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1=head1 Skills
2
3=head1 Description
4
5Instead of gaining experience for basically just killing monsters (and
6disarming traps) you can also gain a variety of experience through the
7use of skills.
8
9=head1 Skill Overview
10
11 Skill Experience Associated Stats
12 Stat 1 Stat 2 Stat 3
13 Achemy Mental Int Dex Wis
14 Bargaining NONE n/a n/a n/a
15 Bowyer Mental Int Dex Wis
16 Clawing Physique Str Dex n/a
17 Disarm Traps Agility Dex Int Str
18 Find Traps Mental Int Dex n/a
19 Flame Touch Physique Str Dex Int
20 Hiding Agility Dex Int n/a
21 Inscription Mental Int Dex n/a
22 Jeweler Mental Int Wis Dex
23 Jumping Physique Str Dex n/a
24 Karate Physique Str Dex n/a
25 Literacy Mental Int Wis n/a
26 Lockpicking Agility Dex Int n/a
27 Meditation NONE Int Wis Pow
28 Melee Weapons Physique Str Dex n/a
29 Missile Weapons Physique Str Dex n/a
30 Mountaineer NONE n/a n/a n/a
31 Oratory Personality Cha Int n/a
32 Praying Wisdom Wis Pow n/a
33 Punching Physique Str Dex n/a
34 Sense Curse Wisdom Pow Wis n/a
35 Sense Magic Magic Pow Int n/a
36 Set Traps Mental Int Dex Str
37 Singing Personality Cha Int n/a
38 Smithery Mental Int Str Dex
39 Stealing Agility Dex Int n/a
40 Thaumaturgy Mental Int Wis n/a
41 Throwing Physique Str Dex n/a
42 Use Magic Item NONE Pow Int n/a
43 Wizardry Magic Pow Int n/a
44 Woodsman Mental Int Dex Wis
45
46=head1 About experience and skills
47
48=head2 Associated and miscellaneous skills
49
50In Crossfire two types of skills exist; The first kind, "associated"
51skills, are those skills which are associated with a category of
52experience. The other kind of skill, "miscellaneous" skills, are not
53related to any experience category.
54
55The main difference between these two kinds of skills is in the result
56of their use. When associated skills are used successfully experience
57is accrued in the experience category associated with that skill. In
58contrast, the use of miscellaneous skills never gains the player any
59experience regardless of the success in using it.
60
61Both miscellaneous and associated skills can fail. This means that
62the attempt to use the skill was unsuccessful. Both miscellaneous
63and associated skills can have certain primary stats associated with
64them. These associated stats can help to determine if the use of a skill
65is successful and to what degree it is successful.
66
67All gained experience is modified by the associated stats for that skill
68(table skill statistics) and then the appropriate experience category
69automatically updated as needed.
70
71=head2 Restrictions on skills use and gaining experience
72
73Neither a character's stats nor the character class restricts the player
74from gaining experience in any of the experience categories. Also, there
75are no inherent restrictions on character skill use-any player may use any
76acquired skill.
77
78 Average of Experienced
79 Associated Gain
80 Stats Multiplier
81 1 0.01
82 2 0.1
83 3 0.3
84 4 0.5
85 5 0.6
86 6 0.7
87 7 0.8
88 8 0.85
89 9 0.9
90 10 0.95
91 11 0.96
92 12 0.97
93 13 0.98
94 14 0.99
95 15 1.0
96 16 1.01
97 17 1.02
98 18 1.03
99 19 1.04
100 20 1.05
101 21 1.07
102 22 1.09
103 23 1.12
104 24 1.15
105 25 1.2
106 26 1.3
107 27 1.4
108 28 1.5
109 29 1.7
110 30 2.0
111
112=head2 Algorithm for Experience Gain under the skills system
113
114Here we take the view that a player must "overcome an opponent" in
115order to gain experience. Examples include foes killed in combat,
116finding/disarming a trap, stealing from some being, identifying an object,
117etc.
118
119Gained experience is based primarily on the difference in levels between
120"opponents," experience point value of a "vanquished foe," the values of
121the associated stats of the skill being used and two factors that are set
122internally. (Note: If you want to know more about this, check out the
123skills_developers.doc.)
124
125Below the algorithm for experience gain is given where player "pl" has
126"vanquished" opponent "op" using skill "sk:"
127
128 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
129
130where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
131base experience award for "op" which depends on what op is (see below),
132stat_mult is taken from table experience modification, and lvl_mult is:
133
134For C<< level(pl)> < level(op) >>:
135
136 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
137
138For C<< level(pl) = level(op) >>:
139
140 lvl_mult = FACTOR(sk)
141
142For C<< level(pl) > level(op) >>:
143
144 lvl_mult = (level(op)/level(pl));
145
146where C<level(op)> is the level of "op," level (pl) is the level of the
147player, and C<FACTOR(sk)> is an internal factor based on the skill used by
148"pl."
149
150There are three different cases for how EXP (op) can be computed:
151
152=over 4
153
154=item op is a living creature: EXP(op) is just the base experience award
155given in the spoiler.
156
157=item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
158visible). Thus, traps which are highly visible get lower values.
159
160=item op is not a trap but is non-living: EXP(op) = internal experience
161award of the item. Also, the lvl_mult is multiplied by any magic
162enchantment on the item.
163
164=back
165
166=head1 How skills are used
167
168=over 4
169
170=item B<< skills >> This command lists all the player's current known
171skills, their level of use and the associated experience category of each
172skill.
173
174=item B<< ready_skill I<skill> >> This command changes the player's current
175readied skill to <skill>.
176
177=item B<< use_skill I<skill> I<string> >> This command changes the player's
178current readied skill and then executes it in the facing direction of the
179player. Similar in action to the invoke command.
180
181=back
182
183Three player commands are related to skills use: B<ready_skill>,
184B<use_skill>, and B<skills>. Generally, a player will use a skill by first
185readying the right one, with the ready_skill command and then making a
186ranged "attack" to activate the skill; using most skills is just like
187firing a wand or a bow. In a few cases however, a skill is be used just
188by having it readied. For example, the mountaineer skill allows favorable
189movement though hilly terrain while it is readied.
190
191To change to a new skill, a player can use either the B<use_skill> or
192B<ready_skill> commands, but note that the use of several common items can
193automatically change the player's current skill too. Examples of this
194include readying a bow (which will cause the code to make the player's
195current skill missile_weapons) or readying a melee weapon (current skill
196auto-matically becomes melee weapons). Also, some player actions can cause
197a change in the current skill. Running into a monster while you have a
198readied weapon in your inventory causes the code to automatically make our
199current skill melee weapons. As another example of this-casting a spell
200will cause the code to switch the current skill to wizardry or praying (as
201appropriate to the spell type).
202
203It is not possible to use more than one skill at a time.
204
205=head2 Acquiring skills
206
207Skills may be gained in two ways. In the first, new skills may
208learned. This is done by reading a B<skill scroll> and the process is very
209similar to learning a spell. Just as in attempts to learn incantations,
210success in learning skills is dependent on a random test based on the
211learner's INT. Using your INT stat, look in the learn% column in table
212primary stat effects to find your % chance of learning a skill. Once you
213hit 100%, you will always be successfull in learning new skills.
214
215The acquisition of a skill tool will also allow the player to use a new
216skill. An example of a skill tool is "lockpicks" lockpicks (which allow
217the player to pick door locks). The player merely applies the skill tool
218in order to gain use of the new skill. If the tool is unapplied, the
219player loses the use of the skill associated with the tool.
220
221After a new skill is gained (either learned or if player has an applied
222skill tool) it will appear on the player's skill roster (use the 'skills
223command to view its status). If the new skill is an associated skill,
224then it will automatically be gained at the player's current level in the
225appropriate experience category.
226
227For example, Stilco the Wraith, who is 5th level in agility, buys a set of
228lockpicks and applies them. He may now use the skill lockpicking at 5th
229level of ability since that is an agility associated skill.
230
231=head1 Skills
232
233Below is a description of all skills and how they are used.
234
1=head2 alchemy 235=head2 alchemy
2 236
3User can identify potions, containers, and amulets. (One day I would like 237You can identify potions, containers, and different kinds of ore and mineral,
4to see this skill allow mixing of potions -b.t.). 238mix potions and create other stuff (such as gold, weapons, deadly monsters
239killing him/her etc.) from other ingredients using a cauldron.
240
241I<Never, ever, do alchemy in your home or in public places!> You can
242easily create powerful monsters that will kill you, kill you again when
243you wake up in your savebed, kill you again... etc.
5 244
6=head2 bargaining 245=head2 bargaining
7 246
247ERROR: Is this true?
248
8While this skill is readied the user has added Cha for purposes of 249While this skill is readied the user has added B<Cha> for purposes of
9purchase and selling of items only. Cha is never allowed to exceed 30. 250purchase and selling of items only. B<Cha> is never allowed to exceed 30.
251When you are in a shop, you can use_skill bargaining to see whether that
252shop will buy the items you want to sell at a higher price than others and
253whether the shopkeeper likes you. Elf shopkeepers will like elf players.
10 254
11=head2 bowyer 255=head2 bowyer
12 256
13User can identify missile weapons and missiles. 257You can identify missile weapons and missiles such as arrows, bolts and bows.
258One can also create special bows and arrows from other ingredients using the
259alchemy skill and a B<workbench>.
14 260
15=head2 clawing 261=head2 clawing
16 262
17User can make a "bare-handed attack". Damage is based on the user's Str 263You can make a "bare-handed attack". Damage is based on the user's B<Str>
18and level. 264and level. With time, one can have different claws such as fire claws or
265electric claws. An elemental residue from the dragon guild is required.
19 266
20=head2 find traps 267=head2 levitation
21 268
22User can search (more effectively) for traps. Not a 'passive' skill, it 269You can levitate (fly low) at will. Using the skill first makes you
23is applied in order to gain the advantage in discovering traps. 270levitate, and at the second time returns you to the earth.
271
272=head2 summoning
273
274You can cast spells related to the B<summoning> school of wizardry, which
275mostly summon monsters, bullet walls and similar things. This skill
276may be acquired either through the use of an appropriate B<talisman> or
277learned via a B<skill scroll>.
278
279=head2 pyromancy
280
281You can cast spells related to the B<pyromancy> (fire) school of
282wizardry. This skill may be acquired either through the use of an
283appropriate B<talisman> or learned via a B<skill scroll>.
284
285=head2 evocation
286
287You can cast spells related to the B<evocation> (mostly cold magic)
288school of wizardry. This skill may be acquired either through the use of
289an appropriate B<talisman> or learned via a B<skill scroll>.
290
291=head2 sorcery
292
293You can cast spells related to the B<sorcery> (identify, town portal and
294other meta-spells) school of wizardry. This skill may be acquired either
295through the use of an appropriate B<talisman> or learned via a B<skill
296scroll>.
24 297
25=head2 flame touch 298=head2 flame touch
26 299
27User can make a "bare-handed attack". Damage is based on the user's 300You can make a "bare-handed attack". Damage is based on the user's
28Str and level. This is the default hand-to-hand fighting skill for the 301B<Str> and level. This is the default hand-to-hand fighting skill for the
29fireborn character class. 302fireborn character class.
30 303
31=head2 hide 304=head2 hiding
32 305
33User enjoys limited form of invisibility. If they attack or move too much 306You enjoy limited form of invisibility. If you attack or move too much
34they become visible. Right now it is possible to hidden while next to 307you become visible. Right now it is possible to hidden while next to
35hostile monsters. Not a reasonable feature! 308hostile monsters. Not a reasonable feature!
36 309
37=head2 jeweler 310=head2 jeweler
38 311
39User can ident gems and rings that they hold. 312You can identify amulets, rings and talismans. One can also improve magic
313rings or enchant non-magic rings to give them stat bonuses using the alchemy
314skill and a B<jeweler's workbench>.
40 315
41=head2 jumping 316=head2 jumping
42 317
43User can 'skip' over 1-2 spaces in a selected direction. Distance depends 318You can "skip" over one, two or three spaces in the selected direction.
44on weight carried, Str and Dex of the user. This skill may also be used as 319Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
45an attack. 320may also be used as an attack.
46 321
47=head2 karate 322=head2 karate
48 323
49User can make a "bare-handed attack". Damag is based on the user's Str e 324You can make a "bare-handed attack". Damage is based on the user's B<Str>
50and level. This attack is the fastest and (at higher levels) most deadly 325and level. This attack is the fastest and (at higher levels) most deadly
51of the "hand to hand" attacks available. 326of the hand-to-hand attacks available.
327
328=head2 climbing
329
330Having this skill allows you to move faster through hilly areas than players
331without this skill.
52 332
53=head2 literacy 333=head2 literacy
54 334
55User can ident books and scrolls that they hold. Since scrolls are 335You can identify books and scrolls that you hold. Since scrolls are
56currently always identified, this is not the greatest of skills. 336currently always identified, this is not the greatest of skills.
57 337
58=head2 lockpicking 338=head2 lockpicking
59 339
60User may 'pick locks' (open doors). User needs to have readied some 340You may "pick locks" (open doors). You need to have readied some
61'lockpicks' to use this skill. 341B<lockpicks> to use this skill.
62 342
63=head2 meditation 343=head2 meditation
64 344
65Player can regain mana/hp at an accelerated rate. Player must first strip 345Player can regain mana/hp at an accelerated rate. Player must first strip
66off encumbering armour however. This skill is only available to the 'monk' 346off encumbering armour however. This skill is only available to the "monk"
67character class. 347character class.
68 348
69melee weapons User may use hand-held weapons (eg swords, spears, mace, 349=head2 one handed weapons
70etc). One day this skill could be made to allow the player to make special 350
71attacks with various weapons. (For example, a disarming attack with Sai). 351You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
352B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
353direction keys.
354
355=head2 two handed weapons
356
357You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
358Wield 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
75The user is allowed to make attacks with ranged weapons (eg bow, 362The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
76crossbow). 363Fire arrows by applying a bow and using teh fire and direction keys. To fire
364specific arrows to kill a monster that is weak against a certain arrow, mark
365this arrow and fire.
77 366
78=head2 mountaineer 367=head2 mountaineer
79 368
80While the skill is readied, the possessor will move faster through "hilly" 369While the skill is readied, the possessor will move faster through "hilly"
81terrain (hills, mountains, etc.) 370terrain (hills, mountains, etc.)
82 371
83=head2 oratory 372=head2 oratory
84 373
85User may 'recruit' followers. Recruitees must be of lower level, and 374You may "recruit" followers. Recruitees must be of lower level, and
86unaggressive to start. Use of this skill may anger the audience. Also, 375unaggressive 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
88and level. 377B<Cha> and level.
89 378
90=head2 praying 379=head2 praying
91 380
92User is allowed to cast "cleric" spells. In addition, this skill may be 381You are allowed to cast "cleric" spells. In addition, this skill may be
93used to accelerate the accumulation of grace. This skill may be either 382used to accelerate the accumulation of grace. This skill may be either
94'learned' or acquired through the use of a "holy symbol". 383learned (e.g. using a B<skill scroll>) or acquired through the use of a
384B<holy symbol>.
95 385
96=head2 punching 386=head2 punching
97 387
98User can make a "bare-handed attack". Damage is based on the user's Str 388You can make a "bare-handed attack". Damage is based on the user's B<Str>
99and level. This is the most feeble of the hth attacks. 389and level. This is the most feeble of the hand-to-hand attacks.
100 390
101=head2 remove_traps 391=head2 find traps
102 392
103User may remove previously discovered traps. 393You can search (more effectively) for traps. This is not a "passive"
394skill, it must be applied in order to gain the advantage in discovering
395traps, or actively used when in vicinity of a trap. To use it, fire into
396any direction.
397
398=head2 disarm
399
400You 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
107User may discover whether items that he holds are 'cursed'. Controversial 404You can detect whether items that you hold are B<cursed> by firing in any
108skill, may go away in later versions. 405direction while this skill is readied.
109 406
110=head2 sense magic 407=head2 sense magic
111 408
112User may discover whether items that he holds are 'magic'. Controversial 409You can detect whether items that you hold are B<magic> by firing in any
113skill, may go away in later versions. 410direction while this skill is readied.
114
115=head2 set traps
116
117Unimplemented.
118 411
119=head2 singing 412=head2 singing
120 413
121User may pacify hostile monsters with this skill. Certain kinds of 414You may pacify hostile monsters with this skill. Certain kinds of
122monsters are immune. Success depends on user level and Cha. 415monsters are immune. Success depends on user level and B<Cha>.
123 416
124=head2 smithery 417=head2 smithery
125 418
126User may ident arms and armour that they hold. Right now this is a 419You can identify arms and armour that you hold, and, with the help of a
127powerful skill, and I am considering breaking it up into 2 ident skills in 420B<forge>, can even create weapons using the alchemy skill.
128the future.
129
130=head2 spellcasting
131
132User is allowed to cast "wizard" spells. This skill may be acquired either
133through the use of a talisman or learned via a skill scroll.
134 421
135=head2 stealing 422=head2 stealing
136 423
137User can take items from the inventory of other monsters. 424You can take items from the inventory of NPCs, monsters and maybe other
425players.
138 426
139=head2 thaumagragist 427=head2 thaumathurgy
140 428
141User can ident rods, wands and horns that they are holding. 429You can identify rods, wands and horns that you are holding, and, with
430the help of a B<thaumaturgists workbench> and the alchemy skill, create
431those things.
142 432
143=head2 throwing 433=head2 throwing
144 434
145Unimplemented. 435You can throw items at monsters. To do this, fire at a monster with this skill
436readied. You can chose what to throw by marking an item, if you do not chose an
437item, an item from your inventory is randomly picked and thrown unless the item
438is locked.
439
440ERROR: Randomly?
146 441
147=head2 use magic item 442=head2 use magic item
148 443
149User can use magic items like rods/wands/horns. Note that by default, you 444You can use magic items like rods/wands/horns. The level of experience
150do not gain experience with this skill, and thus, you don't get experience 445influences how powerful the spells are you can evoke from the
151for using rods/wands/horns to kill monsters. 446rod/wand/horn.
152 447
153=head2 woodsman 448=head2 woodsman
154 449
155While the skill is readied, the possessor will move faster through 450While 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
455You can inscribe scrolls with a text. This is useful to create messages,
456especially via the Imperial Post Office (IPO).
160User may rewrite spell scrolls with a previously known spell. Sp, time and 457You can also rewrite spell scrolls with a previously known spell. B<Sp>,
161an old scroll are needed. Backfire effects are possible. Only available as 458time and an old scroll are needed. Backfire effects are possible. Only
162a 'writing pen'. 459available as a 'writing pen'.
460
461How to rewrite a mail scroll/books etc.:
462
463 mark <name of scroll> # or use the menu
464 use_skill inscription <your message goes here>
465
466How to rewrite a spell scroll:
467
468 mark <name of scroll> # or use the menu
469 cast <spell> # prepare the spell you want to write
470 use_skill inscription # write the spell on the scroll
471
472The scroll on which you want to write has to be much lower than your inscription
473level, otherwise you may accidentally read the scroll and cast the spell inside it.
474If you succeed, the scroll will be a scroll of the spell you chose and your level of
475inscription as its level. Hence, you don't need to be that level in the spell skill
476to write higher level spellscrolls.
477
478Caution: Magic spell writing can be risky to one's health. There can be
479some negative effects if one fails to write a spell scroll. The most
480benign is that one becomes confused for a short time. Other effects are
481more severe and can even be dangerous.
482
483=head2 spark touch
484
485You can do a "bare-handed attack" and shock the opponent with this skill
486readied. Attacking is done by running into the opponent. This is a unique skill
487that can only be used by sparklings.
488
489=head2 shiver
490
491You can do a "bare-handed attack" and send waves of frost to the opponent with
492this skill readied. Attacking is done by running into the opponent. This is a
493unique skill that can only be used by iceborns.
494
495=head2 acid splash
496
497You can do a "bare-handed attack" and splash the opponent with acid using this
498skill. Attacking is done by running into the opponent. This is a unique skill
499that can only be used by acidborns.
500
501=head2 poison nail
502
503TODO: Add goblins and think about the name goblin.
504
505You can do a "bare-handed attack" and inject poison into the opponent with
506this skill readied. Attacking is done by running into the opponent. This is a
507unique skill that can only be used by goblins.
508
509=head1 Authors
510
511Parts of this document were originally compiled, edited, and written by
512Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
513compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
514
515Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
516Steenhoven and Marc A. Lehmann.
517
518

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