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guides:skills [2014/10/05 00:18]
127.0.0.1 external edit
guides:skills [2018/03/26 01:41] (current)
karl [5.2.2 Restrictions on skills use and gaining experience]
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 ======Crossfire Handbook - Skills====== ======Crossfire Handbook - Skills======
-This chapter outlines useful information (and some spoilers) for beginning players on the various skills that exist in Crossfire. If you are interested purely in the mechanics of crossfire ​please visit the //​[[:​mechanics|sworn book of scorn]]// instead.+This chapter outlines useful information (and some spoilers) for beginning players on the various skills that exist in Crossfire. ​\\ 
 +If you are interested purely in the mechanics of Crossfire ​please visit the //​[[:​mechanics|Sworn Book of Scorn]]// instead.
  
 +See Also : [[:skills]] \\
 +Developers : [[:​dev:​skills]]
  
-=====Handbook Table of Contents=====+ 
 +====Handbook Table of Contents====
 [[:Guides]] - Back to guides index [[:Guides]] - Back to guides index
-  - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server +  - [[connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server 
-  - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character +  - [[character_creation|Creating a character]] - What to consider when creating a new character 
-    - [[:guides:character_creation#​Races|Strengths and weaknesses of various races]] +    - [[character_creation#​Races|Strengths and weaknesses of various races]] 
-    - [[:guides:character_creation#​Classes|Strengths and weaknesses of various classes]] +    - [[character_creation#​Classes|Strengths and weaknesses of various classes]] 
-    - [[:guides:character_creation#​Gods|Recommendations on religion]] +    - [[character_creation#​Gods|Recommendations on religion]] 
-  - [[:guides:playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire +  - [[playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire 
-    - [[Player Commands]] - Commands any player can use including syntax and description +    - [[:Player Commands]] - Commands any player can use including syntax and description 
-    - [[DM Commands]] - Commands only a DM can use +    - [[:DM Commands]] - Commands only a DM can use 
-  - [[:guides:Skills]] - What skills your character should learn <- //You are here// +  - [[Skills]] - What skills your character should learn <- //You are here// ​:!: 
-    - [[:guides:Skills#​Combat]] - Skills relating to hand to hand combat +    - [[Skills#​Combat]] - Skills relating to hand to hand combat 
-    - [[:guides:Skills#​Magic]] - Skills related to spellcraft +    - [[Skills#​Magic]] - Skills related to spellcraft 
-    - [[:guides:Skills#​Crafting]] and other skills - Other skills +    - [[Skills#​Crafting]] and other skills - Other skills 
-      * [[guides:Alchemy Guide]] +      * [[Alchemy Guide]] 
-      * [[guides:Cooking Guide]] +      * [[Cooking Guide]] 
-      * [[guides:Smithing Guide]] +      * [[Smithing Guide]] 
-      * [[guides:Praying Guide]] +      * [[Praying Guide]] 
-  - [[:guides:Equipment]] - What equipment should you try and find+  - [[Equipment]] - What equipment should you try and find
     - [[Store Guide]] (the best stores for buying and selling)     - [[Store Guide]] (the best stores for buying and selling)
-  - [[:guides:Maps]] - Where you should go exploring +  - [[Maps]] - Where you should go exploring 
-    - [[guides:​beginners_atlas|Beginner'​s ​Atlas]] - A [uncompleted] guide to the default mapset.+    - [[Beginners ​Atlas]] - A [uncompleted] guide to the default mapset. 
 + 
 +======Skills====== 
 +Crossfire players can have many skills. Type in the command [[:​player_commands#​skills]] to see which ones you have. \\ 
 +When [[character_creation#​creating a character]] , you will be able to choose your [[:​classes|class]] , \\ 
 +which will determine your beginning skills. \\ 
 +The main ones are magic, weapons, and praying. There are many more. \\ 
 +Some you will use like this: \\ 
 + ''​use_skill alchemy'' ​
  
-=====Skills===== 
-Crossfire players can have many skills. Type in the command "​skills"​ to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. 
-The main ones are magic, weapons, and praying. There are many more. 
-Some you will use like this: 
-use_skill alchemy 
-Others, like praying, weapons, and magic are automatic. 
  
-3.2.2 Experience+====3.2.2 Experience====
 Accumulation of experience will result in increasing the level of the player'​s character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table: Accumulation of experience will result in increasing the level of the player'​s character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table:
  
 Relationship between experience and level for the first 10 levels. Relationship between experience and level for the first 10 levels.
  
-Level Experience +|Level|Experience ​Points| 
-1 0 +| ​| ​| 
-2 1,000 +| ​| ​1,000 | 
-3 2,000 +| ​| ​2,000 | 
-4 4,000 +| ​| ​4,000 | 
-5 8,000 +| ​| ​8,000 | 
-6 16,000 +| ​| ​16,​000 ​| 
-7 32,000 +| ​| ​32,​000 ​| 
-8 64,000 +| ​| ​64,​000 ​| 
-9 125,000 +| ​| ​125,000| 
-10 250,000+|10 250,000|
 In the skills-based game, several kinds of experience exist. The score represents the "​overall"​ proficiency of the player and is the sum of all the differing kinds of experience possessed. In the skills-based game, several kinds of experience exist. The score represents the "​overall"​ proficiency of the player and is the sum of all the differing kinds of experience possessed.
  
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 As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge!
  
-===From Chapter 5===+=====From Chapter 5=====
 Under the skills system the flow of play changes dramatically. Instead of gaining experience for basically just killing monsters (and disarming traps) players will now gain a variety of experience through the use of skills. Some skills replicate old functions in the game (e.g. melee weapons skill, missile weapon skill) while others add new functionality (e.g. stealing, hiding, writing, etc). A complete list of the available skills can be found in table skill statistics. Appendix B (skills) contains descriptions for many of the skills. Under the skills system the flow of play changes dramatically. Instead of gaining experience for basically just killing monsters (and disarming traps) players will now gain a variety of experience through the use of skills. Some skills replicate old functions in the game (e.g. melee weapons skill, missile weapon skill) while others add new functionality (e.g. stealing, hiding, writing, etc). A complete list of the available skills can be found in table skill statistics. Appendix B (skills) contains descriptions for many of the skills.
  
-Note: The skills system is enabled as the default option as of version 0.92.0+Note: The skills system is enabled as the default option as of version ​**0.92.0**
  
 Note2: The new skills/​experience system is compatible with character files from at least version 0.91.1 onward. Note2: The new skills/​experience system is compatible with character files from at least version 0.91.1 onward.
  
-Skill Experience Category Associated Stats +^SkillExperience Category ​^Associated Stats^^^ 
-  Stat 1 Stat 2 Stat 3 +| | |Stat 1|Stat 2|Stat 3| 
-Achemy Mental Int Dex Wis +|AchemyMentalIntDex |Wis| 
-Bargaining NONE n/​a n/​a n/​a +|BargainingNONEn/an/a |n/a| 
-Bowyer Mental Int Dex Wis +|BowyerMentalIntDex |Wis| 
-Clawing Physique Str Dex n/​a +|ClawingPhysiqueStrDexn/a| 
-Disarm Traps Agility Dex Int Str +|Disarm TrapsAgilityDexIntStr| 
-Find Traps Mental Int Dex n/​a +|Find TrapsMentalIntDexn/a| 
-Flame Touch Physique Str Dex Int +|Flame TouchPhysiqueStrDexInt| 
-Hiding Agility Dex Int n/​a +|HidingAgilityDexIntn/a| 
-Inscription Mental Int Dex n/​a +|InscriptionMentalIntDexn/a| 
-Jeweler Mental Int Wis Dex +|JewelerMentalIntWisDex| 
-Jumping Physique Str Dex n/​a +|JumpingPhysiqueStrDexn/a| 
-Karate Physique Str Dex n/​a +|KaratePhysiqueStrDexn/a| 
-Literacy Mental Int Wis n/​a +|LiteracyMentalIntWisn/a| 
-Lockpicking Agility Dex Int n/​a +|LockpickingAgilityDexIntn/a| 
-Meditation NONE Int Wis Pow +|MeditationNONEIntWisPow| 
-Melee Weapons Physique Str Dex n/​a +|Melee WeaponsPhysiqueStrDexn/a| 
-Missile Weapons Physique Str Dex n/​a +|Missile WeaponsPhysiqueStrDexn/a| 
-Mountaineer NONE n/​a n/​a n/​a +|MountaineerNONEn/an/an/a| 
-Oratory Personality Cha Int n/​a +|OratoryPersonalityChaIntn/a| 
-Praying Wisdom Wis Pow n/​a +|PrayingWisdomWisPown/a| 
-Punching Physique Str Dex n/​a +|PunchingPhysiqueStrDexn/a| 
-Sense Curse Wisdom Pow Wis n/​a +|Sense CurseWisdomPowWisn/a| 
-Sense Magic Magic Pow Int n/​a +|Sense MagicMagicPowIntn/a| 
-Set Traps Mental Int Dex Str +|Set TrapsMentalIntDexStr| 
-Singing Personality Cha Int n/​a +|SingingPersonalityChaIntn/a| 
-Smithery Mental Int Str Dex +|SmitheryMentalIntStrDex| 
-Stealing Agility Dex Int n/​a +|StealingAgilityDexIntn/a| 
-Thaumaturgy Mental Int Wis n/​a +|ThaumaturgyMentalIntWisn/a| 
-Throwing Physique Str Dex n/​a +|ThrowingPhysiqueStrDexn/a| 
-Use Magic Item NONE Pow Int n/​a +|Use Magic ItemNONEPowIntn/a| 
-Wizardry Magic Pow Int n/​a +|WizardryMagicPowIntn/a| 
-Woodsman Mental Int Dex Wis +|WoodsmanMentalIntDexWis| 
-5.2 About experience and skills +=====5.2 About experience and skills===== 
-5.2.1 Associated and miscellaneous skills+====5.2.1 Associated and miscellaneous skills====
 In Crossfire two types of skills exist; The first kind, "​associated"​ skills, are those skills which are associated with a category of experience. The other kind of skill, "​miscellaneous"​ skills, are not related to any experience category. In Crossfire two types of skills exist; The first kind, "​associated"​ skills, are those skills which are associated with a category of experience. The other kind of skill, "​miscellaneous"​ skills, are not related to any experience category.
  
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 All gained experience is modified by the associated stats for that skill (table skill statistics) and then the appropriate experience category automatically updated as needed. All gained experience is modified by the associated stats for that skill (table skill statistics) and then the appropriate experience category automatically updated as needed.
  
-5.2.2 Restrictions on skills use and gaining experience+====5.2.2 Restrictions on skills use and gaining experience====
 Neither a character'​s stats nor the character class restricts the player from gaining experience in any of the experience categories. Also, there are no inherent restrictions on character skill use-any player may use any acquired skill. Neither a character'​s stats nor the character class restricts the player from gaining experience in any of the experience categories. Also, there are no inherent restrictions on character skill use-any player may use any acquired skill.
  
-Average of Associated Stats Experienced Gain Multiplier +^Average of Associated Stats^Experienced Gain Multiplier^ 
-1 0.01 +|1|0.01| 
-2 0.1 +|2|0.1| 
-3 0.3 +|3|0.3| 
-4 0.5 +|4|0.5| 
-5 0.6 +|5|0.6| 
-6 0.7 +|6|0.7| 
-7 0.8 +|7|0.8| 
-8 0.85 +|8|0.85| 
-9 0.9 +|9|0.9| 
-10 0.95 +|10|0.95| 
-11 0.96 +|11|0.96| 
-12 0.97 +|12|0.97| 
-13 0.98 +|13|0.98| 
-14 0.99 +|14|0.99| 
-15 1.0 +|15|1.0| 
-16 1.01 +|16|1.01| 
-17 1.02 +|17|1.02| 
-18 1.03 +|18|1.03| 
-19 1.04 +|19|1.04| 
-20 1.05 +|20|1.05| 
-21 1.07 +|21|1.07| 
-22 1.09 +|22|1.09| 
-23 1.12 +|23|1.12| 
-24 1.15 +|24|1.15| 
-25 1.2 +|25|1.2| 
-26 1.3 +|26|1.3| 
-27 1.4 +|27|1.4| 
-28 1.5 +|28|1.5| 
-29 1.7 +|29|1.7| 
-30 2.0 +|30|2.0| 
-5.2.3 Algorithm for Experience Gain under the skills system+ 
 +====5.2.3 Algorithm for Experience Gain under the skills system====
 Here we take the view that a player must "​overcome an opponent"​ in order to gain experience. Examples include foes killed in combat, finding/​disarming a trap, stealing from some being, identifying an object, etc. Here we take the view that a player must "​overcome an opponent"​ in order to gain experience. Examples include foes killed in combat, finding/​disarming a trap, stealing from some being, identifying an object, etc.
  
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 op is a trap: EXP(op) = 1/(fraction of the time which the trap is visible). Thus, traps which are highly visible get lower values. op is a trap: EXP(op) = 1/(fraction of the time which the trap is visible). Thus, traps which are highly visible get lower values.
 op is not a trap but is non-living: EXP(op) = internal experience award of the item. Also, the lvl_mult is multiplied by any magic enchantment on the item. op is not a trap but is non-living: EXP(op) = internal experience award of the item. Also, the lvl_mult is multiplied by any magic enchantment on the item.
-5.3 How skills are used+ 
 +=====5.3 How skills are used=====
 skills This command lists all the player'​s current known skills, their level of use and the associated experience category of each skill. skills This command lists all the player'​s current known skills, their level of use and the associated experience category of each skill.
 ready_skill <​skill>​ This command changes the player'​s current readied skill to <​skill>​. ready_skill <​skill>​ This command changes the player'​s current readied skill to <​skill>​.
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 It is not possible to use more than one skill at a time. It is not possible to use more than one skill at a time.
  
-5.3.1 Inscription+====5.3.1 Inscription====
 How to Write Spell Scrolls (by Galahad the Paladin) How to Write Spell Scrolls (by Galahad the Paladin)
 Writing spell scrolls requires three things: a known spell, a spell scroll and inscription skill. Inscription skill comes with having a "​pen"​ in inventory and using the skill. One uses the inscription skill with - Writing spell scrolls requires three things: a known spell, a spell scroll and inscription skill. Inscription skill comes with having a "​pen"​ in inventory and using the skill. One uses the inscription skill with -
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 Caution: Magic spell writing can be risky to one's health. There can be some negative effects if one fails to write a spell scroll. The most benign is that one becomes confused for a short time. Other effects are more severe and can even be dangerous. Caution: Magic spell writing can be risky to one's health. There can be some negative effects if one fails to write a spell scroll. The most benign is that one becomes confused for a short time. Other effects are more severe and can even be dangerous.
  
-5.4 Acquiring skills+=====5.4 Acquiring skills=====
 Skills may be gained in two ways. In the first, new skills may learned. This is done by reading a "skill scroll"​ and the process is very similar to learning a spell. Just as in attempts to learn incantations,​ success in learning skills is dependent on a random test based on the learner'​s INT. Using your INT stat, look in the learn% column in table primary stat effects to find your % chance of learning a skill. Once you hit 100%, you will always be successfull in learning new skills. Skills may be gained in two ways. In the first, new skills may learned. This is done by reading a "skill scroll"​ and the process is very similar to learning a spell. Just as in attempts to learn incantations,​ success in learning skills is dependent on a random test based on the learner'​s INT. Using your INT stat, look in the learn% column in table primary stat effects to find your % chance of learning a skill. Once you hit 100%, you will always be successfull in learning new skills.
  
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 For example, Stilco the Wraith, who is 5th level in agility, buys a set of lockpicks and applies them. He may now use the skill lockpicking at 5th level of ability since that is an agility associated skill. For example, Stilco the Wraith, who is 5th level in agility, buys a set of lockpicks and applies them. He may now use the skill lockpicking at 5th level of ability since that is an agility associated skill.
  
-=====Combat===== +======Combat====== 
-3.2 Matters of life and death +=====3.2 Matters of life and death===== 
-3.2.1 Attack system+====3.2.1 Attack system====
 Every time you make an attack, your attack is classified with one or more "​attacktypes."​. For example, an attack made with a ordinary sword results in the attack being made with the attack type of "​physical."​ For another example, if a Mage attacks with a fireball spell the attack is made with the "​magic"​ and "​fire"​ attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. Every time you make an attack, your attack is classified with one or more "​attacktypes."​. For example, an attack made with a ordinary sword results in the attack being made with the attack type of "​physical."​ For another example, if a Mage attacks with a fireball spell the attack is made with the "​magic"​ and "​fire"​ attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype.
  
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 Damages are randomly generated, with the magnitude of the random number being based on the attacker'​s Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "​slay"​ various races of creatures. If the weapon slays the defender, the attack damage is tripled. Damages are randomly generated, with the magnitude of the random number being based on the attacker'​s Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "​slay"​ various races of creatures. If the weapon slays the defender, the attack damage is tripled.
  
-3.2.3 Calculation of selected secondary stats+====3.2.3 Calculation of selected secondary stats====
 Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used. Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used.
  
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-==Attacking with weapons or fists.==+===Attacking with weapons or fists.===
 If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard:
   yku   yku
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-=====Magic===== +======Magic====== 
-Chapter 4 - Magic System +=====Chapter 4 - Magic System===== 
-4.1 Description+=====4.1 Description=====
 Two broad categories of magic exist in Crossfire: "​wizardry"​ and "​divine magic."​ The fundamental difference between the two comes down to the source that powers the magic of each. Two broad categories of magic exist in Crossfire: "​wizardry"​ and "​divine magic."​ The fundamental difference between the two comes down to the source that powers the magic of each.
  
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 In addition, wizards have the handicap that if they are encumbered with '​stuff',​ they are less effective at incantations. Heavy weapons and heavy armour are the main cause of spell-failures. See the section on encumbrance for details. ​ Weapons and armour have no effect on the practice of divine magic but grace regenerates slower than mana, and the amount of grace that a priest possesses helps to determine the success of their prayers. In addition, wizards have the handicap that if they are encumbered with '​stuff',​ they are less effective at incantations. Heavy weapons and heavy armour are the main cause of spell-failures. See the section on encumbrance for details. ​ Weapons and armour have no effect on the practice of divine magic but grace regenerates slower than mana, and the amount of grace that a priest possesses helps to determine the success of their prayers.
  
-4.2 Learning Spells+=====4.2 Learning Spells=====
 Both types of spells may be learned by reading books (see section items). The overall chance of learning a spell uses the following formula: Both types of spells may be learned by reading books (see section items). The overall chance of learning a spell uses the following formula:
  
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 The base chance that a prayer/​incantation will be learnt is based on WIS/INT respectively. Look at table primary stat effects to find your base chance in the learn% column. If you are attempting to learn a prayer, you would use your WIS stat to find the base chance. Likewise, the level used in the formula is related to the type of spell. If you are attempting to learn an incantation,​ the value of level to use is your wizardry experience (and you use the praying experience level for learning prayers.) Once your chance to learn a spell exceeds 100%, you always succeed in all attempts to learn spells. The base chance that a prayer/​incantation will be learnt is based on WIS/INT respectively. Look at table primary stat effects to find your base chance in the learn% column. If you are attempting to learn a prayer, you would use your WIS stat to find the base chance. Likewise, the level used in the formula is related to the type of spell. If you are attempting to learn an incantation,​ the value of level to use is your wizardry experience (and you use the praying experience level for learning prayers.) Once your chance to learn a spell exceeds 100%, you always succeed in all attempts to learn spells.
  
-4.3 Magic paths+=====4.3 Magic paths=====
 Long ago a number of archmages discovered patterns in the web that spells weave in the aether. They found that some spells had structural similarities to others and some of the mages took to studying particular groups of spells. These mages found that by molding their thought patterns to match the patterns of the spells they could better utilize all the spells of the group. Because of their disciplined approach, the mages were described as following spell Paths. As they attuned themselves to particular spell Paths they found that they would become repelled from others, and in some cases found they were denied any access to some paths. The legacy of these mages remains in some of the magical items to be found around the world. Use of these "​attuned"​ items will strongly effect the quality of the incantations and prayers cast by the magician. See section multiple gods to see how the worship of a god might effect the spell casting of the magician. Long ago a number of archmages discovered patterns in the web that spells weave in the aether. They found that some spells had structural similarities to others and some of the mages took to studying particular groups of spells. These mages found that by molding their thought patterns to match the patterns of the spells they could better utilize all the spells of the group. Because of their disciplined approach, the mages were described as following spell Paths. As they attuned themselves to particular spell Paths they found that they would become repelled from others, and in some cases found they were denied any access to some paths. The legacy of these mages remains in some of the magical items to be found around the world. Use of these "​attuned"​ items will strongly effect the quality of the incantations and prayers cast by the magician. See section multiple gods to see how the worship of a god might effect the spell casting of the magician.
  
-4.3.1 Technical details+====4.3.1 Technical details====
 The Paths themselves are given in table spellpaths. The Paths themselves are given in table spellpaths.
  
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 [C.S.] [C.S.]
  
-====Wizardry==== +======Wizardry====== 
-4.6 Rune magic+=====4.6 Rune magic=====
 Runes are another special form of wizardry; essentially runes are magical inscriptions on the dungeon floor which cast a spell (or "​detonate"​) when something steps on them. Flying objects don't detonate runes. Beware! Runes are invisible most of the time! Runes are another special form of wizardry; essentially runes are magical inscriptions on the dungeon floor which cast a spell (or "​detonate"​) when something steps on them. Flying objects don't detonate runes. Beware! Runes are invisible most of the time!
  
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 Either of these commands will set the RANGE ATTACK to that magic spell. Then, "​firing"​ in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. Either of these commands will set the RANGE ATTACK to that magic spell. Then, "​firing"​ in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process.
  
-====Worship==== +=======Worship====== 
-==Prayers== +=====Prayers===== 
-4.4 Multiple gods+=====4.4 Multiple gods=====
 Gods in Crossfire are not omnipotent beings. Each is thought of possessing a certain sphere of influence, indeed, some philosophers have thought that the gods might spring from the same mystical patterns that form the spell Paths. Certainly it appears that each of the gods embodies one or more of these Paths (but not all of them!!). Because the gods are not omnipotent, we often speak of their religions as being '​cults'​. Gods in Crossfire are not omnipotent beings. Each is thought of possessing a certain sphere of influence, indeed, some philosophers have thought that the gods might spring from the same mystical patterns that form the spell Paths. Certainly it appears that each of the gods embodies one or more of these Paths (but not all of them!!). Because the gods are not omnipotent, we often speak of their religions as being '​cults'​.
  
 Under the multigod option, priests are allowed to select from an array of different gods. Worship of each god is unique, and brings differing capabilities to the priest. See Appendix C for a listing of the gods and some of the attributes/​effects of worshiping of these cults. Under the multigod option, priests are allowed to select from an array of different gods. Worship of each god is unique, and brings differing capabilities to the priest. See Appendix C for a listing of the gods and some of the attributes/​effects of worshiping of these cults.
  
-4.4.1 Joining a cult+====4.4.1 Joining a cult====
 Praying at aligned altar (Altar of Devourers,​Altar of Gaea,Altar of Gnarg,Altar of Gorokh,​Altar of Ixalovh,​Altar of Lythander,​Altar of Mostrai,​Altar of Ruggilli,​Altar of Sorig,Altar of Valriel) is the usual way in which a priest interacts with their god/cult. Aligned altars are identified by their name (e.g. altar of <​god'​s name>) and may be found in various maps all over the world of Crossfire . When a player prays over an aligned altar, one of three things may happen based on the players currently worshiped god: Praying at aligned altar (Altar of Devourers,​Altar of Gaea,Altar of Gnarg,Altar of Gorokh,​Altar of Ixalovh,​Altar of Lythander,​Altar of Mostrai,​Altar of Ruggilli,​Altar of Sorig,Altar of Valriel) is the usual way in which a priest interacts with their god/cult. Aligned altars are identified by their name (e.g. altar of <​god'​s name>) and may be found in various maps all over the world of Crossfire . When a player prays over an aligned altar, one of three things may happen based on the players currently worshiped god:
  
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 ² "holy word" also defines a class of prayers. These spells are all designed to slay only the enemies of the priest'​s god. ² "holy word" also defines a class of prayers. These spells are all designed to slay only the enemies of the priest'​s god.
  
-4.4.2 Example god+====4.4.2 Example god====
 Lets create an example god - the "god of the undead."​ If you worship the god of the undead, don't expect to be able to gain priest experience (Note: i.e. experience for the wisdom experience category) for killing the undead! But you might gain, as a priest of the undead, greater powers of commanding undead, and experience for killing certain (living) creatures that serve an enemy god. Each priest takes on a portion of the "​aura"​ of their god; this means that our priest will probably become protected to life-damaging magic like draining and death, while conversely becoming more vulnerable to fire. Such a priest, because their god's domain does not include the living, probably won't be capable of healing either. Lets create an example god - the "god of the undead."​ If you worship the god of the undead, don't expect to be able to gain priest experience (Note: i.e. experience for the wisdom experience category) for killing the undead! But you might gain, as a priest of the undead, greater powers of commanding undead, and experience for killing certain (living) creatures that serve an enemy god. Each priest takes on a portion of the "​aura"​ of their god; this means that our priest will probably become protected to life-damaging magic like draining and death, while conversely becoming more vulnerable to fire. Such a priest, because their god's domain does not include the living, probably won't be capable of healing either.
  
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 This is also a good way to regenerate grace quickly. This is also a good way to regenerate grace quickly.
  
-==Religion==+===Religion===
 When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet.
 Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class.
  
-====Crafting=====+======Crafting======
 As well as developing skills for killing things it is possible to become skilled in a few crafts to make your adventuring easier. A craft usually involves a workplace, into which you put some ingredients and make the desired item of your choice by using the appropriate skill. For example for alchemy you use a cauldron, and for smithery you use a forge. You use alchemy to make potions, and smithery to make weapons and armour. Forges, tannery benches, jeweler'​s workbenches and similar workplaces can all be found in specially built buildings, where for a fee the owner will let you use their equipment. Crafts enable players to transmute an item, by combining ingredients and materials and utilising the appropriate craft skill, to add new properties to the original item. They also enable players to identify items more efficiently As well as developing skills for killing things it is possible to become skilled in a few crafts to make your adventuring easier. A craft usually involves a workplace, into which you put some ingredients and make the desired item of your choice by using the appropriate skill. For example for alchemy you use a cauldron, and for smithery you use a forge. You use alchemy to make potions, and smithery to make weapons and armour. Forges, tannery benches, jeweler'​s workbenches and similar workplaces can all be found in specially built buildings, where for a fee the owner will let you use their equipment. Crafts enable players to transmute an item, by combining ingredients and materials and utilising the appropriate craft skill, to add new properties to the original item. They also enable players to identify items more efficiently
  
-===Alchemy===+=====Alchemy=====
 The most widespread craft is alchemy. If you are new to crafts you are best off learning to use this skill before mastering any of the others. Alchemy can be used to make many different potions, dusts, and balms, both harmful and useful. You can use the harmful potions you make to throw at your enemies, and useful for drinking yourself. Everything you make can also be sold, so you can also earn some money :) . Once you get comfortable with alchemy you should find other craft skills easier to become proficient at as they work in a similar way. For more information visit the [[:​guides:​alchemy_guide|Alchemy Guide]]. The most widespread craft is alchemy. If you are new to crafts you are best off learning to use this skill before mastering any of the others. Alchemy can be used to make many different potions, dusts, and balms, both harmful and useful. You can use the harmful potions you make to throw at your enemies, and useful for drinking yourself. Everything you make can also be sold, so you can also earn some money :) . Once you get comfortable with alchemy you should find other craft skills easier to become proficient at as they work in a similar way. For more information visit the [[:​guides:​alchemy_guide|Alchemy Guide]].
  
guides/skills.1412486284.txt.gz · Last modified: 2018/02/17 04:31 (external edit)