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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 =begin comment
12
13 *** The skill descriptions here are mere copies of the
14 *** skill messages in the server archetypes.
15 *** Update them in arch/ first, then here.
16
17 =end
18
19 =encoding utf-8
20
21 =head1 Skills
22
23 =head1 Description
24
25 Instead of gaining experience for basically just killing monsters (and
26 disarming traps) you can also gain experience in a variety of other
27 skills, which can either be learned or used through a skill tool or
28 talisman.
29
30 =head1 X<skill_description>Skill Descriptions
31
32 Below is a more detailed description of each skills and how they are used.
33
34 =head2 alchemy
35
36 You can identify potions, containers, and different kinds of ore and
37 mineral, mix potions and create other stuff (such as gold, weapons, deadly
38 monsters killing him/her etc.) from other ingredients using a cauldron
39 L<$ARCH/cauldron.x11>.
40
41 To identify alchemy stuff you have to stand over it or have it in your inventory and
42 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
43 not get identified if your alchemy level is too low.
44
45 A higher alchemy level will also help you to estimate the value of items better.
46
47 To create something new, for example some dust or potion, you have to get a B<cauldron>.
48 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
49 their cauldron for a fee. All you need now is to know what items creates which other item.
50 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
51 all ingredients for a recipe before using them!
52
53 For a start you could try to make B<water of the wise>:
54 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
55 If everything worked there should be B<water of the wise> in the cauldron now.
56 Congratulations, your first alchemy was done!
57
58 Be careful when doing alchemy and trying complicated receipes, they might fail and
59 will backfire heavily at you.
60
61 I<Never, ever, do alchemy in your home or in public places!> You can
62 easily create powerful monsters that will kill you, kill you again when
63 you wake up in your savebed, kill you again... etc.
64
65 =head2 bargaining
66
67 This skill helps you to bargain in shops when buying and selling. The higher
68 your bargaining level is the better prices you will get. Besides having a high
69 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
70
71 When you are in a shop, you can C<use_skill bargaining> to see whether that
72 shop will buy the items you want to sell at a higher price than others and
73 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
74
75 =head2 bowyer
76
77 You can identify missile weapons and missiles such as arrows, bolts and
78 bows. One can also create special bows and arrows from other ingredients
79 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
80 skill and a B<workbench> L<$ARCH/workbench.x11>
81 (you just have to find out a recipe).
82
83 =head2 clawing
84
85 You can make a "bare-handed attack". Damage is based on the user's
86 L<strength|stat_Str> and level. With time, one can have different claws
87 such as fire claws or electric claws. An elemental residue from the dragon
88 guild is required to change this. The dragon guild can be found in scorn.
89
90 =head2 levitation
91
92 You can levitate (fly low) at will. Using the skill first makes you
93 levitate, and at the second time returns you to the earth.
94 Levitation can be useful to fly over water streams that move you
95 if you walk in them, or it prevents you from falling into a pit.
96
97 =head2 summoning
98
99 You can cast spells related to the B<summoning> school of wizardry, which
100 mostly summon monsters, bullet walls and similar things. This skill
101 may be acquired either through the use of an appropriate B<talisman> or
102 learned via a L<skill scroll>.
103
104 The most basic spells you might want to get is 'summon pet monster'
105 and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
106 the spells and read their description.
107
108 =head2 pyromancy
109
110 You can cast spells related to the B<pyromancy> (fire) school of
111 wizardry. This skill may be acquired either through the use of an
112 appropriate B<talisman> or learned via a L<skill scroll>.
113
114 The first spell would be 'burning hands' which casts a cone of fire which
115 burns your enemies. It becomes stronger with your pyromancy level.
116
117 =head2 evocation
118
119 You can cast spells related to the B<evocation> (mostly cold magic)
120 school of wizardry. This skill may be acquired either through the use of
121 an appropriate B<talisman> or learned via a L<skill scroll>.
122
123 The spell you should start with is 'icestorm' which casts a cone
124 of ice which freezes your enemies. It becomes stronger with your evocation level.
125
126 =head2 sorcery
127
128 You can cast spells related to the B<sorcery> (identify, town portal and
129 other meta-spells) school of wizardry. This skill may be acquired either
130 through the use of an appropriate B<talisman> or learned via a B<skill
131 scroll>.
132
133 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
134 between two points in the world) and also attack spells like 'spark shower'
135 and 'steambolt'.
136
137 =head2 flame touch
138
139 You can make a "bare-handed attack". Damage is based on the user's
140 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
141 skill for the fireborn character class.
142
143 =head2 hiding
144
145 This skill lets you hide, that means that you will become invisible.
146 To hide you need to find a place with other stuff on it where you can hide.
147
148 You enjoy limited form of invisibility. If you attack or move too much
149 you become visible.
150
151 =head2 jeweler
152
153 You can identify amulets, rings and talismans. One can also improve magic
154 rings or enchant non-magic rings to give them stat bonuses, this works
155 similar to the L<alchemy skill|skill_description/alchemy>, only that
156 you need to put the ingredients in a B<jeweler's workbench>.
157
158 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
159
160 =head2 jumping
161
162 You can "skip" over one, two or three spaces in the selected
163 direction. Distance depends on weight carried, L<strength|stat_Str> and
164 L<dexterity|stat_Dex> of the user. This skill may also be used as an
165 attack.
166
167 =head2 karate
168
169 You can make a "bare-handed attack". Damage is based on the user's
170 L<strength|stat_Str> and level. This attack is the fastest and (at higher
171 levels) most deadly of the hand-to-hand attacks available.
172
173 =head2 climbing
174
175 Having this skill allows you to move faster through hilly areas than players
176 without this skill. B<Note:> You can't gain experience in this skill. Having
177 this skill is enough to move faster.
178
179 =head2 literacy
180
181 With this skill you can identify books and scrolls in your inventory,
182 giving you more experience that you can invest into identifying higher
183 level books and scrolls.
184
185 Literacy is also required to read books and scrolls, and to learn new
186 spells and skills from books and scrolls.
187
188 =head2 lockpicking
189
190 You may "pick locks" (open doors). You need to have readied some
191 B<lockpicks> to use this skill.
192
193 =head2 meditation
194
195 Player can regain mana/hp at an accelerated rate by C<use_skill
196 meditation>. Player must first strip off encumbering armour however. This
197 skill is only available to the "monk" character class.
198
199 =head2 one handed weapons
200
201 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
202 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
203 direction keys.
204
205 =head2 two handed weapons
206
207 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
208 Wield and ready the weapon by applying it and use the fire and direction keys.
209
210 =head2 missile weapons
211
212 The user is capable of making attacks with ranged weapons (eg bow, crossbow).
213 Fire arrows by applying a bow and using the fire and direction keys. To fire
214 specific arrows to kill a monster that is weak against a certain arrow, mark
215 this arrow and fire.
216
217 =head2 mountaineer
218
219 While the skill is readied, the possessor will move faster through "hilly"
220 terrain (hills, mountains, etc.)
221
222 =head2 oratory
223
224 You may "recruit" followers targeting them with your B<oratory>
225 skill. Recruitees must be unaggressive to start (a good way to pacify
226 monsters is the L<singing skill|skill_description/singing>). Use of
227 this skill may anger the audience. Also, some monsters are immune to
228 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
229 vs. the recruitee's L<intelligence|stat_Int> and level.
230
231 Kill experience from your followers goes directly to your oratory skill.
232
233 Cleaning women and unagggressive low-level monsters (such as the dogs in
234 the wizards house in scorn) are good initial targets for this skill.
235
236 =head2 praying
237
238 The praying skill allows you to cast "cleric" spells. In addition, this
239 skill may be used to accelerate the accumulation of grace points by
240 praying (see L<How do I pray?|how_tp_pray>. This skill may be either
241 learned (e.g. using a L<skill scroll>) or acquired through the use of a
242 B<holy symbol>.
243
244 One of the best spells to start with is the 'holy word' spell and later,
245 if you find it, the 'banishment' spell, which is much stronger.
246
247 =head2 punching
248
249 You can make a "bare-handed attack". Damage is based on the user's
250 L<strength|stat_Str> and level. This is the most feeble of the
251 hand-to-hand attacks.
252
253 =head2 find traps
254
255 You can search (more effectively) for traps. This is not a "passive"
256 skill, it must be applied in order to gain the advantage in discovering
257 traps, or actively used when in vicinity of a trap. To use it, fire into
258 any direction.
259
260 =head2 disarm traps
261
262 You can disarm previously discovered traps (for example, with the B<find
263 traps> skill).
264
265 =head2 mining
266
267 You know how to use a pickaxe to extract minerals from veins. You can also use
268 spells of the mining spell school. For instance the I<detect mineral> spell.
269
270 =head2 sense curse
271
272 You can detect whether items in your inventory or on the floor are
273 B<cursed> by using this skill.
274
275 =head2 sense magic
276
277 You can detect whether items in your inventory or on the floor are
278 B<magic> by using this skill.
279
280 =head2 singing
281
282 You may pacify hostile monsters with this area attack skill (it is
283 directionless and affects the area around you - the higher the skill,
284 the larger the area). Certain kinds of monsters are immune. Success
285 depends on user's level and her L<charisma|stat_Cha> vs. the monster's
286 L<intelligence|stat_Int> and level.
287
288 Singing is a good companion skill for the L<oratory
289 skill|skill_description/oratory>: first you pacify creates using singing,
290 then you can orate them, convincing them if your cause. It is a useful
291 skill when monsters are overwhelming you, too.
292
293 =head2 smithery
294
295 You can identify arms and armour that you hold, and, with the help of a
296 B<forge>, can even create weapons using this skill.
297
298 =head2 stealing
299
300 You can take items from the inventory of NPCs, monsters and maybe other
301 players.
302
303 =head2 thaumaturgy
304
305 You can identify rods, wands and horns that you are holding, and, with
306 the help of a B<thaumaturgists workbench> and the alchemy skill, create
307 those things.
308
309 =head2 throwing
310
311 You can throw items at monsters. To do this, fire at a monster with this skill
312 readied. You can chose what to throw by marking an item.
313
314 =head2 use magic item
315
316 You can use magic items like rods/wands/horns. The level of experience
317 influences how powerful the spells are you can evoke from the
318 rod/wand/horn.
319
320 =head2 woodsman
321
322 While the skill is readied, the possessor will move faster through
323 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
324
325 Woodsmen can also craft various items useful to their skill.
326
327 =head2 inscription
328
329 You can inscribe empty scrolls and books with a text. This is useful to
330 create messages, especially via the Imperial Post Office (IPO).
331
332 You can also write spell scrolls with a spell known to you. You need
333 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
334 possible. Only available as a 'writing pen'.
335
336 How to write into a mail scroll/books etc.:
337
338 mark <name of scroll> # or use the menu
339 use_skill inscription <your message goes here>
340
341 How to rewrite a spell scroll:
342
343 mark <name of scroll> # or use the menu
344 cast <spell> # prepare the spell you want to write
345 use_skill inscription # write the spell on the scroll
346
347 If you succeed, the scroll will be a scroll of the spell you chose and
348 your level of inscription as its level. Hence, you don't need to be that
349 level in the spell skill to write higher level spellscrolls.
350
351 Caution: Magic spell writing can be risky to one's health. There can be
352 some negative effects if one fails to write a spell scroll. The most
353 benign is that one becomes confused for a short time. Other effects are
354 more severe and can even be dangerous.
355
356 =head2 spark touch
357
358 You can do a "bare-handed attack" and shock the opponent with this skill
359 readied. Attacking is done by running into the opponent. This is a unique skill
360 that can only be used by sparklings.
361
362 =head2 shiver
363
364 You can do a "bare-handed attack" and send waves of frost to the opponent with
365 this skill readied. Attacking is done by running into the opponent. This is a
366 unique skill that can only be used by iceborns.
367
368 =head2 acid splash
369
370 You can do a "bare-handed attack" and splash the opponent with acid using this
371 skill. Attacking is done by running into the opponent. This is a unique skill
372 that can only be used by acidborns.
373
374 =head2 poison nail
375
376 You can do a "bare-handed attack" and inject poison into the opponent with
377 this skill readied. Attacking is done by running into the opponent. This is a
378 unique skill that can only be used by goblins.
379
380 =head1 About experience and skills
381
382 =head2 Associated and miscellaneous skills
383
384 In Deliantra, two types of skills exist; The first kind, "associated"
385 skills, are those skills which are associated with a category of
386 experience. The other kind of skill, "miscellaneous" skills, are not
387 related to any experience category.
388
389 The main difference between these two kinds of skills is in the result
390 of their use. When associated skills are used successfully experience
391 is accrued in the experience category associated with that skill. In
392 contrast, the use of miscellaneous skills never gains the player any
393 experience regardless of the success in using it.
394
395 Both miscellaneous and associated skills can fail. This means that
396 the attempt to use the skill was unsuccessful. Both miscellaneous
397 and associated skills can have certain primary stats associated with
398 them. These associated stats can help to determine if the use of a skill
399 is successful and to what degree it is successful.
400
401 All gained experience is modified by the associated stats for that skill
402 (table skill statistics) and then the appropriate experience category
403 automatically updated as needed.
404
405 =head2 Restrictions on skills use and gaining experience
406
407 Neither a character's stats nor the character class restricts the player
408 from gaining experience in any of the experience categories. Also, there
409 are no inherent restrictions on character skill use-any player may use any
410 acquired skill.
411
412 Average of Experienced
413 Associated Gain
414 Stats Multiplier
415 1 0.01
416 2 0.1
417 3 0.3
418 4 0.5
419 5 0.6
420 6 0.7
421 7 0.8
422 8 0.85
423 9 0.9
424 10 0.95
425 11 0.96
426 12 0.97
427 13 0.98
428 14 0.99
429 15 1.0
430 16 1.01
431 17 1.02
432 18 1.03
433 19 1.04
434 20 1.05
435 21 1.07
436 22 1.09
437 23 1.12
438 24 1.15
439 25 1.2
440 26 1.3
441 27 1.4
442 28 1.5
443 29 1.7
444 30 2.0
445
446 =head2 Algorithm for Experience Gain under the skills system
447
448 Here we take the view that a player must "overcome an opponent" in
449 order to gain experience. Examples include foes killed in combat,
450 finding/disarming a trap, stealing from some being, identifying an object,
451 etc.
452
453 Gained experience is based primarily on the difference in levels between
454 "opponents," experience point value of a "vanquished foe," the values of
455 the associated stats of the skill being used and two factors that are set
456 internally. (Note: If you want to know more about this, check out the
457 skills_developers.doc.)
458
459 Below the algorithm for experience gain is given where player "pl" has
460 "vanquished" opponent "op" using skill "sk:"
461
462 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
463
464 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
465 base experience award for "op" which depends on what op is (see below),
466 stat_mult is taken from table experience modification, and lvl_mult is:
467
468 For C<< level(pl)> < level(op) >>:
469
470 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
471
472 For C<< level(pl) = level(op) >>:
473
474 lvl_mult = FACTOR(sk)
475
476 For C<< level(pl) > level(op) >>:
477
478 lvl_mult = (level(op)/level(pl));
479
480 where C<level(op)> is the level of "op," level (pl) is the level of the
481 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
482 "pl."
483
484 There are three different cases for how EXP (op) can be computed:
485
486 =over 4
487
488 =item op is a living creature: EXP(op) is just the base experience award
489 given in the spoiler.
490
491 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
492 visible). Thus, traps which are highly visible get lower values.
493
494 =item op is not a trap but is non-living: EXP(op) = internal experience
495 award of the item. Also, the lvl_mult is multiplied by any magic
496 enchantment on the item.
497
498 =back
499
500 =head1 How skills are used
501
502 =over 4
503
504 =item B<< skills >> This command lists all the player's current known
505 skills, their level of use and the associated experience category of each
506 skill.
507
508 =item B<< ready_skill I<skill> >> This command changes the player's current
509 readied skill to <skill>.
510
511 =item B<< use_skill I<skill> I<string> >> This command changes the player's
512 current readied skill and then executes it in the facing direction of the
513 player. Similar in action to the invoke command.
514
515 =back
516
517 Three player commands are related to skills use: L<ready_skill>,
518 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
519 a skill by first readying the right one, with the ready_skill command and
520 then making a ranged "attack" to activate the skill; using most skills is
521 just like firing a wand or a bow. In a few cases however, a skill is be
522 used just by having it readied. For example, the mountaineer skill allows
523 favorable movement though hilly terrain while it is readied.
524
525 To change to a new skill, a player can use either the B<use_skill> or
526 B<ready_skill> commands, but note that the use of several common items can
527 automatically change the player's current skill too. Examples of this
528 include readying a bow (which will cause the code to make the player's
529 current skill missile_weapons) or readying a melee weapon (current skill
530 auto-matically becomes melee weapons). Also, some player actions can cause
531 a change in the current skill. Running into a monster while you have a
532 readied weapon in your inventory causes the code to automatically make our
533 current skill melee weapons. As another example of this-casting a spell
534 will cause the code to switch the current skill to wizardry or praying (as
535 appropriate to the spell type).
536
537 It is not possible to use more than one skill at a time.
538
539 =head2 Acquiring skills
540
541 Skills may be gained in two ways. In the first, new skills may
542 learned. This is done by reading a L<skill scroll>
543 and the process is very similar to learning a spell. Just as in attempts
544 to learn incantations, success in learning skills is dependent on a random
545 test based on the learner's INT. Using your INT stat, look in the learn%
546 column in table primary stat effects to find your % chance of learning a
547 skill. Once you hit 100%, you will always be successfull in learning new
548 skills.
549
550 The acquisition of a skill tool will also allow the player to use a new
551 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
552 the player to pick door locks). The player merely applies the skill tool
553 in order to gain use of the new skill. If the tool is unapplied, the
554 player loses the use of the skill associated with the tool.
555
556 After a new skill is gained (either learned or if player has an applied
557 skill tool) it will appear on the player's skill roster (use the 'skills
558 command to view its status). If the new skill is an associated skill,
559 then it will automatically be gained at the player's current level in the
560 appropriate experience category.
561
562 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
563 lockpicks and applies them. He may now use the skill lockpicking at 5th
564 level of ability since that is an agility associated skill.
565
566 =head1 Authors
567
568 Parts of this document were originally compiled, edited, and written by
569 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
570 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
571
572 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
573 Steenhoven and Marc A. Lehmann.
574