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\chapter{About Characters\index{characters}} |
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\section{Character Attributes\index{characters, attributes}}\label{sec:char_attr} |
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Each player interacts in the \cf\ world through the persona of a |
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character. In turn, the interaction between the character and |
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the game world is mediated by the ``attributes'' of the character. |
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After all, the player is not going to play him/herself! In \cf\ we |
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chose to parameterize the acceptable limits of player behavior |
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via the values of the character attributes which, in turn, help |
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to determine the success of any action taken by the player. There |
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are no limits per se on what you can attempt to |
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do with your character; rather, the attributes of a character |
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indicate the certain ``natural'' talents and inclinations. |
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Two concepts which are relevant to \cf\ character attributes are |
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``stats'' and ``class''. |
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\subsection{Character Stats\index{stats}\index{characters, stats}} |
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Character statistics (or ``stats'' for short) can be |
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divided into two types: primary and secondary. What's the difference |
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between them? Secondary stats are calculated from a number of things |
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including the primary stats. But the reverse isn't true, secondary |
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stats never have any influence on the primary stats. In playing the game, the |
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player may find that either of these kinds of stats may be changed |
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for better or worse. In general, the primary stats change much less |
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often than the secondary stats. Equipment, magic, and death are |
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just three examples of the many things which can alter the values of |
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the character stats. The current values of both the primary and |
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secondary stats may be viewed in the stat window. Four important |
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secondary stats\emdash food, grace, hitpoints and mana also appear |
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again in the stat-bar window. |
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\subsubsection{Primary stats\index{stats, primary}} |
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\index{STR}\index{CON}\index{DEX}\index{INT}\index{WIS}\index{CHA} |
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\index{POW} |
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\index{strength}\index{dexterity}\index{constitution} |
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\index{power}\index{intelligence}\index{wisdom} |
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\index{charisma} |
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The seven primary stats are: |
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{\small |
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\begin{quote} |
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$\bullet$ {\bf Strength} (``STR'') $-$ |
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a measure of the physical strength. \\ |
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$\bullet$ {\bf Dexterity} (``DEX'') $-$ |
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measures physical agility and speed. \\ |
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$\bullet$ {\bf Constitution} (``CON'') $-$ |
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measures physical health and toughness. \\ |
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$\bullet$ {\bf Intelligence} (``INT'') $-$ |
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measures ability to learn skills and \incantation s. \\ |
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$\bullet$ {\bf Wisdom} (``WIS'') $-$ |
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measures the ability to learn/use \divinemagic . \\ |
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$\bullet$ {\bf Power} (``POW'') $-$ |
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measures magical/spiritual potential. \\ |
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$\bullet$ {\bf Charisma} (``CHA'') $-$ |
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measures social and leadership abilities. |
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\end{quote} |
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} |
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Primary stats have a ``natural'' range |
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between 0 and $\sim$20. The actual upper limit on each primary stat is |
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set by the chosen character class (see section \ref{sec:char_cls}). You |
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can raise your primary stats by drinking potions\index{potions} up to |
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your class natural limit. |
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There are plenty of items which give you bonuses to your |
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stats even {\em beyond} your class limit $-$ swords\index{weapons}, |
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armour\index{armour} and rings\index{rings} to |
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name the most important. You can also read scrolls\index{scrolls} or cast |
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spells\index{spells} (\incantation s |
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or prayers) to temporarily raise your stats. The ultimate maximum value is 30, |
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and the player class doesn't matter here. |
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Some quantitative effects of the primary stats are summarized in table |
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\ref{tab:pri_eff}. The top row in the column header specifies a particular |
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bonus (i.e. {\tt HpB}, {\tt MgB}, {\tt AcB}, {\tt DmB}, etc.) while the second row |
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in the header indicates the stat which is used to calculate the value of |
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that column. Where no stat appears, one of {\em several} stats may be |
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used to calculate that value. See later parts of the text (particularly |
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section \ref{sec:stat_calc}) for further details. |
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\begin{table} |
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\begin{center} |
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\scriptsize |
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\caption{Selected primary stat bonuses/penalties. \label{tab:pri_eff}} |
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\index{stats, limits}\index{stats, primary} |
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\vskip 12pt |
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\begin{tabular}{|r|r|r|r|r|r|r|r|r|r|}\hline |
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\snglc{Stat}&\snglc{HpB}&\snglc{MgB\tablenotemark{1}}&\snglc{AcB}&\snglc{DmB}&\snglc{Thaco}&\snglc{Max Carry}&\snglc{Speed}&\snglc{\%learn\tablenotemark{2}}&\sngLc{Buy/Sell} \\ |
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\snglc{ }&\snglc{(CON)}&\snglc{}&\snglc{(DEX)}&\snglc{(STR)}&\snglc{(STR)}&\snglc{(STR)}&\snglc{(DEX)}&\snglc{}&\sngLc{(CHA)} \\ \hline\hline |
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\input{bonus} |
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\hline |
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\end{tabular} |
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\end{center} |
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\tablenotetext{1}{Either POW or WIS can be used to calculate MgB (magic bonus).} |
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\tablenotetext{2}{Percentage for learning either skills (INT), \incantation s (INT) or prayers (WIS).} |
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\end{table} |
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\subsubsection{Secondary stats\index{stats, secondary}} |
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The secondary stats are : \\ |
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$\bullet$ {\bf\tt score}\index{score} \emdash\ The total accumulated |
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experience\index{experience} of the character. {\tt score} is increased |
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as a reward for appropriate player action and may decrease as a |
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result of a magical attack or character death (see section |
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\ref{sec:death} for more about death). The {\tt score} starts at a value |
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of 0. \\ |
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$\bullet$ {\bf\tt level}\index{level, overall}\index{level} \emdash\ |
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A rating of overall ability whose value is determined from the {\tt score}. |
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As the {\tt level} of the character increases, |
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the character becomes able to succeed at more difficult tasks. {\tt level} |
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starts at a value of 0 and may range up beyond 100. The value of the |
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stat which appears in the stat window is sometimes known as the {\em overall} |
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{\tt level}. See section \ref{sec:experience} for more details. \\ |
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$\bullet$ {\bf hit points} (``{\tt Hp}'')\index{stats, Hp} |
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\index{hit points} \emdash\ Measures of how much |
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damage the player can take before dying. Hit points are determined from |
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the player {\tt level} and are influenced by the value of the character CON |
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(see section \ref{sec:stat_calc}). {\tt Hp} value may range between 1 |
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to beyond 500 and higher values indicate a greater ability to |
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withstand punishment. \\ |
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$\bullet$ {\bf mana} (``{\tt Sp}'')\index{stats, mana} |
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\index{mana}\index{Sp} \emdash\ Measures of how much ``fuel'' the player |
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has for casting \incantation s. Mana is calculated from the character |
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{\tt level} |
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and the value of the character POW (see section \ref{sec:stat_calc}). |
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Mana values can range between 1 to beyond |
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500. Higher values indicate greater amounts of mana. \\ |
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$\bullet$ {\bf grace} (``{\tt Gr}'')\index{Gr}\index{stats, grace} |
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\index{grace} \emdash\ |
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How favored the character is by the gods. In game terms, how much |
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\divinemagic\ a character can cast. Character {\tt level}, WIS and POW effect |
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what the value of grace is (see section |
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\ref{sec:stat_calc}). During play, grace values |
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{\em may} exceed the character maximum; grace can take on large positive |
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and negative values. Positive values indicate favor by the gods.\\ |
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$\bullet$ {\bf weapon class}\index{weapon class} (``{\tt Wc}'') |
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\index{stats, Wc}\index{Wc} \emdash\ |
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How skilled the characters melee/missile attack is. Lower values indicate a |
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more potent, skilled attack. Current weapon, user {\tt level} and STR are some |
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things which effect the value of {\tt Wc}. The value of {\tt Wc} may |
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range between 25 and -72. |
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See section \ref{sec:stat_calc} for a more detailed explanation of weapon |
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class. See section \ref{sec:combat} to see how {\tt Wc} works in attacking.\\ |
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$\bullet$ {\bf damage}\index{damage} (``{\tt Dam}'')\index{stats, Dam} |
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\index{Dam} \emdash\ How much |
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damage a melee/missile attack by the character will inflict. Higher values |
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indicate a greater amount of damage will be inflicted with each attack. |
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See section \ref{sec:stat_calc} for a calculation of the character {\tt Dam}. |
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\\ |
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$\bullet$ {\bf armour class}\index{stats, Ac}\index{armour class} |
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(``{\tt Ac}'')\index{Ac} \emdash\ How |
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protected the character is from being hit by any attack. Lower values |
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are better. {\tt Ac} is based on the character class (table \ref{tab:char_cls}) |
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and is modified by the DEX ({\tt AcB} column in table \ref{tab:pri_eff}) and |
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current armour worn. For characters that cannot wear armour, {\tt Ac} improves |
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as their level increases (see section \ref{sec:stat_calc}). \\ |
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$\bullet$ {\bf armour}\index{armour} (``{\tt Arm}'')\index{stats, Arm} |
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\emdash\ |
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How much damage will be subtracted from successful hits made upon |
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the character. This value ranges between 0 to 99\%. Current armour worn |
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primarily determines {\tt Arm} value. \\ |
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$\bullet$ {\bf\tt speed}\index{stats, speed}\index{speed} \emdash\ |
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How fast the player may move. |
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The value of {\tt speed} may range between nearly 0 (``very slow'') to |
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higher than 5 |
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(``lightning fast''). Base {\tt speed} is determined from the DEX and modified |
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downward proportionally by the amount of weight carried which {\em exceeds} the |
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{\tt Max Carry} limit (table \ref{tab:pri_eff}). The armour worn also sets the |
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upper limit on {\tt speed} (see the \spoiler\ for these limits). \\ |
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$\bullet$ {\bf weapon speed}\index{stats, weapon speed}\index{weapon speed} |
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\emdash\ Appears in |
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parentheses after the {\tt speed} in the stat window. This quantity is |
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how many attacks the player may make per unit of time. |
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Higher values indicate faster attack speed. Current weapon and user |
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DEX effect the value of weapon speed. See section \ref{sec:stat_calc} |
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for a calculation of weapon speed. \\ |
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$\bullet$ {\bf\tt food} $-$ How full the character's stomach is. |
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Ranges between 0 (starving) and 999 (satiated). At a value of 0 the |
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character begins to die. Some magic can speed up or slow down the |
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character digestion. Healing wounds will speed up digestion too. \\ |
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\subsection{Character Classes}\index{characters, classes}\label{sec:char_cls} |
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Much like the older ``paper and pencil'' role-playing games |
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\cf\ has adopted the idea of character ``class''. |
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Each class is meant to be a template of a particular ``style'' of play; |
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therefore each choice of class modifies both the starting |
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values and sets the natural upper limit on the primary stats. |
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{\em Important note:} character class is chosen at the time a |
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character is created and can't be changed later on. |
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\begin{table} |
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\begin{center} |
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\scriptsize |
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\caption{\cf\ character classes. \label{tab:char_cls}} |
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\index{characters, classes} |
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\vskip 12pt |
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\begin{tabular}{|c|c|l|l|l|l|l|l|l|p{4cm}|} |
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\hline |
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Type& & Str& Dex& Con& Int& Wis& Pow& Cha & Special\\ |
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\hline |
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\hline |
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\input char.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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\end{table} |
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Table \ref{tab:char_cls} shows the various available character classes with |
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the natural stat limits for each. |
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Under the ``special'' column several bits of information are included. ``{\tt Ac}'' |
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\index{Ac}\index{stats, Ac} indicates the base armour class |
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for the character; ``damage''\index{stats, Dam} |
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indicates the base {\tt Dam}\index{Dam} value. |
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Some character classes have special attack abilities and certain vulnerabilities, |
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protections from, and immunities to various attacktypes. Read section |
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\ref{sec:combat} for more information about what effect these can have. |
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\subsubsection{Sizing up the character classes} |
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Generally, the titles of the character classes speak for themselves. But |
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you can get a better idea of the potential of a class by checking out a |
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few things. Take a look at the starting equipment |
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(table \ref{tab:start_equip}) and, if you are using \cf\ compiled with |
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the skills system, checkout the starting skills for those classes your interested |
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in (table \ref{tab:skill_start}). |
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\begin{table} |
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\begin{center} |
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\scriptsize |
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\caption{Starting equipment by character class. \label{tab:start_equip}} |
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\index{equipment, starting} |
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\vskip 12pt |
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\begin{tabular}{|l|l|} \hline |
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Type & Starting Equipment \\ \hline\hline |
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\input equip.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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\end{table} |
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\begin{table} |
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\footnotesize |
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\caption{Starting skills} \label{tab:skill_start}\index{skills, starting} |
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\vskip 12pt |
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\begin{center} |
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\begin{tabular}{|l|l|} \hline |
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Character class & Additional skills\tablenotemark{1} \\ \hline\hline |
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\input{skills} |
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\hline |
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\end{tabular} |
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\tablenotetext{1}{All character classes start with the skills {\tt melee weapons}, |
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{\tt find traps}, {\tt use magic item}, {\tt literacy}, and {\tt disarm traps}.} |
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\end{center} |
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\end{table} |
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Finally, here are some notes concerning a couple of the more ``exotic'' classes:\\ |
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\noindent{$\bullet$} {\bf Fireborn}\index{Fireborn} \\ |
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{\sl Attacks:} fire, physical \\ |
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{\sl Protections:} immune: fire, poison; vulnerable: ghosthit, drain, cold \\ |
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{\sl Special:} fly, no armour, no weapons. {\tt Ac} 0 \\ |
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Fireborns are fire spirits. They're closely in tune with |
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magic and learn all types of magic easily. |
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Being fire spirits, they are |
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immune to fire and poison, and vulnerable to cold. They are vulnerable to |
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ghosthit and drain because being mostly non-physical, anything which strikes |
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directly at the spirit hits them harder. \\ |
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\noindent{$\bullet$} {\bf Monk}\index{Monk} \\ |
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{\sl Attacks:} physical \\ |
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{\sl Protections:} none \\ |
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{\sl Special:} no weapons. \\ |
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Monks are members of various martial arts orders. They have devoted themselves to |
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a life of contemplation and revelation though physical fighting! Their |
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life-long secret vows keep them from using all hand-held melee weapons, |
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but in return they are allowed to learn secret techniques of meditation. \\ |
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\noindent{$\bullet$} {\bf Quetzalcoatl}\index{Quetzalcoatl} \\ |
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{\sl Attacks:} physical \\ |
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{\sl Protections:} immune: fire; vulnerable: paralyze, poison, cold \\ |
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{\sl Special:} no armour, {\tt Ac} 5 \\ |
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Quetzalcoatls are an odd mixture of magic and combat abilities. They are |
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born knowing the spell of burning hands (heh, its their ``dragon breath''). |
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But because of their low natural intelligence/wisdom, they have a very hard |
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time learning new spells. All the same, they may become potent |
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wizards/priests as they have the highest power bonus, and they will |
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typically have a large amount of mana and a fair amount of grace. |
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Quetzalcoatls can be very |
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devastating fighters at low level. A combination of their low natural {\tt Ac} |
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and high base damage tend to make mincemeat |
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out of low-level monsters. However, at mid-level, they really begin to have |
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problems because they cannot use armour. \\ |
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\noindent{$\bullet$} {\bf Wraith}\index{Wraith} \\ |
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{\sl Attacks:} cold, physical \\ |
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{\sl Protections:} immune: drain, ghosthit; protected: physical, cold; vulnerable: fire \\ |
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{\sl Special:} {\tt Ac} 6 \\ |
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The Wraith is a creature of the undead. These characters represent revenging spirits come |
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back to life to work their unholy will on the living. Their undead nature |
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makes them immune to life-damaging forces and their etherealness protects |
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them from physical harm. Like all undead, they succumb to fire readily. |
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\section{Generating a character}\index{characters, generation}\label{sec:char_gen} |
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When you start up \cf , you will be asked for a character name |
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followed by a password. If you are playing for the first time, type |
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any name you like; this will be your character name for the rest of |
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the life of that character. Next, type in any password. |
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{\em Remember!:} |
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you will need to type the same password again to play that character |
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again! One more note: its not a good idea to use ``real'' passwords |
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to your computer accounts! Doing so may make your system vulnerable |
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to unscrupulous \cf\ server administrators. |
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|
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Your next step will be to generate random (primary) stats for your |
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character. |
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You aren't limited to the number of times you can roll your stats\emdash |
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so have fun. |
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Notice that the stats are always arranged that the STR stat has |
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the highest value, |
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the CHA stat has the lowest. You may re-arrange the order of these values |
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when you decide that you have rolled some decent stats. |
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{\em Two points:} you can |
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never roll a character with better stats than an average of straight 15's, |
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and you can't roll higher than 18 in a stat. |
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|
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When you roll your character, the stats displayed are the stats you |
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will get as a human (which are unmodified). |
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When satisfied, you can step through a number |
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of classes, each with special bonuses in stats. |
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|
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Table \ref{tab:char_cls} shows how your basic stats will |
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be changed by choosing a different class. |
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The difference between the natural stat limit and 20 indicates the |
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bonus/penalty assigned to rolled primary stats. For example, a |
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barbarian has a maximum strength which is 4 higher than 20$-$that |
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means he will begin with an additional 4 points added to his |
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strength roll. On the other hand, a barbarian can never get above 14 |
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in intelligence. This means that your rolled character will have 6 |
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less in intelligence if you choose that class. It also means that you |
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can't be a barbarian if you roll less than 7 in intelligence; the |
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poor barbarian would have had a stat below 1. |
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|
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\subsubsection{Selecting a character} |
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|
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While each class has its particular strengths and weaknesses, in summary |
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its just a fact that some classes are easier to play than others. |
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|
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For beginning players, the ``simple fighter'' characters are the easiest to |
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play successfully. The Dwarf, Human, and Warrior are among good earlier |
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choices. As you gain experience |
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with using \cf\ you may wish to branch out into other ``fighter'' characters |
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such as the Thief or Elf, or try your hand at playing ``spellcaster'' |
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characters like the Wizard, Mage, Cleric or Priest. |
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The ``exotic'' classes (e.g. Fireborn, Monk, Quetzalcoatl, and Wraith) are |
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the hardest classes to master. |
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|
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One more note: If you are using the default game (compiled with the skills |
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system), |
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you will probably find any character class that has a low natural INT (for |
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example, the Barbarian class) will have a fairly difficult time at higher |
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levels. Skills, and most importantly, spells, will be more difficult |
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learn. Plan to spend a lot of loot on spell books (\wizbook s and prayer books) |
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and skill scrolls. |