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# User Rev Content
1 root 1.4 =begin comment
2 root 1.10
3 root 1.4 ***
4     *** WARNING: THIS IS A GENERATED FILE - CHANGES WILL BE LOST
5     *** The source for this file is in CFPlus/pod/skill_help.pod
6     *** Make any changes there and then run ./copy_doc
7     ***
8 root 1.10
9 root 1.4 =end comment
10    
11 root 1.9 =encoding utf-8
12    
13 pippijn 1.1 =head1 Skills
14    
15     =head1 Description
16    
17     Instead of gaining experience for basically just killing monsters (and
18 root 1.7 disarming traps) you can also gain experience in a variety of other
19     skills, which can either be learned or used through a skill tool or
20     talisman.
21 pippijn 1.1
22     =head1 X<skill_description>Skill Descriptions
23    
24     Below is a more detailed description of each skills and how they are used.
25    
26     =head2 alchemy
27    
28     You can identify potions, containers, and different kinds of ore and
29     mineral, mix potions and create other stuff (such as gold, weapons, deadly
30     monsters killing him/her etc.) from other ingredients using a cauldron
31 root 1.7 L<$ARCH/cauldron.x11>.
32 pippijn 1.1
33     To identify alchemy stuff you have to stand over it or have it in your inventory and
34     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
35     not get identified if your alchemy level is too low.
36    
37     A higher alchemy level will also help you to estimate the value of items better.
38    
39     To create something new, for example some dust or potion, you have to get a B<cauldron>.
40     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
41     their cauldron for a fee. All you need now is to know what items creates which other item.
42     You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
43     all ingredients for a recipe before using them!
44    
45     For a start you could try to make B<water of the wise>:
46     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
47     If everything worked there should be B<water of the wise> in the cauldron now.
48     Congratulations, your first alchemy was done!
49    
50     Be careful when doing alchemy and trying complicated receipes, they might fail and
51     will backfire heavily at you.
52    
53     I<Never, ever, do alchemy in your home or in public places!> You can
54     easily create powerful monsters that will kill you, kill you again when
55     you wake up in your savebed, kill you again... etc.
56    
57     =head2 bargaining
58    
59     This skill helps you to bargain in shops when buying and selling. The higher
60     your bargaining level is the better prices you will get. Besides having a high
61     bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
62    
63     When you are in a shop, you can C<use_skill bargaining> to see whether that
64     shop will buy the items you want to sell at a higher price than others and
65     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
66    
67     =head2 bowyer
68    
69     You can identify missile weapons and missiles such as arrows, bolts and
70     bows. One can also create special bows and arrows from other ingredients
71     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
72 root 1.7 skill and a B<workbench> L<$ARCH/workbench.x11>
73 pippijn 1.1 (you just have to find out a recipe).
74    
75     =head2 clawing
76    
77     You can make a "bare-handed attack". Damage is based on the user's
78     L<strength|stat_Str> and level. With time, one can have different claws
79     such as fire claws or electric claws. An elemental residue from the dragon
80     guild is required to change this. The dragon guild can be found in scorn.
81    
82     =head2 levitation
83    
84     You can levitate (fly low) at will. Using the skill first makes you
85     levitate, and at the second time returns you to the earth.
86     Levitation can be useful to fly over water streams that move you
87     if you walk in them, or it prevents you from falling into a pit.
88    
89     =head2 summoning
90    
91     You can cast spells related to the B<summoning> school of wizardry, which
92     mostly summon monsters, bullet walls and similar things. This skill
93     may be acquired either through the use of an appropriate B<talisman> or
94     learned via a L<skill scroll>.
95    
96     The most basic spells you might want to get is 'summon pet monster'
97     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
98     the spells and read their description.
99    
100     =head2 pyromancy
101    
102     You can cast spells related to the B<pyromancy> (fire) school of
103     wizardry. This skill may be acquired either through the use of an
104     appropriate B<talisman> or learned via a L<skill scroll>.
105    
106     The first spell would be 'burning hands' which casts a cone of fire which
107     burns your enemies. It becomes stronger with your pyromancy level.
108    
109     =head2 evocation
110    
111     You can cast spells related to the B<evocation> (mostly cold magic)
112     school of wizardry. This skill may be acquired either through the use of
113     an appropriate B<talisman> or learned via a L<skill scroll>.
114    
115     The spell you should start with is 'icestorm' which casts a cone
116     of ice which freezes your enemies. It becomes stronger with your evocation level.
117    
118     =head2 sorcery
119    
120     You can cast spells related to the B<sorcery> (identify, town portal and
121     other meta-spells) school of wizardry. This skill may be acquired either
122     through the use of an appropriate B<talisman> or learned via a B<skill
123     scroll>.
124    
125     Sorcery has many utility spells, like 'identify', 'town portal' (making portals
126     between two points in the world) and also attack spells like 'spark shower'
127     and 'steambolt'.
128    
129     =head2 flame touch
130    
131     You can make a "bare-handed attack". Damage is based on the user's
132     L<strength|stat_Str> and level. This is the default hand-to-hand fighting
133     skill for the fireborn character class.
134    
135     =head2 hiding
136    
137     This skill lets you hide, that means that you will become invisible.
138     To hide you need to find a place with other stuff on it where you can hide.
139    
140     You enjoy limited form of invisibility. If you attack or move too much
141     you become visible.
142    
143     =head2 jeweler
144    
145     You can identify amulets, rings and talismans. One can also improve magic
146     rings or enchant non-magic rings to give them stat bonuses, this works
147     similar to the L<alchemy skill|skill_description/alchemy>, only that
148     you need to put the ingredients in a B<jeweler's workbench>.
149    
150 root 1.3 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
151    
152 pippijn 1.1 =head2 jumping
153    
154     You can "skip" over one, two or three spaces in the selected
155     direction. Distance depends on weight carried, L<strength|stat_Str> and
156     L<dexterity|stat_Dex> of the user. This skill may also be used as an
157     attack.
158    
159     =head2 karate
160    
161     You can make a "bare-handed attack". Damage is based on the user's
162     L<strength|stat_Str> and level. This attack is the fastest and (at higher
163     levels) most deadly of the hand-to-hand attacks available.
164    
165     =head2 climbing
166    
167     Having this skill allows you to move faster through hilly areas than players
168     without this skill. B<Note:> You can't gain experience in this skill. Having
169     this skill is enough to move faster.
170    
171     =head2 literacy
172    
173 root 1.9 With this skill you can identify books and scrolls in your inventory,
174     giving you more experience that you cna invest into identifying higher
175     level books and scrolls.
176    
177     Literacy is also required to read books and scrolls, and to learn new
178     spells and skills from books and scrolls.
179 pippijn 1.1
180     =head2 lockpicking
181    
182     You may "pick locks" (open doors). You need to have readied some
183     B<lockpicks> to use this skill.
184    
185     =head2 meditation
186    
187     Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
188 root 1.7 the L<skill_description/praying> skill. Player must first strip
189 pippijn 1.1 off encumbering armour however. This skill is only available to the "monk"
190     character class.
191    
192     =head2 one handed weapons
193    
194     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
195     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
196     direction keys.
197    
198     =head2 two handed weapons
199    
200     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
201     Wield and ready the weapon by applying it and use the fire and direction keys.
202    
203     =head2 missile weapons
204    
205     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
206     Fire arrows by applying a bow and using the fire and direction keys. To fire
207     specific arrows to kill a monster that is weak against a certain arrow, mark
208     this arrow and fire.
209    
210     =head2 mountaineer
211    
212     While the skill is readied, the possessor will move faster through "hilly"
213     terrain (hills, mountains, etc.)
214    
215     =head2 oratory
216    
217 root 1.5 You may "recruit" followers targeting them with your B<oratory>
218     skill. Recruitees must be unaggressive to start (a good way to pacify
219     monsters is the L<singing skill|skill_description/singing>). Use of
220     this skill may anger the audience. Also, some monsters are immune to
221     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
222     vs. the recruitee's L<intelligence|stat_Int> and level.
223    
224     Kill experience from your followers goes directly to your oratory skill.
225    
226     Cleaning women and unagggressive low-level monsters (such as the dogs in
227     the wizards house in scorn) are good initial targets for this skill.
228 pippijn 1.1
229     =head2 praying
230    
231 root 1.7 The praying skill allows you to cast "cleric" spells. In addition, this
232     skill may be used to accelerate the accumulation of grace points by
233     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
234     learned (e.g. using a L<skill scroll>) or acquired through the use of a
235     B<holy symbol>.
236 pippijn 1.1
237 root 1.7 One of the best spells to start with is the 'holy word' spell and later,
238 pippijn 1.1 if you find it, the 'banishment' spell, which is much stronger.
239    
240     =head2 punching
241    
242     You can make a "bare-handed attack". Damage is based on the user's
243     L<strength|stat_Str> and level. This is the most feeble of the
244     hand-to-hand attacks.
245    
246     =head2 find traps
247    
248     You can search (more effectively) for traps. This is not a "passive"
249     skill, it must be applied in order to gain the advantage in discovering
250     traps, or actively used when in vicinity of a trap. To use it, fire into
251     any direction.
252    
253     =head2 disarm traps
254    
255 root 1.9 You can disarm previously discovered traps (for example, with the B<find
256     traps> skill).
257    
258     =head2 mining
259    
260     You know how to use a pickaxe to extract minerals from veins. You can also use
261     spells of the mining spell school. For instance the I<detect mineral> spell.
262 pippijn 1.1
263     =head2 sense curse
264    
265 root 1.9 You can detect whether items in your inventory or on the floor are
266     B<cursed> by using this skill.
267 pippijn 1.1
268     =head2 sense magic
269    
270 root 1.9 You can detect whether items in your inventory or on the floor are
271     B<magic> by using this skill.
272 pippijn 1.1
273     =head2 singing
274    
275 root 1.9 You may pacify hostile monsters with this area attack skill (it is
276     directionless and affects the area around you - the higher the skill,
277     the larger the area). Certain kinds of monsters are immune. Success
278     depends on user's level and her L<charisma|stat_Cha> vs. the monster's
279     L<intelligence|stat_Int> and level.
280 root 1.5
281     Singing is a good companion skill for the L<oratory
282     skill|skill_description/oratory>: first you pacify creates using singing,
283     then you can orate them, convincing them if your cause. It is a useful
284     skill when monsters are overwhelming you, too.
285 pippijn 1.1
286     =head2 smithery
287    
288     You can identify arms and armour that you hold, and, with the help of a
289     B<forge>, can even create weapons using the alchemy skill.
290    
291     =head2 stealing
292    
293     You can take items from the inventory of NPCs, monsters and maybe other
294     players.
295    
296     =head2 thaumaturgy
297    
298     You can identify rods, wands and horns that you are holding, and, with
299     the help of a B<thaumaturgists workbench> and the alchemy skill, create
300     those things.
301    
302     =head2 throwing
303    
304     You can throw items at monsters. To do this, fire at a monster with this skill
305 root 1.9 readied. You can chose what to throw by marking an item.
306 pippijn 1.1
307     =head2 use magic item
308    
309     You can use magic items like rods/wands/horns. The level of experience
310     influences how powerful the spells are you can evoke from the
311     rod/wand/horn.
312    
313     =head2 woodsman
314    
315     While the skill is readied, the possessor will move faster through
316 root 1.8 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
317    
318     Woodsmen can also craft various items useful to their skill.
319 pippijn 1.1
320     =head2 inscription
321    
322 root 1.8 You can inscribe empty scrolls and books with a text. This is useful to
323     create messages, especially via the Imperial Post Office (IPO).
324 pippijn 1.1
325 root 1.8 You can also write spell scrolls with a spell known to you. You need
326     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
327 pippijn 1.1 possible. Only available as a 'writing pen'.
328    
329 root 1.8 How to write into a mail scroll/books etc.:
330 pippijn 1.1
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 root 1.8 If you succeed, the scroll will be a scroll of the spell you chose and
341     your level of inscription as its level. Hence, you don't need to be that
342     level in the spell skill to write higher level spellscrolls.
343 pippijn 1.1
344     Caution: Magic spell writing can be risky to one's health. There can be
345     some negative effects if one fails to write a spell scroll. The most
346     benign is that one becomes confused for a short time. Other effects are
347     more severe and can even be dangerous.
348    
349     =head2 spark touch
350    
351     You can do a "bare-handed attack" and shock the opponent with this skill
352     readied. Attacking is done by running into the opponent. This is a unique skill
353     that can only be used by sparklings.
354    
355     =head2 shiver
356    
357     You can do a "bare-handed attack" and send waves of frost to the opponent with
358     this skill readied. Attacking is done by running into the opponent. This is a
359     unique skill that can only be used by iceborns.
360    
361     =head2 acid splash
362    
363     You can do a "bare-handed attack" and splash the opponent with acid using this
364     skill. Attacking is done by running into the opponent. This is a unique skill
365     that can only be used by acidborns.
366    
367     =head2 poison nail
368    
369     You can do a "bare-handed attack" and inject poison into the opponent with
370     this skill readied. Attacking is done by running into the opponent. This is a
371     unique skill that can only be used by goblins.
372    
373     =head1 About experience and skills
374    
375     =head2 Associated and miscellaneous skills
376    
377 root 1.6 In Deliantra, two types of skills exist; The first kind, "associated"
378 pippijn 1.1 skills, are those skills which are associated with a category of
379     experience. The other kind of skill, "miscellaneous" skills, are not
380     related to any experience category.
381    
382     The main difference between these two kinds of skills is in the result
383     of their use. When associated skills are used successfully experience
384     is accrued in the experience category associated with that skill. In
385     contrast, the use of miscellaneous skills never gains the player any
386     experience regardless of the success in using it.
387    
388     Both miscellaneous and associated skills can fail. This means that
389     the attempt to use the skill was unsuccessful. Both miscellaneous
390     and associated skills can have certain primary stats associated with
391     them. These associated stats can help to determine if the use of a skill
392     is successful and to what degree it is successful.
393    
394     All gained experience is modified by the associated stats for that skill
395     (table skill statistics) and then the appropriate experience category
396     automatically updated as needed.
397    
398     =head2 Restrictions on skills use and gaining experience
399    
400     Neither a character's stats nor the character class restricts the player
401     from gaining experience in any of the experience categories. Also, there
402     are no inherent restrictions on character skill use-any player may use any
403     acquired skill.
404    
405     Average of Experienced
406     Associated Gain
407     Stats Multiplier
408     1 0.01
409     2 0.1
410     3 0.3
411     4 0.5
412     5 0.6
413     6 0.7
414     7 0.8
415     8 0.85
416     9 0.9
417     10 0.95
418     11 0.96
419     12 0.97
420     13 0.98
421     14 0.99
422     15 1.0
423     16 1.01
424     17 1.02
425     18 1.03
426     19 1.04
427     20 1.05
428     21 1.07
429     22 1.09
430     23 1.12
431     24 1.15
432     25 1.2
433     26 1.3
434     27 1.4
435     28 1.5
436     29 1.7
437     30 2.0
438    
439     =head2 Algorithm for Experience Gain under the skills system
440    
441     Here we take the view that a player must "overcome an opponent" in
442     order to gain experience. Examples include foes killed in combat,
443     finding/disarming a trap, stealing from some being, identifying an object,
444     etc.
445    
446     Gained experience is based primarily on the difference in levels between
447     "opponents," experience point value of a "vanquished foe," the values of
448     the associated stats of the skill being used and two factors that are set
449     internally. (Note: If you want to know more about this, check out the
450     skills_developers.doc.)
451    
452     Below the algorithm for experience gain is given where player "pl" has
453     "vanquished" opponent "op" using skill "sk:"
454    
455     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
456    
457     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
458     base experience award for "op" which depends on what op is (see below),
459     stat_mult is taken from table experience modification, and lvl_mult is:
460    
461     For C<< level(pl)> < level(op) >>:
462    
463     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
464    
465     For C<< level(pl) = level(op) >>:
466    
467     lvl_mult = FACTOR(sk)
468    
469     For C<< level(pl) > level(op) >>:
470    
471     lvl_mult = (level(op)/level(pl));
472    
473     where C<level(op)> is the level of "op," level (pl) is the level of the
474     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
475     "pl."
476    
477     There are three different cases for how EXP (op) can be computed:
478    
479     =over 4
480    
481     =item op is a living creature: EXP(op) is just the base experience award
482     given in the spoiler.
483    
484     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
485     visible). Thus, traps which are highly visible get lower values.
486    
487     =item op is not a trap but is non-living: EXP(op) = internal experience
488     award of the item. Also, the lvl_mult is multiplied by any magic
489     enchantment on the item.
490    
491     =back
492    
493     =head1 How skills are used
494    
495     =over 4
496    
497     =item B<< skills >> This command lists all the player's current known
498     skills, their level of use and the associated experience category of each
499     skill.
500    
501     =item B<< ready_skill I<skill> >> This command changes the player's current
502     readied skill to <skill>.
503    
504     =item B<< use_skill I<skill> I<string> >> This command changes the player's
505     current readied skill and then executes it in the facing direction of the
506     player. Similar in action to the invoke command.
507    
508     =back
509    
510     Three player commands are related to skills use: L<ready_skill>,
511     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
512     a skill by first readying the right one, with the ready_skill command and
513     then making a ranged "attack" to activate the skill; using most skills is
514     just like firing a wand or a bow. In a few cases however, a skill is be
515     used just by having it readied. For example, the mountaineer skill allows
516     favorable movement though hilly terrain while it is readied.
517    
518     To change to a new skill, a player can use either the B<use_skill> or
519     B<ready_skill> commands, but note that the use of several common items can
520     automatically change the player's current skill too. Examples of this
521     include readying a bow (which will cause the code to make the player's
522     current skill missile_weapons) or readying a melee weapon (current skill
523     auto-matically becomes melee weapons). Also, some player actions can cause
524     a change in the current skill. Running into a monster while you have a
525     readied weapon in your inventory causes the code to automatically make our
526     current skill melee weapons. As another example of this-casting a spell
527     will cause the code to switch the current skill to wizardry or praying (as
528     appropriate to the spell type).
529    
530     It is not possible to use more than one skill at a time.
531    
532     =head2 Acquiring skills
533    
534     Skills may be gained in two ways. In the first, new skills may
535     learned. This is done by reading a L<skill scroll>
536     and the process is very similar to learning a spell. Just as in attempts
537     to learn incantations, success in learning skills is dependent on a random
538     test based on the learner's INT. Using your INT stat, look in the learn%
539     column in table primary stat effects to find your % chance of learning a
540     skill. Once you hit 100%, you will always be successfull in learning new
541     skills.
542    
543     The acquisition of a skill tool will also allow the player to use a new
544     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
545     the player to pick door locks). The player merely applies the skill tool
546     in order to gain use of the new skill. If the tool is unapplied, the
547     player loses the use of the skill associated with the tool.
548    
549     After a new skill is gained (either learned or if player has an applied
550     skill tool) it will appear on the player's skill roster (use the 'skills
551     command to view its status). If the new skill is an associated skill,
552     then it will automatically be gained at the player's current level in the
553     appropriate experience category.
554    
555     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
556     lockpicks and applies them. He may now use the skill lockpicking at 5th
557     level of ability since that is an agility associated skill.
558    
559     =head1 Authors
560    
561     Parts of this document were originally compiled, edited, and written by
562     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
563     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
564    
565 root 1.7 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
566 pippijn 1.1 Steenhoven and Marc A. Lehmann.
567