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