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# Content
1
2 \chapter{About Characters\index{characters}}
3
4 \section{Character Attributes\index{characters, attributes}}\label{sec:char_attr}
5
6 Each player interacts in the \cf\ world through the persona of a
7 character. In turn, the interaction between the character and
8 the game world is mediated by the ``attributes'' of the character.
9 After all, the player is not going to play him/herself! In \cf\ we
10 chose to parameterize the acceptable limits of player behavior
11 via the values of the character attributes which, in turn, help
12 to determine the success of any action taken by the player. There
13 are no limits per se on what you can attempt to
14 do with your character; rather, the attributes of a character
15 indicate the certain ``natural'' talents and inclinations.
16 Two concepts which are relevant to \cf\ character attributes are
17 ``stats'' and ``class''.
18
19 \subsection{Character Stats\index{stats}\index{characters, stats}}
20
21 Character statistics (or ``stats'' for short) can be
22 divided into two types: primary and secondary. What's the difference
23 between them? Secondary stats are calculated from a number of things
24 including the primary stats. But the reverse isn't true, secondary
25 stats never have any influence on the primary stats. In playing the game, the
26 player may find that either of these kinds of stats may be changed
27 for better or worse. In general, the primary stats change much less
28 often than the secondary stats. Equipment, magic, and death are
29 just three examples of the many things which can alter the values of
30 the character stats. The current values of both the primary and
31 secondary stats may be viewed in the stat window. Four important
32 secondary stats\emdash food, grace, hitpoints and mana also appear
33 again in the stat-bar window.
34
35
36 \subsubsection{Primary stats\index{stats, primary}}
37 \index{STR}\index{CON}\index{DEX}\index{INT}\index{WIS}\index{CHA}
38 \index{POW}
39 \index{strength}\index{dexterity}\index{constitution}
40 \index{power}\index{intelligence}\index{wisdom}
41 \index{charisma}
42
43 The seven primary stats are:
44 {\small
45 \begin{quote}
46 $\bullet$ {\bf Strength} (``STR'') $-$
47 a measure of the physical strength. \\
48 $\bullet$ {\bf Dexterity} (``DEX'') $-$
49 measures physical agility and speed. \\
50 $\bullet$ {\bf Constitution} (``CON'') $-$
51 measures physical health and toughness. \\
52 $\bullet$ {\bf Intelligence} (``INT'') $-$
53 measures ability to learn skills and \incantation s. \\
54 $\bullet$ {\bf Wisdom} (``WIS'') $-$
55 measures the ability to learn/use \divinemagic . \\
56 $\bullet$ {\bf Power} (``POW'') $-$
57 measures magical/spiritual potential. \\
58 $\bullet$ {\bf Charisma} (``CHA'') $-$
59 measures social and leadership abilities.
60 \end{quote}
61 }
62 Primary stats have a ``natural'' range
63 between 0 and $\sim$20. The actual upper limit on each primary stat is
64 set by the chosen character class (see section \ref{sec:char_cls}). You
65 can raise your primary stats by drinking potions\index{potions} up to
66 your class natural limit.
67
68 There are plenty of items which give you bonuses to your
69 stats even {\em beyond} your class limit $-$ swords\index{weapons},
70 armour\index{armour} and rings\index{rings} to
71 name the most important. You can also read scrolls\index{scrolls} or cast
72 spells\index{spells} (\incantation s
73 or prayers) to temporarily raise your stats. The ultimate maximum value is 30,
74 and the player class doesn't matter here.
75
76 Some quantitative effects of the primary stats are summarized in table
77 \ref{tab:pri_eff}. The top row in the column header specifies a particular
78 bonus (i.e. {\tt HpB}, {\tt MgB}, {\tt AcB}, {\tt DmB}, etc.) while the second row
79 in the header indicates the stat which is used to calculate the value of
80 that column. Where no stat appears, one of {\em several} stats may be
81 used to calculate that value. See later parts of the text (particularly
82 section \ref{sec:stat_calc}) for further details.
83
84 \begin{table}
85 \begin{center}
86 \scriptsize
87 \caption{Selected primary stat bonuses/penalties. \label{tab:pri_eff}}
88 \index{stats, limits}\index{stats, primary}
89 \vskip 12pt
90 \begin{tabular}{|r|r|r|r|r|r|r|r|r|r|}\hline
91 \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} \\
92 \snglc{ }&\snglc{(CON)}&\snglc{}&\snglc{(DEX)}&\snglc{(STR)}&\snglc{(STR)}&\snglc{(STR)}&\snglc{(DEX)}&\snglc{}&\sngLc{(CHA)} \\ \hline\hline
93 \input{bonus}
94 \hline
95 \end{tabular}
96 \end{center}
97 \tablenotetext{1}{Either POW or WIS can be used to calculate MgB (magic bonus).}
98 \tablenotetext{2}{Percentage for learning either skills (INT), \incantation s (INT) or prayers (WIS).}
99 \end{table}
100
101
102 \subsubsection{Secondary stats\index{stats, secondary}}
103
104 The secondary stats are : \\
105
106 $\bullet$ {\bf\tt score}\index{score} \emdash\ The total accumulated
107 experience\index{experience} of the character. {\tt score} is increased
108 as a reward for appropriate player action and may decrease as a
109 result of a magical attack or character death (see section
110 \ref{sec:death} for more about death). The {\tt score} starts at a value
111 of 0. \\
112
113 $\bullet$ {\bf\tt level}\index{level, overall}\index{level} \emdash\
114 A rating of overall ability whose value is determined from the {\tt score}.
115 As the {\tt level} of the character increases,
116 the character becomes able to succeed at more difficult tasks. {\tt level}
117 starts at a value of 0 and may range up beyond 100. The value of the
118 stat which appears in the stat window is sometimes known as the {\em overall}
119 {\tt level}. See section \ref{sec:experience} for more details. \\
120
121 $\bullet$ {\bf hit points} (``{\tt Hp}'')\index{stats, Hp}
122 \index{hit points} \emdash\ Measures of how much
123 damage the player can take before dying. Hit points are determined from
124 the player {\tt level} and are influenced by the value of the character CON
125 (see section \ref{sec:stat_calc}). {\tt Hp} value may range between 1
126 to beyond 500 and higher values indicate a greater ability to
127 withstand punishment. \\
128
129 $\bullet$ {\bf mana} (``{\tt Sp}'')\index{stats, mana}
130 \index{mana}\index{Sp} \emdash\ Measures of how much ``fuel'' the player
131 has for casting \incantation s. Mana is calculated from the character
132 {\tt level}
133 and the value of the character POW (see section \ref{sec:stat_calc}).
134 Mana values can range between 1 to beyond
135 500. Higher values indicate greater amounts of mana. \\
136
137 $\bullet$ {\bf grace} (``{\tt Gr}'')\index{Gr}\index{stats, grace}
138 \index{grace} \emdash\
139 How favored the character is by the gods. In game terms, how much
140 \divinemagic\ a character can cast. Character {\tt level}, WIS and POW effect
141 what the value of grace is (see section
142 \ref{sec:stat_calc}). During play, grace values
143 {\em may} exceed the character maximum; grace can take on large positive
144 and negative values. Positive values indicate favor by the gods.\\
145
146 $\bullet$ {\bf weapon class}\index{weapon class} (``{\tt Wc}'')
147 \index{stats, Wc}\index{Wc} \emdash\
148 How skilled the characters melee/missile attack is. Lower values indicate a
149 more potent, skilled attack. Current weapon, user {\tt level} and STR are some
150 things which effect the value of {\tt Wc}. The value of {\tt Wc} may
151 range between 25 and -72.
152 See section \ref{sec:stat_calc} for a more detailed explanation of weapon
153 class. See section \ref{sec:combat} to see how {\tt Wc} works in attacking.\\
154
155 $\bullet$ {\bf damage}\index{damage} (``{\tt Dam}'')\index{stats, Dam}
156 \index{Dam} \emdash\ How much
157 damage a melee/missile attack by the character will inflict. Higher values
158 indicate a greater amount of damage will be inflicted with each attack.
159 See section \ref{sec:stat_calc} for a calculation of the character {\tt Dam}.
160 \\
161
162 $\bullet$ {\bf armour class}\index{stats, Ac}\index{armour class}
163 (``{\tt Ac}'')\index{Ac} \emdash\ How
164 protected the character is from being hit by any attack. Lower values
165 are better. {\tt Ac} is based on the character class (table \ref{tab:char_cls})
166 and is modified by the DEX ({\tt AcB} column in table \ref{tab:pri_eff}) and
167 current armour worn. For characters that cannot wear armour, {\tt Ac} improves
168 as their level increases (see section \ref{sec:stat_calc}). \\
169
170 $\bullet$ {\bf armour}\index{armour} (``{\tt Arm}'')\index{stats, Arm}
171 \emdash\
172 How much damage will be subtracted from successful hits made upon
173 the character. This value ranges between 0 to 99\%. Current armour worn
174 primarily determines {\tt Arm} value. \\
175
176 $\bullet$ {\bf\tt speed}\index{stats, speed}\index{speed} \emdash\
177 How fast the player may move.
178 The value of {\tt speed} may range between nearly 0 (``very slow'') to
179 higher than 5
180 (``lightning fast''). Base {\tt speed} is determined from the DEX and modified
181 downward proportionally by the amount of weight carried which {\em exceeds} the
182 {\tt Max Carry} limit (table \ref{tab:pri_eff}). The armour worn also sets the
183 upper limit on {\tt speed} (see the \spoiler\ for these limits). \\
184
185 $\bullet$ {\bf weapon speed}\index{stats, weapon speed}\index{weapon speed}
186 \emdash\ Appears in
187 parentheses after the {\tt speed} in the stat window. This quantity is
188 how many attacks the player may make per unit of time.
189 Higher values indicate faster attack speed. Current weapon and user
190 DEX effect the value of weapon speed. See section \ref{sec:stat_calc}
191 for a calculation of weapon speed. \\
192
193 $\bullet$ {\bf\tt food} $-$ How full the character's stomach is.
194 Ranges between 0 (starving) and 999 (satiated). At a value of 0 the
195 character begins to die. Some magic can speed up or slow down the
196 character digestion. Healing wounds will speed up digestion too. \\
197
198
199 \subsection{Character Classes}\index{characters, classes}\label{sec:char_cls}
200
201 Much like the older ``paper and pencil'' role-playing games
202 \cf\ has adopted the idea of character ``class''.
203 Each class is meant to be a template of a particular ``style'' of play;
204 therefore each choice of class modifies both the starting
205 values and sets the natural upper limit on the primary stats.
206 {\em Important note:} character class is chosen at the time a
207 character is created and can't be changed later on.
208 \begin{table}
209 \begin{center}
210 \scriptsize
211 \caption{\cf\ character classes. \label{tab:char_cls}}
212 \index{characters, classes}
213 \vskip 12pt
214 \begin{tabular}{|c|c|l|l|l|l|l|l|l|p{4cm}|}
215 \hline
216 Type& & Str& Dex& Con& Int& Wis& Pow& Cha & Special\\
217 \hline
218 \hline
219 \input char.tex
220 \hline
221 \end{tabular}
222 \end{center}
223 \end{table}
224
225 Table \ref{tab:char_cls} shows the various available character classes with
226 the natural stat limits for each.
227 Under the ``special'' column several bits of information are included. ``{\tt Ac}''
228 \index{Ac}\index{stats, Ac} indicates the base armour class
229 for the character; ``damage''\index{stats, Dam}
230 indicates the base {\tt Dam}\index{Dam} value.
231 Some character classes have special attack abilities and certain vulnerabilities,
232 protections from, and immunities to various attacktypes. Read section
233 \ref{sec:combat} for more information about what effect these can have.
234
235 \subsubsection{Sizing up the character classes}
236
237 Generally, the titles of the character classes speak for themselves. But
238 you can get a better idea of the potential of a class by checking out a
239 few things. Take a look at the starting equipment
240 (table \ref{tab:start_equip}) and, if you are using \cf\ compiled with
241 the skills system, checkout the starting skills for those classes your interested
242 in (table \ref{tab:skill_start}).
243
244
245 \begin{table}
246 \begin{center}
247 \scriptsize
248 \caption{Starting equipment by character class. \label{tab:start_equip}}
249 \index{equipment, starting}
250 \vskip 12pt
251 \begin{tabular}{|l|l|} \hline
252 Type & Starting Equipment \\ \hline\hline
253 \input equip.tex
254 \hline
255 \end{tabular}
256 \end{center}
257 \end{table}
258
259 \begin{table}
260 \footnotesize
261 \caption{Starting skills} \label{tab:skill_start}\index{skills, starting}
262 \vskip 12pt
263 \begin{center}
264 \begin{tabular}{|l|l|} \hline
265 Character class & Additional skills\tablenotemark{1} \\ \hline\hline
266 \input{skills}
267 \hline
268 \end{tabular}
269 \tablenotetext{1}{All character classes start with the skills {\tt melee weapons},
270 {\tt find traps}, {\tt use magic item}, {\tt literacy}, and {\tt disarm traps}.}
271 \end{center}
272 \end{table}
273
274 Finally, here are some notes concerning a couple of the more ``exotic'' classes:\\
275
276 \noindent{$\bullet$} {\bf Fireborn}\index{Fireborn} \\
277 {\sl Attacks:} fire, physical \\
278 {\sl Protections:} immune: fire, poison; vulnerable: ghosthit, drain, cold \\
279 {\sl Special:} fly, no armour, no weapons. {\tt Ac} 0 \\
280 Fireborns are fire spirits. They're closely in tune with
281 magic and learn all types of magic easily.
282 Being fire spirits, they are
283 immune to fire and poison, and vulnerable to cold. They are vulnerable to
284 ghosthit and drain because being mostly non-physical, anything which strikes
285 directly at the spirit hits them harder. \\
286
287 \noindent{$\bullet$} {\bf Monk}\index{Monk} \\
288 {\sl Attacks:} physical \\
289 {\sl Protections:} none \\
290 {\sl Special:} no weapons. \\
291 Monks are members of various martial arts orders. They have devoted themselves to
292 a life of contemplation and revelation though physical fighting! Their
293 life-long secret vows keep them from using all hand-held melee weapons,
294 but in return they are allowed to learn secret techniques of meditation. \\
295
296 \noindent{$\bullet$} {\bf Quetzalcoatl}\index{Quetzalcoatl} \\
297 {\sl Attacks:} physical \\
298 {\sl Protections:} immune: fire; vulnerable: paralyze, poison, cold \\
299 {\sl Special:} no armour, {\tt Ac} 5 \\
300 Quetzalcoatls are an odd mixture of magic and combat abilities. They are
301 born knowing the spell of burning hands (heh, its their ``dragon breath'').
302 But because of their low natural intelligence/wisdom, they have a very hard
303 time learning new spells. All the same, they may become potent
304 wizards/priests as they have the highest power bonus, and they will
305 typically have a large amount of mana and a fair amount of grace.
306 Quetzalcoatls can be very
307 devastating fighters at low level. A combination of their low natural {\tt Ac}
308 and high base damage tend to make mincemeat
309 out of low-level monsters. However, at mid-level, they really begin to have
310 problems because they cannot use armour. \\
311
312 \noindent{$\bullet$} {\bf Wraith}\index{Wraith} \\
313 {\sl Attacks:} cold, physical \\
314 {\sl Protections:} immune: drain, ghosthit; protected: physical, cold; vulnerable: fire \\
315 {\sl Special:} {\tt Ac} 6 \\
316 The Wraith is a creature of the undead. These characters represent revenging spirits come
317 back to life to work their unholy will on the living. Their undead nature
318 makes them immune to life-damaging forces and their etherealness protects
319 them from physical harm. Like all undead, they succumb to fire readily.
320
321 \section{Generating a character}\index{characters, generation}\label{sec:char_gen}
322
323 When you start up \cf , you will be asked for a character name
324 followed by a password. If you are playing for the first time, type
325 any name you like; this will be your character name for the rest of
326 the life of that character. Next, type in any password.
327 {\em Remember!:}
328 you will need to type the same password again to play that character
329 again! One more note: its not a good idea to use ``real'' passwords
330 to your computer accounts! Doing so may make your system vulnerable
331 to unscrupulous \cf\ server administrators.
332
333 Your next step will be to generate random (primary) stats for your
334 character.
335 You aren't limited to the number of times you can roll your stats\emdash
336 so have fun.
337 Notice that the stats are always arranged that the STR stat has
338 the highest value,
339 the CHA stat has the lowest. You may re-arrange the order of these values
340 when you decide that you have rolled some decent stats.
341 {\em Two points:} you can
342 never roll a character with better stats than an average of straight 15's,
343 and you can't roll higher than 18 in a stat.
344
345 When you roll your character, the stats displayed are the stats you
346 will get as a human (which are unmodified).
347 When satisfied, you can step through a number
348 of classes, each with special bonuses in stats.
349
350 Table \ref{tab:char_cls} shows how your basic stats will
351 be changed by choosing a different class.
352 The difference between the natural stat limit and 20 indicates the
353 bonus/penalty assigned to rolled primary stats. For example, a
354 barbarian has a maximum strength which is 4 higher than 20$-$that
355 means he will begin with an additional 4 points added to his
356 strength roll. On the other hand, a barbarian can never get above 14
357 in intelligence. This means that your rolled character will have 6
358 less in intelligence if you choose that class. It also means that you
359 can't be a barbarian if you roll less than 7 in intelligence; the
360 poor barbarian would have had a stat below 1.
361
362 \subsubsection{Selecting a character}
363
364 While each class has its particular strengths and weaknesses, in summary
365 its just a fact that some classes are easier to play than others.
366
367 For beginning players, the ``simple fighter'' characters are the easiest to
368 play successfully. The Dwarf, Human, and Warrior are among good earlier
369 choices. As you gain experience
370 with using \cf\ you may wish to branch out into other ``fighter'' characters
371 such as the Thief or Elf, or try your hand at playing ``spellcaster''
372 characters like the Wizard, Mage, Cleric or Priest.
373 The ``exotic'' classes (e.g. Fireborn, Monk, Quetzalcoatl, and Wraith) are
374 the hardest classes to master.
375
376 One more note: If you are using the default game (compiled with the skills
377 system),
378 you will probably find any character class that has a low natural INT (for
379 example, the Barbarian class) will have a fairly difficult time at higher
380 levels. Skills, and most importantly, spells, will be more difficult
381 learn. Plan to spend a lot of loot on spell books (\wizbook s and prayer books)
382 and skill scrolls.