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 |
|
|
|