/** @fn liv::exp @section Use
| Type(s) | Description |
|---|---|
| @ref page_type_31 | Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30. |
| @ref page_type_99 | Boots with <speed bonus> will increase the player's walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don't need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level. |
| @ref page_type_158 | When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience. |
| @ref page_type_212, @ref page_type_28 | When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strength/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters! |
| @ref page_type_68 | The <quality level> will be used for the quality of the generated goods. If zero/unset, <quality level> 5 is used. Usually this value doesn't need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, maybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifact-items. |
| @ref page_type_43 | (no description) |
| @ref page_type_4 | The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default). |