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Revision: 1.5
Committed: Fri May 18 13:54:52 2007 UTC (17 years ago) by root
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3, rel-2_1
Changes since 1.4: +19 -6 lines
Log Message:
rebalance singing and oratory, copy_doc

File Contents

# 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 targeting them with your B<oratory>
246 skill. Recruitees must be unaggressive to start (a good way to pacify
247 monsters is the L<singing skill|skill_description/singing>). Use of
248 this skill may anger the audience. Also, some monsters are immune to
249 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
250 vs. the recruitee's L<intelligence|stat_Int> and level.
251
252 Kill experience from your followers goes directly to your oratory skill.
253
254 Cleaning women and unagggressive low-level monsters (such as the dogs in
255 the wizards house in scorn) are good initial targets for this skill.
256
257 =head2 praying
258
259 You are allowed to cast "cleric" spells. In addition, this skill may be
260 used to accelerate the accumulation of grace by C<use_skill praying>.
261 This skill may be either learned (e.g. using a L<skill scroll>) or
262 acquired through the use of a B<holy symbol>.
263
264 One of the best spells to start is the 'holy word' spell and later,
265 if you find it, the 'banishment' spell, which is much stronger.
266
267 =head2 punching
268
269 You can make a "bare-handed attack". Damage is based on the user's
270 L<strength|stat_Str> and level. This is the most feeble of the
271 hand-to-hand attacks.
272
273 =head2 find traps
274
275 You can search (more effectively) for traps. This is not a "passive"
276 skill, it must be applied in order to gain the advantage in discovering
277 traps, or actively used when in vicinity of a trap. To use it, fire into
278 any direction.
279
280 =head2 disarm traps
281
282 You can disarm previously discovered traps (for example, with the B<find traps> skill).
283
284 =head2 sense curse
285
286 You can detect whether items that you hold are B<cursed> by firing in any
287 direction while this skill is readied.
288
289 =head2 sense magic
290
291 You can detect whether items that you hold are B<magic> by firing in any
292 direction while this skill is readied.
293
294 =head2 singing
295
296 You may pacify hostile monsters with this area attack skill. Certain
297 kinds of monsters are immune. Success depends on user's level and her
298 L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
299
300 Singing is a good companion skill for the L<oratory
301 skill|skill_description/oratory>: first you pacify creates using singing,
302 then you can orate them, convincing them if your cause. It is a useful
303 skill when monsters are overwhelming you, too.
304
305 =head2 smithery
306
307 You can identify arms and armour that you hold, and, with the help of a
308 B<forge>, can even create weapons using the alchemy skill.
309
310 =head2 stealing
311
312 You can take items from the inventory of NPCs, monsters and maybe other
313 players.
314
315 =head2 thaumaturgy
316
317 You can identify rods, wands and horns that you are holding, and, with
318 the help of a B<thaumaturgists workbench> and the alchemy skill, create
319 those things.
320
321 =head2 throwing
322
323 You can throw items at monsters. To do this, fire at a monster with this skill
324 readied. You can chose what to throw by marking an item, if you do not chose an
325 item, an item from your inventory is randomly picked and thrown unless the item
326 is locked.
327
328 ERROR: Randomly?
329
330 =head2 use magic item
331
332 You can use magic items like rods/wands/horns. The level of experience
333 influences how powerful the spells are you can evoke from the
334 rod/wand/horn.
335
336 =head2 woodsman
337
338 While the skill is readied, the possessor will move faster through
339 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.)
340
341 =head2 inscription
342
343 You can inscribe scrolls with a text. This is useful to create messages,
344 especially via the Imperial Post Office (IPO).
345
346 You can also rewrite spell scrolls with a previously known spell. You
347 need L<mana|stat_mana>, time and an old scroll. Backfire effects are
348 possible. Only available as a 'writing pen'.
349
350 How to rewrite a mail scroll/books etc.:
351
352 mark <name of scroll> # or use the menu
353 use_skill inscription <your message goes here>
354
355 How to rewrite a spell scroll:
356
357 mark <name of scroll> # or use the menu
358 cast <spell> # prepare the spell you want to write
359 use_skill inscription # write the spell on the scroll
360
361 The scroll on which you want to write has to be much lower than your inscription
362 level, otherwise you may accidentally read the scroll and cast the spell inside it.
363 If you succeed, the scroll will be a scroll of the spell you chose and your level of
364 inscription as its level. Hence, you don't need to be that level in the spell skill
365 to write higher level spellscrolls.
366
367 Caution: Magic spell writing can be risky to one's health. There can be
368 some negative effects if one fails to write a spell scroll. The most
369 benign is that one becomes confused for a short time. Other effects are
370 more severe and can even be dangerous.
371
372 =head2 spark touch
373
374 You can do a "bare-handed attack" and shock the opponent with this skill
375 readied. Attacking is done by running into the opponent. This is a unique skill
376 that can only be used by sparklings.
377
378 =head2 shiver
379
380 You can do a "bare-handed attack" and send waves of frost to the opponent with
381 this skill readied. Attacking is done by running into the opponent. This is a
382 unique skill that can only be used by iceborns.
383
384 =head2 acid splash
385
386 You can do a "bare-handed attack" and splash the opponent with acid using this
387 skill. Attacking is done by running into the opponent. This is a unique skill
388 that can only be used by acidborns.
389
390 =head2 poison nail
391
392 TODO: Add goblins and think about the name goblin.
393
394 You can do a "bare-handed attack" and inject poison into the opponent with
395 this skill readied. Attacking is done by running into the opponent. This is a
396 unique skill that can only be used by goblins.
397
398 =head1 About experience and skills
399
400 =head2 Associated and miscellaneous skills
401
402 In Crossfire two types of skills exist; The first kind, "associated"
403 skills, are those skills which are associated with a category of
404 experience. The other kind of skill, "miscellaneous" skills, are not
405 related to any experience category.
406
407 The main difference between these two kinds of skills is in the result
408 of their use. When associated skills are used successfully experience
409 is accrued in the experience category associated with that skill. In
410 contrast, the use of miscellaneous skills never gains the player any
411 experience regardless of the success in using it.
412
413 Both miscellaneous and associated skills can fail. This means that
414 the attempt to use the skill was unsuccessful. Both miscellaneous
415 and associated skills can have certain primary stats associated with
416 them. These associated stats can help to determine if the use of a skill
417 is successful and to what degree it is successful.
418
419 All gained experience is modified by the associated stats for that skill
420 (table skill statistics) and then the appropriate experience category
421 automatically updated as needed.
422
423 =head2 Restrictions on skills use and gaining experience
424
425 Neither a character's stats nor the character class restricts the player
426 from gaining experience in any of the experience categories. Also, there
427 are no inherent restrictions on character skill use-any player may use any
428 acquired skill.
429
430 Average of Experienced
431 Associated Gain
432 Stats Multiplier
433 1 0.01
434 2 0.1
435 3 0.3
436 4 0.5
437 5 0.6
438 6 0.7
439 7 0.8
440 8 0.85
441 9 0.9
442 10 0.95
443 11 0.96
444 12 0.97
445 13 0.98
446 14 0.99
447 15 1.0
448 16 1.01
449 17 1.02
450 18 1.03
451 19 1.04
452 20 1.05
453 21 1.07
454 22 1.09
455 23 1.12
456 24 1.15
457 25 1.2
458 26 1.3
459 27 1.4
460 28 1.5
461 29 1.7
462 30 2.0
463
464 =head2 Algorithm for Experience Gain under the skills system
465
466 Here we take the view that a player must "overcome an opponent" in
467 order to gain experience. Examples include foes killed in combat,
468 finding/disarming a trap, stealing from some being, identifying an object,
469 etc.
470
471 Gained experience is based primarily on the difference in levels between
472 "opponents," experience point value of a "vanquished foe," the values of
473 the associated stats of the skill being used and two factors that are set
474 internally. (Note: If you want to know more about this, check out the
475 skills_developers.doc.)
476
477 Below the algorithm for experience gain is given where player "pl" has
478 "vanquished" opponent "op" using skill "sk:"
479
480 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
481
482 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
483 base experience award for "op" which depends on what op is (see below),
484 stat_mult is taken from table experience modification, and lvl_mult is:
485
486 For C<< level(pl)> < level(op) >>:
487
488 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
489
490 For C<< level(pl) = level(op) >>:
491
492 lvl_mult = FACTOR(sk)
493
494 For C<< level(pl) > level(op) >>:
495
496 lvl_mult = (level(op)/level(pl));
497
498 where C<level(op)> is the level of "op," level (pl) is the level of the
499 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
500 "pl."
501
502 There are three different cases for how EXP (op) can be computed:
503
504 =over 4
505
506 =item op is a living creature: EXP(op) is just the base experience award
507 given in the spoiler.
508
509 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
510 visible). Thus, traps which are highly visible get lower values.
511
512 =item op is not a trap but is non-living: EXP(op) = internal experience
513 award of the item. Also, the lvl_mult is multiplied by any magic
514 enchantment on the item.
515
516 =back
517
518 =head1 How skills are used
519
520 =over 4
521
522 =item B<< skills >> This command lists all the player's current known
523 skills, their level of use and the associated experience category of each
524 skill.
525
526 =item B<< ready_skill I<skill> >> This command changes the player's current
527 readied skill to <skill>.
528
529 =item B<< use_skill I<skill> I<string> >> This command changes the player's
530 current readied skill and then executes it in the facing direction of the
531 player. Similar in action to the invoke command.
532
533 =back
534
535 Three player commands are related to skills use: L<ready_skill>,
536 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
537 a skill by first readying the right one, with the ready_skill command and
538 then making a ranged "attack" to activate the skill; using most skills is
539 just like firing a wand or a bow. In a few cases however, a skill is be
540 used just by having it readied. For example, the mountaineer skill allows
541 favorable movement though hilly terrain while it is readied.
542
543 To change to a new skill, a player can use either the B<use_skill> or
544 B<ready_skill> commands, but note that the use of several common items can
545 automatically change the player's current skill too. Examples of this
546 include readying a bow (which will cause the code to make the player's
547 current skill missile_weapons) or readying a melee weapon (current skill
548 auto-matically becomes melee weapons). Also, some player actions can cause
549 a change in the current skill. Running into a monster while you have a
550 readied weapon in your inventory causes the code to automatically make our
551 current skill melee weapons. As another example of this-casting a spell
552 will cause the code to switch the current skill to wizardry or praying (as
553 appropriate to the spell type).
554
555 It is not possible to use more than one skill at a time.
556
557 =head2 Acquiring skills
558
559 Skills may be gained in two ways. In the first, new skills may
560 learned. This is done by reading a L<skill scroll>
561 and the process is very similar to learning a spell. Just as in attempts
562 to learn incantations, success in learning skills is dependent on a random
563 test based on the learner's INT. Using your INT stat, look in the learn%
564 column in table primary stat effects to find your % chance of learning a
565 skill. Once you hit 100%, you will always be successfull in learning new
566 skills.
567
568 The acquisition of a skill tool will also allow the player to use a new
569 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
570 the player to pick door locks). The player merely applies the skill tool
571 in order to gain use of the new skill. If the tool is unapplied, the
572 player loses the use of the skill associated with the tool.
573
574 After a new skill is gained (either learned or if player has an applied
575 skill tool) it will appear on the player's skill roster (use the 'skills
576 command to view its status). If the new skill is an associated skill,
577 then it will automatically be gained at the player's current level in the
578 appropriate experience category.
579
580 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
581 lockpicks and applies them. He may now use the skill lockpicking at 5th
582 level of ability since that is an agility associated skill.
583
584 =head1 Authors
585
586 Parts of this document were originally compiled, edited, and written by
587 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
588 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
589
590 Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van
591 Steenhoven and Marc A. Lehmann.
592