Cha. |
415 | monsters are immune. Success depends on user level and B<Cha>. |
123 | |
416 | |
124 | =head2 smithery |
417 | =head2 smithery |
125 | |
418 | |
126 | User may ident arms and armour that they hold. Right now this is a |
419 | You can identify arms and armour that you hold, and, with the help of a |
127 | powerful skill, and I am considering breaking it up into 2 ident skills in |
420 | B<forge>, can even create weapons using the alchemy skill. |
128 | the future. |
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129 | |
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130 | =head2 spellcasting |
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131 | |
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132 | User is allowed to cast "wizard" spells. This skill may be acquired either |
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133 | through the use of a talisman or learned via a skill scroll. |
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134 | |
421 | |
135 | =head2 stealing |
422 | =head2 stealing |
136 | |
423 | |
137 | User can take items from the inventory of other monsters. |
424 | You can take items from the inventory of NPCs, monsters and maybe other |
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425 | players. |
138 | |
426 | |
139 | =head2 thaumagragist |
427 | =head2 thaumathurgy |
140 | |
428 | |
141 | User can ident rods, wands and horns that they are holding. |
429 | You can identify rods, wands and horns that you are holding, and, with |
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430 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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431 | those things. |
142 | |
432 | |
143 | =head2 throwing |
433 | =head2 throwing |
144 | |
434 | |
145 | Unimplemented. |
435 | You can throw items at monsters. To do this, fire at a monster with this skill |
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436 | readied. You can chose what to throw by marking an item, if you do not chose an |
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437 | item, an item from your inventory is randomly picked and thrown unless the item |
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438 | is locked. |
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439 | |
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440 | ERROR: Randomly? |
146 | |
441 | |
147 | =head2 use magic item |
442 | =head2 use magic item |
148 | |
443 | |
149 | User can use magic items like rods/wands/horns. Note that by default, you |
444 | You can use magic items like rods/wands/horns. The level of experience |
150 | do not gain experience with this skill, and thus, you don't get experience |
445 | influences how powerful the spells are you can evoke from the |
151 | for using rods/wands/horns to kill monsters. |
446 | rod/wand/horn. |
152 | |
447 | |
153 | =head2 woodsman |
448 | =head2 woodsman |
154 | |
449 | |
155 | While the skill is readied, the possessor will move faster through |
450 | While the skill is readied, the possessor will move faster through |
156 | "wooded" terrain (forest, grasslands, brush, jungle, etc.) |
451 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
157 | |
452 | |
158 | =head2 writing |
453 | =head2 inscription |
159 | |
454 | |
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455 | You can inscribe scrolls with a text. This is useful to create messages, |
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456 | especially via the Imperial Post Office (IPO). |
160 | User may rewrite spell scrolls with a previously known spell. Sp, time and |
457 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
161 | an old scroll are needed. Backfire effects are possible. Only available as |
458 | time and an old scroll are needed. Backfire effects are possible. Only |
162 | a 'writing pen'. |
459 | available as a 'writing pen'. |
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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 | |
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466 | How to rewrite a spell scroll: |
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467 | |
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468 | mark <name of scroll> # or use the menu |
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469 | cast <spell> # prepare the spell you want to write |
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470 | use_skill inscription # write the spell on the scroll |
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471 | |
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472 | The scroll on which you want to write has to be much lower than your inscription |
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473 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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474 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
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475 | inscription as its level. Hence, you don't need to be that level in the spell skill |
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476 | to write higher level spellscrolls. |
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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 | |
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483 | =head2 spark touch |
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484 | |
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485 | You can do a "bare-handed attack" and shock the opponent with this skill |
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486 | readied. Attacking is done by running into the opponent. This is a unique skill |
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487 | that can only be used by sparklings. |
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488 | |
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489 | =head2 shiver |
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490 | |
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491 | You can do a "bare-handed attack" and send waves of frost to the opponent with |
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492 | this skill readied. Attacking is done by running into the opponent. This is a |
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493 | unique skill that can only be used by iceborns. |
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494 | |
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495 | =head2 acid splash |
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496 | |
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497 | You can do a "bare-handed attack" and splash the opponent with acid using this |
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498 | skill. Attacking is done by running into the opponent. This is a unique skill |
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499 | that can only be used by acidborns. |
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500 | |
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501 | =head2 poison nail |
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502 | |
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503 | TODO: Add goblins and think about the name goblin. |
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504 | |
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505 | You can do a "bare-handed attack" and inject poison into the opponent with |
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506 | this skill readied. Attacking is done by running into the opponent. This is a |
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507 | unique skill that can only be used by goblins. |
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508 | |
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509 | =head1 Authors |
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510 | |
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511 | Parts of this document were originally compiled, edited, and written by |
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512 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
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513 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
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514 | |
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515 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
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516 | Steenhoven and Marc A. Lehmann. |
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517 | |
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518 | |