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