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# Content
1 =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 =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 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
183
184 =head2 jumping
185
186 You can "skip" over one, two or three spaces in the selected
187 direction. Distance depends on weight carried, L<strength|stat_Str> and
188 L<dexterity|stat_Dex> of the user. This skill may also be used as an
189 attack.
190
191 =head2 karate
192
193 You can make a "bare-handed attack". Damage is based on the user's
194 L<strength|stat_Str> and level. This attack is the fastest and (at higher
195 levels) most deadly of the hand-to-hand attacks available.
196
197 =head2 climbing
198
199 Having this skill allows you to move faster through hilly areas than players
200 without this skill. B<Note:> You can't gain experience in this skill. Having
201 this skill is enough to move faster.
202
203 =head2 literacy
204
205 You can identify books and scrolls that you hold. Since scrolls are
206 currently always identified, this is not the greatest of skills.
207
208 =head2 lockpicking
209
210 You may "pick locks" (open doors). You need to have readied some
211 B<lockpicks> to use this skill.
212
213 =head2 meditation
214
215 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
216 the L<praying skill|skill_description/praying>. Player must first strip
217 off encumbering armour however. This skill is only available to the "monk"
218 character class.
219
220 =head2 one handed weapons
221
222 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
223 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
224 direction keys.
225
226 =head2 two handed weapons
227
228 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
229 Wield and ready the weapon by applying it and use the fire and direction keys.
230
231 =head2 missile weapons
232
233 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
234 Fire arrows by applying a bow and using the fire and direction keys. To fire
235 specific arrows to kill a monster that is weak against a certain arrow, mark
236 this arrow and fire.
237
238 =head2 mountaineer
239
240 While the skill is readied, the possessor will move faster through "hilly"
241 terrain (hills, mountains, etc.)
242
243 =head2 oratory
244
245 You may "recruit" followers. Recruitees must be of lower level, and
246 unaggressive to start. Use of this skill may anger the audience. Also,
247 "special" monsters are immune to recruitment. Success depends on user's
248 L<charisma|stat_Cha> and level.
249
250 =head2 praying
251
252 You are allowed to cast "cleric" spells. In addition, this skill may be
253 used to accelerate the accumulation of grace by C<use_skill praying>.
254 This skill may be either learned (e.g. using a L<skill scroll>) or
255 acquired through the use of a B<holy symbol>.
256
257 One of the best spells to start is the 'holy word' spell and later,
258 if you find it, the 'banishment' spell, which is much stronger.
259
260 =head2 punching
261
262 You can make a "bare-handed attack". Damage is based on the user's
263 L<strength|stat_Str> and level. This is the most feeble of the
264 hand-to-hand attacks.
265
266 =head2 find traps
267
268 You can search (more effectively) for traps. This is not a "passive"
269 skill, it must be applied in order to gain the advantage in discovering
270 traps, or actively used when in vicinity of a trap. To use it, fire into
271 any direction.
272
273 =head2 disarm traps
274
275 You can disarm previously discovered traps (for example, with the B<find traps> skill).
276
277 =head2 sense curse
278
279 You can detect whether items that you hold are B<cursed> by firing in any
280 direction while this skill is readied.
281
282 =head2 sense magic
283
284 You can detect whether items that you hold are B<magic> by firing in any
285 direction while this skill is readied.
286
287 =head2 singing
288
289 You may pacify hostile monsters with this skill. Certain kinds of
290 monsters are immune. Success depends on user level and L<charisma|stat_Cha>.
291
292 =head2 smithery
293
294 You can identify arms and armour that you hold, and, with the help of a
295 B<forge>, can even create weapons using the alchemy skill.
296
297 =head2 stealing
298
299 You can take items from the inventory of NPCs, monsters and maybe other
300 players.
301
302 =head2 thaumaturgy
303
304 You can identify rods, wands and horns that you are holding, and, with
305 the help of a B<thaumaturgists workbench> and the alchemy skill, create
306 those things.
307
308 =head2 throwing
309
310 You can throw items at monsters. To do this, fire at a monster with this skill
311 readied. You can chose what to throw by marking an item, if you do not chose an
312 item, an item from your inventory is randomly picked and thrown unless the item
313 is locked.
314
315 ERROR: Randomly?
316
317 =head2 use magic item
318
319 You can use magic items like rods/wands/horns. The level of experience
320 influences how powerful the spells are you can evoke from the
321 rod/wand/horn.
322
323 =head2 woodsman
324
325 While the skill is readied, the possessor will move faster through
326 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
327
328 =head2 inscription
329
330 You can inscribe scrolls with a text. This is useful to create messages,
331 especially via the Imperial Post Office (IPO).
332
333 You can also rewrite spell scrolls with a previously known spell. You
334 need L<mana|stat_mana>, time and an old scroll. Backfire effects are
335 possible. Only available as a 'writing pen'.
336
337 How to rewrite a mail scroll/books etc.:
338
339 mark <name of scroll> # or use the menu
340 use_skill inscription <your message goes here>
341
342 How to rewrite a spell scroll:
343
344 mark <name of scroll> # or use the menu
345 cast <spell> # prepare the spell you want to write
346 use_skill inscription # write the spell on the scroll
347
348 The scroll on which you want to write has to be much lower than your inscription
349 level, otherwise you may accidentally read the scroll and cast the spell inside it.
350 If you succeed, the scroll will be a scroll of the spell you chose and your level of
351 inscription as its level. Hence, you don't need to be that level in the spell skill
352 to write higher level spellscrolls.
353
354 Caution: Magic spell writing can be risky to one's health. There can be
355 some negative effects if one fails to write a spell scroll. The most
356 benign is that one becomes confused for a short time. Other effects are
357 more severe and can even be dangerous.
358
359 =head2 spark touch
360
361 You can do a "bare-handed attack" and shock the opponent with this skill
362 readied. Attacking is done by running into the opponent. This is a unique skill
363 that can only be used by sparklings.
364
365 =head2 shiver
366
367 You can do a "bare-handed attack" and send waves of frost to the opponent with
368 this skill readied. Attacking is done by running into the opponent. This is a
369 unique skill that can only be used by iceborns.
370
371 =head2 acid splash
372
373 You can do a "bare-handed attack" and splash the opponent with acid using this
374 skill. Attacking is done by running into the opponent. This is a unique skill
375 that can only be used by acidborns.
376
377 =head2 poison nail
378
379 TODO: Add goblins and think about the name goblin.
380
381 You can do a "bare-handed attack" and inject poison into the opponent with
382 this skill readied. Attacking is done by running into the opponent. This is a
383 unique skill that can only be used by goblins.
384
385 =head1 About experience and skills
386
387 =head2 Associated and miscellaneous skills
388
389 In Crossfire two types of skills exist; The first kind, "associated"
390 skills, are those skills which are associated with a category of
391 experience. The other kind of skill, "miscellaneous" skills, are not
392 related to any experience category.
393
394 The main difference between these two kinds of skills is in the result
395 of their use. When associated skills are used successfully experience
396 is accrued in the experience category associated with that skill. In
397 contrast, the use of miscellaneous skills never gains the player any
398 experience regardless of the success in using it.
399
400 Both miscellaneous and associated skills can fail. This means that
401 the attempt to use the skill was unsuccessful. Both miscellaneous
402 and associated skills can have certain primary stats associated with
403 them. These associated stats can help to determine if the use of a skill
404 is successful and to what degree it is successful.
405
406 All gained experience is modified by the associated stats for that skill
407 (table skill statistics) and then the appropriate experience category
408 automatically updated as needed.
409
410 =head2 Restrictions on skills use and gaining experience
411
412 Neither a character's stats nor the character class restricts the player
413 from gaining experience in any of the experience categories. Also, there
414 are no inherent restrictions on character skill use-any player may use any
415 acquired skill.
416
417 Average of Experienced
418 Associated Gain
419 Stats Multiplier
420 1 0.01
421 2 0.1
422 3 0.3
423 4 0.5
424 5 0.6
425 6 0.7
426 7 0.8
427 8 0.85
428 9 0.9
429 10 0.95
430 11 0.96
431 12 0.97
432 13 0.98
433 14 0.99
434 15 1.0
435 16 1.01
436 17 1.02
437 18 1.03
438 19 1.04
439 20 1.05
440 21 1.07
441 22 1.09
442 23 1.12
443 24 1.15
444 25 1.2
445 26 1.3
446 27 1.4
447 28 1.5
448 29 1.7
449 30 2.0
450
451 =head2 Algorithm for Experience Gain under the skills system
452
453 Here we take the view that a player must "overcome an opponent" in
454 order to gain experience. Examples include foes killed in combat,
455 finding/disarming a trap, stealing from some being, identifying an object,
456 etc.
457
458 Gained experience is based primarily on the difference in levels between
459 "opponents," experience point value of a "vanquished foe," the values of
460 the associated stats of the skill being used and two factors that are set
461 internally. (Note: If you want to know more about this, check out the
462 skills_developers.doc.)
463
464 Below the algorithm for experience gain is given where player "pl" has
465 "vanquished" opponent "op" using skill "sk:"
466
467 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
468
469 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
470 base experience award for "op" which depends on what op is (see below),
471 stat_mult is taken from table experience modification, and lvl_mult is:
472
473 For C<< level(pl)> < level(op) >>:
474
475 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
476
477 For C<< level(pl) = level(op) >>:
478
479 lvl_mult = FACTOR(sk)
480
481 For C<< level(pl) > level(op) >>:
482
483 lvl_mult = (level(op)/level(pl));
484
485 where C<level(op)> is the level of "op," level (pl) is the level of the
486 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
487 "pl."
488
489 There are three different cases for how EXP (op) can be computed:
490
491 =over 4
492
493 =item op is a living creature: EXP(op) is just the base experience award
494 given in the spoiler.
495
496 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
497 visible). Thus, traps which are highly visible get lower values.
498
499 =item op is not a trap but is non-living: EXP(op) = internal experience
500 award of the item. Also, the lvl_mult is multiplied by any magic
501 enchantment on the item.
502
503 =back
504
505 =head1 How skills are used
506
507 =over 4
508
509 =item B<< skills >> This command lists all the player's current known
510 skills, their level of use and the associated experience category of each
511 skill.
512
513 =item B<< ready_skill I<skill> >> This command changes the player's current
514 readied skill to <skill>.
515
516 =item B<< use_skill I<skill> I<string> >> This command changes the player's
517 current readied skill and then executes it in the facing direction of the
518 player. Similar in action to the invoke command.
519
520 =back
521
522 Three player commands are related to skills use: L<ready_skill>,
523 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
524 a skill by first readying the right one, with the ready_skill command and
525 then making a ranged "attack" to activate the skill; using most skills is
526 just like firing a wand or a bow. In a few cases however, a skill is be
527 used just by having it readied. For example, the mountaineer skill allows
528 favorable movement though hilly terrain while it is readied.
529
530 To change to a new skill, a player can use either the B<use_skill> or
531 B<ready_skill> commands, but note that the use of several common items can
532 automatically change the player's current skill too. Examples of this
533 include readying a bow (which will cause the code to make the player's
534 current skill missile_weapons) or readying a melee weapon (current skill
535 auto-matically becomes melee weapons). Also, some player actions can cause
536 a change in the current skill. Running into a monster while you have a
537 readied weapon in your inventory causes the code to automatically make our
538 current skill melee weapons. As another example of this-casting a spell
539 will cause the code to switch the current skill to wizardry or praying (as
540 appropriate to the spell type).
541
542 It is not possible to use more than one skill at a time.
543
544 =head2 Acquiring skills
545
546 Skills may be gained in two ways. In the first, new skills may
547 learned. This is done by reading a L<skill scroll>
548 and the process is very similar to learning a spell. Just as in attempts
549 to learn incantations, success in learning skills is dependent on a random
550 test based on the learner's INT. Using your INT stat, look in the learn%
551 column in table primary stat effects to find your % chance of learning a
552 skill. Once you hit 100%, you will always be successfull in learning new
553 skills.
554
555 The acquisition of a skill tool will also allow the player to use a new
556 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
557 the player to pick door locks). The player merely applies the skill tool
558 in order to gain use of the new skill. If the tool is unapplied, the
559 player loses the use of the skill associated with the tool.
560
561 After a new skill is gained (either learned or if player has an applied
562 skill tool) it will appear on the player's skill roster (use the 'skills
563 command to view its status). If the new skill is an associated skill,
564 then it will automatically be gained at the player's current level in the
565 appropriate experience category.
566
567 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
568 lockpicks and applies them. He may now use the skill lockpicking at 5th
569 level of ability since that is an agility associated skill.
570
571 =head1 Authors
572
573 Parts of this document were originally compiled, edited, and written by
574 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
575 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
576
577 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
578 Steenhoven and Marc A. Lehmann.
579