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Revision 1.4 by pippijn, Mon May 22 15:39:23 2006 UTC vs.
Revision 1.6 by root, Thu May 25 23:06:05 2006 UTC

1=head1 Skills
2
3=head1 Description
4
5Instead of gaining experience for basically just killing monsters (and
6disarming traps) you can also gain a variety of experience through the
7use of skills.
8
9=head1 Skill Overview
10
11 Skill Experience Associated Stats
12 Stat 1 Stat 2 Stat 3
13 Achemy Mental Int Dex Wis
14 Bargaining NONE n/a n/a n/a
15 Bowyer Mental Int Dex Wis
16 Clawing Physique Str Dex n/a
17 Disarm Traps Agility Dex Int Str
18 Find Traps Mental Int Dex n/a
19 Flame Touch Physique Str Dex Int
20 Hiding Agility Dex Int n/a
21 Inscription Mental Int Dex n/a
22 Jeweler Mental Int Wis Dex
23 Jumping Physique Str Dex n/a
24 Karate Physique Str Dex n/a
25 Literacy Mental Int Wis n/a
26 Lockpicking Agility Dex Int n/a
27 Meditation NONE Int Wis Pow
28 Melee Weapons Physique Str Dex n/a
29 Missile Weapons Physique Str Dex n/a
30 Mountaineer NONE n/a n/a n/a
31 Oratory Personality Cha Int n/a
32 Praying Wisdom Wis Pow n/a
33 Punching Physique Str Dex n/a
34 Sense Curse Wisdom Pow Wis n/a
35 Sense Magic Magic Pow Int n/a
36 Set Traps Mental Int Dex Str
37 Singing Personality Cha Int n/a
38 Smithery Mental Int Str Dex
39 Stealing Agility Dex Int n/a
40 Thaumaturgy Mental Int Wis n/a
41 Throwing Physique Str Dex n/a
42 Use Magic Item NONE Pow Int n/a
43 Wizardry Magic Pow Int n/a
44 Woodsman Mental Int Dex Wis
45
46=head1 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 different kinds of ore and mineral, 237You can identify potions, containers, and different kinds of ore and mineral,
4mix potions and create other stuff (such as gold, weapons, deadly monsters 238mix potions and create other stuff (such as gold, weapons, deadly monsters
5killing him/her etc.) from other ingredients using a cauldron. 239killing him/her etc.) from other ingredients using a cauldron.
67B<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
68fireborn character class. 302fireborn character class.
69 303
70=head2 hiding 304=head2 hiding
71 305
72You 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
73you 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
74hostile monsters. Not a reasonable feature! 308hostile monsters. Not a reasonable feature!
75 309
76=head2 jeweler 310=head2 jeweler
77 311
222especially via the Imperial Post Office (IPO). 456especially via the Imperial Post Office (IPO).
223You can also rewrite spell scrolls with a previously known spell. B<Sp>, 457You can also rewrite spell scrolls with a previously known spell. B<Sp>,
224time and an old scroll are needed. Backfire effects are possible. Only 458time and an old scroll are needed. Backfire effects are possible. Only
225available as a 'writing pen'. 459available as a 'writing pen'.
226 460
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
227How to rewrite a scroll: 466How to rewrite a spell scroll:
228 467
468 mark <name of scroll> # or use the menu
229 cast <spell> # prepare the spell you want to write 469 cast <spell> # prepare the spell you want to write
230 apply writing pen
231 use_skill inscription # write the spell on the scroll 470 use_skill inscription # write the spell on the scroll
232 471
233The scroll on which you want to write has to be much lower than your inscription 472The scroll on which you want to write has to be much lower than your inscription
234level, otherwise you may accidentally read the scroll and cast the spell inside it. 473level, otherwise you may accidentally read the scroll and cast the spell inside it.
235If you succeed, the scroll will be a scroll of the spell you chose and your level of 474If you succeed, the scroll will be a scroll of the spell you chose and your level of
236inscription as its level. Hence, you don't need to be that level in the spell skill 475inscription as its level. Hence, you don't need to be that level in the spell skill
237to write higher level spellscrolls. 476to write higher level spellscrolls.
238 477
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
239=head2 spark touch 483=head2 spark touch
240 484
241You can do a "bare-handed attack" and shock the opponent with this skill 485You can do a "bare-handed attack" and shock the opponent with this skill
242readied. Attacking is done by running into the opponent. This is a unique skill 486readied. Attacking is done by running into the opponent. This is a unique skill
243that can only be used by sparklings. 487that can only be used by sparklings.
260 504
261You can do a "bare-handed attack" and inject poison into the opponent with 505You can do a "bare-handed attack" and inject poison into the opponent with
262this skill readied. Attacking is done by running into the opponent. This is a 506this skill readied. Attacking is done by running into the opponent. This is a
263unique skill that can only be used by goblins. 507unique skill that can only be used by goblins.
264 508
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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