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Revision: 1.6
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 6 months ago) by root
Branch: MAIN
CVS Tags: rel-2_6, rel-2_4, rel-2_5, rel-2_54, rel-2_55, rel-2_56, rel-2_52, rel-2_53, rel-2_32, rel-2_61, rel-2_43, rel-2_42, rel-2_41
Changes since 1.5: +1 -1 lines
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update copyrights and other minor stuff to deliantra

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 root 1.5 You may "recruit" followers targeting them with your B<oratory>
246     skill. Recruitees must be unaggressive to start (a good way to pacify
247     monsters is the L<singing skill|skill_description/singing>). Use of
248     this skill may anger the audience. Also, some monsters are immune to
249     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
250     vs. the recruitee's L<intelligence|stat_Int> and level.
251    
252     Kill experience from your followers goes directly to your oratory skill.
253    
254     Cleaning women and unagggressive low-level monsters (such as the dogs in
255     the wizards house in scorn) are good initial targets for this skill.
256 pippijn 1.1
257     =head2 praying
258    
259     You are allowed to cast "cleric" spells. In addition, this skill may be
260     used to accelerate the accumulation of grace by C<use_skill praying>.
261     This skill may be either learned (e.g. using a L<skill scroll>) or
262     acquired through the use of a B<holy symbol>.
263    
264     One of the best spells to start is the 'holy word' spell and later,
265     if you find it, the 'banishment' spell, which is much stronger.
266    
267     =head2 punching
268    
269     You can make a "bare-handed attack". Damage is based on the user's
270     L<strength|stat_Str> and level. This is the most feeble of the
271     hand-to-hand attacks.
272    
273     =head2 find traps
274    
275     You can search (more effectively) for traps. This is not a "passive"
276     skill, it must be applied in order to gain the advantage in discovering
277     traps, or actively used when in vicinity of a trap. To use it, fire into
278     any direction.
279    
280     =head2 disarm traps
281    
282     You can disarm previously discovered traps (for example, with the B<find traps> skill).
283    
284     =head2 sense curse
285    
286     You can detect whether items that you hold are B<cursed> by firing in any
287     direction while this skill is readied.
288    
289     =head2 sense magic
290    
291     You can detect whether items that you hold are B<magic> by firing in any
292     direction while this skill is readied.
293    
294     =head2 singing
295    
296 root 1.5 You may pacify hostile monsters with this area attack skill. Certain
297     kinds of monsters are immune. Success depends on user's level and her
298     L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
299    
300     Singing is a good companion skill for the L<oratory
301     skill|skill_description/oratory>: first you pacify creates using singing,
302     then you can orate them, convincing them if your cause. It is a useful
303     skill when monsters are overwhelming you, too.
304 pippijn 1.1
305     =head2 smithery
306    
307     You can identify arms and armour that you hold, and, with the help of a
308     B<forge>, can even create weapons using the alchemy skill.
309    
310     =head2 stealing
311    
312     You can take items from the inventory of NPCs, monsters and maybe other
313     players.
314    
315     =head2 thaumaturgy
316    
317     You can identify rods, wands and horns that you are holding, and, with
318     the help of a B<thaumaturgists workbench> and the alchemy skill, create
319     those things.
320    
321     =head2 throwing
322    
323     You can throw items at monsters. To do this, fire at a monster with this skill
324     readied. You can chose what to throw by marking an item, if you do not chose an
325     item, an item from your inventory is randomly picked and thrown unless the item
326     is locked.
327    
328     ERROR: Randomly?
329    
330     =head2 use magic item
331    
332     You can use magic items like rods/wands/horns. The level of experience
333     influences how powerful the spells are you can evoke from the
334     rod/wand/horn.
335    
336     =head2 woodsman
337    
338     While the skill is readied, the possessor will move faster through
339     "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
340    
341     =head2 inscription
342    
343     You can inscribe scrolls with a text. This is useful to create messages,
344     especially via the Imperial Post Office (IPO).
345    
346     You can also rewrite spell scrolls with a previously known spell. You
347     need L<mana|stat_mana>, time and an old scroll. Backfire effects are
348     possible. Only available as a 'writing pen'.
349    
350     How to rewrite a mail scroll/books etc.:
351    
352     mark <name of scroll> # or use the menu
353     use_skill inscription <your message goes here>
354    
355     How to rewrite a spell scroll:
356    
357     mark <name of scroll> # or use the menu
358     cast <spell> # prepare the spell you want to write
359     use_skill inscription # write the spell on the scroll
360    
361     The scroll on which you want to write has to be much lower than your inscription
362     level, otherwise you may accidentally read the scroll and cast the spell inside it.
363     If you succeed, the scroll will be a scroll of the spell you chose and your level of
364     inscription as its level. Hence, you don't need to be that level in the spell skill
365     to write higher level spellscrolls.
366    
367     Caution: Magic spell writing can be risky to one's health. There can be
368     some negative effects if one fails to write a spell scroll. The most
369     benign is that one becomes confused for a short time. Other effects are
370     more severe and can even be dangerous.
371    
372     =head2 spark touch
373    
374     You can do a "bare-handed attack" and shock the opponent with this skill
375     readied. Attacking is done by running into the opponent. This is a unique skill
376     that can only be used by sparklings.
377    
378     =head2 shiver
379    
380     You can do a "bare-handed attack" and send waves of frost to the opponent with
381     this skill readied. Attacking is done by running into the opponent. This is a
382     unique skill that can only be used by iceborns.
383    
384     =head2 acid splash
385    
386     You can do a "bare-handed attack" and splash the opponent with acid using this
387     skill. Attacking is done by running into the opponent. This is a unique skill
388     that can only be used by acidborns.
389    
390     =head2 poison nail
391    
392     TODO: Add goblins and think about the name goblin.
393    
394     You can do a "bare-handed attack" and inject poison into the opponent with
395     this skill readied. Attacking is done by running into the opponent. This is a
396     unique skill that can only be used by goblins.
397    
398     =head1 About experience and skills
399    
400     =head2 Associated and miscellaneous skills
401    
402 root 1.6 In Deliantra, two types of skills exist; The first kind, "associated"
403 pippijn 1.1 skills, are those skills which are associated with a category of
404     experience. The other kind of skill, "miscellaneous" skills, are not
405     related to any experience category.
406    
407     The main difference between these two kinds of skills is in the result
408     of their use. When associated skills are used successfully experience
409     is accrued in the experience category associated with that skill. In
410     contrast, the use of miscellaneous skills never gains the player any
411     experience regardless of the success in using it.
412    
413     Both miscellaneous and associated skills can fail. This means that
414     the attempt to use the skill was unsuccessful. Both miscellaneous
415     and associated skills can have certain primary stats associated with
416     them. These associated stats can help to determine if the use of a skill
417     is successful and to what degree it is successful.
418    
419     All gained experience is modified by the associated stats for that skill
420     (table skill statistics) and then the appropriate experience category
421     automatically updated as needed.
422    
423     =head2 Restrictions on skills use and gaining experience
424    
425     Neither a character's stats nor the character class restricts the player
426     from gaining experience in any of the experience categories. Also, there
427     are no inherent restrictions on character skill use-any player may use any
428     acquired skill.
429    
430     Average of Experienced
431     Associated Gain
432     Stats Multiplier
433     1 0.01
434     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     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     30 2.0
463    
464     =head2 Algorithm for Experience Gain under the skills system
465    
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