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Revision: 1.10
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# Content
1 =head1 Skills
2
3 =head1 Description
4
5 Instead of gaining experience for basically just killing monsters (and
6 disarming traps) you can also gain a variety of experience through the
7 use of skills.
8
9 =head1 Skill Overview
10
11 Skill Experience Associated Stats
12 Stat 1 Stat 2 Stat 3
13 Achemy Mental Int Dex Wis
14 Bargaining NONE n/a n/a n/a
15 Bowyer Mental Int Dex Wis
16 Clawing Physique Str Dex n/a
17 Disarm Traps Agility Dex Int Str
18 Find Traps Mental Int Dex n/a
19 Flame Touch Physique Str Dex Int
20 Hiding Agility Dex Int n/a
21 Inscription Mental Int Dex n/a
22 Jeweler Mental Int Wis Dex
23 Jumping Physique Str Dex n/a
24 Karate Physique Str Dex n/a
25 Literacy Mental Int Wis n/a
26 Lockpicking Agility Dex Int n/a
27 Meditation NONE Int Wis Pow
28 Melee Weapons Physique Str Dex n/a
29 Missile Weapons Physique Str Dex n/a
30 Mountaineer NONE n/a n/a n/a
31 Oratory Personality Cha Int n/a
32 Praying Wisdom Wis Pow n/a
33 Punching Physique Str Dex n/a
34 Sense Curse Wisdom Pow Wis n/a
35 Sense Magic Magic Pow Int n/a
36 Set Traps Mental Int Dex Str
37 Singing Personality Cha Int n/a
38 Smithery Mental Int Str Dex
39 Stealing Agility Dex Int n/a
40 Thaumaturgy Mental Int Wis n/a
41 Throwing Physique Str Dex n/a
42 Use Magic Item NONE Pow Int n/a
43 Wizardry Magic Pow Int n/a
44 Woodsman Mental Int Dex Wis
45
46 =head1 Detailed Skill Description
47
48 Below is a more detailed description of each skills and how they are used.
49
50 =head2 alchemy
51
52 You can identify potions, containers, and different kinds of ore and mineral,
53 mix potions and create other stuff (such as gold, weapons, deadly monsters
54 killing him/her etc.) from other ingredients using a cauldron.
55
56 To identify alchemy stuff you have to stand over it or have it in your inventory and
57 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
58 not get identified if your alchemy level is too low.
59
60 A higher alchemy level will also help you to estimate the value of items better.
61
62 To create something new, for example some dust or potion, you have to get a B<cauldron>.
63 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
64 their cauldron for a fee. All you need now is to know what items creates which other item.
65 You learn the ingredients this by finding receipes. It is B<very important> that you B<identify>
66 all ingredients for a receipe before using them!
67
68 For a start you could try to make B<water of the wise>:
69 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
70 If everything worked there should be B<water of the wise> in the cauldron now.
71 Congratulations, your first alchemy was done!
72
73 Be careful when doing alchemy and trying complicated receipes, they might fail and
74 will backfire heavily at you.
75
76 I<Never, ever, do alchemy in your home or in public places!> You can
77 easily create powerful monsters that will kill you, kill you again when
78 you wake up in your savebed, kill you again... etc.
79
80 =head2 bargaining
81
82 This skill helps you to bargain in shops when buying and selling. The higher
83 your bargaining level is the better prices you will get. Besides having a high
84 bargaining skill it helps a lot to have a high B<Cha>risma stat.
85
86 When you are in a shop, you can C<use_skill bargaining> to see whether that
87 shop will buy the items you want to sell at a higher price than others and
88 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
89
90 =head2 bowyer
91
92 You can identify missile weapons and missiles such as arrows, bolts and bows.
93 One can also create special bows and arrows from other ingredients using the
94 alchemy skill and a B<workbench>.
95
96 =head2 clawing
97
98 You can make a "bare-handed attack". Damage is based on the user's B<Str>
99 and level. With time, one can have different claws such as fire claws or
100 electric claws. An elemental residue from the dragon guild is required.
101
102 =head2 levitation
103
104 You can levitate (fly low) at will. Using the skill first makes you
105 levitate, and at the second time returns you to the earth.
106
107 =head2 summoning
108
109 You can cast spells related to the B<summoning> school of wizardry, which
110 mostly summon monsters, bullet walls and similar things. This skill
111 may be acquired either through the use of an appropriate B<talisman> or
112 learned via a B<skill scroll>.
113
114 =head2 pyromancy
115
116 You can cast spells related to the B<pyromancy> (fire) school of
117 wizardry. This skill may be acquired either through the use of an
118 appropriate B<talisman> or learned via a B<skill scroll>.
119
120 =head2 evocation
121
122 You can cast spells related to the B<evocation> (mostly cold magic)
123 school of wizardry. This skill may be acquired either through the use of
124 an appropriate B<talisman> or learned via a B<skill scroll>.
125
126 =head2 sorcery
127
128 You can cast spells related to the B<sorcery> (identify, town portal and
129 other meta-spells) school of wizardry. This skill may be acquired either
130 through the use of an appropriate B<talisman> or learned via a B<skill
131 scroll>.
132
133 =head2 flame touch
134
135 You can make a "bare-handed attack". Damage is based on the user's
136 B<Str> and level. This is the default hand-to-hand fighting skill for the
137 fireborn character class.
138
139 =head2 hiding
140
141 You enjoy limited form of invisibility. If you attack or move too much
142 you become visible. Right now it is possible to hidden while next to
143 hostile monsters. Not a reasonable feature!
144
145 =head2 jeweler
146
147 You can identify amulets, rings and talismans. One can also improve magic
148 rings or enchant non-magic rings to give them stat bonuses using the alchemy
149 skill and a B<jeweler's workbench>.
150
151 =head2 jumping
152
153 You can "skip" over one, two or three spaces in the selected direction.
154 Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill
155 may also be used as an attack.
156
157 =head2 karate
158
159 You can make a "bare-handed attack". Damage is based on the user's B<Str>
160 and level. This attack is the fastest and (at higher levels) most deadly
161 of the hand-to-hand attacks available.
162
163 =head2 climbing
164
165 Having this skill allows you to move faster through hilly areas than players
166 without this skill.
167
168 =head2 literacy
169
170 You can identify books and scrolls that you hold. Since scrolls are
171 currently always identified, this is not the greatest of skills.
172
173 =head2 lockpicking
174
175 You may "pick locks" (open doors). You need to have readied some
176 B<lockpicks> to use this skill.
177
178 =head2 meditation
179
180 Player can regain mana/hp at an accelerated rate. Player must first strip
181 off encumbering armour however. This skill is only available to the "monk"
182 character class.
183
184 =head2 one handed weapons
185
186 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
187 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
188 direction keys.
189
190 =head2 two handed weapons
191
192 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
193 Wield and ready the weapon by applying it and use the fire and direction keys.
194
195 =head2 missile weapons
196
197 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
198 Fire arrows by applying a bow and using teh fire and direction keys. To fire
199 specific arrows to kill a monster that is weak against a certain arrow, mark
200 this arrow and fire.
201
202 =head2 mountaineer
203
204 While the skill is readied, the possessor will move faster through "hilly"
205 terrain (hills, mountains, etc.)
206
207 =head2 oratory
208
209 You may "recruit" followers. Recruitees must be of lower level, and
210 unaggressive to start. Use of this skill may anger the audience. Also,
211 "special" monsters are immune to recruitment. Success depends on user's
212 B<Cha> and level.
213
214 =head2 praying
215
216 You are allowed to cast "cleric" spells. In addition, this skill may be
217 used to accelerate the accumulation of grace. This skill may be either
218 learned (e.g. using a B<skill scroll>) or acquired through the use of a
219 B<holy symbol>.
220
221 =head2 punching
222
223 You can make a "bare-handed attack". Damage is based on the user's B<Str>
224 and level. This is the most feeble of the hand-to-hand attacks.
225
226 =head2 find traps
227
228 You can search (more effectively) for traps. This is not a "passive"
229 skill, it must be applied in order to gain the advantage in discovering
230 traps, or actively used when in vicinity of a trap. To use it, fire into
231 any direction.
232
233 =head2 disarm
234
235 You can disarm previously discovered traps (for example, with the B<find traps> skill).
236
237 =head2 sense curse
238
239 You can detect whether items that you hold are B<cursed> by firing in any
240 direction while this skill is readied.
241
242 =head2 sense magic
243
244 You can detect whether items that you hold are B<magic> by firing in any
245 direction while this skill is readied.
246
247 =head2 singing
248
249 You may pacify hostile monsters with this skill. Certain kinds of
250 monsters are immune. Success depends on user level and B<Cha>.
251
252 =head2 smithery
253
254 You can identify arms and armour that you hold, and, with the help of a
255 B<forge>, can even create weapons using the alchemy skill.
256
257 =head2 stealing
258
259 You can take items from the inventory of NPCs, monsters and maybe other
260 players.
261
262 =head2 thaumathurgy
263
264 You can identify rods, wands and horns that you are holding, and, with
265 the help of a B<thaumaturgists workbench> and the alchemy skill, create
266 those things.
267
268 =head2 throwing
269
270 You can throw items at monsters. To do this, fire at a monster with this skill
271 readied. You can chose what to throw by marking an item, if you do not chose an
272 item, an item from your inventory is randomly picked and thrown unless the item
273 is locked.
274
275 ERROR: Randomly?
276
277 =head2 use magic item
278
279 You can use magic items like rods/wands/horns. The level of experience
280 influences how powerful the spells are you can evoke from the
281 rod/wand/horn.
282
283 =head2 woodsman
284
285 While the skill is readied, the possessor will move faster through
286 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
287
288 =head2 inscription
289
290 You can inscribe scrolls with a text. This is useful to create messages,
291 especially via the Imperial Post Office (IPO).
292 You can also rewrite spell scrolls with a previously known spell. B<Sp>,
293 time and an old scroll are needed. Backfire effects are possible. Only
294 available as a 'writing pen'.
295
296 How to rewrite a mail scroll/books etc.:
297
298 mark <name of scroll> # or use the menu
299 use_skill inscription <your message goes here>
300
301 How to rewrite a spell scroll:
302
303 mark <name of scroll> # or use the menu
304 cast <spell> # prepare the spell you want to write
305 use_skill inscription # write the spell on the scroll
306
307 The scroll on which you want to write has to be much lower than your inscription
308 level, otherwise you may accidentally read the scroll and cast the spell inside it.
309 If you succeed, the scroll will be a scroll of the spell you chose and your level of
310 inscription as its level. Hence, you don't need to be that level in the spell skill
311 to write higher level spellscrolls.
312
313 Caution: Magic spell writing can be risky to one's health. There can be
314 some negative effects if one fails to write a spell scroll. The most
315 benign is that one becomes confused for a short time. Other effects are
316 more severe and can even be dangerous.
317
318 =head2 spark touch
319
320 You can do a "bare-handed attack" and shock the opponent with this skill
321 readied. Attacking is done by running into the opponent. This is a unique skill
322 that can only be used by sparklings.
323
324 =head2 shiver
325
326 You can do a "bare-handed attack" and send waves of frost to the opponent with
327 this skill readied. Attacking is done by running into the opponent. This is a
328 unique skill that can only be used by iceborns.
329
330 =head2 acid splash
331
332 You can do a "bare-handed attack" and splash the opponent with acid using this
333 skill. Attacking is done by running into the opponent. This is a unique skill
334 that can only be used by acidborns.
335
336 =head2 poison nail
337
338 TODO: Add goblins and think about the name goblin.
339
340 You can do a "bare-handed attack" and inject poison into the opponent with
341 this skill readied. Attacking is done by running into the opponent. This is a
342 unique skill that can only be used by goblins.
343
344 =head1 About experience and skills
345
346 =head2 Associated and miscellaneous skills
347
348 In Crossfire two types of skills exist; The first kind, "associated"
349 skills, are those skills which are associated with a category of
350 experience. The other kind of skill, "miscellaneous" skills, are not
351 related to any experience category.
352
353 The main difference between these two kinds of skills is in the result
354 of their use. When associated skills are used successfully experience
355 is accrued in the experience category associated with that skill. In
356 contrast, the use of miscellaneous skills never gains the player any
357 experience regardless of the success in using it.
358
359 Both miscellaneous and associated skills can fail. This means that
360 the attempt to use the skill was unsuccessful. Both miscellaneous
361 and associated skills can have certain primary stats associated with
362 them. These associated stats can help to determine if the use of a skill
363 is successful and to what degree it is successful.
364
365 All gained experience is modified by the associated stats for that skill
366 (table skill statistics) and then the appropriate experience category
367 automatically updated as needed.
368
369 =head2 Restrictions on skills use and gaining experience
370
371 Neither a character's stats nor the character class restricts the player
372 from gaining experience in any of the experience categories. Also, there
373 are no inherent restrictions on character skill use-any player may use any
374 acquired skill.
375
376 Average of Experienced
377 Associated Gain
378 Stats Multiplier
379 1 0.01
380 2 0.1
381 3 0.3
382 4 0.5
383 5 0.6
384 6 0.7
385 7 0.8
386 8 0.85
387 9 0.9
388 10 0.95
389 11 0.96
390 12 0.97
391 13 0.98
392 14 0.99
393 15 1.0
394 16 1.01
395 17 1.02
396 18 1.03
397 19 1.04
398 20 1.05
399 21 1.07
400 22 1.09
401 23 1.12
402 24 1.15
403 25 1.2
404 26 1.3
405 27 1.4
406 28 1.5
407 29 1.7
408 30 2.0
409
410 =head2 Algorithm for Experience Gain under the skills system
411
412 Here we take the view that a player must "overcome an opponent" in
413 order to gain experience. Examples include foes killed in combat,
414 finding/disarming a trap, stealing from some being, identifying an object,
415 etc.
416
417 Gained experience is based primarily on the difference in levels between
418 "opponents," experience point value of a "vanquished foe," the values of
419 the associated stats of the skill being used and two factors that are set
420 internally. (Note: If you want to know more about this, check out the
421 skills_developers.doc.)
422
423 Below the algorithm for experience gain is given where player "pl" has
424 "vanquished" opponent "op" using skill "sk:"
425
426 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
427
428 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
429 base experience award for "op" which depends on what op is (see below),
430 stat_mult is taken from table experience modification, and lvl_mult is:
431
432 For C<< level(pl)> < level(op) >>:
433
434 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
435
436 For C<< level(pl) = level(op) >>:
437
438 lvl_mult = FACTOR(sk)
439
440 For C<< level(pl) > level(op) >>:
441
442 lvl_mult = (level(op)/level(pl));
443
444 where C<level(op)> is the level of "op," level (pl) is the level of the
445 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
446 "pl."
447
448 There are three different cases for how EXP (op) can be computed:
449
450 =over 4
451
452 =item op is a living creature: EXP(op) is just the base experience award
453 given in the spoiler.
454
455 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
456 visible). Thus, traps which are highly visible get lower values.
457
458 =item op is not a trap but is non-living: EXP(op) = internal experience
459 award of the item. Also, the lvl_mult is multiplied by any magic
460 enchantment on the item.
461
462 =back
463
464 =head1 How skills are used
465
466 =over 4
467
468 =item B<< skills >> This command lists all the player's current known
469 skills, their level of use and the associated experience category of each
470 skill.
471
472 =item B<< ready_skill I<skill> >> This command changes the player's current
473 readied skill to <skill>.
474
475 =item B<< use_skill I<skill> I<string> >> This command changes the player's
476 current readied skill and then executes it in the facing direction of the
477 player. Similar in action to the invoke command.
478
479 =back
480
481 Three player commands are related to skills use: B<ready_skill>,
482 B<use_skill>, and B<skills>. Generally, a player will use a skill by first
483 readying the right one, with the ready_skill command and then making a
484 ranged "attack" to activate the skill; using most skills is just like
485 firing a wand or a bow. In a few cases however, a skill is be used just
486 by having it readied. For example, the mountaineer skill allows favorable
487 movement though hilly terrain while it is readied.
488
489 To change to a new skill, a player can use either the B<use_skill> or
490 B<ready_skill> commands, but note that the use of several common items can
491 automatically change the player's current skill too. Examples of this
492 include readying a bow (which will cause the code to make the player's
493 current skill missile_weapons) or readying a melee weapon (current skill
494 auto-matically becomes melee weapons). Also, some player actions can cause
495 a change in the current skill. Running into a monster while you have a
496 readied weapon in your inventory causes the code to automatically make our
497 current skill melee weapons. As another example of this-casting a spell
498 will cause the code to switch the current skill to wizardry or praying (as
499 appropriate to the spell type).
500
501 It is not possible to use more than one skill at a time.
502
503 =head2 Acquiring skills
504
505 Skills may be gained in two ways. In the first, new skills may
506 learned. This is done by reading a B<skill scroll> and the process is very
507 similar to learning a spell. Just as in attempts to learn incantations,
508 success in learning skills is dependent on a random test based on the
509 learner's INT. Using your INT stat, look in the learn% column in table
510 primary stat effects to find your % chance of learning a skill. Once you
511 hit 100%, you will always be successfull in learning new skills.
512
513 The acquisition of a skill tool will also allow the player to use a new
514 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
515 the player to pick door locks). The player merely applies the skill tool
516 in order to gain use of the new skill. If the tool is unapplied, the
517 player loses the use of the skill associated with the tool.
518
519 After a new skill is gained (either learned or if player has an applied
520 skill tool) it will appear on the player's skill roster (use the 'skills
521 command to view its status). If the new skill is an associated skill,
522 then it will automatically be gained at the player's current level in the
523 appropriate experience category.
524
525 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
526 lockpicks and applies them. He may now use the skill lockpicking at 5th
527 level of ability since that is an agility associated skill.
528
529 =head1 Authors
530
531 Parts of this document were originally compiled, edited, and written by
532 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
533 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
534
535 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
536 Steenhoven and Marc A. Lehmann.
537