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root |
1.4 |
=begin comment |
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*** |
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*** WARNING: THIS IS A GENERATED FILE - CHANGES WILL BE LOST |
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*** The source for this file is in CFPlus/pod/skill_help.pod |
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*** Make any changes there and then run ./copy_doc |
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*** |
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=end comment |
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pippijn |
1.1 |
=head1 Skills |
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=head1 Description |
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Instead of gaining experience for basically just killing monsters (and |
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disarming traps) you can also gain a variety of experience through the |
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use of skills. |
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=head1 Skill Overview |
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Skill Experience Associated Stats |
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Stat 1 Stat 2 Stat 3 |
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Achemy Mental Int Dex Wis |
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Bargaining NONE n/a n/a n/a |
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Bowyer Mental Int Dex Wis |
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Clawing Physique Str Dex n/a |
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Disarm Traps Agility Dex Int Str |
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Find Traps Mental Int Dex n/a |
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Flame Touch Physique Str Dex Int |
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Hiding Agility Dex Int n/a |
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Inscription Mental Int Dex n/a |
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Jeweler Mental Int Wis Dex |
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Jumping Physique Str Dex n/a |
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Karate Physique Str Dex n/a |
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Literacy Mental Int Wis n/a |
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Lockpicking Agility Dex Int n/a |
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Meditation NONE Int Wis Pow |
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Melee Weapons Physique Str Dex n/a |
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Missile Weapons Physique Str Dex n/a |
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Mountaineer NONE n/a n/a n/a |
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Oratory Personality Cha Int n/a |
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Praying Wisdom Wis Pow n/a |
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Punching Physique Str Dex n/a |
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Sense Curse Wisdom Pow Wis n/a |
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Sense Magic Magic Pow Int n/a |
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Set Traps Mental Int Dex Str |
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Singing Personality Cha Int n/a |
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Smithery Mental Int Str Dex |
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Stealing Agility Dex Int n/a |
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Thaumaturgy Mental Int Wis n/a |
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Throwing Physique Str Dex n/a |
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Use Magic Item NONE Pow Int n/a |
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Wizardry Magic Pow Int n/a |
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Woodsman Mental Int Dex Wis |
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=head1 X<skill_description>Skill Descriptions |
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Below is a more detailed description of each skills and how they are used. |
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=head2 alchemy |
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You can identify potions, containers, and different kinds of ore and |
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mineral, mix potions and create other stuff (such as gold, weapons, deadly |
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monsters killing him/her etc.) from other ingredients using a cauldron |
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L<$ARCH/misc/Container/cauldron.base.111.png>. |
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To identify alchemy stuff you have to stand over it or have it in your inventory and |
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issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might |
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not get identified if your alchemy level is too low. |
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A higher alchemy level will also help you to estimate the value of items better. |
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To create something new, for example some dust or potion, you have to get a B<cauldron>. |
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You find these in shops, guilds and some appartments. Some alchemy shops also let you use |
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their cauldron for a fee. All you need now is to know what items creates which other item. |
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You learn the ingredients this by finding recipes. It is B<very important> that you B<identify> |
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all ingredients for a recipe before using them! |
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For a start you could try to make B<water of the wise>: |
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Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>. |
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If everything worked there should be B<water of the wise> in the cauldron now. |
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Congratulations, your first alchemy was done! |
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Be careful when doing alchemy and trying complicated receipes, they might fail and |
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will backfire heavily at you. |
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I<Never, ever, do alchemy in your home or in public places!> You can |
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easily create powerful monsters that will kill you, kill you again when |
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you wake up in your savebed, kill you again... etc. |
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=head2 bargaining |
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This skill helps you to bargain in shops when buying and selling. The higher |
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your bargaining level is the better prices you will get. Besides having a high |
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bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat. |
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When you are in a shop, you can C<use_skill bargaining> to see whether that |
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shop will buy the items you want to sell at a higher price than others and |
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whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
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=head2 bowyer |
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You can identify missile weapons and missiles such as arrows, bolts and |
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bows. One can also create special bows and arrows from other ingredients |
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using the bowyer skill like the L<alchemy skill|skill_description/alchemy> |
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skill and a B<workbench> L<$ARCH/misc/Container/workbench.base.111.png> |
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(you just have to find out a recipe). |
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=head2 clawing |
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You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. With time, one can have different claws |
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such as fire claws or electric claws. An elemental residue from the dragon |
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guild is required to change this. The dragon guild can be found in scorn. |
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=head2 levitation |
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You can levitate (fly low) at will. Using the skill first makes you |
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levitate, and at the second time returns you to the earth. |
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Levitation can be useful to fly over water streams that move you |
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if you walk in them, or it prevents you from falling into a pit. |
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=head2 summoning |
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You can cast spells related to the B<summoning> school of wizardry, which |
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mostly summon monsters, bullet walls and similar things. This skill |
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may be acquired either through the use of an appropriate B<talisman> or |
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learned via a L<skill scroll>. |
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The most basic spells you might want to get is 'summon pet monster' |
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and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
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the spells and read their description. |
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=head2 pyromancy |
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You can cast spells related to the B<pyromancy> (fire) school of |
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wizardry. This skill may be acquired either through the use of an |
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appropriate B<talisman> or learned via a L<skill scroll>. |
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The first spell would be 'burning hands' which casts a cone of fire which |
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burns your enemies. It becomes stronger with your pyromancy level. |
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=head2 evocation |
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You can cast spells related to the B<evocation> (mostly cold magic) |
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school of wizardry. This skill may be acquired either through the use of |
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an appropriate B<talisman> or learned via a L<skill scroll>. |
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The spell you should start with is 'icestorm' which casts a cone |
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of ice which freezes your enemies. It becomes stronger with your evocation level. |
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=head2 sorcery |
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You can cast spells related to the B<sorcery> (identify, town portal and |
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other meta-spells) school of wizardry. This skill may be acquired either |
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through the use of an appropriate B<talisman> or learned via a B<skill |
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scroll>. |
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Sorcery has many utility spells, like 'identify', 'town portal' (making portals |
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between two points in the world) and also attack spells like 'spark shower' |
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and 'steambolt'. |
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=head2 flame touch |
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You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. This is the default hand-to-hand fighting |
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skill for the fireborn character class. |
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=head2 hiding |
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This skill lets you hide, that means that you will become invisible. |
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To hide you need to find a place with other stuff on it where you can hide. |
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You enjoy limited form of invisibility. If you attack or move too much |
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you become visible. |
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=head2 jeweler |
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You can identify amulets, rings and talismans. One can also improve magic |
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rings or enchant non-magic rings to give them stat bonuses, this works |
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similar to the L<alchemy skill|skill_description/alchemy>, only that |
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you need to put the ingredients in a B<jeweler's workbench>. |
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root |
1.3 |
For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>. |
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pippijn |
1.1 |
=head2 jumping |
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You can "skip" over one, two or three spaces in the selected |
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direction. Distance depends on weight carried, L<strength|stat_Str> and |
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L<dexterity|stat_Dex> of the user. This skill may also be used as an |
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attack. |
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=head2 karate |
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You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. This attack is the fastest and (at higher |
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levels) most deadly of the hand-to-hand attacks available. |
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=head2 climbing |
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Having this skill allows you to move faster through hilly areas than players |
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without this skill. B<Note:> You can't gain experience in this skill. Having |
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this skill is enough to move faster. |
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=head2 literacy |
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You can identify books and scrolls that you hold. Since scrolls are |
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currently always identified, this is not the greatest of skills. |
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=head2 lockpicking |
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You may "pick locks" (open doors). You need to have readied some |
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B<lockpicks> to use this skill. |
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=head2 meditation |
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Player can regain mana/hp at an accelerated rate by C<use_skill meditation>, |
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the L<praying skill|skill_description/praying>. Player must first strip |
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off encumbering armour however. This skill is only available to the "monk" |
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character class. |
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=head2 one handed weapons |
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You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
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B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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direction keys. |
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=head2 two handed weapons |
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You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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Wield and ready the weapon by applying it and use the fire and direction keys. |
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=head2 missile weapons |
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The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
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Fire arrows by applying a bow and using the fire and direction keys. To fire |
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specific arrows to kill a monster that is weak against a certain arrow, mark |
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this arrow and fire. |
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=head2 mountaineer |
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While the skill is readied, the possessor will move faster through "hilly" |
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terrain (hills, mountains, etc.) |
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=head2 oratory |
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1.5 |
You may "recruit" followers targeting them with your B<oratory> |
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skill. Recruitees must be unaggressive to start (a good way to pacify |
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monsters is the L<singing skill|skill_description/singing>). Use of |
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this skill may anger the audience. Also, some monsters are immune to |
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recruitment. Success depends on user's level and her L<charisma|stat_Cha> |
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vs. the recruitee's L<intelligence|stat_Int> and level. |
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Kill experience from your followers goes directly to your oratory skill. |
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Cleaning women and unagggressive low-level monsters (such as the dogs in |
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the wizards house in scorn) are good initial targets for this skill. |
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1.1 |
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=head2 praying |
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You are allowed to cast "cleric" spells. In addition, this skill may be |
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used to accelerate the accumulation of grace by C<use_skill praying>. |
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This skill may be either learned (e.g. using a L<skill scroll>) or |
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acquired through the use of a B<holy symbol>. |
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One of the best spells to start is the 'holy word' spell and later, |
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if you find it, the 'banishment' spell, which is much stronger. |
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=head2 punching |
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You can make a "bare-handed attack". Damage is based on the user's |
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L<strength|stat_Str> and level. This is the most feeble of the |
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hand-to-hand attacks. |
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=head2 find traps |
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You can search (more effectively) for traps. This is not a "passive" |
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skill, it must be applied in order to gain the advantage in discovering |
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traps, or actively used when in vicinity of a trap. To use it, fire into |
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any direction. |
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=head2 disarm traps |
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You can disarm previously discovered traps (for example, with the B<find traps> skill). |
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=head2 sense curse |
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You can detect whether items that you hold are B<cursed> by firing in any |
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direction while this skill is readied. |
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=head2 sense magic |
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You can detect whether items that you hold are B<magic> by firing in any |
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direction while this skill is readied. |
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=head2 singing |
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root |
1.5 |
You may pacify hostile monsters with this area attack skill. Certain |
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kinds of monsters are immune. Success depends on user's level and her |
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L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level. |
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Singing is a good companion skill for the L<oratory |
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skill|skill_description/oratory>: first you pacify creates using singing, |
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then you can orate them, convincing them if your cause. It is a useful |
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skill when monsters are overwhelming you, too. |
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pippijn |
1.1 |
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=head2 smithery |
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You can identify arms and armour that you hold, and, with the help of a |
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B<forge>, can even create weapons using the alchemy skill. |
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=head2 stealing |
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You can take items from the inventory of NPCs, monsters and maybe other |
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players. |
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=head2 thaumaturgy |
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You can identify rods, wands and horns that you are holding, and, with |
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the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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those things. |
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=head2 throwing |
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You can throw items at monsters. To do this, fire at a monster with this skill |
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readied. You can chose what to throw by marking an item, if you do not chose an |
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item, an item from your inventory is randomly picked and thrown unless the item |
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is locked. |
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ERROR: Randomly? |
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=head2 use magic item |
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You can use magic items like rods/wands/horns. The level of experience |
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influences how powerful the spells are you can evoke from the |
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rod/wand/horn. |
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=head2 woodsman |
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While the skill is readied, the possessor will move faster through |
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"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
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=head2 inscription |
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You can inscribe scrolls with a text. This is useful to create messages, |
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especially via the Imperial Post Office (IPO). |
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You can also rewrite spell scrolls with a previously known spell. You |
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need L<mana|stat_mana>, time and an old scroll. Backfire effects are |
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possible. Only available as a 'writing pen'. |
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How to rewrite a mail scroll/books etc.: |
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mark <name of scroll> # or use the menu |
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use_skill inscription <your message goes here> |
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How to rewrite a spell scroll: |
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mark <name of scroll> # or use the menu |
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cast <spell> # prepare the spell you want to write |
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use_skill inscription # write the spell on the scroll |
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The scroll on which you want to write has to be much lower than your inscription |
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level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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If you succeed, the scroll will be a scroll of the spell you chose and your level of |
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inscription as its level. Hence, you don't need to be that level in the spell skill |
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to write higher level spellscrolls. |
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Caution: Magic spell writing can be risky to one's health. There can be |
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some negative effects if one fails to write a spell scroll. The most |
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benign is that one becomes confused for a short time. Other effects are |
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more severe and can even be dangerous. |
371 |
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|
372 |
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=head2 spark touch |
373 |
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|
374 |
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You can do a "bare-handed attack" and shock the opponent with this skill |
375 |
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|
readied. Attacking is done by running into the opponent. This is a unique skill |
376 |
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that can only be used by sparklings. |
377 |
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|
378 |
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=head2 shiver |
379 |
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|
380 |
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You can do a "bare-handed attack" and send waves of frost to the opponent with |
381 |
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this skill readied. Attacking is done by running into the opponent. This is a |
382 |
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unique skill that can only be used by iceborns. |
383 |
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|
384 |
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=head2 acid splash |
385 |
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|
386 |
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You can do a "bare-handed attack" and splash the opponent with acid using this |
387 |
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|
skill. Attacking is done by running into the opponent. This is a unique skill |
388 |
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that can only be used by acidborns. |
389 |
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|
390 |
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=head2 poison nail |
391 |
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|
392 |
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TODO: Add goblins and think about the name goblin. |
393 |
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|
394 |
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You can do a "bare-handed attack" and inject poison into the opponent with |
395 |
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this skill readied. Attacking is done by running into the opponent. This is a |
396 |
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unique skill that can only be used by goblins. |
397 |
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|
398 |
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=head1 About experience and skills |
399 |
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|
400 |
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=head2 Associated and miscellaneous skills |
401 |
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|
402 |
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In Crossfire two types of skills exist; The first kind, "associated" |
403 |
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|
skills, are those skills which are associated with a category of |
404 |
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|
experience. The other kind of skill, "miscellaneous" skills, are not |
405 |
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|
related to any experience category. |
406 |
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|
407 |
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The main difference between these two kinds of skills is in the result |
408 |
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of their use. When associated skills are used successfully experience |
409 |
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|
is accrued in the experience category associated with that skill. In |
410 |
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contrast, the use of miscellaneous skills never gains the player any |
411 |
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|
experience regardless of the success in using it. |
412 |
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|
413 |
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|
Both miscellaneous and associated skills can fail. This means that |
414 |
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|
the attempt to use the skill was unsuccessful. Both miscellaneous |
415 |
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|
and associated skills can have certain primary stats associated with |
416 |
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|
them. These associated stats can help to determine if the use of a skill |
417 |
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|
is successful and to what degree it is successful. |
418 |
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|
419 |
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All gained experience is modified by the associated stats for that skill |
420 |
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|
(table skill statistics) and then the appropriate experience category |
421 |
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|
automatically updated as needed. |
422 |
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|
423 |
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=head2 Restrictions on skills use and gaining experience |
424 |
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|
425 |
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Neither a character's stats nor the character class restricts the player |
426 |
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|
from gaining experience in any of the experience categories. Also, there |
427 |
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|
are no inherent restrictions on character skill use-any player may use any |
428 |
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|
acquired skill. |
429 |
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|
430 |
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|
Average of Experienced |
431 |
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|
Associated Gain |
432 |
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|
Stats Multiplier |
433 |
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|
1 0.01 |
434 |
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|
2 0.1 |
435 |
|
|
3 0.3 |
436 |
|
|
4 0.5 |
437 |
|
|
5 0.6 |
438 |
|
|
6 0.7 |
439 |
|
|
7 0.8 |
440 |
|
|
8 0.85 |
441 |
|
|
9 0.9 |
442 |
|
|
10 0.95 |
443 |
|
|
11 0.96 |
444 |
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|
12 0.97 |
445 |
|
|
13 0.98 |
446 |
|
|
14 0.99 |
447 |
|
|
15 1.0 |
448 |
|
|
16 1.01 |
449 |
|
|
17 1.02 |
450 |
|
|
18 1.03 |
451 |
|
|
19 1.04 |
452 |
|
|
20 1.05 |
453 |
|
|
21 1.07 |
454 |
|
|
22 1.09 |
455 |
|
|
23 1.12 |
456 |
|
|
24 1.15 |
457 |
|
|
25 1.2 |
458 |
|
|
26 1.3 |
459 |
|
|
27 1.4 |
460 |
|
|
28 1.5 |
461 |
|
|
29 1.7 |
462 |
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|
30 2.0 |
463 |
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|
464 |
|
|
=head2 Algorithm for Experience Gain under the skills system |
465 |
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|
466 |
|
|
Here we take the view that a player must "overcome an opponent" in |
467 |
|
|
order to gain experience. Examples include foes killed in combat, |
468 |
|
|
finding/disarming a trap, stealing from some being, identifying an object, |
469 |
|
|
etc. |
470 |
|
|
|
471 |
|
|
Gained experience is based primarily on the difference in levels between |
472 |
|
|
"opponents," experience point value of a "vanquished foe," the values of |
473 |
|
|
the associated stats of the skill being used and two factors that are set |
474 |
|
|
internally. (Note: If you want to know more about this, check out the |
475 |
|
|
skills_developers.doc.) |
476 |
|
|
|
477 |
|
|
Below the algorithm for experience gain is given where player "pl" has |
478 |
|
|
"vanquished" opponent "op" using skill "sk:" |
479 |
|
|
|
480 |
|
|
EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
481 |
|
|
|
482 |
|
|
where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
483 |
|
|
base experience award for "op" which depends on what op is (see below), |
484 |
|
|
stat_mult is taken from table experience modification, and lvl_mult is: |
485 |
|
|
|
486 |
|
|
For C<< level(pl)> < level(op) >>: |
487 |
|
|
|
488 |
|
|
lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
489 |
|
|
|
490 |
|
|
For C<< level(pl) = level(op) >>: |
491 |
|
|
|
492 |
|
|
lvl_mult = FACTOR(sk) |
493 |
|
|
|
494 |
|
|
For C<< level(pl) > level(op) >>: |
495 |
|
|
|
496 |
|
|
lvl_mult = (level(op)/level(pl)); |
497 |
|
|
|
498 |
|
|
where C<level(op)> is the level of "op," level (pl) is the level of the |
499 |
|
|
player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
500 |
|
|
"pl." |
501 |
|
|
|
502 |
|
|
There are three different cases for how EXP (op) can be computed: |
503 |
|
|
|
504 |
|
|
=over 4 |
505 |
|
|
|
506 |
|
|
=item op is a living creature: EXP(op) is just the base experience award |
507 |
|
|
given in the spoiler. |
508 |
|
|
|
509 |
|
|
=item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
510 |
|
|
visible). Thus, traps which are highly visible get lower values. |
511 |
|
|
|
512 |
|
|
=item op is not a trap but is non-living: EXP(op) = internal experience |
513 |
|
|
award of the item. Also, the lvl_mult is multiplied by any magic |
514 |
|
|
enchantment on the item. |
515 |
|
|
|
516 |
|
|
=back |
517 |
|
|
|
518 |
|
|
=head1 How skills are used |
519 |
|
|
|
520 |
|
|
=over 4 |
521 |
|
|
|
522 |
|
|
=item B<< skills >> This command lists all the player's current known |
523 |
|
|
skills, their level of use and the associated experience category of each |
524 |
|
|
skill. |
525 |
|
|
|
526 |
|
|
=item B<< ready_skill I<skill> >> This command changes the player's current |
527 |
|
|
readied skill to <skill>. |
528 |
|
|
|
529 |
|
|
=item B<< use_skill I<skill> I<string> >> This command changes the player's |
530 |
|
|
current readied skill and then executes it in the facing direction of the |
531 |
|
|
player. Similar in action to the invoke command. |
532 |
|
|
|
533 |
|
|
=back |
534 |
|
|
|
535 |
|
|
Three player commands are related to skills use: L<ready_skill>, |
536 |
|
|
L<use_skill>, and L<skills|command/skills>. Generally, a player will use |
537 |
|
|
a skill by first readying the right one, with the ready_skill command and |
538 |
|
|
then making a ranged "attack" to activate the skill; using most skills is |
539 |
|
|
just like firing a wand or a bow. In a few cases however, a skill is be |
540 |
|
|
used just by having it readied. For example, the mountaineer skill allows |
541 |
|
|
favorable movement though hilly terrain while it is readied. |
542 |
|
|
|
543 |
|
|
To change to a new skill, a player can use either the B<use_skill> or |
544 |
|
|
B<ready_skill> commands, but note that the use of several common items can |
545 |
|
|
automatically change the player's current skill too. Examples of this |
546 |
|
|
include readying a bow (which will cause the code to make the player's |
547 |
|
|
current skill missile_weapons) or readying a melee weapon (current skill |
548 |
|
|
auto-matically becomes melee weapons). Also, some player actions can cause |
549 |
|
|
a change in the current skill. Running into a monster while you have a |
550 |
|
|
readied weapon in your inventory causes the code to automatically make our |
551 |
|
|
current skill melee weapons. As another example of this-casting a spell |
552 |
|
|
will cause the code to switch the current skill to wizardry or praying (as |
553 |
|
|
appropriate to the spell type). |
554 |
|
|
|
555 |
|
|
It is not possible to use more than one skill at a time. |
556 |
|
|
|
557 |
|
|
=head2 Acquiring skills |
558 |
|
|
|
559 |
|
|
Skills may be gained in two ways. In the first, new skills may |
560 |
|
|
learned. This is done by reading a L<skill scroll> |
561 |
|
|
and the process is very similar to learning a spell. Just as in attempts |
562 |
|
|
to learn incantations, success in learning skills is dependent on a random |
563 |
|
|
test based on the learner's INT. Using your INT stat, look in the learn% |
564 |
|
|
column in table primary stat effects to find your % chance of learning a |
565 |
|
|
skill. Once you hit 100%, you will always be successfull in learning new |
566 |
|
|
skills. |
567 |
|
|
|
568 |
|
|
The acquisition of a skill tool will also allow the player to use a new |
569 |
|
|
skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
570 |
|
|
the player to pick door locks). The player merely applies the skill tool |
571 |
|
|
in order to gain use of the new skill. If the tool is unapplied, the |
572 |
|
|
player loses the use of the skill associated with the tool. |
573 |
|
|
|
574 |
|
|
After a new skill is gained (either learned or if player has an applied |
575 |
|
|
skill tool) it will appear on the player's skill roster (use the 'skills |
576 |
|
|
command to view its status). If the new skill is an associated skill, |
577 |
|
|
then it will automatically be gained at the player's current level in the |
578 |
|
|
appropriate experience category. |
579 |
|
|
|
580 |
|
|
For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
581 |
|
|
lockpicks and applies them. He may now use the skill lockpicking at 5th |
582 |
|
|
level of ability since that is an agility associated skill. |
583 |
|
|
|
584 |
|
|
=head1 Authors |
585 |
|
|
|
586 |
|
|
Parts of this document were originally compiled, edited, and written by |
587 |
|
|
Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
588 |
|
|
compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
589 |
|
|
|
590 |
|
|
Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
591 |
|
|
Steenhoven and Marc A. Lehmann. |
592 |
|
|
|