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Revision: 1.1
Committed: Thu Sep 7 21:49:33 2006 UTC (17 years, 8 months ago) by pippijn
Branch: MAIN
Log Message:
Added help files for in-game commands.

File Contents

# User Rev Content
1 pippijn 1.1 =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 X<skill_description>Skill Descriptions
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
53     mineral, mix potions and create other stuff (such as gold, weapons, deadly
54     monsters killing him/her etc.) from other ingredients using a cauldron
55     L<$ARCH/misc/Container/cauldron.base.111.png>.
56    
57     To identify alchemy stuff you have to stand over it or have it in your inventory and
58     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
59     not get identified if your alchemy level is too low.
60    
61     A higher alchemy level will also help you to estimate the value of items better.
62    
63     To create something new, for example some dust or potion, you have to get a B<cauldron>.
64     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
65     their cauldron for a fee. All you need now is to know what items creates which other item.
66     You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
67     all ingredients for a recipe before using them!
68    
69     For a start you could try to make B<water of the wise>:
70     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
71     If everything worked there should be B<water of the wise> in the cauldron now.
72     Congratulations, your first alchemy was done!
73    
74     Be careful when doing alchemy and trying complicated receipes, they might fail and
75     will backfire heavily at you.
76    
77     I<Never, ever, do alchemy in your home or in public places!> You can
78     easily create powerful monsters that will kill you, kill you again when
79     you wake up in your savebed, kill you again... etc.
80    
81     =head2 bargaining
82    
83     This skill helps you to bargain in shops when buying and selling. The higher
84     your bargaining level is the better prices you will get. Besides having a high
85     bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
86    
87     When you are in a shop, you can C<use_skill bargaining> to see whether that
88     shop will buy the items you want to sell at a higher price than others and
89     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
90    
91     =head2 bowyer
92    
93     You can identify missile weapons and missiles such as arrows, bolts and
94     bows. One can also create special bows and arrows from other ingredients
95     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
96     skill and a B<workbench> L<$ARCH/misc/Container/workbench.base.111.png>
97     (you just have to find out a recipe).
98    
99     =head2 clawing
100    
101     You can make a "bare-handed attack". Damage is based on the user's
102     L<strength|stat_Str> and level. With time, one can have different claws
103     such as fire claws or electric claws. An elemental residue from the dragon
104     guild is required to change this. The dragon guild can be found in scorn.
105    
106     =head2 levitation
107    
108     You can levitate (fly low) at will. Using the skill first makes you
109     levitate, and at the second time returns you to the earth.
110     Levitation can be useful to fly over water streams that move you
111     if you walk in them, or it prevents you from falling into a pit.
112    
113     =head2 summoning
114    
115     You can cast spells related to the B<summoning> school of wizardry, which
116     mostly summon monsters, bullet walls and similar things. This skill
117     may be acquired either through the use of an appropriate B<talisman> or
118     learned via a L<skill scroll>.
119    
120     The most basic spells you might want to get is 'summon pet monster'
121     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
122     the spells and read their description.
123    
124     =head2 pyromancy
125    
126     You can cast spells related to the B<pyromancy> (fire) school of
127     wizardry. This skill may be acquired either through the use of an
128     appropriate B<talisman> or learned via a L<skill scroll>.
129    
130     The first spell would be 'burning hands' which casts a cone of fire which
131     burns your enemies. It becomes stronger with your pyromancy level.
132    
133     =head2 evocation
134    
135     You can cast spells related to the B<evocation> (mostly cold magic)
136     school of wizardry. This skill may be acquired either through the use of
137     an appropriate B<talisman> or learned via a L<skill scroll>.
138    
139     The spell you should start with is 'icestorm' which casts a cone
140     of ice which freezes your enemies. It becomes stronger with your evocation level.
141    
142     =head2 sorcery
143    
144     You can cast spells related to the B<sorcery> (identify, town portal and
145     other meta-spells) school of wizardry. This skill may be acquired either
146     through the use of an appropriate B<talisman> or learned via a B<skill
147     scroll>.
148    
149     Sorcery has many utility spells, like 'identify', 'town portal' (making portals
150     between two points in the world) and also attack spells like 'spark shower'
151     and 'steambolt'.
152    
153     =head2 flame touch
154    
155     You can make a "bare-handed attack". Damage is based on the user's
156     L<strength|stat_Str> and level. This is the default hand-to-hand fighting
157     skill for the fireborn character class.
158    
159     =head2 hiding
160    
161     This skill lets you hide, that means that you will become invisible.
162     To hide you need to find a place with other stuff on it where you can hide.
163    
164     You enjoy limited form of invisibility. If you attack or move too much
165     you become visible.
166    
167     =head2 jeweler
168    
169     You can identify amulets, rings and talismans. One can also improve magic
170     rings or enchant non-magic rings to give them stat bonuses, this works
171     similar to the L<alchemy skill|skill_description/alchemy>, only that
172     you need to put the ingredients in a B<jeweler's workbench>.
173    
174     For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
175    
176     =head2 jumping
177    
178     You can "skip" over one, two or three spaces in the selected
179     direction. Distance depends on weight carried, L<strength|stat_Str> and
180     L<dexterity|stat_Dex> of the user. This skill may also be used as an
181     attack.
182    
183     =head2 karate
184    
185     You can make a "bare-handed attack". Damage is based on the user's
186     L<strength|stat_Str> and level. This attack is the fastest and (at higher
187     levels) most deadly of the hand-to-hand attacks available.
188    
189     =head2 climbing
190    
191     Having this skill allows you to move faster through hilly areas than players
192     without this skill. B<Note:> You can't gain experience in this skill. Having
193     this skill is enough to move faster.
194    
195     =head2 literacy
196    
197     You can identify books and scrolls that you hold. Since scrolls are
198     currently always identified, this is not the greatest of skills.
199    
200     =head2 lockpicking
201    
202     You may "pick locks" (open doors). You need to have readied some
203     B<lockpicks> to use this skill.
204    
205     =head2 meditation
206    
207     Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
208     the L<praying skill|skill_description/praying>. Player must first strip
209     off encumbering armour however. This skill is only available to the "monk"
210     character class.
211    
212     =head2 one handed weapons
213    
214     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
215     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
216     direction keys.
217    
218     =head2 two handed weapons
219    
220     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
221     Wield and ready the weapon by applying it and use the fire and direction keys.
222    
223     =head2 missile weapons
224    
225     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
226     Fire arrows by applying a bow and using the fire and direction keys. To fire
227     specific arrows to kill a monster that is weak against a certain arrow, mark
228     this arrow and fire.
229    
230     =head2 mountaineer
231    
232     While the skill is readied, the possessor will move faster through "hilly"
233     terrain (hills, mountains, etc.)
234    
235     =head2 oratory
236    
237     You may "recruit" followers. Recruitees must be of lower level, and
238     unaggressive to start. Use of this skill may anger the audience. Also,
239     "special" monsters are immune to recruitment. Success depends on user's
240     L<charisma|stat_Cha> and level.
241    
242     =head2 praying
243    
244     You are allowed to cast "cleric" spells. In addition, this skill may be
245     used to accelerate the accumulation of grace by C<use_skill praying>.
246     This skill may be either learned (e.g. using a L<skill scroll>) or
247     acquired through the use of a B<holy symbol>.
248    
249     One of the best spells to start is the 'holy word' spell and later,
250     if you find it, the 'banishment' spell, which is much stronger.
251    
252     =head2 punching
253    
254     You can make a "bare-handed attack". Damage is based on the user's
255     L<strength|stat_Str> and level. This is the most feeble of the
256     hand-to-hand attacks.
257    
258     =head2 find traps
259    
260     You can search (more effectively) for traps. This is not a "passive"
261     skill, it must be applied in order to gain the advantage in discovering
262     traps, or actively used when in vicinity of a trap. To use it, fire into
263     any direction.
264    
265     =head2 disarm traps
266    
267     You can disarm previously discovered traps (for example, with the B<find traps> skill).
268    
269     =head2 sense curse
270    
271     You can detect whether items that you hold are B<cursed> by firing in any
272     direction while this skill is readied.
273    
274     =head2 sense magic
275    
276     You can detect whether items that you hold are B<magic> by firing in any
277     direction while this skill is readied.
278    
279     =head2 singing
280    
281     You may pacify hostile monsters with this skill. Certain kinds of
282     monsters are immune. Success depends on user level and L<charisma|stat_Cha>.
283    
284     =head2 smithery
285    
286     You can identify arms and armour that you hold, and, with the help of a
287     B<forge>, can even create weapons using the alchemy skill.
288    
289     =head2 stealing
290    
291     You can take items from the inventory of NPCs, monsters and maybe other
292     players.
293    
294     =head2 thaumaturgy
295    
296     You can identify rods, wands and horns that you are holding, and, with
297     the help of a B<thaumaturgists workbench> and the alchemy skill, create
298     those things.
299    
300     =head2 throwing
301    
302     You can throw items at monsters. To do this, fire at a monster with this skill
303     readied. You can chose what to throw by marking an item, if you do not chose an
304     item, an item from your inventory is randomly picked and thrown unless the item
305     is locked.
306    
307     ERROR: Randomly?
308    
309     =head2 use magic item
310    
311     You can use magic items like rods/wands/horns. The level of experience
312     influences how powerful the spells are you can evoke from the
313     rod/wand/horn.
314    
315     =head2 woodsman
316    
317     While the skill is readied, the possessor will move faster through
318     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
319    
320     =head2 inscription
321    
322     You can inscribe scrolls with a text. This is useful to create messages,
323     especially via the Imperial Post Office (IPO).
324    
325     You can also rewrite spell scrolls with a previously known spell. You
326     need L<mana|stat_mana>, time and an old scroll. Backfire effects are
327     possible. Only available as a 'writing pen'.
328    
329     How to rewrite a mail scroll/books etc.:
330    
331     mark <name of scroll> # or use the menu
332     use_skill inscription <your message goes here>
333    
334     How to rewrite a spell scroll:
335    
336     mark <name of scroll> # or use the menu
337     cast <spell> # prepare the spell you want to write
338     use_skill inscription # write the spell on the scroll
339    
340     The scroll on which you want to write has to be much lower than your inscription
341     level, otherwise you may accidentally read the scroll and cast the spell inside it.
342     If you succeed, the scroll will be a scroll of the spell you chose and your level of
343     inscription as its level. Hence, you don't need to be that level in the spell skill
344     to write higher level spellscrolls.
345    
346     Caution: Magic spell writing can be risky to one's health. There can be
347     some negative effects if one fails to write a spell scroll. The most
348     benign is that one becomes confused for a short time. Other effects are
349     more severe and can even be dangerous.
350    
351     =head2 spark touch
352    
353     You can do a "bare-handed attack" and shock the opponent with this skill
354     readied. Attacking is done by running into the opponent. This is a unique skill
355     that can only be used by sparklings.
356    
357     =head2 shiver
358    
359     You can do a "bare-handed attack" and send waves of frost to the opponent with
360     this skill readied. Attacking is done by running into the opponent. This is a
361     unique skill that can only be used by iceborns.
362    
363     =head2 acid splash
364    
365     You can do a "bare-handed attack" and splash the opponent with acid using this
366     skill. Attacking is done by running into the opponent. This is a unique skill
367     that can only be used by acidborns.
368    
369     =head2 poison nail
370    
371     TODO: Add goblins and think about the name goblin.
372    
373     You can do a "bare-handed attack" and inject poison into the opponent with
374     this skill readied. Attacking is done by running into the opponent. This is a
375     unique skill that can only be used by goblins.
376    
377     =head1 About experience and skills
378    
379     =head2 Associated and miscellaneous skills
380    
381     In Crossfire two types of skills exist; The first kind, "associated"
382     skills, are those skills which are associated with a category of
383     experience. The other kind of skill, "miscellaneous" skills, are not
384     related to any experience category.
385    
386     The main difference between these two kinds of skills is in the result
387     of their use. When associated skills are used successfully experience
388     is accrued in the experience category associated with that skill. In
389     contrast, the use of miscellaneous skills never gains the player any
390     experience regardless of the success in using it.
391    
392     Both miscellaneous and associated skills can fail. This means that
393     the attempt to use the skill was unsuccessful. Both miscellaneous
394     and associated skills can have certain primary stats associated with
395     them. These associated stats can help to determine if the use of a skill
396     is successful and to what degree it is successful.
397    
398     All gained experience is modified by the associated stats for that skill
399     (table skill statistics) and then the appropriate experience category
400     automatically updated as needed.
401    
402     =head2 Restrictions on skills use and gaining experience
403    
404     Neither a character's stats nor the character class restricts the player
405     from gaining experience in any of the experience categories. Also, there
406     are no inherent restrictions on character skill use-any player may use any
407     acquired skill.
408    
409     Average of Experienced
410     Associated Gain
411     Stats Multiplier
412     1 0.01
413     2 0.1
414     3 0.3
415     4 0.5
416     5 0.6
417     6 0.7
418     7 0.8
419     8 0.85
420     9 0.9
421     10 0.95
422     11 0.96
423     12 0.97
424     13 0.98
425     14 0.99
426     15 1.0
427     16 1.01
428     17 1.02
429     18 1.03
430     19 1.04
431     20 1.05
432     21 1.07
433     22 1.09
434     23 1.12
435     24 1.15
436     25 1.2
437     26 1.3
438     27 1.4
439     28 1.5
440     29 1.7
441     30 2.0
442    
443     =head2 Algorithm for Experience Gain under the skills system
444    
445     Here we take the view that a player must "overcome an opponent" in
446     order to gain experience. Examples include foes killed in combat,
447     finding/disarming a trap, stealing from some being, identifying an object,
448     etc.
449    
450     Gained experience is based primarily on the difference in levels between
451     "opponents," experience point value of a "vanquished foe," the values of
452     the associated stats of the skill being used and two factors that are set
453     internally. (Note: If you want to know more about this, check out the
454     skills_developers.doc.)
455    
456     Below the algorithm for experience gain is given where player "pl" has
457     "vanquished" opponent "op" using skill "sk:"
458    
459     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
460    
461     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
462     base experience award for "op" which depends on what op is (see below),
463     stat_mult is taken from table experience modification, and lvl_mult is:
464    
465     For C<< level(pl)> < level(op) >>:
466    
467     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
468    
469     For C<< level(pl) = level(op) >>:
470    
471     lvl_mult = FACTOR(sk)
472    
473     For C<< level(pl) > level(op) >>:
474    
475     lvl_mult = (level(op)/level(pl));
476    
477     where C<level(op)> is the level of "op," level (pl) is the level of the
478     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
479     "pl."
480    
481     There are three different cases for how EXP (op) can be computed:
482    
483     =over 4
484    
485     =item op is a living creature: EXP(op) is just the base experience award
486     given in the spoiler.
487    
488     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
489     visible). Thus, traps which are highly visible get lower values.
490    
491     =item op is not a trap but is non-living: EXP(op) = internal experience
492     award of the item. Also, the lvl_mult is multiplied by any magic
493     enchantment on the item.
494    
495     =back
496    
497     =head1 How skills are used
498    
499     =over 4
500    
501     =item B<< skills >> This command lists all the player's current known
502     skills, their level of use and the associated experience category of each
503     skill.
504    
505     =item B<< ready_skill I<skill> >> This command changes the player's current
506     readied skill to <skill>.
507    
508     =item B<< use_skill I<skill> I<string> >> This command changes the player's
509     current readied skill and then executes it in the facing direction of the
510     player. Similar in action to the invoke command.
511    
512     =back
513    
514     Three player commands are related to skills use: L<ready_skill>,
515     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
516     a skill by first readying the right one, with the ready_skill command and
517     then making a ranged "attack" to activate the skill; using most skills is
518     just like firing a wand or a bow. In a few cases however, a skill is be
519     used just by having it readied. For example, the mountaineer skill allows
520     favorable movement though hilly terrain while it is readied.
521    
522     To change to a new skill, a player can use either the B<use_skill> or
523     B<ready_skill> commands, but note that the use of several common items can
524     automatically change the player's current skill too. Examples of this
525     include readying a bow (which will cause the code to make the player's
526     current skill missile_weapons) or readying a melee weapon (current skill
527     auto-matically becomes melee weapons). Also, some player actions can cause
528     a change in the current skill. Running into a monster while you have a
529     readied weapon in your inventory causes the code to automatically make our
530     current skill melee weapons. As another example of this-casting a spell
531     will cause the code to switch the current skill to wizardry or praying (as
532     appropriate to the spell type).
533    
534     It is not possible to use more than one skill at a time.
535    
536     =head2 Acquiring skills
537    
538     Skills may be gained in two ways. In the first, new skills may
539     learned. This is done by reading a L<skill scroll>
540     and the process is very similar to learning a spell. Just as in attempts
541     to learn incantations, success in learning skills is dependent on a random
542     test based on the learner's INT. Using your INT stat, look in the learn%
543     column in table primary stat effects to find your % chance of learning a
544     skill. Once you hit 100%, you will always be successfull in learning new
545     skills.
546    
547     The acquisition of a skill tool will also allow the player to use a new
548     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
549     the player to pick door locks). The player merely applies the skill tool
550     in order to gain use of the new skill. If the tool is unapplied, the
551     player loses the use of the skill associated with the tool.
552    
553     After a new skill is gained (either learned or if player has an applied
554     skill tool) it will appear on the player's skill roster (use the 'skills
555     command to view its status). If the new skill is an associated skill,
556     then it will automatically be gained at the player's current level in the
557     appropriate experience category.
558    
559     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
560     lockpicks and applies them. He may now use the skill lockpicking at 5th
561     level of ability since that is an agility associated skill.
562    
563     =head1 Authors
564    
565     Parts of this document were originally compiled, edited, and written by
566     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
567     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
568    
569     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
570     Steenhoven and Marc A. Lehmann.
571