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# 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 root 1.9 =encoding utf-8
10    
11 pippijn 1.1 =head1 Skills
12    
13     =head1 Description
14    
15     Instead of gaining experience for basically just killing monsters (and
16 root 1.7 disarming traps) you can also gain experience in a variety of other
17     skills, which can either be learned or used through a skill tool or
18     talisman.
19 pippijn 1.1
20     =head1 X<skill_description>Skill Descriptions
21    
22     Below is a more detailed description of each skills and how they are used.
23    
24     =head2 alchemy
25    
26     You can identify potions, containers, and different kinds of ore and
27     mineral, mix potions and create other stuff (such as gold, weapons, deadly
28     monsters killing him/her etc.) from other ingredients using a cauldron
29 root 1.7 L<$ARCH/cauldron.x11>.
30 pippijn 1.1
31     To identify alchemy stuff you have to stand over it or have it in your inventory and
32     issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
33     not get identified if your alchemy level is too low.
34    
35     A higher alchemy level will also help you to estimate the value of items better.
36    
37     To create something new, for example some dust or potion, you have to get a B<cauldron>.
38     You find these in shops, guilds and some appartments. Some alchemy shops also let you use
39     their cauldron for a fee. All you need now is to know what items creates which other item.
40     You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
41     all ingredients for a recipe before using them!
42    
43     For a start you could try to make B<water of the wise>:
44     Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
45     If everything worked there should be B<water of the wise> in the cauldron now.
46     Congratulations, your first alchemy was done!
47    
48     Be careful when doing alchemy and trying complicated receipes, they might fail and
49     will backfire heavily at you.
50    
51     I<Never, ever, do alchemy in your home or in public places!> You can
52     easily create powerful monsters that will kill you, kill you again when
53     you wake up in your savebed, kill you again... etc.
54    
55     =head2 bargaining
56    
57     This skill helps you to bargain in shops when buying and selling. The higher
58     your bargaining level is the better prices you will get. Besides having a high
59     bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
60    
61     When you are in a shop, you can C<use_skill bargaining> to see whether that
62     shop will buy the items you want to sell at a higher price than others and
63     whether the shopkeeper likes you. Elf shopkeepers will like elf players.
64    
65     =head2 bowyer
66    
67     You can identify missile weapons and missiles such as arrows, bolts and
68     bows. One can also create special bows and arrows from other ingredients
69     using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
70 root 1.7 skill and a B<workbench> L<$ARCH/workbench.x11>
71 pippijn 1.1 (you just have to find out a recipe).
72    
73     =head2 clawing
74    
75     You can make a "bare-handed attack". Damage is based on the user's
76     L<strength|stat_Str> and level. With time, one can have different claws
77     such as fire claws or electric claws. An elemental residue from the dragon
78     guild is required to change this. The dragon guild can be found in scorn.
79    
80     =head2 levitation
81    
82     You can levitate (fly low) at will. Using the skill first makes you
83     levitate, and at the second time returns you to the earth.
84     Levitation can be useful to fly over water streams that move you
85     if you walk in them, or it prevents you from falling into a pit.
86    
87     =head2 summoning
88    
89     You can cast spells related to the B<summoning> school of wizardry, which
90     mostly summon monsters, bullet walls and similar things. This skill
91     may be acquired either through the use of an appropriate B<talisman> or
92     learned via a L<skill scroll>.
93    
94     The most basic spells you might want to get is 'summon pet monster'
95     and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
96     the spells and read their description.
97    
98     =head2 pyromancy
99    
100     You can cast spells related to the B<pyromancy> (fire) school of
101     wizardry. This skill may be acquired either through the use of an
102     appropriate B<talisman> or learned via a L<skill scroll>.
103    
104     The first spell would be 'burning hands' which casts a cone of fire which
105     burns your enemies. It becomes stronger with your pyromancy level.
106    
107     =head2 evocation
108    
109     You can cast spells related to the B<evocation> (mostly cold magic)
110     school of wizardry. This skill may be acquired either through the use of
111     an appropriate B<talisman> or learned via a L<skill scroll>.
112    
113     The spell you should start with is 'icestorm' which casts a cone
114     of ice which freezes your enemies. It becomes stronger with your evocation level.
115    
116     =head2 sorcery
117    
118     You can cast spells related to the B<sorcery> (identify, town portal and
119     other meta-spells) school of wizardry. This skill may be acquired either
120     through the use of an appropriate B<talisman> or learned via a B<skill
121     scroll>.
122    
123     Sorcery has many utility spells, like 'identify', 'town portal' (making portals
124     between two points in the world) and also attack spells like 'spark shower'
125     and 'steambolt'.
126    
127     =head2 flame touch
128    
129     You can make a "bare-handed attack". Damage is based on the user's
130     L<strength|stat_Str> and level. This is the default hand-to-hand fighting
131     skill for the fireborn character class.
132    
133     =head2 hiding
134    
135     This skill lets you hide, that means that you will become invisible.
136     To hide you need to find a place with other stuff on it where you can hide.
137    
138     You enjoy limited form of invisibility. If you attack or move too much
139     you become visible.
140    
141     =head2 jeweler
142    
143     You can identify amulets, rings and talismans. One can also improve magic
144     rings or enchant non-magic rings to give them stat bonuses, this works
145     similar to the L<alchemy skill|skill_description/alchemy>, only that
146     you need to put the ingredients in a B<jeweler's workbench>.
147    
148 root 1.3 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
149    
150 pippijn 1.1 =head2 jumping
151    
152     You can "skip" over one, two or three spaces in the selected
153     direction. Distance depends on weight carried, L<strength|stat_Str> and
154     L<dexterity|stat_Dex> of the user. This skill may also be used as an
155     attack.
156    
157     =head2 karate
158    
159     You can make a "bare-handed attack". Damage is based on the user's
160     L<strength|stat_Str> and level. This attack is the fastest and (at higher
161     levels) most deadly of the hand-to-hand attacks available.
162    
163     =head2 climbing
164    
165     Having this skill allows you to move faster through hilly areas than players
166     without this skill. B<Note:> You can't gain experience in this skill. Having
167     this skill is enough to move faster.
168    
169     =head2 literacy
170    
171 root 1.9 With this skill you can identify books and scrolls in your inventory,
172     giving you more experience that you cna invest into identifying higher
173     level books and scrolls.
174    
175     Literacy is also required to read books and scrolls, and to learn new
176     spells and skills from books and scrolls.
177 pippijn 1.1
178     =head2 lockpicking
179    
180     You may "pick locks" (open doors). You need to have readied some
181     B<lockpicks> to use this skill.
182    
183     =head2 meditation
184    
185     Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
186 root 1.7 the L<skill_description/praying> skill. Player must first strip
187 pippijn 1.1 off encumbering armour however. This skill is only available to the "monk"
188     character class.
189    
190     =head2 one handed weapons
191    
192     You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
193     B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
194     direction keys.
195    
196     =head2 two handed weapons
197    
198     You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
199     Wield and ready the weapon by applying it and use the fire and direction keys.
200    
201     =head2 missile weapons
202    
203     The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
204     Fire arrows by applying a bow and using the fire and direction keys. To fire
205     specific arrows to kill a monster that is weak against a certain arrow, mark
206     this arrow and fire.
207    
208     =head2 mountaineer
209    
210     While the skill is readied, the possessor will move faster through "hilly"
211     terrain (hills, mountains, etc.)
212    
213     =head2 oratory
214    
215 root 1.5 You may "recruit" followers targeting them with your B<oratory>
216     skill. Recruitees must be unaggressive to start (a good way to pacify
217     monsters is the L<singing skill|skill_description/singing>). Use of
218     this skill may anger the audience. Also, some monsters are immune to
219     recruitment. Success depends on user's level and her L<charisma|stat_Cha>
220     vs. the recruitee's L<intelligence|stat_Int> and level.
221    
222     Kill experience from your followers goes directly to your oratory skill.
223    
224     Cleaning women and unagggressive low-level monsters (such as the dogs in
225     the wizards house in scorn) are good initial targets for this skill.
226 pippijn 1.1
227     =head2 praying
228    
229 root 1.7 The praying skill allows you to cast "cleric" spells. In addition, this
230     skill may be used to accelerate the accumulation of grace points by
231     praying (see L<How do I pray?|how_tp_pray>. This skill may be either
232     learned (e.g. using a L<skill scroll>) or acquired through the use of a
233     B<holy symbol>.
234 pippijn 1.1
235 root 1.7 One of the best spells to start with is the 'holy word' spell and later,
236 pippijn 1.1 if you find it, the 'banishment' spell, which is much stronger.
237    
238     =head2 punching
239    
240     You can make a "bare-handed attack". Damage is based on the user's
241     L<strength|stat_Str> and level. This is the most feeble of the
242     hand-to-hand attacks.
243    
244     =head2 find traps
245    
246     You can search (more effectively) for traps. This is not a "passive"
247     skill, it must be applied in order to gain the advantage in discovering
248     traps, or actively used when in vicinity of a trap. To use it, fire into
249     any direction.
250    
251     =head2 disarm traps
252    
253 root 1.9 You can disarm previously discovered traps (for example, with the B<find
254     traps> skill).
255    
256     =head2 mining
257    
258     You know how to use a pickaxe to extract minerals from veins. You can also use
259     spells of the mining spell school. For instance the I<detect mineral> spell.
260 pippijn 1.1
261     =head2 sense curse
262    
263 root 1.9 You can detect whether items in your inventory or on the floor are
264     B<cursed> by using this skill.
265 pippijn 1.1
266     =head2 sense magic
267    
268 root 1.9 You can detect whether items in your inventory or on the floor are
269     B<magic> by using this skill.
270 pippijn 1.1
271     =head2 singing
272    
273 root 1.9 You may pacify hostile monsters with this area attack skill (it is
274     directionless and affects the area around you - the higher the skill,
275     the larger the area). Certain kinds of monsters are immune. Success
276     depends on user's level and her L<charisma|stat_Cha> vs. the monster's
277     L<intelligence|stat_Int> and level.
278 root 1.5
279     Singing is a good companion skill for the L<oratory
280     skill|skill_description/oratory>: first you pacify creates using singing,
281     then you can orate them, convincing them if your cause. It is a useful
282     skill when monsters are overwhelming you, too.
283 pippijn 1.1
284     =head2 smithery
285    
286     You can identify arms and armour that you hold, and, with the help of a
287     B<forge>, can even create weapons using the alchemy skill.
288    
289     =head2 stealing
290    
291     You can take items from the inventory of NPCs, monsters and maybe other
292     players.
293    
294     =head2 thaumaturgy
295    
296     You can identify rods, wands and horns that you are holding, and, with
297     the help of a B<thaumaturgists workbench> and the alchemy skill, create
298     those things.
299    
300     =head2 throwing
301    
302     You can throw items at monsters. To do this, fire at a monster with this skill
303 root 1.9 readied. You can chose what to throw by marking an item.
304 pippijn 1.1
305     =head2 use magic item
306    
307     You can use magic items like rods/wands/horns. The level of experience
308     influences how powerful the spells are you can evoke from the
309     rod/wand/horn.
310    
311     =head2 woodsman
312    
313     While the skill is readied, the possessor will move faster through
314 root 1.8 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
315    
316     Woodsmen can also craft various items useful to their skill.
317 pippijn 1.1
318     =head2 inscription
319    
320 root 1.8 You can inscribe empty scrolls and books with a text. This is useful to
321     create messages, especially via the Imperial Post Office (IPO).
322 pippijn 1.1
323 root 1.8 You can also write spell scrolls with a spell known to you. You need
324     L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
325 pippijn 1.1 possible. Only available as a 'writing pen'.
326    
327 root 1.8 How to write into a mail scroll/books etc.:
328 pippijn 1.1
329     mark <name of scroll> # or use the menu
330     use_skill inscription <your message goes here>
331    
332     How to rewrite a spell scroll:
333    
334     mark <name of scroll> # or use the menu
335     cast <spell> # prepare the spell you want to write
336     use_skill inscription # write the spell on the scroll
337    
338 root 1.8 If you succeed, the scroll will be a scroll of the spell you chose and
339     your level of inscription as its level. Hence, you don't need to be that
340     level in the spell skill to write higher level spellscrolls.
341 pippijn 1.1
342     Caution: Magic spell writing can be risky to one's health. There can be
343     some negative effects if one fails to write a spell scroll. The most
344     benign is that one becomes confused for a short time. Other effects are
345     more severe and can even be dangerous.
346    
347     =head2 spark touch
348    
349     You can do a "bare-handed attack" and shock the opponent with this skill
350     readied. Attacking is done by running into the opponent. This is a unique skill
351     that can only be used by sparklings.
352    
353     =head2 shiver
354    
355     You can do a "bare-handed attack" and send waves of frost to the opponent with
356     this skill readied. Attacking is done by running into the opponent. This is a
357     unique skill that can only be used by iceborns.
358    
359     =head2 acid splash
360    
361     You can do a "bare-handed attack" and splash the opponent with acid using this
362     skill. Attacking is done by running into the opponent. This is a unique skill
363     that can only be used by acidborns.
364    
365     =head2 poison nail
366    
367     You can do a "bare-handed attack" and inject poison into the opponent with
368     this skill readied. Attacking is done by running into the opponent. This is a
369     unique skill that can only be used by goblins.
370    
371     =head1 About experience and skills
372    
373     =head2 Associated and miscellaneous skills
374    
375 root 1.6 In Deliantra, two types of skills exist; The first kind, "associated"
376 pippijn 1.1 skills, are those skills which are associated with a category of
377     experience. The other kind of skill, "miscellaneous" skills, are not
378     related to any experience category.
379    
380     The main difference between these two kinds of skills is in the result
381     of their use. When associated skills are used successfully experience
382     is accrued in the experience category associated with that skill. In
383     contrast, the use of miscellaneous skills never gains the player any
384     experience regardless of the success in using it.
385    
386     Both miscellaneous and associated skills can fail. This means that
387     the attempt to use the skill was unsuccessful. Both miscellaneous
388     and associated skills can have certain primary stats associated with
389     them. These associated stats can help to determine if the use of a skill
390     is successful and to what degree it is successful.
391    
392     All gained experience is modified by the associated stats for that skill
393     (table skill statistics) and then the appropriate experience category
394     automatically updated as needed.
395    
396     =head2 Restrictions on skills use and gaining experience
397    
398     Neither a character's stats nor the character class restricts the player
399     from gaining experience in any of the experience categories. Also, there
400     are no inherent restrictions on character skill use-any player may use any
401     acquired skill.
402    
403     Average of Experienced
404     Associated Gain
405     Stats Multiplier
406     1 0.01
407     2 0.1
408     3 0.3
409     4 0.5
410     5 0.6
411     6 0.7
412     7 0.8
413     8 0.85
414     9 0.9
415     10 0.95
416     11 0.96
417     12 0.97
418     13 0.98
419     14 0.99
420     15 1.0
421     16 1.01
422     17 1.02
423     18 1.03
424     19 1.04
425     20 1.05
426     21 1.07
427     22 1.09
428     23 1.12
429     24 1.15
430     25 1.2
431     26 1.3
432     27 1.4
433     28 1.5
434     29 1.7
435     30 2.0
436    
437     =head2 Algorithm for Experience Gain under the skills system
438    
439     Here we take the view that a player must "overcome an opponent" in
440     order to gain experience. Examples include foes killed in combat,
441     finding/disarming a trap, stealing from some being, identifying an object,
442     etc.
443    
444     Gained experience is based primarily on the difference in levels between
445     "opponents," experience point value of a "vanquished foe," the values of
446     the associated stats of the skill being used and two factors that are set
447     internally. (Note: If you want to know more about this, check out the
448     skills_developers.doc.)
449    
450     Below the algorithm for experience gain is given where player "pl" has
451     "vanquished" opponent "op" using skill "sk:"
452    
453     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
454    
455     where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
456     base experience award for "op" which depends on what op is (see below),
457     stat_mult is taken from table experience modification, and lvl_mult is:
458    
459     For C<< level(pl)> < level(op) >>:
460    
461     lvl_mult = FACTOR(sk) * (level(op) - level(pl))
462    
463     For C<< level(pl) = level(op) >>:
464    
465     lvl_mult = FACTOR(sk)
466    
467     For C<< level(pl) > level(op) >>:
468    
469     lvl_mult = (level(op)/level(pl));
470    
471     where C<level(op)> is the level of "op," level (pl) is the level of the
472     player, and C<FACTOR(sk)> is an internal factor based on the skill used by
473     "pl."
474    
475     There are three different cases for how EXP (op) can be computed:
476    
477     =over 4
478    
479     =item op is a living creature: EXP(op) is just the base experience award
480     given in the spoiler.
481    
482     =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
483     visible). Thus, traps which are highly visible get lower values.
484    
485     =item op is not a trap but is non-living: EXP(op) = internal experience
486     award of the item. Also, the lvl_mult is multiplied by any magic
487     enchantment on the item.
488    
489     =back
490    
491     =head1 How skills are used
492    
493     =over 4
494    
495     =item B<< skills >> This command lists all the player's current known
496     skills, their level of use and the associated experience category of each
497     skill.
498    
499     =item B<< ready_skill I<skill> >> This command changes the player's current
500     readied skill to <skill>.
501    
502     =item B<< use_skill I<skill> I<string> >> This command changes the player's
503     current readied skill and then executes it in the facing direction of the
504     player. Similar in action to the invoke command.
505    
506     =back
507    
508     Three player commands are related to skills use: L<ready_skill>,
509     L<use_skill>, and L<skills|command/skills>. Generally, a player will use
510     a skill by first readying the right one, with the ready_skill command and
511     then making a ranged "attack" to activate the skill; using most skills is
512     just like firing a wand or a bow. In a few cases however, a skill is be
513     used just by having it readied. For example, the mountaineer skill allows
514     favorable movement though hilly terrain while it is readied.
515    
516     To change to a new skill, a player can use either the B<use_skill> or
517     B<ready_skill> commands, but note that the use of several common items can
518     automatically change the player's current skill too. Examples of this
519     include readying a bow (which will cause the code to make the player's
520     current skill missile_weapons) or readying a melee weapon (current skill
521     auto-matically becomes melee weapons). Also, some player actions can cause
522     a change in the current skill. Running into a monster while you have a
523     readied weapon in your inventory causes the code to automatically make our
524     current skill melee weapons. As another example of this-casting a spell
525     will cause the code to switch the current skill to wizardry or praying (as
526     appropriate to the spell type).
527    
528     It is not possible to use more than one skill at a time.
529    
530     =head2 Acquiring skills
531    
532     Skills may be gained in two ways. In the first, new skills may
533     learned. This is done by reading a L<skill scroll>
534     and the process is very similar to learning a spell. Just as in attempts
535     to learn incantations, success in learning skills is dependent on a random
536     test based on the learner's INT. Using your INT stat, look in the learn%
537     column in table primary stat effects to find your % chance of learning a
538     skill. Once you hit 100%, you will always be successfull in learning new
539     skills.
540    
541     The acquisition of a skill tool will also allow the player to use a new
542     skill. An example of a skill tool is "lockpicks" lockpicks (which allow
543     the player to pick door locks). The player merely applies the skill tool
544     in order to gain use of the new skill. If the tool is unapplied, the
545     player loses the use of the skill associated with the tool.
546    
547     After a new skill is gained (either learned or if player has an applied
548     skill tool) it will appear on the player's skill roster (use the 'skills
549     command to view its status). If the new skill is an associated skill,
550     then it will automatically be gained at the player's current level in the
551     appropriate experience category.
552    
553     For example, Stilco the Wraith, who is 5th level in agility, buys a set of
554     lockpicks and applies them. He may now use the skill lockpicking at 5th
555     level of ability since that is an agility associated skill.
556    
557     =head1 Authors
558    
559     Parts of this document were originally compiled, edited, and written by
560     Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
561     compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
562    
563 root 1.7 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
564 pippijn 1.1 Steenhoven and Marc A. Lehmann.
565