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# Content
1 =begin comment
2
3 ***
4 *** WARNING: THIS IS A GENERATED FILE - CHANGES WILL BE LOST
5 *** The source for this file is in CFPlus/pod/skill_help.pod
6 *** Make any changes there and then run ./copy_doc
7 ***
8
9 =end comment
10
11 =encoding utf-8
12
13 =head1 Skills
14
15 =head1 Description
16
17 Instead of gaining experience for basically just killing monsters (and
18 disarming traps) you can also gain experience in a variety of other
19 skills, which can either be learned or used through a skill tool or
20 talisman.
21
22 =head1 X<skill_description>Skill Descriptions
23
24 Below is a more detailed description of each skills and how they are used.
25
26 =head2 alchemy
27
28 You can identify potions, containers, and different kinds of ore and
29 mineral, mix potions and create other stuff (such as gold, weapons, deadly
30 monsters killing him/her etc.) from other ingredients using a cauldron
31 L<$ARCH/cauldron.x11>.
32
33 To identify alchemy stuff you have to stand over it or have it in your inventory and
34 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
35 not get identified if your alchemy level is too low.
36
37 A higher alchemy level will also help you to estimate the value of items better.
38
39 To create something new, for example some dust or potion, you have to get a B<cauldron>.
40 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
41 their cauldron for a fee. All you need now is to know what items creates which other item.
42 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
43 all ingredients for a recipe before using them!
44
45 For a start you could try to make B<water of the wise>:
46 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
47 If everything worked there should be B<water of the wise> in the cauldron now.
48 Congratulations, your first alchemy was done!
49
50 Be careful when doing alchemy and trying complicated receipes, they might fail and
51 will backfire heavily at you.
52
53 I<Never, ever, do alchemy in your home or in public places!> You can
54 easily create powerful monsters that will kill you, kill you again when
55 you wake up in your savebed, kill you again... etc.
56
57 =head2 bargaining
58
59 This skill helps you to bargain in shops when buying and selling. The higher
60 your bargaining level is the better prices you will get. Besides having a high
61 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
62
63 When you are in a shop, you can C<use_skill bargaining> to see whether that
64 shop will buy the items you want to sell at a higher price than others and
65 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
66
67 =head2 bowyer
68
69 You can identify missile weapons and missiles such as arrows, bolts and
70 bows. One can also create special bows and arrows from other ingredients
71 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
72 skill and a B<workbench> L<$ARCH/workbench.x11>
73 (you just have to find out a recipe).
74
75 =head2 clawing
76
77 You can make a "bare-handed attack". Damage is based on the user's
78 L<strength|stat_Str> and level. With time, one can have different claws
79 such as fire claws or electric claws. An elemental residue from the dragon
80 guild is required to change this. The dragon guild can be found in scorn.
81
82 =head2 levitation
83
84 You can levitate (fly low) at will. Using the skill first makes you
85 levitate, and at the second time returns you to the earth.
86 Levitation can be useful to fly over water streams that move you
87 if you walk in them, or it prevents you from falling into a pit.
88
89 =head2 summoning
90
91 You can cast spells related to the B<summoning> school of wizardry, which
92 mostly summon monsters, bullet walls and similar things. This skill
93 may be acquired either through the use of an appropriate B<talisman> or
94 learned via a L<skill scroll>.
95
96 The most basic spells you might want to get is 'summon pet monster'
97 and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
98 the spells and read their description.
99
100 =head2 pyromancy
101
102 You can cast spells related to the B<pyromancy> (fire) school of
103 wizardry. This skill may be acquired either through the use of an
104 appropriate B<talisman> or learned via a L<skill scroll>.
105
106 The first spell would be 'burning hands' which casts a cone of fire which
107 burns your enemies. It becomes stronger with your pyromancy level.
108
109 =head2 evocation
110
111 You can cast spells related to the B<evocation> (mostly cold magic)
112 school of wizardry. This skill may be acquired either through the use of
113 an appropriate B<talisman> or learned via a L<skill scroll>.
114
115 The spell you should start with is 'icestorm' which casts a cone
116 of ice which freezes your enemies. It becomes stronger with your evocation level.
117
118 =head2 sorcery
119
120 You can cast spells related to the B<sorcery> (identify, town portal and
121 other meta-spells) school of wizardry. This skill may be acquired either
122 through the use of an appropriate B<talisman> or learned via a B<skill
123 scroll>.
124
125 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
126 between two points in the world) and also attack spells like 'spark shower'
127 and 'steambolt'.
128
129 =head2 flame touch
130
131 You can make a "bare-handed attack". Damage is based on the user's
132 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
133 skill for the fireborn character class.
134
135 =head2 hiding
136
137 This skill lets you hide, that means that you will become invisible.
138 To hide you need to find a place with other stuff on it where you can hide.
139
140 You enjoy limited form of invisibility. If you attack or move too much
141 you become visible.
142
143 =head2 jeweler
144
145 You can identify amulets, rings and talismans. One can also improve magic
146 rings or enchant non-magic rings to give them stat bonuses, this works
147 similar to the L<alchemy skill|skill_description/alchemy>, only that
148 you need to put the ingredients in a B<jeweler's workbench>.
149
150 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
151
152 =head2 jumping
153
154 You can "skip" over one, two or three spaces in the selected
155 direction. Distance depends on weight carried, L<strength|stat_Str> and
156 L<dexterity|stat_Dex> of the user. This skill may also be used as an
157 attack.
158
159 =head2 karate
160
161 You can make a "bare-handed attack". Damage is based on the user's
162 L<strength|stat_Str> and level. This attack is the fastest and (at higher
163 levels) most deadly of the hand-to-hand attacks available.
164
165 =head2 climbing
166
167 Having this skill allows you to move faster through hilly areas than players
168 without this skill. B<Note:> You can't gain experience in this skill. Having
169 this skill is enough to move faster.
170
171 =head2 literacy
172
173 With this skill you can identify books and scrolls in your inventory,
174 giving you more experience that you cna invest into identifying higher
175 level books and scrolls.
176
177 Literacy is also required to read books and scrolls, and to learn new
178 spells and skills from books and scrolls.
179
180 =head2 lockpicking
181
182 You may "pick locks" (open doors). You need to have readied some
183 B<lockpicks> to use this skill.
184
185 =head2 meditation
186
187 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
188 the L<skill_description/praying> skill. Player must first strip
189 off encumbering armour however. This skill is only available to the "monk"
190 character class.
191
192 =head2 one handed weapons
193
194 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
195 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
196 direction keys.
197
198 =head2 two handed weapons
199
200 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
201 Wield and ready the weapon by applying it and use the fire and direction keys.
202
203 =head2 missile weapons
204
205 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
206 Fire arrows by applying a bow and using the fire and direction keys. To fire
207 specific arrows to kill a monster that is weak against a certain arrow, mark
208 this arrow and fire.
209
210 =head2 mountaineer
211
212 While the skill is readied, the possessor will move faster through "hilly"
213 terrain (hills, mountains, etc.)
214
215 =head2 oratory
216
217 You may "recruit" followers targeting them with your B<oratory>
218 skill. Recruitees must be unaggressive to start (a good way to pacify
219 monsters is the L<singing skill|skill_description/singing>). Use of
220 this skill may anger the audience. Also, some monsters are immune to
221 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
222 vs. the recruitee's L<intelligence|stat_Int> and level.
223
224 Kill experience from your followers goes directly to your oratory skill.
225
226 Cleaning women and unagggressive low-level monsters (such as the dogs in
227 the wizards house in scorn) are good initial targets for this skill.
228
229 =head2 praying
230
231 The praying skill allows you to cast "cleric" spells. In addition, this
232 skill may be used to accelerate the accumulation of grace points by
233 praying (see L<How do I pray?|how_tp_pray>. This skill may be either
234 learned (e.g. using a L<skill scroll>) or acquired through the use of a
235 B<holy symbol>.
236
237 One of the best spells to start with is the 'holy word' spell and later,
238 if you find it, the 'banishment' spell, which is much stronger.
239
240 =head2 punching
241
242 You can make a "bare-handed attack". Damage is based on the user's
243 L<strength|stat_Str> and level. This is the most feeble of the
244 hand-to-hand attacks.
245
246 =head2 find traps
247
248 You can search (more effectively) for traps. This is not a "passive"
249 skill, it must be applied in order to gain the advantage in discovering
250 traps, or actively used when in vicinity of a trap. To use it, fire into
251 any direction.
252
253 =head2 disarm traps
254
255 You can disarm previously discovered traps (for example, with the B<find
256 traps> skill).
257
258 =head2 mining
259
260 You know how to use a pickaxe to extract minerals from veins. You can also use
261 spells of the mining spell school. For instance the I<detect mineral> spell.
262
263 =head2 sense curse
264
265 You can detect whether items in your inventory or on the floor are
266 B<cursed> by using this skill.
267
268 =head2 sense magic
269
270 You can detect whether items in your inventory or on the floor are
271 B<magic> by using this skill.
272
273 =head2 singing
274
275 You may pacify hostile monsters with this area attack skill (it is
276 directionless and affects the area around you - the higher the skill,
277 the larger the area). Certain kinds of monsters are immune. Success
278 depends on user's level and her L<charisma|stat_Cha> vs. the monster's
279 L<intelligence|stat_Int> and level.
280
281 Singing is a good companion skill for the L<oratory
282 skill|skill_description/oratory>: first you pacify creates using singing,
283 then you can orate them, convincing them if your cause. It is a useful
284 skill when monsters are overwhelming you, too.
285
286 =head2 smithery
287
288 You can identify arms and armour that you hold, and, with the help of a
289 B<forge>, can even create weapons using the alchemy skill.
290
291 =head2 stealing
292
293 You can take items from the inventory of NPCs, monsters and maybe other
294 players.
295
296 =head2 thaumaturgy
297
298 You can identify rods, wands and horns that you are holding, and, with
299 the help of a B<thaumaturgists workbench> and the alchemy skill, create
300 those things.
301
302 =head2 throwing
303
304 You can throw items at monsters. To do this, fire at a monster with this skill
305 readied. You can chose what to throw by marking an item.
306
307 =head2 use magic item
308
309 You can use magic items like rods/wands/horns. The level of experience
310 influences how powerful the spells are you can evoke from the
311 rod/wand/horn.
312
313 =head2 woodsman
314
315 While the skill is readied, the possessor will move faster through
316 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
317
318 Woodsmen can also craft various items useful to their skill.
319
320 =head2 inscription
321
322 You can inscribe empty scrolls and books with a text. This is useful to
323 create messages, especially via the Imperial Post Office (IPO).
324
325 You can also write spell scrolls with a spell known to you. You need
326 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
327 possible. Only available as a 'writing pen'.
328
329 How to write into a mail scroll/books etc.:
330
331 mark <name of scroll> # or use the menu
332 use_skill inscription <your message goes here>
333
334 How to rewrite a spell scroll:
335
336 mark <name of scroll> # or use the menu
337 cast <spell> # prepare the spell you want to write
338 use_skill inscription # write the spell on the scroll
339
340 If you succeed, the scroll will be a scroll of the spell you chose and
341 your level of inscription as its level. Hence, you don't need to be that
342 level in the spell skill to write higher level spellscrolls.
343
344 Caution: Magic spell writing can be risky to one's health. There can be
345 some negative effects if one fails to write a spell scroll. The most
346 benign is that one becomes confused for a short time. Other effects are
347 more severe and can even be dangerous.
348
349 =head2 spark touch
350
351 You can do a "bare-handed attack" and shock the opponent with this skill
352 readied. Attacking is done by running into the opponent. This is a unique skill
353 that can only be used by sparklings.
354
355 =head2 shiver
356
357 You can do a "bare-handed attack" and send waves of frost to the opponent with
358 this skill readied. Attacking is done by running into the opponent. This is a
359 unique skill that can only be used by iceborns.
360
361 =head2 acid splash
362
363 You can do a "bare-handed attack" and splash the opponent with acid using this
364 skill. Attacking is done by running into the opponent. This is a unique skill
365 that can only be used by acidborns.
366
367 =head2 poison nail
368
369 You can do a "bare-handed attack" and inject poison into the opponent with
370 this skill readied. Attacking is done by running into the opponent. This is a
371 unique skill that can only be used by goblins.
372
373 =head1 About experience and skills
374
375 =head2 Associated and miscellaneous skills
376
377 In Deliantra, two types of skills exist; The first kind, "associated"
378 skills, are those skills which are associated with a category of
379 experience. The other kind of skill, "miscellaneous" skills, are not
380 related to any experience category.
381
382 The main difference between these two kinds of skills is in the result
383 of their use. When associated skills are used successfully experience
384 is accrued in the experience category associated with that skill. In
385 contrast, the use of miscellaneous skills never gains the player any
386 experience regardless of the success in using it.
387
388 Both miscellaneous and associated skills can fail. This means that
389 the attempt to use the skill was unsuccessful. Both miscellaneous
390 and associated skills can have certain primary stats associated with
391 them. These associated stats can help to determine if the use of a skill
392 is successful and to what degree it is successful.
393
394 All gained experience is modified by the associated stats for that skill
395 (table skill statistics) and then the appropriate experience category
396 automatically updated as needed.
397
398 =head2 Restrictions on skills use and gaining experience
399
400 Neither a character's stats nor the character class restricts the player
401 from gaining experience in any of the experience categories. Also, there
402 are no inherent restrictions on character skill use-any player may use any
403 acquired skill.
404
405 Average of Experienced
406 Associated Gain
407 Stats Multiplier
408 1 0.01
409 2 0.1
410 3 0.3
411 4 0.5
412 5 0.6
413 6 0.7
414 7 0.8
415 8 0.85
416 9 0.9
417 10 0.95
418 11 0.96
419 12 0.97
420 13 0.98
421 14 0.99
422 15 1.0
423 16 1.01
424 17 1.02
425 18 1.03
426 19 1.04
427 20 1.05
428 21 1.07
429 22 1.09
430 23 1.12
431 24 1.15
432 25 1.2
433 26 1.3
434 27 1.4
435 28 1.5
436 29 1.7
437 30 2.0
438
439 =head2 Algorithm for Experience Gain under the skills system
440
441 Here we take the view that a player must "overcome an opponent" in
442 order to gain experience. Examples include foes killed in combat,
443 finding/disarming a trap, stealing from some being, identifying an object,
444 etc.
445
446 Gained experience is based primarily on the difference in levels between
447 "opponents," experience point value of a "vanquished foe," the values of
448 the associated stats of the skill being used and two factors that are set
449 internally. (Note: If you want to know more about this, check out the
450 skills_developers.doc.)
451
452 Below the algorithm for experience gain is given where player "pl" has
453 "vanquished" opponent "op" using skill "sk:"
454
455 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
456
457 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
458 base experience award for "op" which depends on what op is (see below),
459 stat_mult is taken from table experience modification, and lvl_mult is:
460
461 For C<< level(pl)> < level(op) >>:
462
463 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
464
465 For C<< level(pl) = level(op) >>:
466
467 lvl_mult = FACTOR(sk)
468
469 For C<< level(pl) > level(op) >>:
470
471 lvl_mult = (level(op)/level(pl));
472
473 where C<level(op)> is the level of "op," level (pl) is the level of the
474 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
475 "pl."
476
477 There are three different cases for how EXP (op) can be computed:
478
479 =over 4
480
481 =item op is a living creature: EXP(op) is just the base experience award
482 given in the spoiler.
483
484 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
485 visible). Thus, traps which are highly visible get lower values.
486
487 =item op is not a trap but is non-living: EXP(op) = internal experience
488 award of the item. Also, the lvl_mult is multiplied by any magic
489 enchantment on the item.
490
491 =back
492
493 =head1 How skills are used
494
495 =over 4
496
497 =item B<< skills >> This command lists all the player's current known
498 skills, their level of use and the associated experience category of each
499 skill.
500
501 =item B<< ready_skill I<skill> >> This command changes the player's current
502 readied skill to <skill>.
503
504 =item B<< use_skill I<skill> I<string> >> This command changes the player's
505 current readied skill and then executes it in the facing direction of the
506 player. Similar in action to the invoke command.
507
508 =back
509
510 Three player commands are related to skills use: L<ready_skill>,
511 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
512 a skill by first readying the right one, with the ready_skill command and
513 then making a ranged "attack" to activate the skill; using most skills is
514 just like firing a wand or a bow. In a few cases however, a skill is be
515 used just by having it readied. For example, the mountaineer skill allows
516 favorable movement though hilly terrain while it is readied.
517
518 To change to a new skill, a player can use either the B<use_skill> or
519 B<ready_skill> commands, but note that the use of several common items can
520 automatically change the player's current skill too. Examples of this
521 include readying a bow (which will cause the code to make the player's
522 current skill missile_weapons) or readying a melee weapon (current skill
523 auto-matically becomes melee weapons). Also, some player actions can cause
524 a change in the current skill. Running into a monster while you have a
525 readied weapon in your inventory causes the code to automatically make our
526 current skill melee weapons. As another example of this-casting a spell
527 will cause the code to switch the current skill to wizardry or praying (as
528 appropriate to the spell type).
529
530 It is not possible to use more than one skill at a time.
531
532 =head2 Acquiring skills
533
534 Skills may be gained in two ways. In the first, new skills may
535 learned. This is done by reading a L<skill scroll>
536 and the process is very similar to learning a spell. Just as in attempts
537 to learn incantations, success in learning skills is dependent on a random
538 test based on the learner's INT. Using your INT stat, look in the learn%
539 column in table primary stat effects to find your % chance of learning a
540 skill. Once you hit 100%, you will always be successfull in learning new
541 skills.
542
543 The acquisition of a skill tool will also allow the player to use a new
544 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
545 the player to pick door locks). The player merely applies the skill tool
546 in order to gain use of the new skill. If the tool is unapplied, the
547 player loses the use of the skill associated with the tool.
548
549 After a new skill is gained (either learned or if player has an applied
550 skill tool) it will appear on the player's skill roster (use the 'skills
551 command to view its status). If the new skill is an associated skill,
552 then it will automatically be gained at the player's current level in the
553 appropriate experience category.
554
555 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
556 lockpicks and applies them. He may now use the skill lockpicking at 5th
557 level of ability since that is an agility associated skill.
558
559 =head1 Authors
560
561 Parts of this document were originally compiled, edited, and written by
562 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
563 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
564
565 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
566 Steenhoven and Marc A. Lehmann.
567