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# 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     =head2 jumping
175    
176     You can "skip" over one, two or three spaces in the selected
177     direction. Distance depends on weight carried, L<strength|stat_Str> and
178     L<dexterity|stat_Dex> of the user. This skill may also be used as an
179     attack.
180    
181     =head2 karate
182    
183     You can make a "bare-handed attack". Damage is based on the user's
184     L<strength|stat_Str> and level. This attack is the fastest and (at higher
185     levels) most deadly of the hand-to-hand attacks available.
186    
187     =head2 climbing
188    
189     Having this skill allows you to move faster through hilly areas than players
190     without this skill. B<Note:> You can't gain experience in this skill. Having
191     this skill is enough to move faster.
192    
193     =head2 literacy
194    
195     You can identify books and scrolls that you hold. Since scrolls are
196     currently always identified, this is not the greatest of skills.
197    
198     =head2 lockpicking
199    
200     You may "pick locks" (open doors). You need to have readied some
201     B<lockpicks> to use this skill.
202    
203     =head2 meditation
204    
205     Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
206     the L<praying skill|skill_description/praying>. Player must first strip
207     off encumbering armour however. This skill is only available to the "monk"
208     character class.
209    
210     =head2 one handed weapons
211    
212     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
213     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
214     direction keys.
215    
216     =head2 two handed weapons
217    
218     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
219     Wield and ready the weapon by applying it and use the fire and direction keys.
220    
221     =head2 missile weapons
222    
223     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
224     Fire arrows by applying a bow and using the fire and direction keys. To fire
225     specific arrows to kill a monster that is weak against a certain arrow, mark
226     this arrow and fire.
227    
228     =head2 mountaineer
229    
230     While the skill is readied, the possessor will move faster through "hilly"
231     terrain (hills, mountains, etc.)
232    
233     =head2 oratory
234    
235     You may "recruit" followers. Recruitees must be of lower level, and
236     unaggressive to start. Use of this skill may anger the audience. Also,
237     "special" monsters are immune to recruitment. Success depends on user's
238     L<charisma|stat_Cha> and level.
239    
240     =head2 praying
241    
242     You are allowed to cast "cleric" spells. In addition, this skill may be
243     used to accelerate the accumulation of grace by C<use_skill praying>.
244     This skill may be either learned (e.g. using a L<skill scroll>) or
245     acquired through the use of a B<holy symbol>.
246    
247     One of the best spells to start is the 'holy word' spell and later,
248     if you find it, the 'banishment' spell, which is much stronger.
249    
250     =head2 punching
251    
252     You can make a "bare-handed attack". Damage is based on the user's
253     L<strength|stat_Str> and level. This is the most feeble of the
254     hand-to-hand attacks.
255    
256     =head2 find traps
257    
258     You can search (more effectively) for traps. This is not a "passive"
259     skill, it must be applied in order to gain the advantage in discovering
260     traps, or actively used when in vicinity of a trap. To use it, fire into
261     any direction.
262    
263     =head2 disarm traps
264    
265     You can disarm previously discovered traps (for example, with the B<find traps> skill).
266    
267     =head2 sense curse
268    
269     You can detect whether items that you hold are B<cursed> by firing in any
270     direction while this skill is readied.
271    
272     =head2 sense magic
273    
274     You can detect whether items that you hold are B<magic> by firing in any
275     direction while this skill is readied.
276    
277     =head2 singing
278    
279     You may pacify hostile monsters with this skill. Certain kinds of
280     monsters are immune. Success depends on user level and L<charisma|stat_Cha>.
281    
282     =head2 smithery
283    
284     You can identify arms and armour that you hold, and, with the help of a
285     B<forge>, can even create weapons using the alchemy skill.
286    
287     =head2 stealing
288    
289     You can take items from the inventory of NPCs, monsters and maybe other
290     players.
291    
292     =head2 thaumaturgy
293    
294     You can identify rods, wands and horns that you are holding, and, with
295     the help of a B<thaumaturgists workbench> and the alchemy skill, create
296     those things.
297    
298     =head2 throwing
299    
300     You can throw items at monsters. To do this, fire at a monster with this skill
301     readied. You can chose what to throw by marking an item, if you do not chose an
302     item, an item from your inventory is randomly picked and thrown unless the item
303     is locked.
304    
305     ERROR: Randomly?
306    
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     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
317    
318     =head2 inscription
319    
320     You can inscribe scrolls with a text. This is useful to create messages,
321     especially via the Imperial Post Office (IPO).
322    
323     You can also rewrite spell scrolls with a previously known spell. You
324     need L<mana|stat_mana>, time and an old scroll. Backfire effects are
325     possible. Only available as a 'writing pen'.
326    
327     How to rewrite a mail scroll/books etc.:
328    
329     mark <name of scroll> # or use the menu
330     use_skill inscription <your message goes here>
331    
332     How to rewrite a spell scroll:
333    
334     mark <name of scroll> # or use the menu
335     cast <spell> # prepare the spell you want to write
336     use_skill inscription # write the spell on the scroll
337    
338     The scroll on which you want to write has to be much lower than your inscription
339     level, otherwise you may accidentally read the scroll and cast the spell inside it.
340     If you succeed, the scroll will be a scroll of the spell you chose and your level of
341     inscription as its level. Hence, you don't need to be that level in the spell skill
342     to write higher level spellscrolls.
343    
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     TODO: Add goblins and think about the name goblin.
370    
371     You can do a "bare-handed attack" and inject poison into the opponent with
372     this skill readied. Attacking is done by running into the opponent. This is a
373     unique skill that can only be used by goblins.
374    
375     =head1 About experience and skills
376    
377     =head2 Associated and miscellaneous skills
378    
379     In Crossfire two types of skills exist; The first kind, "associated"
380     skills, are those skills which are associated with a category of
381     experience. The other kind of skill, "miscellaneous" skills, are not
382     related to any experience category.
383    
384     The main difference between these two kinds of skills is in the result
385     of their use. When associated skills are used successfully experience
386     is accrued in the experience category associated with that skill. In
387     contrast, the use of miscellaneous skills never gains the player any
388     experience regardless of the success in using it.
389    
390     Both miscellaneous and associated skills can fail. This means that
391     the attempt to use the skill was unsuccessful. Both miscellaneous
392     and associated skills can have certain primary stats associated with
393     them. These associated stats can help to determine if the use of a skill
394     is successful and to what degree it is successful.
395    
396     All gained experience is modified by the associated stats for that skill
397     (table skill statistics) and then the appropriate experience category
398     automatically updated as needed.
399    
400     =head2 Restrictions on skills use and gaining experience
401    
402     Neither a character's stats nor the character class restricts the player
403     from gaining experience in any of the experience categories. Also, there
404     are no inherent restrictions on character skill use-any player may use any
405     acquired skill.
406    
407     Average of Experienced
408     Associated Gain
409     Stats Multiplier
410     1 0.01
411     2 0.1
412     3 0.3
413     4 0.5
414     5 0.6
415     6 0.7
416     7 0.8
417     8 0.85
418     9 0.9
419     10 0.95
420     11 0.96
421     12 0.97
422     13 0.98
423     14 0.99
424     15 1.0
425     16 1.01
426     17 1.02
427     18 1.03
428     19 1.04
429     20 1.05
430     21 1.07
431     22 1.09
432     23 1.12
433     24 1.15
434     25 1.2
435     26 1.3
436     27 1.4
437     28 1.5
438     29 1.7
439     30 2.0
440    
441     =head2 Algorithm for Experience Gain under the skills system
442    
443     Here we take the view that a player must "overcome an opponent" in
444     order to gain experience. Examples include foes killed in combat,
445     finding/disarming a trap, stealing from some being, identifying an object,
446     etc.
447    
448     Gained experience is based primarily on the difference in levels between
449     "opponents," experience point value of a "vanquished foe," the values of
450     the associated stats of the skill being used and two factors that are set
451     internally. (Note: If you want to know more about this, check out the
452     skills_developers.doc.)
453    
454     Below the algorithm for experience gain is given where player "pl" has
455     "vanquished" opponent "op" using skill "sk:"
456    
457     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
458    
459     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
460     base experience award for "op" which depends on what op is (see below),
461     stat_mult is taken from table experience modification, and lvl_mult is:
462    
463     For C<< level(pl)> < level(op) >>:
464    
465     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
466    
467     For C<< level(pl) = level(op) >>:
468    
469     lvl_mult = FACTOR(sk)
470    
471     For C<< level(pl) > level(op) >>:
472    
473     lvl_mult = (level(op)/level(pl));
474    
475     where C<level(op)> is the level of "op," level (pl) is the level of the
476     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
477     "pl."
478    
479     There are three different cases for how EXP (op) can be computed:
480    
481     =over 4
482    
483     =item op is a living creature: EXP(op) is just the base experience award
484     given in the spoiler.
485    
486     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
487     visible). Thus, traps which are highly visible get lower values.
488    
489     =item op is not a trap but is non-living: EXP(op) = internal experience
490     award of the item. Also, the lvl_mult is multiplied by any magic
491     enchantment on the item.
492    
493     =back
494    
495     =head1 How skills are used
496    
497     =over 4
498    
499     =item B<< skills >> This command lists all the player's current known
500     skills, their level of use and the associated experience category of each
501     skill.
502    
503     =item B<< ready_skill I<skill> >> This command changes the player's current
504     readied skill to <skill>.
505    
506     =item B<< use_skill I<skill> I<string> >> This command changes the player's
507     current readied skill and then executes it in the facing direction of the
508     player. Similar in action to the invoke command.
509    
510     =back
511    
512     Three player commands are related to skills use: L<ready_skill>,
513     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
514     a skill by first readying the right one, with the ready_skill command and
515     then making a ranged "attack" to activate the skill; using most skills is
516     just like firing a wand or a bow. In a few cases however, a skill is be
517     used just by having it readied. For example, the mountaineer skill allows
518     favorable movement though hilly terrain while it is readied.
519    
520     To change to a new skill, a player can use either the B<use_skill> or
521     B<ready_skill> commands, but note that the use of several common items can
522     automatically change the player's current skill too. Examples of this
523     include readying a bow (which will cause the code to make the player's
524     current skill missile_weapons) or readying a melee weapon (current skill
525     auto-matically becomes melee weapons). Also, some player actions can cause
526     a change in the current skill. Running into a monster while you have a
527     readied weapon in your inventory causes the code to automatically make our
528     current skill melee weapons. As another example of this-casting a spell
529     will cause the code to switch the current skill to wizardry or praying (as
530     appropriate to the spell type).
531    
532     It is not possible to use more than one skill at a time.
533    
534     =head2 Acquiring skills
535    
536     Skills may be gained in two ways. In the first, new skills may
537     learned. This is done by reading a L<skill scroll>
538     and the process is very similar to learning a spell. Just as in attempts
539     to learn incantations, success in learning skills is dependent on a random
540     test based on the learner's INT. Using your INT stat, look in the learn%
541     column in table primary stat effects to find your % chance of learning a
542     skill. Once you hit 100%, you will always be successfull in learning new
543     skills.
544    
545     The acquisition of a skill tool will also allow the player to use a new
546     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
547     the player to pick door locks). The player merely applies the skill tool
548     in order to gain use of the new skill. If the tool is unapplied, the
549     player loses the use of the skill associated with the tool.
550    
551     After a new skill is gained (either learned or if player has an applied
552     skill tool) it will appear on the player's skill roster (use the 'skills
553     command to view its status). If the new skill is an associated skill,
554     then it will automatically be gained at the player's current level in the
555     appropriate experience category.
556    
557     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
558     lockpicks and applies them. He may now use the skill lockpicking at 5th
559     level of ability since that is an agility associated skill.
560    
561     =head1 Authors
562    
563     Parts of this document were originally compiled, edited, and written by
564     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
565     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
566    
567     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
568     Steenhoven and Marc A. Lehmann.
569