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Revision: 1.8
Committed: Tue Sep 23 00:22:41 2008 UTC (15 years, 8 months ago) by root
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-3_0, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_79, rel-2_90, rel-2_92, rel-2_93, rel-2_78
Changes since 1.7: +11 -11 lines
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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 experience in a variety of other
15 skills, which can either be learned or used through a skill tool or
16 talisman.
17
18 =head1 X<skill_description>Skill Descriptions
19
20 Below is a more detailed description of each skills and how they are used.
21
22 =head2 alchemy
23
24 You can identify potions, containers, and different kinds of ore and
25 mineral, mix potions and create other stuff (such as gold, weapons, deadly
26 monsters killing him/her etc.) from other ingredients using a cauldron
27 L<$ARCH/cauldron.x11>.
28
29 To identify alchemy stuff you have to stand over it or have it in your inventory and
30 issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might
31 not get identified if your alchemy level is too low.
32
33 A higher alchemy level will also help you to estimate the value of items better.
34
35 To create something new, for example some dust or potion, you have to get a B<cauldron>.
36 You find these in shops, guilds and some appartments. Some alchemy shops also let you use
37 their cauldron for a fee. All you need now is to know what items creates which other item.
38 You learn the ingredients this by finding recipes. It is B<very important> that you B<identify>
39 all ingredients for a recipe before using them!
40
41 For a start you could try to make B<water of the wise>:
42 Get 7 water bottles (filled), identify them, put them in a cauldron, do C<use_skill alchemy>.
43 If everything worked there should be B<water of the wise> in the cauldron now.
44 Congratulations, your first alchemy was done!
45
46 Be careful when doing alchemy and trying complicated receipes, they might fail and
47 will backfire heavily at you.
48
49 I<Never, ever, do alchemy in your home or in public places!> You can
50 easily create powerful monsters that will kill you, kill you again when
51 you wake up in your savebed, kill you again... etc.
52
53 =head2 bargaining
54
55 This skill helps you to bargain in shops when buying and selling. The higher
56 your bargaining level is the better prices you will get. Besides having a high
57 bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat.
58
59 When you are in a shop, you can C<use_skill bargaining> to see whether that
60 shop will buy the items you want to sell at a higher price than others and
61 whether the shopkeeper likes you. Elf shopkeepers will like elf players.
62
63 =head2 bowyer
64
65 You can identify missile weapons and missiles such as arrows, bolts and
66 bows. One can also create special bows and arrows from other ingredients
67 using the bowyer skill like the L<alchemy skill|skill_description/alchemy>
68 skill and a B<workbench> L<$ARCH/workbench.x11>
69 (you just have to find out a recipe).
70
71 =head2 clawing
72
73 You can make a "bare-handed attack". Damage is based on the user's
74 L<strength|stat_Str> and level. With time, one can have different claws
75 such as fire claws or electric claws. An elemental residue from the dragon
76 guild is required to change this. The dragon guild can be found in scorn.
77
78 =head2 levitation
79
80 You can levitate (fly low) at will. Using the skill first makes you
81 levitate, and at the second time returns you to the earth.
82 Levitation can be useful to fly over water streams that move you
83 if you walk in them, or it prevents you from falling into a pit.
84
85 =head2 summoning
86
87 You can cast spells related to the B<summoning> school of wizardry, which
88 mostly summon monsters, bullet walls and similar things. This skill
89 may be acquired either through the use of an appropriate B<talisman> or
90 learned via a L<skill scroll>.
91
92 The most basic spells you might want to get is 'summon pet monster'
93 and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got
94 the spells and read their description.
95
96 =head2 pyromancy
97
98 You can cast spells related to the B<pyromancy> (fire) school of
99 wizardry. This skill may be acquired either through the use of an
100 appropriate B<talisman> or learned via a L<skill scroll>.
101
102 The first spell would be 'burning hands' which casts a cone of fire which
103 burns your enemies. It becomes stronger with your pyromancy level.
104
105 =head2 evocation
106
107 You can cast spells related to the B<evocation> (mostly cold magic)
108 school of wizardry. This skill may be acquired either through the use of
109 an appropriate B<talisman> or learned via a L<skill scroll>.
110
111 The spell you should start with is 'icestorm' which casts a cone
112 of ice which freezes your enemies. It becomes stronger with your evocation level.
113
114 =head2 sorcery
115
116 You can cast spells related to the B<sorcery> (identify, town portal and
117 other meta-spells) school of wizardry. This skill may be acquired either
118 through the use of an appropriate B<talisman> or learned via a B<skill
119 scroll>.
120
121 Sorcery has many utility spells, like 'identify', 'town portal' (making portals
122 between two points in the world) and also attack spells like 'spark shower'
123 and 'steambolt'.
124
125 =head2 flame touch
126
127 You can make a "bare-handed attack". Damage is based on the user's
128 L<strength|stat_Str> and level. This is the default hand-to-hand fighting
129 skill for the fireborn character class.
130
131 =head2 hiding
132
133 This skill lets you hide, that means that you will become invisible.
134 To hide you need to find a place with other stuff on it where you can hide.
135
136 You enjoy limited form of invisibility. If you attack or move too much
137 you become visible.
138
139 =head2 jeweler
140
141 You can identify amulets, rings and talismans. One can also improve magic
142 rings or enchant non-magic rings to give them stat bonuses, this works
143 similar to the L<alchemy skill|skill_description/alchemy>, only that
144 you need to put the ingredients in a B<jeweler's workbench>.
145
146 For a more detailed documentation look in the L<jeweler skill documentation|jeweler_skill>.
147
148 =head2 jumping
149
150 You can "skip" over one, two or three spaces in the selected
151 direction. Distance depends on weight carried, L<strength|stat_Str> and
152 L<dexterity|stat_Dex> of the user. This skill may also be used as an
153 attack.
154
155 =head2 karate
156
157 You can make a "bare-handed attack". Damage is based on the user's
158 L<strength|stat_Str> and level. This attack is the fastest and (at higher
159 levels) most deadly of the hand-to-hand attacks available.
160
161 =head2 climbing
162
163 Having this skill allows you to move faster through hilly areas than players
164 without this skill. B<Note:> You can't gain experience in this skill. Having
165 this skill is enough to move faster.
166
167 =head2 literacy
168
169 You can identify books and scrolls that you hold. Since scrolls are
170 currently always identified, this is not the greatest of skills.
171
172 =head2 lockpicking
173
174 You may "pick locks" (open doors). You need to have readied some
175 B<lockpicks> to use this skill.
176
177 =head2 meditation
178
179 Player can regain mana/hp at an accelerated rate by C<use_skill meditation>,
180 the L<skill_description/praying> skill. Player must first strip
181 off encumbering armour however. This skill is only available to the "monk"
182 character class.
183
184 =head2 one handed weapons
185
186 You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>,
187 B<mace>, etc). Wield and ready the weapon by applying it and use the fire and
188 direction keys.
189
190 =head2 two handed weapons
191
192 You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc).
193 Wield and ready the weapon by applying it and use the fire and direction keys.
194
195 =head2 missile weapons
196
197 The user is capabale of making attacks with ranged weapons (eg bow, crossbow).
198 Fire arrows by applying a bow and using the fire and direction keys. To fire
199 specific arrows to kill a monster that is weak against a certain arrow, mark
200 this arrow and fire.
201
202 =head2 mountaineer
203
204 While the skill is readied, the possessor will move faster through "hilly"
205 terrain (hills, mountains, etc.)
206
207 =head2 oratory
208
209 You may "recruit" followers targeting them with your B<oratory>
210 skill. Recruitees must be unaggressive to start (a good way to pacify
211 monsters is the L<singing skill|skill_description/singing>). Use of
212 this skill may anger the audience. Also, some monsters are immune to
213 recruitment. Success depends on user's level and her L<charisma|stat_Cha>
214 vs. the recruitee's L<intelligence|stat_Int> and level.
215
216 Kill experience from your followers goes directly to your oratory skill.
217
218 Cleaning women and unagggressive low-level monsters (such as the dogs in
219 the wizards house in scorn) are good initial targets for this skill.
220
221 =head2 praying
222
223 The praying skill allows you to cast "cleric" spells. In addition, this
224 skill may be used to accelerate the accumulation of grace points by
225 praying (see L<How do I pray?|how_tp_pray>. This skill may be either
226 learned (e.g. using a L<skill scroll>) or acquired through the use of a
227 B<holy symbol>.
228
229 One of the best spells to start with is the 'holy word' spell and later,
230 if you find it, the 'banishment' spell, which is much stronger.
231
232 =head2 punching
233
234 You can make a "bare-handed attack". Damage is based on the user's
235 L<strength|stat_Str> and level. This is the most feeble of the
236 hand-to-hand attacks.
237
238 =head2 find traps
239
240 You can search (more effectively) for traps. This is not a "passive"
241 skill, it must be applied in order to gain the advantage in discovering
242 traps, or actively used when in vicinity of a trap. To use it, fire into
243 any direction.
244
245 =head2 disarm traps
246
247 You can disarm previously discovered traps (for example, with the B<find traps> skill).
248
249 =head2 sense curse
250
251 You can detect whether items that you hold are B<cursed> by firing in any
252 direction while this skill is readied.
253
254 =head2 sense magic
255
256 You can detect whether items that you hold are B<magic> by firing in any
257 direction while this skill is readied.
258
259 =head2 singing
260
261 You may pacify hostile monsters with this area attack skill. Certain
262 kinds of monsters are immune. Success depends on user's level and her
263 L<charisma|stat_Cha> vs. the monster's L<intelligence|stat_Int> and level.
264
265 Singing is a good companion skill for the L<oratory
266 skill|skill_description/oratory>: first you pacify creates using singing,
267 then you can orate them, convincing them if your cause. It is a useful
268 skill when monsters are overwhelming you, too.
269
270 =head2 smithery
271
272 You can identify arms and armour that you hold, and, with the help of a
273 B<forge>, can even create weapons using the alchemy skill.
274
275 =head2 stealing
276
277 You can take items from the inventory of NPCs, monsters and maybe other
278 players.
279
280 =head2 thaumaturgy
281
282 You can identify rods, wands and horns that you are holding, and, with
283 the help of a B<thaumaturgists workbench> and the alchemy skill, create
284 those things.
285
286 =head2 throwing
287
288 You can throw items at monsters. To do this, fire at a monster with this skill
289 readied. You can chose what to throw by marking an item, if you do not chose an
290 item, an item from your inventory is randomly picked and thrown unless the item
291 is locked.
292
293 ERROR: Randomly?
294
295 =head2 use magic item
296
297 You can use magic items like rods/wands/horns. The level of experience
298 influences how powerful the spells are you can evoke from the
299 rod/wand/horn.
300
301 =head2 woodsman
302
303 While the skill is readied, the possessor will move faster through
304 "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.).
305
306 Woodsmen can also craft various items useful to their skill.
307
308 =head2 inscription
309
310 You can inscribe empty scrolls and books with a text. This is useful to
311 create messages, especially via the Imperial Post Office (IPO).
312
313 You can also write spell scrolls with a spell known to you. You need
314 L<mana|stat_mana>, time and an old scroll for that. Backfire effects are
315 possible. Only available as a 'writing pen'.
316
317 How to write into a mail scroll/books etc.:
318
319 mark <name of scroll> # or use the menu
320 use_skill inscription <your message goes here>
321
322 How to rewrite a spell scroll:
323
324 mark <name of scroll> # or use the menu
325 cast <spell> # prepare the spell you want to write
326 use_skill inscription # write the spell on the scroll
327
328 If you succeed, the scroll will be a scroll of the spell you chose and
329 your level of inscription as its level. Hence, you don't need to be that
330 level in the spell skill to write higher level spellscrolls.
331
332 Caution: Magic spell writing can be risky to one's health. There can be
333 some negative effects if one fails to write a spell scroll. The most
334 benign is that one becomes confused for a short time. Other effects are
335 more severe and can even be dangerous.
336
337 =head2 spark touch
338
339 You can do a "bare-handed attack" and shock the opponent with this skill
340 readied. Attacking is done by running into the opponent. This is a unique skill
341 that can only be used by sparklings.
342
343 =head2 shiver
344
345 You can do a "bare-handed attack" and send waves of frost to the opponent with
346 this skill readied. Attacking is done by running into the opponent. This is a
347 unique skill that can only be used by iceborns.
348
349 =head2 acid splash
350
351 You can do a "bare-handed attack" and splash the opponent with acid using this
352 skill. Attacking is done by running into the opponent. This is a unique skill
353 that can only be used by acidborns.
354
355 =head2 poison nail
356
357 TODO: Add goblins and think about the name goblin.
358
359 You can do a "bare-handed attack" and inject poison into 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 goblins.
362
363 =head1 About experience and skills
364
365 =head2 Associated and miscellaneous skills
366
367 In Deliantra, two types of skills exist; The first kind, "associated"
368 skills, are those skills which are associated with a category of
369 experience. The other kind of skill, "miscellaneous" skills, are not
370 related to any experience category.
371
372 The main difference between these two kinds of skills is in the result
373 of their use. When associated skills are used successfully experience
374 is accrued in the experience category associated with that skill. In
375 contrast, the use of miscellaneous skills never gains the player any
376 experience regardless of the success in using it.
377
378 Both miscellaneous and associated skills can fail. This means that
379 the attempt to use the skill was unsuccessful. Both miscellaneous
380 and associated skills can have certain primary stats associated with
381 them. These associated stats can help to determine if the use of a skill
382 is successful and to what degree it is successful.
383
384 All gained experience is modified by the associated stats for that skill
385 (table skill statistics) and then the appropriate experience category
386 automatically updated as needed.
387
388 =head2 Restrictions on skills use and gaining experience
389
390 Neither a character's stats nor the character class restricts the player
391 from gaining experience in any of the experience categories. Also, there
392 are no inherent restrictions on character skill use-any player may use any
393 acquired skill.
394
395 Average of Experienced
396 Associated Gain
397 Stats Multiplier
398 1 0.01
399 2 0.1
400 3 0.3
401 4 0.5
402 5 0.6
403 6 0.7
404 7 0.8
405 8 0.85
406 9 0.9
407 10 0.95
408 11 0.96
409 12 0.97
410 13 0.98
411 14 0.99
412 15 1.0
413 16 1.01
414 17 1.02
415 18 1.03
416 19 1.04
417 20 1.05
418 21 1.07
419 22 1.09
420 23 1.12
421 24 1.15
422 25 1.2
423 26 1.3
424 27 1.4
425 28 1.5
426 29 1.7
427 30 2.0
428
429 =head2 Algorithm for Experience Gain under the skills system
430
431 Here we take the view that a player must "overcome an opponent" in
432 order to gain experience. Examples include foes killed in combat,
433 finding/disarming a trap, stealing from some being, identifying an object,
434 etc.
435
436 Gained experience is based primarily on the difference in levels between
437 "opponents," experience point value of a "vanquished foe," the values of
438 the associated stats of the skill being used and two factors that are set
439 internally. (Note: If you want to know more about this, check out the
440 skills_developers.doc.)
441
442 Below the algorithm for experience gain is given where player "pl" has
443 "vanquished" opponent "op" using skill "sk:"
444
445 EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult
446
447 where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the
448 base experience award for "op" which depends on what op is (see below),
449 stat_mult is taken from table experience modification, and lvl_mult is:
450
451 For C<< level(pl)> < level(op) >>:
452
453 lvl_mult = FACTOR(sk) * (level(op) - level(pl))
454
455 For C<< level(pl) = level(op) >>:
456
457 lvl_mult = FACTOR(sk)
458
459 For C<< level(pl) > level(op) >>:
460
461 lvl_mult = (level(op)/level(pl));
462
463 where C<level(op)> is the level of "op," level (pl) is the level of the
464 player, and C<FACTOR(sk)> is an internal factor based on the skill used by
465 "pl."
466
467 There are three different cases for how EXP (op) can be computed:
468
469 =over 4
470
471 =item op is a living creature: EXP(op) is just the base experience award
472 given in the spoiler.
473
474 =item op is a trap: EXP(op) = 1/(fraction of the time which the trap is
475 visible). Thus, traps which are highly visible get lower values.
476
477 =item op is not a trap but is non-living: EXP(op) = internal experience
478 award of the item. Also, the lvl_mult is multiplied by any magic
479 enchantment on the item.
480
481 =back
482
483 =head1 How skills are used
484
485 =over 4
486
487 =item B<< skills >> This command lists all the player's current known
488 skills, their level of use and the associated experience category of each
489 skill.
490
491 =item B<< ready_skill I<skill> >> This command changes the player's current
492 readied skill to <skill>.
493
494 =item B<< use_skill I<skill> I<string> >> This command changes the player's
495 current readied skill and then executes it in the facing direction of the
496 player. Similar in action to the invoke command.
497
498 =back
499
500 Three player commands are related to skills use: L<ready_skill>,
501 L<use_skill>, and L<skills|command/skills>. Generally, a player will use
502 a skill by first readying the right one, with the ready_skill command and
503 then making a ranged "attack" to activate the skill; using most skills is
504 just like firing a wand or a bow. In a few cases however, a skill is be
505 used just by having it readied. For example, the mountaineer skill allows
506 favorable movement though hilly terrain while it is readied.
507
508 To change to a new skill, a player can use either the B<use_skill> or
509 B<ready_skill> commands, but note that the use of several common items can
510 automatically change the player's current skill too. Examples of this
511 include readying a bow (which will cause the code to make the player's
512 current skill missile_weapons) or readying a melee weapon (current skill
513 auto-matically becomes melee weapons). Also, some player actions can cause
514 a change in the current skill. Running into a monster while you have a
515 readied weapon in your inventory causes the code to automatically make our
516 current skill melee weapons. As another example of this-casting a spell
517 will cause the code to switch the current skill to wizardry or praying (as
518 appropriate to the spell type).
519
520 It is not possible to use more than one skill at a time.
521
522 =head2 Acquiring skills
523
524 Skills may be gained in two ways. In the first, new skills may
525 learned. This is done by reading a L<skill scroll>
526 and the process is very similar to learning a spell. Just as in attempts
527 to learn incantations, success in learning skills is dependent on a random
528 test based on the learner's INT. Using your INT stat, look in the learn%
529 column in table primary stat effects to find your % chance of learning a
530 skill. Once you hit 100%, you will always be successfull in learning new
531 skills.
532
533 The acquisition of a skill tool will also allow the player to use a new
534 skill. An example of a skill tool is "lockpicks" lockpicks (which allow
535 the player to pick door locks). The player merely applies the skill tool
536 in order to gain use of the new skill. If the tool is unapplied, the
537 player loses the use of the skill associated with the tool.
538
539 After a new skill is gained (either learned or if player has an applied
540 skill tool) it will appear on the player's skill roster (use the 'skills
541 command to view its status). If the new skill is an associated skill,
542 then it will automatically be gained at the player's current level in the
543 appropriate experience category.
544
545 For example, Stilco the Wraith, who is 5th level in agility, buys a set of
546 lockpicks and applies them. He may now use the skill lockpicking at 5th
547 level of ability since that is an agility associated skill.
548
549 =head1 Authors
550
551 Parts of this document were originally compiled, edited, and written by
552 Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information
553 compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander.
554
555 Adapted for use by I<deliantra>, enhanced and corrected by Pippijn van
556 Steenhoven and Marc A. Lehmann.
557