ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/skill_help.pod
Revision: 1.4
Committed: Thu Dec 21 03:34:51 2006 UTC (17 years, 5 months ago) by root
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.3: +8 -0 lines
Log Message:
automate warning

File Contents

# User Rev Content
1 root 1.4 =begin comment
2     ***
3     *** WARNING: THIS IS A GENERATED FILE - CHANGES WILL BE LOST
4     *** The source for this file is in CFPlus/pod/skill_help.pod
5     *** Make any changes there and then run ./copy_doc
6     ***
7     =end comment
8    
9 pippijn 1.1 =head1 Skills
10    
11     =head1 Description
12    
13     Instead of gaining experience for basically just killing monsters (and
14     disarming traps) you can also gain a variety of experience through the
15     use of skills.
16    
17     =head1 Skill Overview
18    
19     Skill Experience Associated Stats
20     Stat 1 Stat 2 Stat 3
21     Achemy Mental Int Dex Wis
22     Bargaining NONE n/a n/a n/a
23     Bowyer Mental Int Dex Wis
24     Clawing Physique Str Dex n/a
25     Disarm Traps Agility Dex Int Str
26     Find Traps Mental Int Dex n/a
27     Flame Touch Physique Str Dex Int
28     Hiding Agility Dex Int n/a
29     Inscription Mental Int Dex n/a
30     Jeweler Mental Int Wis Dex
31     Jumping Physique Str Dex n/a
32     Karate Physique Str Dex n/a
33     Literacy Mental Int Wis n/a
34     Lockpicking Agility Dex Int n/a
35     Meditation NONE Int Wis Pow
36     Melee Weapons Physique Str Dex n/a
37     Missile Weapons Physique Str Dex n/a
38     Mountaineer NONE n/a n/a n/a
39     Oratory Personality Cha Int n/a
40     Praying Wisdom Wis Pow n/a
41     Punching Physique Str Dex n/a
42     Sense Curse Wisdom Pow Wis n/a
43     Sense Magic Magic Pow Int n/a
44     Set Traps Mental Int Dex Str
45     Singing Personality Cha Int n/a
46     Smithery Mental Int Str Dex
47     Stealing Agility Dex Int n/a
48     Thaumaturgy Mental Int Wis n/a
49     Throwing Physique Str Dex n/a
50     Use Magic Item NONE Pow Int n/a
51     Wizardry Magic Pow Int n/a
52     Woodsman Mental Int Dex Wis
53    
54     =head1 X<skill_description>Skill Descriptions
55    
56     Below is a more detailed description of each skills and how they are used.
57    
58     =head2 alchemy
59    
60     You can identify potions, containers, and different kinds of ore and
61     mineral, mix potions and create other stuff (such as gold, weapons, deadly
62     monsters killing him/her etc.) from other ingredients using a cauldron
63     L<$ARCH/misc/Container/cauldron.base.111.png>.
64    
65     To identify alchemy stuff you have to stand over it or have it in your inventory and
66     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
67     not get identified if your alchemy level is too low.
68    
69     A higher alchemy level will also help you to estimate the value of items better.
70    
71     To create something new, for example some dust or potion, you have to get a B<cauldron>.
72     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
73     their cauldron for a fee. All you need now is to know what items creates which other item.
74     You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
75     all ingredients for a recipe before using them!
76    
77     For a start you could try to make B<water of the wise>:
78     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
79     If everything worked there should be B<water of the wise> in the cauldron now.
80     Congratulations, your first alchemy was done!
81    
82     Be careful when doing alchemy and trying complicated receipes, they might fail and
83     will backfire heavily at you.
84    
85     I<Never, ever, do alchemy in your home or in public places!> You can
86     easily create powerful monsters that will kill you, kill you again when
87     you wake up in your savebed, kill you again... etc.
88    
89     =head2 bargaining
90    
91     This skill helps you to bargain in shops when buying and selling. The higher
92     your bargaining level is the better prices you will get. Besides having a high
93     bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
94    
95     When you are in a shop, you can C<use_skill bargaining> to see whether that
96     shop will buy the items you want to sell at a higher price than others and
97     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
98    
99     =head2 bowyer
100    
101     You can identify missile weapons and missiles such as arrows, bolts and
102     bows. One can also create special bows and arrows from other ingredients
103     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
104     skill and a B<workbench> L<$ARCH/misc/Container/workbench.base.111.png>
105     (you just have to find out a recipe).
106    
107     =head2 clawing
108    
109     You can make a "bare-handed attack". Damage is based on the user's
110     L<strength|stat_Str> and level. With time, one can have different claws
111     such as fire claws or electric claws. An elemental residue from the dragon
112     guild is required to change this. The dragon guild can be found in scorn.
113    
114     =head2 levitation
115    
116     You can levitate (fly low) at will. Using the skill first makes you
117     levitate, and at the second time returns you to the earth.
118     Levitation can be useful to fly over water streams that move you
119     if you walk in them, or it prevents you from falling into a pit.
120    
121     =head2 summoning
122    
123     You can cast spells related to the B<summoning> school of wizardry, which
124     mostly summon monsters, bullet walls and similar things. This skill
125     may be acquired either through the use of an appropriate B<talisman> or
126     learned via a L<skill scroll>.
127    
128     The most basic spells you might want to get is 'summon pet monster'
129     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
130     the spells and read their description.
131    
132     =head2 pyromancy
133    
134     You can cast spells related to the B<pyromancy> (fire) school of
135     wizardry. This skill may be acquired either through the use of an
136     appropriate B<talisman> or learned via a L<skill scroll>.
137    
138     The first spell would be 'burning hands' which casts a cone of fire which
139     burns your enemies. It becomes stronger with your pyromancy level.
140    
141     =head2 evocation
142    
143     You can cast spells related to the B<evocation> (mostly cold magic)
144     school of wizardry. This skill may be acquired either through the use of
145     an appropriate B<talisman> or learned via a L<skill scroll>.
146    
147     The spell you should start with is 'icestorm' which casts a cone
148     of ice which freezes your enemies. It becomes stronger with your evocation level.
149    
150     =head2 sorcery
151    
152     You can cast spells related to the B<sorcery> (identify, town portal and
153     other meta-spells) school of wizardry. This skill may be acquired either
154     through the use of an appropriate B<talisman> or learned via a B<skill
155     scroll>.
156    
157     Sorcery has many utility spells, like 'identify', 'town portal' (making portals
158     between two points in the world) and also attack spells like 'spark shower'
159     and 'steambolt'.
160    
161     =head2 flame touch
162    
163     You can make a "bare-handed attack". Damage is based on the user's
164     L<strength|stat_Str> and level. This is the default hand-to-hand fighting
165     skill for the fireborn character class.
166    
167     =head2 hiding
168    
169     This skill lets you hide, that means that you will become invisible.
170     To hide you need to find a place with other stuff on it where you can hide.
171    
172     You enjoy limited form of invisibility. If you attack or move too much
173     you become visible.
174    
175     =head2 jeweler
176    
177     You can identify amulets, rings and talismans. One can also improve magic
178     rings or enchant non-magic rings to give them stat bonuses, this works
179     similar to the L<alchemy skill|skill_description/alchemy>, only that
180     you need to put the ingredients in a B<jeweler's workbench>.
181    
182 root 1.3 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
183    
184 pippijn 1.1 =head2 jumping
185    
186     You can "skip" over one, two or three spaces in the selected
187     direction. Distance depends on weight carried, L<strength|stat_Str> and
188     L<dexterity|stat_Dex> of the user. This skill may also be used as an
189     attack.
190    
191     =head2 karate
192    
193     You can make a "bare-handed attack". Damage is based on the user's
194     L<strength|stat_Str> and level. This attack is the fastest and (at higher
195     levels) most deadly of the hand-to-hand attacks available.
196    
197     =head2 climbing
198    
199     Having this skill allows you to move faster through hilly areas than players
200     without this skill. B<Note:> You can't gain experience in this skill. Having
201     this skill is enough to move faster.
202    
203     =head2 literacy
204    
205     You can identify books and scrolls that you hold. Since scrolls are
206     currently always identified, this is not the greatest of skills.
207    
208     =head2 lockpicking
209    
210     You may "pick locks" (open doors). You need to have readied some
211     B<lockpicks> to use this skill.
212    
213     =head2 meditation
214    
215     Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
216     the L<praying skill|skill_description/praying>. Player must first strip
217     off encumbering armour however. This skill is only available to the "monk"
218     character class.
219    
220     =head2 one handed weapons
221    
222     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
223     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
224     direction keys.
225    
226     =head2 two handed weapons
227    
228     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
229     Wield and ready the weapon by applying it and use the fire and direction keys.
230    
231     =head2 missile weapons
232    
233     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
234     Fire arrows by applying a bow and using the fire and direction keys. To fire
235     specific arrows to kill a monster that is weak against a certain arrow, mark
236     this arrow and fire.
237    
238     =head2 mountaineer
239    
240     While the skill is readied, the possessor will move faster through "hilly"
241     terrain (hills, mountains, etc.)
242    
243     =head2 oratory
244    
245     You may "recruit" followers. Recruitees must be of lower level, and
246     unaggressive to start. Use of this skill may anger the audience. Also,
247     "special" monsters are immune to recruitment. Success depends on user's
248     L<charisma|stat_Cha> and level.
249    
250     =head2 praying
251    
252     You are allowed to cast "cleric" spells. In addition, this skill may be
253     used to accelerate the accumulation of grace by C<use_skill praying>.
254     This skill may be either learned (e.g. using a L<skill scroll>) or
255     acquired through the use of a B<holy symbol>.
256    
257     One of the best spells to start is the 'holy word' spell and later,
258     if you find it, the 'banishment' spell, which is much stronger.
259    
260     =head2 punching
261    
262     You can make a "bare-handed attack". Damage is based on the user's
263     L<strength|stat_Str> and level. This is the most feeble of the
264     hand-to-hand attacks.
265    
266     =head2 find traps
267    
268     You can search (more effectively) for traps. This is not a "passive"
269     skill, it must be applied in order to gain the advantage in discovering
270     traps, or actively used when in vicinity of a trap. To use it, fire into
271     any direction.
272    
273     =head2 disarm traps
274    
275     You can disarm previously discovered traps (for example, with the B<find traps> skill).
276    
277     =head2 sense curse
278    
279     You can detect whether items that you hold are B<cursed> by firing in any
280     direction while this skill is readied.
281    
282     =head2 sense magic
283    
284     You can detect whether items that you hold are B<magic> by firing in any
285     direction while this skill is readied.
286    
287     =head2 singing
288    
289     You may pacify hostile monsters with this skill. Certain kinds of
290     monsters are immune. Success depends on user level and L<charisma|stat_Cha>.
291    
292     =head2 smithery
293    
294     You can identify arms and armour that you hold, and, with the help of a
295     B<forge>, can even create weapons using the alchemy skill.
296    
297     =head2 stealing
298    
299     You can take items from the inventory of NPCs, monsters and maybe other
300     players.
301    
302     =head2 thaumaturgy
303    
304     You can identify rods, wands and horns that you are holding, and, with
305     the help of a B<thaumaturgists workbench> and the alchemy skill, create
306     those things.
307    
308     =head2 throwing
309    
310     You can throw items at monsters. To do this, fire at a monster with this skill
311     readied. You can chose what to throw by marking an item, if you do not chose an
312     item, an item from your inventory is randomly picked and thrown unless the item
313     is locked.
314    
315     ERROR: Randomly?
316    
317     =head2 use magic item
318    
319     You can use magic items like rods/wands/horns. The level of experience
320     influences how powerful the spells are you can evoke from the
321     rod/wand/horn.
322    
323     =head2 woodsman
324    
325     While the skill is readied, the possessor will move faster through
326     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
327    
328     =head2 inscription
329    
330     You can inscribe scrolls with a text. This is useful to create messages,
331     especially via the Imperial Post Office (IPO).
332    
333     You can also rewrite spell scrolls with a previously known spell. You
334     need L<mana|stat_mana>, time and an old scroll. Backfire effects are
335     possible. Only available as a 'writing pen'.
336    
337     How to rewrite a mail scroll/books etc.:
338    
339     mark <name of scroll> # or use the menu
340     use_skill inscription <your message goes here>
341    
342     How to rewrite a spell scroll:
343    
344     mark <name of scroll> # or use the menu
345     cast <spell> # prepare the spell you want to write
346     use_skill inscription # write the spell on the scroll
347    
348     The scroll on which you want to write has to be much lower than your inscription
349     level, otherwise you may accidentally read the scroll and cast the spell inside it.
350     If you succeed, the scroll will be a scroll of the spell you chose and your level of
351     inscription as its level. Hence, you don't need to be that level in the spell skill
352     to write higher level spellscrolls.
353    
354     Caution: Magic spell writing can be risky to one's health. There can be
355     some negative effects if one fails to write a spell scroll. The most
356     benign is that one becomes confused for a short time. Other effects are
357     more severe and can even be dangerous.
358    
359     =head2 spark touch
360    
361     You can do a "bare-handed attack" and shock the opponent with this skill
362     readied. Attacking is done by running into the opponent. This is a unique skill
363     that can only be used by sparklings.
364    
365     =head2 shiver
366    
367     You can do a "bare-handed attack" and send waves of frost to the opponent with
368     this skill readied. Attacking is done by running into the opponent. This is a
369     unique skill that can only be used by iceborns.
370    
371     =head2 acid splash
372    
373     You can do a "bare-handed attack" and splash the opponent with acid using this
374     skill. Attacking is done by running into the opponent. This is a unique skill
375     that can only be used by acidborns.
376    
377     =head2 poison nail
378    
379     TODO: Add goblins and think about the name goblin.
380    
381     You can do a "bare-handed attack" and inject poison into the opponent with
382     this skill readied. Attacking is done by running into the opponent. This is a
383     unique skill that can only be used by goblins.
384    
385     =head1 About experience and skills
386    
387     =head2 Associated and miscellaneous skills
388    
389     In Crossfire two types of skills exist; The first kind, "associated"
390     skills, are those skills which are associated with a category of
391     experience. The other kind of skill, "miscellaneous" skills, are not
392     related to any experience category.
393    
394     The main difference between these two kinds of skills is in the result
395     of their use. When associated skills are used successfully experience
396     is accrued in the experience category associated with that skill. In
397     contrast, the use of miscellaneous skills never gains the player any
398     experience regardless of the success in using it.
399    
400     Both miscellaneous and associated skills can fail. This means that
401     the attempt to use the skill was unsuccessful. Both miscellaneous
402     and associated skills can have certain primary stats associated with
403     them. These associated stats can help to determine if the use of a skill
404     is successful and to what degree it is successful.
405    
406     All gained experience is modified by the associated stats for that skill
407     (table skill statistics) and then the appropriate experience category
408     automatically updated as needed.
409    
410     =head2 Restrictions on skills use and gaining experience
411    
412     Neither a character's stats nor the character class restricts the player
413     from gaining experience in any of the experience categories. Also, there
414     are no inherent restrictions on character skill use-any player may use any
415     acquired skill.
416    
417     Average of Experienced
418     Associated Gain
419     Stats Multiplier
420     1 0.01
421     2 0.1
422     3 0.3
423     4 0.5
424     5 0.6
425     6 0.7
426     7 0.8
427     8 0.85
428     9 0.9
429     10 0.95
430     11 0.96
431     12 0.97
432     13 0.98
433     14 0.99
434     15 1.0
435     16 1.01
436     17 1.02
437     18 1.03
438     19 1.04
439     20 1.05
440     21 1.07
441     22 1.09
442     23 1.12
443     24 1.15
444     25 1.2
445     26 1.3
446     27 1.4
447     28 1.5
448     29 1.7
449     30 2.0
450    
451     =head2 Algorithm for Experience Gain under the skills system
452    
453     Here we take the view that a player must "overcome an opponent" in
454     order to gain experience. Examples include foes killed in combat,
455     finding/disarming a trap, stealing from some being, identifying an object,
456     etc.
457    
458     Gained experience is based primarily on the difference in levels between
459     "opponents," experience point value of a "vanquished foe," the values of
460     the associated stats of the skill being used and two factors that are set
461     internally. (Note: If you want to know more about this, check out the
462     skills_developers.doc.)
463    
464     Below the algorithm for experience gain is given where player "pl" has
465     "vanquished" opponent "op" using skill "sk:"
466    
467     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
468    
469     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
470     base experience award for "op" which depends on what op is (see below),
471     stat_mult is taken from table experience modification, and lvl_mult is:
472    
473     For C<< level(pl)> < level(op) >>:
474    
475     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
476    
477     For C<< level(pl) = level(op) >>:
478    
479     lvl_mult = FACTOR(sk)
480    
481     For C<< level(pl) > level(op) >>:
482    
483     lvl_mult = (level(op)/level(pl));
484    
485     where C<level(op)> is the level of "op," level (pl) is the level of the
486     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
487     "pl."
488    
489     There are three different cases for how EXP (op) can be computed:
490    
491     =over 4
492    
493     =item op is a living creature: EXP(op) is just the base experience award
494     given in the spoiler.
495    
496     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
497     visible). Thus, traps which are highly visible get lower values.
498    
499     =item op is not a trap but is non-living: EXP(op) = internal experience
500     award of the item. Also, the lvl_mult is multiplied by any magic
501     enchantment on the item.
502    
503     =back
504    
505     =head1 How skills are used
506    
507     =over 4
508    
509     =item B<< skills >> This command lists all the player's current known
510     skills, their level of use and the associated experience category of each
511     skill.
512    
513     =item B<< ready_skill I<skill> >> This command changes the player's current
514     readied skill to <skill>.
515    
516     =item B<< use_skill I<skill> I<string> >> This command changes the player's
517     current readied skill and then executes it in the facing direction of the
518     player. Similar in action to the invoke command.
519    
520     =back
521    
522     Three player commands are related to skills use: L<ready_skill>,
523     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
524     a skill by first readying the right one, with the ready_skill command and
525     then making a ranged "attack" to activate the skill; using most skills is
526     just like firing a wand or a bow. In a few cases however, a skill is be
527     used just by having it readied. For example, the mountaineer skill allows
528     favorable movement though hilly terrain while it is readied.
529    
530     To change to a new skill, a player can use either the B<use_skill> or
531     B<ready_skill> commands, but note that the use of several common items can
532     automatically change the player's current skill too. Examples of this
533     include readying a bow (which will cause the code to make the player's
534     current skill missile_weapons) or readying a melee weapon (current skill
535     auto-matically becomes melee weapons). Also, some player actions can cause
536     a change in the current skill. Running into a monster while you have a
537     readied weapon in your inventory causes the code to automatically make our
538     current skill melee weapons. As another example of this-casting a spell
539     will cause the code to switch the current skill to wizardry or praying (as
540     appropriate to the spell type).
541    
542     It is not possible to use more than one skill at a time.
543    
544     =head2 Acquiring skills
545    
546     Skills may be gained in two ways. In the first, new skills may
547     learned. This is done by reading a L<skill scroll>
548     and the process is very similar to learning a spell. Just as in attempts
549     to learn incantations, success in learning skills is dependent on a random
550     test based on the learner's INT. Using your INT stat, look in the learn%
551     column in table primary stat effects to find your % chance of learning a
552     skill. Once you hit 100%, you will always be successfull in learning new
553     skills.
554    
555     The acquisition of a skill tool will also allow the player to use a new
556     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
557     the player to pick door locks). The player merely applies the skill tool
558     in order to gain use of the new skill. If the tool is unapplied, the
559     player loses the use of the skill associated with the tool.
560    
561     After a new skill is gained (either learned or if player has an applied
562     skill tool) it will appear on the player's skill roster (use the 'skills
563     command to view its status). If the new skill is an associated skill,
564     then it will automatically be gained at the player's current level in the
565     appropriate experience category.
566    
567     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
568     lockpicks and applies them. He may now use the skill lockpicking at 5th
569     level of ability since that is an agility associated skill.
570    
571     =head1 Authors
572    
573     Parts of this document were originally compiled, edited, and written by
574     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
575     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
576    
577     Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
578     Steenhoven and Marc A. Lehmann.
579