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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
3You can identify potions, containers, and amulets, mix potions and create 237You can identify potions, containers, and different kinds of ore and mineral,
4other stuff (such as gold, weapons, deadly monsters killing him/her etc.) 238mix potions and create other stuff (such as gold, weapons, deadly monsters
5from other ingredients. 239killing him/her etc.) from other ingredients using a cauldron.
6 240
7I<Never, ever, do alchemy in your home or in public places!> You can 241I<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 242easily create powerful monsters that will kill you, kill you again when
9you wake up in your savebed, kill you again... etc. 243you wake up in your savebed, kill you again... etc.
10 244
11=head2 bargaining 245=head2 bargaining
12 246
247ERROR: Is this true?
248
13While this skill is readied the user has added B<Cha> for purposes of 249While this skill is readied the user has added B<Cha> for purposes of
14purchase and selling of items only. B<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.
15 254
16=head2 bowyer 255=head2 bowyer
17 256
18You 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>.
19 260
20=head2 clawing 261=head2 clawing
21 262
22You can make a "bare-handed attack". Damage is based on the user's B<Str> 263You can make a "bare-handed attack". Damage is based on the user's B<Str>
23and 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.
24 266
25=head2 levitation 267=head2 levitation
26 268
27You can levitate (fly low) at will. Using the skill first makes you 269You can levitate (fly low) at will. Using the skill first makes you
28levitate, and at the second time returns you to the earth. 270levitate, and at the second time returns you to the earth.
59B<Str> 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
60fireborn character class. 302fireborn character class.
61 303
62=head2 hiding 304=head2 hiding
63 305
64You enjoys limited form of invisibility. If you attack or move too much 306You enjoy limited form of invisibility. If you attack or move too much
65you 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
66hostile monsters. Not a reasonable feature! 308hostile monsters. Not a reasonable feature!
67 309
68=head2 jeweler 310=head2 jeweler
69 311
70You can ident gems and rings that you 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>.
71 315
72=head2 jumping 316=head2 jumping
73 317
74You can "skip" over one or two spaces in the selected direction. Distance 318You can "skip" over one, two or three spaces in the selected direction.
75depends on weight carried, B<Str> and B<Dex> of the user. This skill may 319Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
76also be used as an attack. 320may also be used as an attack.
77 321
78=head2 karate 322=head2 karate
79 323
80You can make a "bare-handed attack". Damage is based on the user's B<Str> 324You can make a "bare-handed attack". Damage is based on the user's B<Str>
81and 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
82of the hand-to-hand attacks available. 326of the hand-to-hand attacks available.
83 327
84=head2 climbing 328=head2 climbing
85 329
86TODO 330Having this skill allows you to move faster through hilly areas than players
331without this skill.
87 332
88=head2 literacy 333=head2 literacy
89 334
90You can identify books and scrolls that you hold. Since scrolls are 335You can identify books and scrolls that you hold. Since scrolls are
91currently always identified, this is not the greatest of skills. 336currently always identified, this is not the greatest of skills.
101off encumbering armour however. This skill is only available to the "monk" 346off encumbering armour however. This skill is only available to the "monk"
102character class. 347character class.
103 348
104=head2 one handed weapons 349=head2 one handed weapons
105 350
106You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, B<mace>, etc). 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.
107 354
108=head2 two handed weapons 355=head2 two handed weapons
109 356
110You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). 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.
111 359
112=head2 missile weapons 360=head2 missile weapons
113 361
114The user is capabale of making attacks with ranged weapons (eg bow, 362The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
115crossbow). 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.
116 366
117=head2 mountaineer 367=head2 mountaineer
118 368
119While the skill is readied, the possessor will move faster through "hilly" 369While the skill is readied, the possessor will move faster through "hilly"
120terrain (hills, mountains, etc.) 370terrain (hills, mountains, etc.)
140 390
141=head2 find traps 391=head2 find traps
142 392
143You can search (more effectively) for traps. This is not a "passive" 393You can search (more effectively) for traps. This is not a "passive"
144skill, it must be applied in order to gain the advantage in discovering 394skill, it must be applied in order to gain the advantage in discovering
145traps, or actively used when in vicinity of a trap. 395traps, or actively used when in vicinity of a trap. To use it, fire into
396any direction.
146 397
147=head2 disarm 398=head2 disarm
148 399
149You can disarm previously discovered traps (for example, with the B<find traps> skill). 400You can disarm previously discovered traps (for example, with the B<find traps> skill).
150 401
151=head2 sense curse 402=head2 sense curse
152 403
153You can detect whether items that she holds are B<cursed>. 404You can detect whether items that you hold are B<cursed> by firing in any
405direction while this skill is readied.
154 406
155=head2 sense magic 407=head2 sense magic
156 408
157You can detect whether items that he holds are B<magic>. 409You can detect whether items that you hold are B<magic> by firing in any
410direction while this skill is readied.
158 411
159=head2 singing 412=head2 singing
160 413
161You may pacify hostile monsters with this skill. Certain kinds of 414You may pacify hostile monsters with this skill. Certain kinds of
162monsters are immune. Success depends on user level and B<Cha>. 415monsters are immune. Success depends on user level and B<Cha>.
163 416
164=head2 smithery 417=head2 smithery
165 418
166You can identify arms and armour that you hold, and, with the help of a 419You can identify arms and armour that you hold, and, with the help of a
167B<forge>, can even create weapons. 420B<forge>, can even create weapons using the alchemy skill.
168 421
169=head2 stealing 422=head2 stealing
170 423
171You can take items from the inventory of NPCs, monsters and maybe other 424You can take items from the inventory of NPCs, monsters and maybe other
172players. 425players.
173 426
174=head2 thaumathurgy 427=head2 thaumathurgy
175 428
176You can identify rods, wands and horns that you are holding, and, with a 429You can identify rods, wands and horns that you are holding, and, with
177help of a B<thaumaturgists workbench>, create those things. 430the help of a B<thaumaturgists workbench> and the alchemy skill, create
431those things.
178 432
179=head2 throwing 433=head2 throwing
180 434
181You can throw stuff. 435You can throw items at monsters. To do this, fire at a monster with this skill
182TODO 436readied. You can chose what to throw by marking an item, if you do not chose an
183Unimplemented. 437item, an item from your inventory is randomly picked and thrown unless the item
438is locked.
439
440ERROR: Randomly?
184 441
185=head2 use magic item 442=head2 use magic item
186 443
187You can use magic items like rods/wands/horns. The level of experience 444You can use magic items like rods/wands/horns. The level of experience
188influences how powerful the spells are he can evoke form the 445influences how powerful the spells are you can evoke from the
189rod/wand/horn. 446rod/wand/horn.
190 447
191=head2 woodsman 448=head2 woodsman
192 449
193While the skill is readied, the possessor will move faster through 450While the skill is readied, the possessor will move faster through
194"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) 451"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
195 452
196=head2 writing 453=head2 inscription
197 454
455You can inscribe scrolls with a text. This is useful to create messages,
456especially via the Imperial Post Office (IPO).
198You may rewrite spell scrolls with a previously known spell. B<Sp>, 457You can also rewrite spell scrolls with a previously known spell. B<Sp>,
199time and an old scroll are needed. Backfire effects are possible. Only 458time and an old scroll are needed. Backfire effects are possible. Only
200available as a 'writing pen'. 459available as a 'writing pen'.
201 460
202=head2 inscription 461How to rewrite a mail scroll/books etc.:
203 462
204You can inscribe scrolls with a text. This is useful to create messages, 463 mark <name of scroll> # or use the menu
205especially via the Imperial Post Office (IPO). 464 use_skill inscription <your message goes here>
206TODO # is this true? 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.
207 482
208=head2 spark touch 483=head2 spark touch
209 484
210TODO 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.
211 488
212=head2 shiver 489=head2 shiver
213 490
214TODO 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.
215 494
216=head2 acid splash 495=head2 acid splash
217 496
218TODO 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.
219 500
220=head2 poison nail 501=head2 poison nail
221 502
222TODO 503TODO: Add goblins and think about the name goblin.
223 504
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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