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Revision: 1.11
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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 1.11 =begin comment
12    
13     *** The skill descriptions here are mere copies of the
14     *** skill messages in the server archetypes.
15     *** Update them in arch/ first, then here.
16    
17     =end
18    
19 root 1.9 =encoding utf-8
20    
21 pippijn 1.1 =head1 Skills
22    
23     =head1 Description
24    
25     Instead of gaining experience for basically just killing monsters (and
26 root 1.7 disarming traps) you can also gain experience in a variety of other
27     skills, which can either be learned or used through a skill tool or
28     talisman.
29 pippijn 1.1
30     =head1 X<skill_description>Skill Descriptions
31    
32     Below is a more detailed description of each skills and how they are used.
33    
34     =head2 alchemy
35    
36     You can identify potions, containers, and different kinds of ore and
37     mineral, mix potions and create other stuff (such as gold, weapons, deadly
38     monsters killing him/her etc.) from other ingredients using a cauldron
39 root 1.7 L<$ARCH/cauldron.x11>.
40 pippijn 1.1
41     To identify alchemy stuff you have to stand over it or have it in your inventory and
42     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
43     not get identified if your alchemy level is too low.
44    
45     A higher alchemy level will also help you to estimate the value of items better.
46    
47     To create something new, for example some dust or potion, you have to get a B<cauldron>.
48     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
49     their cauldron for a fee. All you need now is to know what items creates which other item.
50     You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
51     all ingredients for a recipe before using them!
52    
53     For a start you could try to make B<water of the wise>:
54     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
55     If everything worked there should be B<water of the wise> in the cauldron now.
56     Congratulations, your first alchemy was done!
57    
58     Be careful when doing alchemy and trying complicated receipes, they might fail and
59     will backfire heavily at you.
60    
61     I<Never, ever, do alchemy in your home or in public places!> You can
62     easily create powerful monsters that will kill you, kill you again when
63     you wake up in your savebed, kill you again... etc.
64    
65     =head2 bargaining
66    
67     This skill helps you to bargain in shops when buying and selling. The higher
68     your bargaining level is the better prices you will get. Besides having a high
69     bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
70    
71     When you are in a shop, you can C<use_skill bargaining> to see whether that
72     shop will buy the items you want to sell at a higher price than others and
73     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
74    
75     =head2 bowyer
76    
77     You can identify missile weapons and missiles such as arrows, bolts and
78 root 1.11 bows. One can also create special bows and arrows from other ingredients
79 pippijn 1.1 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
80 root 1.7 skill and a B<workbench> L<$ARCH/workbench.x11>
81 pippijn 1.1 (you just have to find out a recipe).
82    
83     =head2 clawing
84    
85     You can make a "bare-handed attack". Damage is based on the user's
86     L<strength|stat_Str> and level. With time, one can have different claws
87     such as fire claws or electric claws. An elemental residue from the dragon
88     guild is required to change this. The dragon guild can be found in scorn.
89    
90     =head2 levitation
91    
92     You can levitate (fly low) at will. Using the skill first makes you
93     levitate, and at the second time returns you to the earth.
94     Levitation can be useful to fly over water streams that move you
95     if you walk in them, or it prevents you from falling into a pit.
96    
97     =head2 summoning
98    
99     You can cast spells related to the B<summoning> school of wizardry, which
100 root 1.11 mostly summon monsters, bullet walls and similar things. This skill
101 pippijn 1.1 may be acquired either through the use of an appropriate B<talisman> or
102     learned via a L<skill scroll>.
103    
104     The most basic spells you might want to get is 'summon pet monster'
105     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
106     the spells and read their description.
107    
108     =head2 pyromancy
109    
110     You can cast spells related to the B<pyromancy> (fire) school of
111 root 1.11 wizardry. This skill may be acquired either through the use of an
112 pippijn 1.1 appropriate B<talisman> or learned via a L<skill scroll>.
113    
114     The first spell would be 'burning hands' which casts a cone of fire which
115     burns your enemies. It becomes stronger with your pyromancy level.
116    
117     =head2 evocation
118    
119     You can cast spells related to the B<evocation> (mostly cold magic)
120 root 1.11 school of wizardry. This skill may be acquired either through the use of
121 pippijn 1.1 an appropriate B<talisman> or learned via a L<skill scroll>.
122    
123     The spell you should start with is 'icestorm' which casts a cone
124     of ice which freezes your enemies. It becomes stronger with your evocation level.
125    
126     =head2 sorcery
127    
128     You can cast spells related to the B<sorcery> (identify, town portal and
129 root 1.11 other meta-spells) school of wizardry. This skill may be acquired either
130 pippijn 1.1 through the use of an appropriate B<talisman> or learned via a B<skill
131     scroll>.
132    
133     Sorcery has many utility spells, like 'identify', 'town portal' (making portals
134     between two points in the world) and also attack spells like 'spark shower'
135     and 'steambolt'.
136    
137     =head2 flame touch
138    
139     You can make a "bare-handed attack". Damage is based on the user's
140     L<strength|stat_Str> and level. This is the default hand-to-hand fighting
141     skill for the fireborn character class.
142    
143     =head2 hiding
144    
145     This skill lets you hide, that means that you will become invisible.
146     To hide you need to find a place with other stuff on it where you can hide.
147    
148     You enjoy limited form of invisibility. If you attack or move too much
149     you become visible.
150    
151     =head2 jeweler
152    
153     You can identify amulets, rings and talismans. One can also improve magic
154     rings or enchant non-magic rings to give them stat bonuses, this works
155     similar to the L<alchemy skill|skill_description/alchemy>, only that
156     you need to put the ingredients in a B<jeweler's workbench>.
157    
158 root 1.3 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
159    
160 pippijn 1.1 =head2 jumping
161    
162     You can "skip" over one, two or three spaces in the selected
163 root 1.11 direction. Distance depends on weight carried, L<strength|stat_Str> and
164 pippijn 1.1 L<dexterity|stat_Dex> of the user. This skill may also be used as an
165     attack.
166    
167     =head2 karate
168    
169     You can make a "bare-handed attack". Damage is based on the user's
170     L<strength|stat_Str> and level. This attack is the fastest and (at higher
171     levels) most deadly of the hand-to-hand attacks available.
172    
173     =head2 climbing
174    
175     Having this skill allows you to move faster through hilly areas than players
176     without this skill. B<Note:> You can't gain experience in this skill. Having
177     this skill is enough to move faster.
178    
179     =head2 literacy
180    
181 root 1.9 With this skill you can identify books and scrolls in your inventory,
182 root 1.11 giving you more experience that you can invest into identifying higher
183 root 1.9 level books and scrolls.
184    
185     Literacy is also required to read books and scrolls, and to learn new
186     spells and skills from books and scrolls.
187 pippijn 1.1
188     =head2 lockpicking
189    
190     You may "pick locks" (open doors). You need to have readied some
191     B<lockpicks> to use this skill.
192    
193     =head2 meditation
194    
195 root 1.11 Player can regain mana/hp at an accelerated rate by C<use_skill
196     meditation>. Player must first strip off encumbering armour however. This
197     skill is only available to the "monk" character class.
198 pippijn 1.1
199     =head2 one handed weapons
200    
201 root 1.11 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
202 pippijn 1.1 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
203     direction keys.
204    
205     =head2 two handed weapons
206    
207     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
208     Wield and ready the weapon by applying it and use the fire and direction keys.
209    
210     =head2 missile weapons
211    
212 root 1.11 The user is capable of making attacks with ranged weapons (eg bow, crossbow).
213 pippijn 1.1 Fire arrows by applying a bow and using the fire and direction keys. To fire
214     specific arrows to kill a monster that is weak against a certain arrow, mark
215     this arrow and fire.
216    
217     =head2 mountaineer
218    
219     While the skill is readied, the possessor will move faster through "hilly"
220     terrain (hills, mountains, etc.)
221    
222     =head2 oratory
223    
224 root 1.5 You may "recruit" followers targeting them with your B<oratory>
225     skill. Recruitees must be unaggressive to start (a good way to pacify
226     monsters is the L<singing skill|skill_description/singing>). Use of
227     this skill may anger the audience. Also, some monsters are immune to
228     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
229     vs. the recruitee's L<intelligence|stat_Int> and level.
230    
231     Kill experience from your followers goes directly to your oratory skill.
232    
233     Cleaning women and unagggressive low-level monsters (such as the dogs in
234     the wizards house in scorn) are good initial targets for this skill.
235 pippijn 1.1
236     =head2 praying
237    
238 root 1.7 The praying skill allows you to cast "cleric" spells. In addition, this
239     skill may be used to accelerate the accumulation of grace points by
240     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
241     learned (e.g. using a L<skill scroll>) or acquired through the use of a
242     B<holy symbol>.
243 pippijn 1.1
244 root 1.7 One of the best spells to start with is the 'holy word' spell and later,
245 pippijn 1.1 if you find it, the 'banishment' spell, which is much stronger.
246    
247     =head2 punching
248    
249     You can make a "bare-handed attack". Damage is based on the user's
250     L<strength|stat_Str> and level. This is the most feeble of the
251     hand-to-hand attacks.
252    
253     =head2 find traps
254    
255     You can search (more effectively) for traps. This is not a "passive"
256     skill, it must be applied in order to gain the advantage in discovering
257     traps, or actively used when in vicinity of a trap. To use it, fire into
258     any direction.
259    
260     =head2 disarm traps
261    
262 root 1.9 You can disarm previously discovered traps (for example, with the B<find
263     traps> skill).
264    
265     =head2 mining
266    
267     You know how to use a pickaxe to extract minerals from veins. You can also use
268     spells of the mining spell school. For instance the I<detect mineral> spell.
269 pippijn 1.1
270     =head2 sense curse
271    
272 root 1.9 You can detect whether items in your inventory or on the floor are
273     B<cursed> by using this skill.
274 pippijn 1.1
275     =head2 sense magic
276    
277 root 1.9 You can detect whether items in your inventory or on the floor are
278     B<magic> by using this skill.
279 pippijn 1.1
280     =head2 singing
281    
282 root 1.9 You may pacify hostile monsters with this area attack skill (it is
283     directionless and affects the area around you - the higher the skill,
284     the larger the area). Certain kinds of monsters are immune. Success
285     depends on user's level and her L<charisma|stat_Cha> vs. the monster's
286     L<intelligence|stat_Int> and level.
287 root 1.5
288     Singing is a good companion skill for the L<oratory
289     skill|skill_description/oratory>: first you pacify creates using singing,
290     then you can orate them, convincing them if your cause. It is a useful
291     skill when monsters are overwhelming you, too.
292 pippijn 1.1
293     =head2 smithery
294    
295     You can identify arms and armour that you hold, and, with the help of a
296 root 1.11 B<forge>, can even create weapons using this skill.
297 pippijn 1.1
298     =head2 stealing
299    
300     You can take items from the inventory of NPCs, monsters and maybe other
301     players.
302    
303     =head2 thaumaturgy
304    
305     You can identify rods, wands and horns that you are holding, and, with
306     the help of a B<thaumaturgists workbench> and the alchemy skill, create
307     those things.
308    
309     =head2 throwing
310    
311     You can throw items at monsters. To do this, fire at a monster with this skill
312 root 1.9 readied. You can chose what to throw by marking an item.
313 pippijn 1.1
314     =head2 use magic item
315    
316     You can use magic items like rods/wands/horns. The level of experience
317     influences how powerful the spells are you can evoke from the
318     rod/wand/horn.
319    
320     =head2 woodsman
321    
322     While the skill is readied, the possessor will move faster through
323 root 1.8 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
324    
325     Woodsmen can also craft various items useful to their skill.
326 pippijn 1.1
327     =head2 inscription
328    
329 root 1.8 You can inscribe empty scrolls and books with a text. This is useful to
330     create messages, especially via the Imperial Post Office (IPO).
331 pippijn 1.1
332 root 1.8 You can also write spell scrolls with a spell known to you. You need
333     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
334 pippijn 1.1 possible. Only available as a 'writing pen'.
335    
336 root 1.8 How to write into a mail scroll/books etc.:
337 pippijn 1.1
338     mark <name of scroll> # or use the menu
339     use_skill inscription <your message goes here>
340    
341     How to rewrite a spell scroll:
342    
343     mark <name of scroll> # or use the menu
344     cast <spell> # prepare the spell you want to write
345     use_skill inscription # write the spell on the scroll
346    
347 root 1.8 If you succeed, the scroll will be a scroll of the spell you chose and
348     your level of inscription as its level. Hence, you don't need to be that
349     level in the spell skill to write higher level spellscrolls.
350 pippijn 1.1
351     Caution: Magic spell writing can be risky to one's health. There can be
352     some negative effects if one fails to write a spell scroll. The most
353     benign is that one becomes confused for a short time. Other effects are
354     more severe and can even be dangerous.
355    
356     =head2 spark touch
357    
358     You can do a "bare-handed attack" and shock the opponent with this skill
359     readied. Attacking is done by running into the opponent. This is a unique skill
360     that can only be used by sparklings.
361    
362     =head2 shiver
363    
364     You can do a "bare-handed attack" and send waves of frost to the opponent with
365     this skill readied. Attacking is done by running into the opponent. This is a
366     unique skill that can only be used by iceborns.
367    
368     =head2 acid splash
369    
370     You can do a "bare-handed attack" and splash the opponent with acid using this
371     skill. Attacking is done by running into the opponent. This is a unique skill
372     that can only be used by acidborns.
373    
374     =head2 poison nail
375    
376     You can do a "bare-handed attack" and inject poison into the opponent with
377     this skill readied. Attacking is done by running into the opponent. This is a
378     unique skill that can only be used by goblins.
379    
380     =head1 About experience and skills
381    
382     =head2 Associated and miscellaneous skills
383    
384 root 1.6 In Deliantra, two types of skills exist; The first kind, "associated"
385 pippijn 1.1 skills, are those skills which are associated with a category of
386     experience. The other kind of skill, "miscellaneous" skills, are not
387     related to any experience category.
388    
389     The main difference between these two kinds of skills is in the result
390     of their use. When associated skills are used successfully experience
391     is accrued in the experience category associated with that skill. In
392     contrast, the use of miscellaneous skills never gains the player any
393     experience regardless of the success in using it.
394    
395     Both miscellaneous and associated skills can fail. This means that
396     the attempt to use the skill was unsuccessful. Both miscellaneous
397     and associated skills can have certain primary stats associated with
398     them. These associated stats can help to determine if the use of a skill
399     is successful and to what degree it is successful.
400    
401     All gained experience is modified by the associated stats for that skill
402     (table skill statistics) and then the appropriate experience category
403     automatically updated as needed.
404    
405     =head2 Restrictions on skills use and gaining experience
406    
407     Neither a character's stats nor the character class restricts the player
408     from gaining experience in any of the experience categories. Also, there
409     are no inherent restrictions on character skill use-any player may use any
410     acquired skill.
411    
412     Average of Experienced
413     Associated Gain
414     Stats Multiplier
415     1 0.01
416     2 0.1
417     3 0.3
418     4 0.5
419     5 0.6
420     6 0.7
421     7 0.8
422     8 0.85
423     9 0.9
424     10 0.95
425     11 0.96
426     12 0.97
427     13 0.98
428     14 0.99
429     15 1.0
430     16 1.01
431     17 1.02
432     18 1.03
433     19 1.04
434     20 1.05
435     21 1.07
436     22 1.09
437     23 1.12
438     24 1.15
439     25 1.2
440     26 1.3
441     27 1.4
442     28 1.5
443     29 1.7
444     30 2.0
445    
446     =head2 Algorithm for Experience Gain under the skills system
447    
448     Here we take the view that a player must "overcome an opponent" in
449     order to gain experience. Examples include foes killed in combat,
450     finding/disarming a trap, stealing from some being, identifying an object,
451     etc.
452    
453     Gained experience is based primarily on the difference in levels between
454     "opponents," experience point value of a "vanquished foe," the values of
455     the associated stats of the skill being used and two factors that are set
456     internally. (Note: If you want to know more about this, check out the
457     skills_developers.doc.)
458    
459     Below the algorithm for experience gain is given where player "pl" has
460     "vanquished" opponent "op" using skill "sk:"
461    
462     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
463    
464     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
465     base experience award for "op" which depends on what op is (see below),
466     stat_mult is taken from table experience modification, and lvl_mult is:
467    
468     For C<< level(pl)> < level(op) >>:
469    
470     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
471    
472     For C<< level(pl) = level(op) >>:
473    
474     lvl_mult = FACTOR(sk)
475    
476     For C<< level(pl) > level(op) >>:
477    
478     lvl_mult = (level(op)/level(pl));
479    
480     where C<level(op)> is the level of "op," level (pl) is the level of the
481     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
482     "pl."
483    
484     There are three different cases for how EXP (op) can be computed:
485    
486     =over 4
487    
488     =item op is a living creature: EXP(op) is just the base experience award
489     given in the spoiler.
490    
491     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
492     visible). Thus, traps which are highly visible get lower values.
493    
494     =item op is not a trap but is non-living: EXP(op) = internal experience
495     award of the item. Also, the lvl_mult is multiplied by any magic
496     enchantment on the item.
497    
498     =back
499    
500     =head1 How skills are used
501    
502     =over 4
503    
504     =item B<< skills >> This command lists all the player's current known
505     skills, their level of use and the associated experience category of each
506     skill.
507    
508     =item B<< ready_skill I<skill> >> This command changes the player's current
509     readied skill to <skill>.
510    
511     =item B<< use_skill I<skill> I<string> >> This command changes the player's
512     current readied skill and then executes it in the facing direction of the
513     player. Similar in action to the invoke command.
514    
515     =back
516    
517     Three player commands are related to skills use: L<ready_skill>,
518     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
519     a skill by first readying the right one, with the ready_skill command and
520     then making a ranged "attack" to activate the skill; using most skills is
521     just like firing a wand or a bow. In a few cases however, a skill is be
522     used just by having it readied. For example, the mountaineer skill allows
523     favorable movement though hilly terrain while it is readied.
524    
525     To change to a new skill, a player can use either the B<use_skill> or
526     B<ready_skill> commands, but note that the use of several common items can
527     automatically change the player's current skill too. Examples of this
528     include readying a bow (which will cause the code to make the player's
529     current skill missile_weapons) or readying a melee weapon (current skill
530     auto-matically becomes melee weapons). Also, some player actions can cause
531     a change in the current skill. Running into a monster while you have a
532     readied weapon in your inventory causes the code to automatically make our
533     current skill melee weapons. As another example of this-casting a spell
534     will cause the code to switch the current skill to wizardry or praying (as
535     appropriate to the spell type).
536    
537     It is not possible to use more than one skill at a time.
538    
539     =head2 Acquiring skills
540    
541     Skills may be gained in two ways. In the first, new skills may
542     learned. This is done by reading a L<skill scroll>
543     and the process is very similar to learning a spell. Just as in attempts
544     to learn incantations, success in learning skills is dependent on a random
545     test based on the learner's INT. Using your INT stat, look in the learn%
546     column in table primary stat effects to find your % chance of learning a
547     skill. Once you hit 100%, you will always be successfull in learning new
548     skills.
549    
550     The acquisition of a skill tool will also allow the player to use a new
551     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
552     the player to pick door locks). The player merely applies the skill tool
553     in order to gain use of the new skill. If the tool is unapplied, the
554     player loses the use of the skill associated with the tool.
555    
556     After a new skill is gained (either learned or if player has an applied
557     skill tool) it will appear on the player's skill roster (use the 'skills
558     command to view its status). If the new skill is an associated skill,
559     then it will automatically be gained at the player's current level in the
560     appropriate experience category.
561    
562     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
563     lockpicks and applies them. He may now use the skill lockpicking at 5th
564     level of ability since that is an agility associated skill.
565    
566     =head1 Authors
567    
568     Parts of this document were originally compiled, edited, and written by
569     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
570     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
571    
572 root 1.7 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
573 pippijn 1.1 Steenhoven and Marc A. Lehmann.
574