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Revision: 1.8
Committed: Tue Sep 23 00:22:41 2008 UTC (15 years, 8 months ago) by root
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-3_0, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_79, rel-2_90, rel-2_92, rel-2_93, rel-2_78
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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 root 1.7 disarming traps) you can also gain experience in a variety of other
15     skills, which can either be learned or used through a skill tool or
16     talisman.
17 pippijn 1.1
18     =head1 X<skill_description>Skill Descriptions
19    
20     Below is a more detailed description of each skills and how they are used.
21    
22     =head2 alchemy
23    
24     You can identify potions, containers, and different kinds of ore and
25     mineral, mix potions and create other stuff (such as gold, weapons, deadly
26     monsters killing him/her etc.) from other ingredients using a cauldron
27 root 1.7 L<$ARCH/cauldron.x11>.
28 pippijn 1.1
29     To identify alchemy stuff you have to stand over it or have it in your inventory and
30     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
31     not get identified if your alchemy level is too low.
32    
33     A higher alchemy level will also help you to estimate the value of items better.
34    
35     To create something new, for example some dust or potion, you have to get a B<cauldron>.
36     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
37     their cauldron for a fee. All you need now is to know what items creates which other item.
38     You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
39     all ingredients for a recipe before using them!
40    
41     For a start you could try to make B<water of the wise>:
42     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
43     If everything worked there should be B<water of the wise> in the cauldron now.
44     Congratulations, your first alchemy was done!
45    
46     Be careful when doing alchemy and trying complicated receipes, they might fail and
47     will backfire heavily at you.
48    
49     I<Never, ever, do alchemy in your home or in public places!> You can
50     easily create powerful monsters that will kill you, kill you again when
51     you wake up in your savebed, kill you again... etc.
52    
53     =head2 bargaining
54    
55     This skill helps you to bargain in shops when buying and selling. The higher
56     your bargaining level is the better prices you will get. Besides having a high
57     bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
58    
59     When you are in a shop, you can C<use_skill bargaining> to see whether that
60     shop will buy the items you want to sell at a higher price than others and
61     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
62    
63     =head2 bowyer
64    
65     You can identify missile weapons and missiles such as arrows, bolts and
66     bows. One can also create special bows and arrows from other ingredients
67     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
68 root 1.7 skill and a B<workbench> L<$ARCH/workbench.x11>
69 pippijn 1.1 (you just have to find out a recipe).
70    
71     =head2 clawing
72    
73     You can make a "bare-handed attack". Damage is based on the user's
74     L<strength|stat_Str> and level. With time, one can have different claws
75     such as fire claws or electric claws. An elemental residue from the dragon
76     guild is required to change this. The dragon guild can be found in scorn.
77    
78     =head2 levitation
79    
80     You can levitate (fly low) at will. Using the skill first makes you
81     levitate, and at the second time returns you to the earth.
82     Levitation can be useful to fly over water streams that move you
83     if you walk in them, or it prevents you from falling into a pit.
84    
85     =head2 summoning
86    
87     You can cast spells related to the B<summoning> school of wizardry, which
88     mostly summon monsters, bullet walls and similar things. This skill
89     may be acquired either through the use of an appropriate B<talisman> or
90     learned via a L<skill scroll>.
91    
92     The most basic spells you might want to get is 'summon pet monster'
93     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
94     the spells and read their description.
95    
96     =head2 pyromancy
97    
98     You can cast spells related to the B<pyromancy> (fire) school of
99     wizardry. This skill may be acquired either through the use of an
100     appropriate B<talisman> or learned via a L<skill scroll>.
101    
102     The first spell would be 'burning hands' which casts a cone of fire which
103     burns your enemies. It becomes stronger with your pyromancy level.
104    
105     =head2 evocation
106    
107     You can cast spells related to the B<evocation> (mostly cold magic)
108     school of wizardry. This skill may be acquired either through the use of
109     an appropriate B<talisman> or learned via a L<skill scroll>.
110    
111     The spell you should start with is 'icestorm' which casts a cone
112     of ice which freezes your enemies. It becomes stronger with your evocation level.
113    
114     =head2 sorcery
115    
116     You can cast spells related to the B<sorcery> (identify, town portal and
117     other meta-spells) school of wizardry. This skill may be acquired either
118     through the use of an appropriate B<talisman> or learned via a B<skill
119     scroll>.
120    
121     Sorcery has many utility spells, like 'identify', 'town portal' (making portals
122     between two points in the world) and also attack spells like 'spark shower'
123     and 'steambolt'.
124    
125     =head2 flame touch
126    
127     You can make a "bare-handed attack". Damage is based on the user's
128     L<strength|stat_Str> and level. This is the default hand-to-hand fighting
129     skill for the fireborn character class.
130    
131     =head2 hiding
132    
133     This skill lets you hide, that means that you will become invisible.
134     To hide you need to find a place with other stuff on it where you can hide.
135    
136     You enjoy limited form of invisibility. If you attack or move too much
137     you become visible.
138    
139     =head2 jeweler
140    
141     You can identify amulets, rings and talismans. One can also improve magic
142     rings or enchant non-magic rings to give them stat bonuses, this works
143     similar to the L<alchemy skill|skill_description/alchemy>, only that
144     you need to put the ingredients in a B<jeweler's workbench>.
145    
146 root 1.3 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
147    
148 pippijn 1.1 =head2 jumping
149    
150     You can "skip" over one, two or three spaces in the selected
151     direction. Distance depends on weight carried, L<strength|stat_Str> and
152     L<dexterity|stat_Dex> of the user. This skill may also be used as an
153     attack.
154    
155     =head2 karate
156    
157     You can make a "bare-handed attack". Damage is based on the user's
158     L<strength|stat_Str> and level. This attack is the fastest and (at higher
159     levels) most deadly of the hand-to-hand attacks available.
160    
161     =head2 climbing
162    
163     Having this skill allows you to move faster through hilly areas than players
164     without this skill. B<Note:> You can't gain experience in this skill. Having
165     this skill is enough to move faster.
166    
167     =head2 literacy
168    
169     You can identify books and scrolls that you hold. Since scrolls are
170     currently always identified, this is not the greatest of skills.
171    
172     =head2 lockpicking
173    
174     You may "pick locks" (open doors). You need to have readied some
175     B<lockpicks> to use this skill.
176    
177     =head2 meditation
178    
179     Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
180 root 1.7 the L<skill_description/praying> skill. Player must first strip
181 pippijn 1.1 off encumbering armour however. This skill is only available to the "monk"
182     character class.
183    
184     =head2 one handed weapons
185    
186     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
187     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
188     direction keys.
189    
190     =head2 two handed weapons
191    
192     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
193     Wield and ready the weapon by applying it and use the fire and direction keys.
194    
195     =head2 missile weapons
196    
197     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
198     Fire arrows by applying a bow and using the fire and direction keys. To fire
199     specific arrows to kill a monster that is weak against a certain arrow, mark
200     this arrow and fire.
201    
202     =head2 mountaineer
203    
204     While the skill is readied, the possessor will move faster through "hilly"
205     terrain (hills, mountains, etc.)
206    
207     =head2 oratory
208    
209 root 1.5 You may "recruit" followers targeting them with your B<oratory>
210     skill. Recruitees must be unaggressive to start (a good way to pacify
211     monsters is the L<singing skill|skill_description/singing>). Use of
212     this skill may anger the audience. Also, some monsters are immune to
213     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
214     vs. the recruitee's L<intelligence|stat_Int> and level.
215    
216     Kill experience from your followers goes directly to your oratory skill.
217    
218     Cleaning women and unagggressive low-level monsters (such as the dogs in
219     the wizards house in scorn) are good initial targets for this skill.
220 pippijn 1.1
221     =head2 praying
222    
223 root 1.7 The praying skill allows you to cast "cleric" spells. In addition, this
224     skill may be used to accelerate the accumulation of grace points by
225     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
226     learned (e.g. using a L<skill scroll>) or acquired through the use of a
227     B<holy symbol>.
228 pippijn 1.1
229 root 1.7 One of the best spells to start with is the 'holy word' spell and later,
230 pippijn 1.1 if you find it, the 'banishment' spell, which is much stronger.
231    
232     =head2 punching
233    
234     You can make a "bare-handed attack". Damage is based on the user's
235     L<strength|stat_Str> and level. This is the most feeble of the
236     hand-to-hand attacks.
237    
238     =head2 find traps
239    
240     You can search (more effectively) for traps. This is not a "passive"
241     skill, it must be applied in order to gain the advantage in discovering
242     traps, or actively used when in vicinity of a trap. To use it, fire into
243     any direction.
244    
245     =head2 disarm traps
246    
247     You can disarm previously discovered traps (for example, with the B<find traps> skill).
248    
249     =head2 sense curse
250    
251     You can detect whether items that you hold are B<cursed> by firing in any
252     direction while this skill is readied.
253    
254     =head2 sense magic
255    
256     You can detect whether items that you hold are B<magic> by firing in any
257     direction while this skill is readied.
258    
259     =head2 singing
260    
261 root 1.5 You may pacify hostile monsters with this area attack skill. Certain
262     kinds of monsters are immune. Success depends on user's level and her
263     L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
264    
265     Singing is a good companion skill for the L<oratory
266     skill|skill_description/oratory>: first you pacify creates using singing,
267     then you can orate them, convincing them if your cause. It is a useful
268     skill when monsters are overwhelming you, too.
269 pippijn 1.1
270     =head2 smithery
271    
272     You can identify arms and armour that you hold, and, with the help of a
273     B<forge>, can even create weapons using the alchemy skill.
274    
275     =head2 stealing
276    
277     You can take items from the inventory of NPCs, monsters and maybe other
278     players.
279    
280     =head2 thaumaturgy
281    
282     You can identify rods, wands and horns that you are holding, and, with
283     the help of a B<thaumaturgists workbench> and the alchemy skill, create
284     those things.
285    
286     =head2 throwing
287    
288     You can throw items at monsters. To do this, fire at a monster with this skill
289     readied. You can chose what to throw by marking an item, if you do not chose an
290     item, an item from your inventory is randomly picked and thrown unless the item
291     is locked.
292    
293     ERROR: Randomly?
294    
295     =head2 use magic item
296    
297     You can use magic items like rods/wands/horns. The level of experience
298     influences how powerful the spells are you can evoke from the
299     rod/wand/horn.
300    
301     =head2 woodsman
302    
303     While the skill is readied, the possessor will move faster through
304 root 1.8 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
305    
306     Woodsmen can also craft various items useful to their skill.
307 pippijn 1.1
308     =head2 inscription
309    
310 root 1.8 You can inscribe empty scrolls and books with a text. This is useful to
311     create messages, especially via the Imperial Post Office (IPO).
312 pippijn 1.1
313 root 1.8 You can also write spell scrolls with a spell known to you. You need
314     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
315 pippijn 1.1 possible. Only available as a 'writing pen'.
316    
317 root 1.8 How to write into a mail scroll/books etc.:
318 pippijn 1.1
319     mark <name of scroll> # or use the menu
320     use_skill inscription <your message goes here>
321    
322     How to rewrite a spell scroll:
323    
324     mark <name of scroll> # or use the menu
325     cast <spell> # prepare the spell you want to write
326     use_skill inscription # write the spell on the scroll
327    
328 root 1.8 If you succeed, the scroll will be a scroll of the spell you chose and
329     your level of inscription as its level. Hence, you don't need to be that
330     level in the spell skill to write higher level spellscrolls.
331 pippijn 1.1
332     Caution: Magic spell writing can be risky to one's health. There can be
333     some negative effects if one fails to write a spell scroll. The most
334     benign is that one becomes confused for a short time. Other effects are
335     more severe and can even be dangerous.
336    
337     =head2 spark touch
338    
339     You can do a "bare-handed attack" and shock the opponent with this skill
340     readied. Attacking is done by running into the opponent. This is a unique skill
341     that can only be used by sparklings.
342    
343     =head2 shiver
344    
345     You can do a "bare-handed attack" and send waves of frost to the opponent with
346     this skill readied. Attacking is done by running into the opponent. This is a
347     unique skill that can only be used by iceborns.
348    
349     =head2 acid splash
350    
351     You can do a "bare-handed attack" and splash the opponent with acid using this
352     skill. Attacking is done by running into the opponent. This is a unique skill
353     that can only be used by acidborns.
354    
355     =head2 poison nail
356    
357     TODO: Add goblins and think about the name goblin.
358    
359     You can do a "bare-handed attack" and inject poison into the opponent with
360     this skill readied. Attacking is done by running into the opponent. This is a
361     unique skill that can only be used by goblins.
362    
363     =head1 About experience and skills
364    
365     =head2 Associated and miscellaneous skills
366    
367 root 1.6 In Deliantra, two types of skills exist; The first kind, "associated"
368 pippijn 1.1 skills, are those skills which are associated with a category of
369     experience. The other kind of skill, "miscellaneous" skills, are not
370     related to any experience category.
371    
372     The main difference between these two kinds of skills is in the result
373     of their use. When associated skills are used successfully experience
374     is accrued in the experience category associated with that skill. In
375     contrast, the use of miscellaneous skills never gains the player any
376     experience regardless of the success in using it.
377    
378     Both miscellaneous and associated skills can fail. This means that
379     the attempt to use the skill was unsuccessful. Both miscellaneous
380     and associated skills can have certain primary stats associated with
381     them. These associated stats can help to determine if the use of a skill
382     is successful and to what degree it is successful.
383    
384     All gained experience is modified by the associated stats for that skill
385     (table skill statistics) and then the appropriate experience category
386     automatically updated as needed.
387    
388     =head2 Restrictions on skills use and gaining experience
389    
390     Neither a character's stats nor the character class restricts the player
391     from gaining experience in any of the experience categories. Also, there
392     are no inherent restrictions on character skill use-any player may use any
393     acquired skill.
394    
395     Average of Experienced
396     Associated Gain
397     Stats Multiplier
398     1 0.01
399     2 0.1
400     3 0.3
401     4 0.5
402     5 0.6
403     6 0.7
404     7 0.8
405     8 0.85
406     9 0.9
407     10 0.95
408     11 0.96
409     12 0.97
410     13 0.98
411     14 0.99
412     15 1.0
413     16 1.01
414     17 1.02
415     18 1.03
416     19 1.04
417     20 1.05
418     21 1.07
419     22 1.09
420     23 1.12
421     24 1.15
422     25 1.2
423     26 1.3
424     27 1.4
425     28 1.5
426     29 1.7
427     30 2.0
428    
429     =head2 Algorithm for Experience Gain under the skills system
430    
431     Here we take the view that a player must "overcome an opponent" in
432     order to gain experience. Examples include foes killed in combat,
433     finding/disarming a trap, stealing from some being, identifying an object,
434     etc.
435    
436     Gained experience is based primarily on the difference in levels between
437     "opponents," experience point value of a "vanquished foe," the values of
438     the associated stats of the skill being used and two factors that are set
439     internally. (Note: If you want to know more about this, check out the
440     skills_developers.doc.)
441    
442     Below the algorithm for experience gain is given where player "pl" has
443     "vanquished" opponent "op" using skill "sk:"
444    
445     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
446    
447     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
448     base experience award for "op" which depends on what op is (see below),
449     stat_mult is taken from table experience modification, and lvl_mult is:
450    
451     For C<< level(pl)> < level(op) >>:
452    
453     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
454    
455     For C<< level(pl) = level(op) >>:
456    
457     lvl_mult = FACTOR(sk)
458    
459     For C<< level(pl) > level(op) >>:
460    
461     lvl_mult = (level(op)/level(pl));
462    
463     where C<level(op)> is the level of "op," level (pl) is the level of the
464     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
465     "pl."
466    
467     There are three different cases for how EXP (op) can be computed:
468    
469     =over 4
470    
471     =item op is a living creature: EXP(op) is just the base experience award
472     given in the spoiler.
473    
474     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
475     visible). Thus, traps which are highly visible get lower values.
476    
477     =item op is not a trap but is non-living: EXP(op) = internal experience
478     award of the item. Also, the lvl_mult is multiplied by any magic
479     enchantment on the item.
480    
481     =back
482    
483     =head1 How skills are used
484    
485     =over 4
486    
487     =item B<< skills >> This command lists all the player's current known
488     skills, their level of use and the associated experience category of each
489     skill.
490    
491     =item B<< ready_skill I<skill> >> This command changes the player's current
492     readied skill to <skill>.
493    
494     =item B<< use_skill I<skill> I<string> >> This command changes the player's
495     current readied skill and then executes it in the facing direction of the
496     player. Similar in action to the invoke command.
497    
498     =back
499    
500     Three player commands are related to skills use: L<ready_skill>,
501     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
502     a skill by first readying the right one, with the ready_skill command and
503     then making a ranged "attack" to activate the skill; using most skills is
504     just like firing a wand or a bow. In a few cases however, a skill is be
505     used just by having it readied. For example, the mountaineer skill allows
506     favorable movement though hilly terrain while it is readied.
507    
508     To change to a new skill, a player can use either the B<use_skill> or
509     B<ready_skill> commands, but note that the use of several common items can
510     automatically change the player's current skill too. Examples of this
511     include readying a bow (which will cause the code to make the player's
512     current skill missile_weapons) or readying a melee weapon (current skill
513     auto-matically becomes melee weapons). Also, some player actions can cause
514     a change in the current skill. Running into a monster while you have a
515     readied weapon in your inventory causes the code to automatically make our
516     current skill melee weapons. As another example of this-casting a spell
517     will cause the code to switch the current skill to wizardry or praying (as
518     appropriate to the spell type).
519    
520     It is not possible to use more than one skill at a time.
521    
522     =head2 Acquiring skills
523    
524     Skills may be gained in two ways. In the first, new skills may
525     learned. This is done by reading a L<skill scroll>
526     and the process is very similar to learning a spell. Just as in attempts
527     to learn incantations, success in learning skills is dependent on a random
528     test based on the learner's INT. Using your INT stat, look in the learn%
529     column in table primary stat effects to find your % chance of learning a
530     skill. Once you hit 100%, you will always be successfull in learning new
531     skills.
532    
533     The acquisition of a skill tool will also allow the player to use a new
534     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
535     the player to pick door locks). The player merely applies the skill tool
536     in order to gain use of the new skill. If the tool is unapplied, the
537     player loses the use of the skill associated with the tool.
538    
539     After a new skill is gained (either learned or if player has an applied
540     skill tool) it will appear on the player's skill roster (use the 'skills
541     command to view its status). If the new skill is an associated skill,
542     then it will automatically be gained at the player's current level in the
543     appropriate experience category.
544    
545     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
546     lockpicks and applies them. He may now use the skill lockpicking at 5th
547     level of ability since that is an agility associated skill.
548    
549     =head1 Authors
550    
551     Parts of this document were originally compiled, edited, and written by
552     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
553     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
554    
555 root 1.7 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
556 pippijn 1.1 Steenhoven and Marc A. Lehmann.
557