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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 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
175
176 =head2 jumping
177
178 You can "skip" over one, two or three spaces in the selected
179 direction. Distance depends on weight carried, L<strength|stat_Str> and
180 L<dexterity|stat_Dex> of the user. This skill may also be used as an
181 attack.
182
183 =head2 karate
184
185 You can make a "bare-handed attack". Damage is based on the user's
186 L<strength|stat_Str> and level. This attack is the fastest and (at higher
187 levels) most deadly of the hand-to-hand attacks available.
188
189 =head2 climbing
190
191 Having this skill allows you to move faster through hilly areas than players
192 without this skill. B<Note:> You can't gain experience in this skill. Having
193 this skill is enough to move faster.
194
195 =head2 literacy
196
197 You can identify books and scrolls that you hold. Since scrolls are
198 currently always identified, this is not the greatest of skills.
199
200 =head2 lockpicking
201
202 You may "pick locks" (open doors). You need to have readied some
203 B<lockpicks> to use this skill.
204
205 =head2 meditation
206
207 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
208 the L<praying skill|skill_description/praying>. Player must first strip
209 off encumbering armour however. This skill is only available to the "monk"
210 character class.
211
212 =head2 one handed weapons
213
214 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
215 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
216 direction keys.
217
218 =head2 two handed weapons
219
220 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
221 Wield and ready the weapon by applying it and use the fire and direction keys.
222
223 =head2 missile weapons
224
225 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
226 Fire arrows by applying a bow and using the fire and direction keys. To fire
227 specific arrows to kill a monster that is weak against a certain arrow, mark
228 this arrow and fire.
229
230 =head2 mountaineer
231
232 While the skill is readied, the possessor will move faster through "hilly"
233 terrain (hills, mountains, etc.)
234
235 =head2 oratory
236
237 You may "recruit" followers. Recruitees must be of lower level, and
238 unaggressive to start. Use of this skill may anger the audience. Also,
239 "special" monsters are immune to recruitment. Success depends on user's
240 L<charisma|stat_Cha> and level.
241
242 =head2 praying
243
244 You are allowed to cast "cleric" spells. In addition, this skill may be
245 used to accelerate the accumulation of grace by C<use_skill praying>.
246 This skill may be either learned (e.g. using a L<skill scroll>) or
247 acquired through the use of a B<holy symbol>.
248
249 One of the best spells to start is the 'holy word' spell and later,
250 if you find it, the 'banishment' spell, which is much stronger.
251
252 =head2 punching
253
254 You can make a "bare-handed attack". Damage is based on the user's
255 L<strength|stat_Str> and level. This is the most feeble of the
256 hand-to-hand attacks.
257
258 =head2 find traps
259
260 You can search (more effectively) for traps. This is not a "passive"
261 skill, it must be applied in order to gain the advantage in discovering
262 traps, or actively used when in vicinity of a trap. To use it, fire into
263 any direction.
264
265 =head2 disarm traps
266
267 You can disarm previously discovered traps (for example, with the B<find traps> skill).
268
269 =head2 sense curse
270
271 You can detect whether items that you hold are B<cursed> by firing in any
272 direction while this skill is readied.
273
274 =head2 sense magic
275
276 You can detect whether items that you hold are B<magic> by firing in any
277 direction while this skill is readied.
278
279 =head2 singing
280
281 You may pacify hostile monsters with this skill. Certain kinds of
282 monsters are immune. Success depends on user level and L<charisma|stat_Cha>.
283
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 readied. You can chose what to throw by marking an item, if you do not chose an
304 item, an item from your inventory is randomly picked and thrown unless the item
305 is locked.
306
307 ERROR: Randomly?
308
309 =head2 use magic item
310
311 You can use magic items like rods/wands/horns. The level of experience
312 influences how powerful the spells are you can evoke from the
313 rod/wand/horn.
314
315 =head2 woodsman
316
317 While the skill is readied, the possessor will move faster through
318 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
319
320 =head2 inscription
321
322 You can inscribe scrolls with a text. This is useful to create messages,
323 especially via the Imperial Post Office (IPO).
324
325 You can also rewrite spell scrolls with a previously known spell. You
326 need L<mana|stat_mana>, time and an old scroll. Backfire effects are
327 possible. Only available as a 'writing pen'.
328
329 How to rewrite 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 The scroll on which you want to write has to be much lower than your inscription
341 level, otherwise you may accidentally read the scroll and cast the spell inside it.
342 If you succeed, the scroll will be a scroll of the spell you chose and your level of
343 inscription as its level. Hence, you don't need to be that level in the spell skill
344 to write higher level spellscrolls.
345
346 Caution: Magic spell writing can be risky to one's health. There can be
347 some negative effects if one fails to write a spell scroll. The most
348 benign is that one becomes confused for a short time. Other effects are
349 more severe and can even be dangerous.
350
351 =head2 spark touch
352
353 You can do a "bare-handed attack" and shock the opponent with this skill
354 readied. Attacking is done by running into the opponent. This is a unique skill
355 that can only be used by sparklings.
356
357 =head2 shiver
358
359 You can do a "bare-handed attack" and send waves of frost to the opponent with
360 this skill readied. Attacking is done by running into the opponent. This is a
361 unique skill that can only be used by iceborns.
362
363 =head2 acid splash
364
365 You can do a "bare-handed attack" and splash the opponent with acid using this
366 skill. Attacking is done by running into the opponent. This is a unique skill
367 that can only be used by acidborns.
368
369 =head2 poison nail
370
371 TODO: Add goblins and think about the name goblin.
372
373 You can do a "bare-handed attack" and inject poison into the opponent with
374 this skill readied. Attacking is done by running into the opponent. This is a
375 unique skill that can only be used by goblins.
376
377 =head1 About experience and skills
378
379 =head2 Associated and miscellaneous skills
380
381 In Crossfire two types of skills exist; The first kind, "associated"
382 skills, are those skills which are associated with a category of
383 experience. The other kind of skill, "miscellaneous" skills, are not
384 related to any experience category.
385
386 The main difference between these two kinds of skills is in the result
387 of their use. When associated skills are used successfully experience
388 is accrued in the experience category associated with that skill. In
389 contrast, the use of miscellaneous skills never gains the player any
390 experience regardless of the success in using it.
391
392 Both miscellaneous and associated skills can fail. This means that
393 the attempt to use the skill was unsuccessful. Both miscellaneous
394 and associated skills can have certain primary stats associated with
395 them. These associated stats can help to determine if the use of a skill
396 is successful and to what degree it is successful.
397
398 All gained experience is modified by the associated stats for that skill
399 (table skill statistics) and then the appropriate experience category
400 automatically updated as needed.
401
402 =head2 Restrictions on skills use and gaining experience
403
404 Neither a character's stats nor the character class restricts the player
405 from gaining experience in any of the experience categories. Also, there
406 are no inherent restrictions on character skill use-any player may use any
407 acquired skill.
408
409 Average of Experienced
410 Associated Gain
411 Stats Multiplier
412 1 0.01
413 2 0.1
414 3 0.3
415 4 0.5
416 5 0.6
417 6 0.7
418 7 0.8
419 8 0.85
420 9 0.9
421 10 0.95
422 11 0.96
423 12 0.97
424 13 0.98
425 14 0.99
426 15 1.0
427 16 1.01
428 17 1.02
429 18 1.03
430 19 1.04
431 20 1.05
432 21 1.07
433 22 1.09
434 23 1.12
435 24 1.15
436 25 1.2
437 26 1.3
438 27 1.4
439 28 1.5
440 29 1.7
441 30 2.0
442
443 =head2 Algorithm for Experience Gain under the skills system
444
445 Here we take the view that a player must "overcome an opponent" in
446 order to gain experience. Examples include foes killed in combat,
447 finding/disarming a trap, stealing from some being, identifying an object,
448 etc.
449
450 Gained experience is based primarily on the difference in levels between
451 "opponents," experience point value of a "vanquished foe," the values of
452 the associated stats of the skill being used and two factors that are set
453 internally. (Note: If you want to know more about this, check out the
454 skills_developers.doc.)
455
456 Below the algorithm for experience gain is given where player "pl" has
457 "vanquished" opponent "op" using skill "sk:"
458
459 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
460
461 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
462 base experience award for "op" which depends on what op is (see below),
463 stat_mult is taken from table experience modification, and lvl_mult is:
464
465 For C<< level(pl)> < level(op) >>:
466
467 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
468
469 For C<< level(pl) = level(op) >>:
470
471 lvl_mult = FACTOR(sk)
472
473 For C<< level(pl) > level(op) >>:
474
475 lvl_mult = (level(op)/level(pl));
476
477 where C<level(op)> is the level of "op," level (pl) is the level of the
478 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
479 "pl."
480
481 There are three different cases for how EXP (op) can be computed:
482
483 =over 4
484
485 =item op is a living creature: EXP(op) is just the base experience award
486 given in the spoiler.
487
488 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
489 visible). Thus, traps which are highly visible get lower values.
490
491 =item op is not a trap but is non-living: EXP(op) = internal experience
492 award of the item. Also, the lvl_mult is multiplied by any magic
493 enchantment on the item.
494
495 =back
496
497 =head1 How skills are used
498
499 =over 4
500
501 =item B<< skills >> This command lists all the player's current known
502 skills, their level of use and the associated experience category of each
503 skill.
504
505 =item B<< ready_skill I<skill> >> This command changes the player's current
506 readied skill to <skill>.
507
508 =item B<< use_skill I<skill> I<string> >> This command changes the player's
509 current readied skill and then executes it in the facing direction of the
510 player. Similar in action to the invoke command.
511
512 =back
513
514 Three player commands are related to skills use: L<ready_skill>,
515 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
516 a skill by first readying the right one, with the ready_skill command and
517 then making a ranged "attack" to activate the skill; using most skills is
518 just like firing a wand or a bow. In a few cases however, a skill is be
519 used just by having it readied. For example, the mountaineer skill allows
520 favorable movement though hilly terrain while it is readied.
521
522 To change to a new skill, a player can use either the B<use_skill> or
523 B<ready_skill> commands, but note that the use of several common items can
524 automatically change the player's current skill too. Examples of this
525 include readying a bow (which will cause the code to make the player's
526 current skill missile_weapons) or readying a melee weapon (current skill
527 auto-matically becomes melee weapons). Also, some player actions can cause
528 a change in the current skill. Running into a monster while you have a
529 readied weapon in your inventory causes the code to automatically make our
530 current skill melee weapons. As another example of this-casting a spell
531 will cause the code to switch the current skill to wizardry or praying (as
532 appropriate to the spell type).
533
534 It is not possible to use more than one skill at a time.
535
536 =head2 Acquiring skills
537
538 Skills may be gained in two ways. In the first, new skills may
539 learned. This is done by reading a L<skill scroll>
540 and the process is very similar to learning a spell. Just as in attempts
541 to learn incantations, success in learning skills is dependent on a random
542 test based on the learner's INT. Using your INT stat, look in the learn%
543 column in table primary stat effects to find your % chance of learning a
544 skill. Once you hit 100%, you will always be successfull in learning new
545 skills.
546
547 The acquisition of a skill tool will also allow the player to use a new
548 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
549 the player to pick door locks). The player merely applies the skill tool
550 in order to gain use of the new skill. If the tool is unapplied, the
551 player loses the use of the skill associated with the tool.
552
553 After a new skill is gained (either learned or if player has an applied
554 skill tool) it will appear on the player's skill roster (use the 'skills
555 command to view its status). If the new skill is an associated skill,
556 then it will automatically be gained at the player's current level in the
557 appropriate experience category.
558
559 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
560 lockpicks and applies them. He may now use the skill lockpicking at 5th
561 level of ability since that is an agility associated skill.
562
563 =head1 Authors
564
565 Parts of this document were originally compiled, edited, and written by
566 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
567 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
568
569 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
570 Steenhoven and Marc A. Lehmann.
571