1 |
pippijn |
1.1 |
|
2 |
|
|
\chapter{Playing \cf} |
3 |
|
|
|
4 |
|
|
\section{Basics}\label{sec:basic} |
5 |
|
|
|
6 |
|
|
In this section, several basic bits of information are detailed in |
7 |
|
|
a concise way in rough order of importance. |
8 |
|
|
Various pointers to other sections of this document will help you to |
9 |
|
|
round out your knowledge if you want to. All of the available player |
10 |
|
|
commands are concisely explained in appendix \ref{app:commands}. You |
11 |
|
|
can always get a summary of available commands while playing the game; |
12 |
|
|
hit ``{\tt ?}'' for help. \\ |
13 |
|
|
|
14 |
|
|
\subsection{How to do simple stuff} \index{How to do simple stuff} |
15 |
|
|
|
16 |
|
|
\subsubsection{Move around and attack}\index{commands, movement}\index{movement}\index{combat}\index{running} |
17 |
|
|
Movement is accomplished with the mouse, or |
18 |
|
|
with the same keys that some rouge-like computer games use. To move using |
19 |
|
|
the mouse, position the cursor over a square you wish to move to |
20 |
|
|
in the view window |
21 |
|
|
then click the right hand button. If you want to use the keys, here's a |
22 |
|
|
simple diagram of where the various movement keys will take you: \\ |
23 |
|
|
\begin{center} |
24 |
|
|
\begin{tabular}{ccccc} |
25 |
|
|
{\tt y} & & {\tt k} & & {\tt u} \\ |
26 |
|
|
& $\nwarrow$ & $\uparrow$ & $\nearrow$ & \\ |
27 |
|
|
{\tt h} & $\longleftarrow$ & . & $\longrightarrow$ & {\tt l} \\ |
28 |
|
|
& $\swarrow$ & $\downarrow$ & $\searrow$ & \\ |
29 |
|
|
{\tt b} & & {\tt j} & & {\tt n} \\ |
30 |
|
|
\end{tabular} |
31 |
|
|
\end{center} |
32 |
|
|
The ``{\tt .}'' refers to yourself; you don't move anywhere when you |
33 |
|
|
press it. |
34 |
|
|
In order to ``run'' in a particular direction (i.e. move continuously |
35 |
|
|
without having to repeatedly punch the key) hold down the control |
36 |
|
|
key then hit any movement key or the right hand mouse button to |
37 |
|
|
start moving. Release the {\tt $<$control$>$} key when you wish to stop running. |
38 |
|
|
|
39 |
|
|
If you move into something, you will attack it. This means walls, |
40 |
|
|
doors, and monsters will be damaged if you hit them. Players and |
41 |
|
|
friendly monsters may also be attacked in this way, but only if |
42 |
|
|
you set the peaceful flag to ``off''. To learn more about the combat |
43 |
|
|
system see section \ref{sec:combat}. \\ |
44 |
|
|
|
45 |
|
|
\subsubsection{Pickup stuff}\index{commands, pickup}\index{picking up items} |
46 |
|
|
To pickup items, move over the item, then either hit the ``{\tt ,}'' key |
47 |
|
|
or move the cursor over to the look window, position it over the desired |
48 |
|
|
item and click the left mouse button. You will see the item appear in your |
49 |
|
|
inventory window. If you pick up too much stuff, you won't be |
50 |
|
|
able to see it all at once. Use the ``{\tt $<$}'' and ``{\tt $>$}'' keys |
51 |
|
|
to rotate through the inventory list. \\ |
52 |
|
|
|
53 |
|
|
\subsubsection{Applying stuff: wear armour, wield a weapon, eat, and so on.}\index{commands, apply} |
54 |
|
|
Most of the time, in order to manipulate or ``{\tt apply}'' items you have |
55 |
|
|
to be holding them. Move the cursor over to the desired item in the |
56 |
|
|
inventory window. By using the middle button on the mouse, you may |
57 |
|
|
toggle the status (ie between ``applied'' or ``unapplied'') of items. |
58 |
|
|
Note that |
59 |
|
|
some items when applied will be used up (they disappear from the |
60 |
|
|
inventory window). Examples of these kind of |
61 |
|
|
items include ``food''\inputimage{foodone}, ``potions''\inputimage{potion}, |
62 |
|
|
and ``scrolls''\inputimage{scrolls}. |
63 |
|
|
To learn more |
64 |
|
|
about the uses of various items see chapter \ref{chap:equip}. \\ |
65 |
|
|
|
66 |
|
|
\subsubsection{Shoot a ranged weapon}\index{commands, fire}\index{bows} |
67 |
|
|
\index{wands}\index{rods}\index{horns} |
68 |
|
|
Ranged weapons include bows\inputimage{bows}, wands\inputimage{wands}, |
69 |
|
|
rods\inputimage{rods}, or horns\inputimage{horns}. Apply the desired |
70 |
|
|
weapon, then check to see that the {\tt Range:} slot in the status window |
71 |
|
|
indicates that item is ``readied'' (yes...you can have something applied but |
72 |
|
|
not readied). If its not ready, use either the plus or minus keys to |
73 |
|
|
rotate though all of the slots. Once readied, use the ``{\tt $<$shift$>$}'' key |
74 |
|
|
followed by a movement key to fire the object in that direction. Alternatively, |
75 |
|
|
place the cursor in the view window, then hit the middle mouse button to fire. \\ |
76 |
|
|
|
77 |
|
|
\subsubsection{Enter a building or boat.}\index{commands, apply} |
78 |
|
|
\index{entering buildings}\index{movement}\inputimage{guild} |
79 |
|
|
Move over on top of the desired structure. Then hit either middle mouse |
80 |
|
|
button while the cursor is on the icon of the structure in the look window, |
81 |
|
|
or hit the {\tt A} key. If there is a link to a map drawn of the ``inside'' |
82 |
|
|
you will be taken there. If no link exists, you will get the message |
83 |
|
|
``{\tt the $<$structure$>$ is closed.}''. \\ |
84 |
|
|
|
85 |
|
|
\subsubsection{Use a skill}\index{commands, ready\_skill} |
86 |
|
|
\index{skills, how to use} |
87 |
|
|
In order to use a skill, it must first be readied. You can ready any skill |
88 |
|
|
you have with the {\tt ready\_skill} command. Also, some skills will |
89 |
|
|
auto-matically be readied when you undertake certain |
90 |
|
|
actions. For example, if you run into a hostile monster with a wielded weapon |
91 |
|
|
the {\tt melee weapons} skill is readied. A ready skill will show up in the |
92 |
|
|
stat window in the {\tt Range:} slot. If a skill doesn't appear in the slot, rotate |
93 |
|
|
the range slot to check for the skill. When a skill is readied, the range slot will |
94 |
|
|
appear as ``{\tt Skill: $<$skill$>$}'' (otherwise it appears as |
95 |
|
|
``{\tt Skill: none}''). |
96 |
|
|
To use the skill, make a ``ranged attack'' (ie hit the same keys or |
97 |
|
|
mouse button as for firing a wand). To learn more about the skills |
98 |
|
|
system see chapter \ref{chap:skills}. \\ |
99 |
|
|
|
100 |
|
|
\subsubsection{Cast a spell}\index{spells, how to use}\index{commands, cast} |
101 |
|
|
\index{talisman}\index{holy symbol} |
102 |
|
|
In order to ``{\tt cast}'' spells (either \incantation s or prayers), you must have |
103 |
|
|
the skills of {\tt \spellcasting\ } (\incantation s) or {\tt praying} (prayers). |
104 |
|
|
Possession |
105 |
|
|
of a ``talisman''\inputimage{talisman}\ or a ``holy symbol''\inputimage{holysymbol}\ |
106 |
|
|
will also allow you to respectively {\tt cast} \incantation s or prayers). You can |
107 |
|
|
only {\tt cast} those spells you have {\em learned}. Issue the meta-command |
108 |
|
|
{\tt `cast $<$spell$>$} to ready a spell in the {\tt Range:} slot. To |
109 |
|
|
``fire'' the spell, make |
110 |
|
|
a ranged attack. Note! if you don't have enough mana a\ina\ \incantation\ |
111 |
|
|
{\em} will fail. |
112 |
|
|
If you don't have enough grace a prayer {\em may} work. For more information |
113 |
|
|
concerning the magic system see chapter \ref{chap:magic}. |
114 |
|
|
|
115 |
|
|
\subsection{Saving the game and ending the \cf\ session:}\index{commands, quit} |
116 |
|
|
\index{commands, save}\index{quitting}\index{saving} |
117 |
|
|
|
118 |
|
|
The {\tt save} command is to provide an emergency backup in case of a game crash. |
119 |
|
|
To save your player at the end of your game session you must find a ``Bed to |
120 |
|
|
reality''\inputimage{savebed}, move your player over it and |
121 |
|
|
{\tt apply} it (``{\tt A}''). These beds can usually be |
122 |
|
|
found in the inns and |
123 |
|
|
taverns dotted around the maps (especially in cities). This prevents you |
124 |
|
|
just saving anywhere and forces you to finish what you are doing and return |
125 |
|
|
somewhere safe. |
126 |
|
|
|
127 |
|
|
\subsection{About NPCs}\index{commands, say}\index{commands, \"} |
128 |
|
|
\index{NPC}\index{talking} |
129 |
|
|
{\em N}on {\em P}layer {\em C}haracters are special |
130 |
|
|
``monsters'' which have ``intelligence''. Players |
131 |
|
|
may be able to interact with these monsters to help solve puzzles and find |
132 |
|
|
items of interest. To speak with a monster you suspect to be a NPC, simply |
133 |
|
|
move to an adjacent square to them and push the double-quote, ie. {\tt "}. Enter |
134 |
|
|
your message, and press {\tt $<$return$>$}. You can also use the meta-command |
135 |
|
|
{\tt 'say} if you feel like typing a little extra. |
136 |
|
|
|
137 |
|
|
Other NPCs may not speak to you, but display intelligence with their |
138 |
|
|
movement. Some monsters can be friendly, and may attack the nearest of your |
139 |
|
|
enemies. Others can be ``pets'', in that they follow you around and help you |
140 |
|
|
in your quest to kill enemies and find treasure. |
141 |
|
|
|
142 |
|
|
|
143 |
|
|
\subsection{Important special items} |
144 |
|
|
|
145 |
|
|
There are many special items which can be found in \cf , of those shown |
146 |
|
|
below, the most important may be the signs. \\ |
147 |
|
|
|
148 |
|
|
$\bullet$ {\bf Signs:}\index{signs}\inputimage{sign} |
149 |
|
|
|
150 |
|
|
Signs often have messages that might clue you in on quests and puzzles |
151 |
|
|
or even refer you to NPCs. It is your job as a player to make sure you |
152 |
|
|
read every sign to make sure you do not miss things. \\ |
153 |
|
|
|
154 |
|
|
$\bullet$ {\bf Handles and Buttons:}\index{handles}\index{buttons} |
155 |
|
|
\inputimage{handbutt} |
156 |
|
|
|
157 |
|
|
These items can often be manipulated to open up new areas of the map. |
158 |
|
|
In the case of handles, all a player must do is apply the handle. In |
159 |
|
|
the case of buttons, the player must move items over the button to |
160 |
|
|
"hold" it down. Some of the larger buttons may need very large items to |
161 |
|
|
be moved onto them, before they can be activated. \\ |
162 |
|
|
|
163 |
|
|
$\bullet$ {\bf Gates and locked doors:} \inputimage{gatedoor} |
164 |
|
|
\index{doors}\index{gates} |
165 |
|
|
|
166 |
|
|
Gates are often tied to a handle or button and can only be opened by |
167 |
|
|
manipulating the the handle/button. Doors that are locked can either be |
168 |
|
|
smashed down by attacking the door, by using keys\inputimage{keys}\ |
169 |
|
|
which can be found |
170 |
|
|
throughout the game, or by picking the lock. \\ |
171 |
|
|
|
172 |
|
|
$\bullet$ {\bf Pits:}\inputimage{pit} |
173 |
|
|
\index{pits} |
174 |
|
|
|
175 |
|
|
Pits can be doorways to new areas of the map too, but be careful, for |
176 |
|
|
you could fall down into a pit full of ghosts or dragons and not be |
177 |
|
|
able to get back out! \\ |
178 |
|
|
|
179 |
|
|
$\bullet$ {\bf Break away walls:}\inputimage{br_wall} |
180 |
|
|
\index{walls} |
181 |
|
|
|
182 |
|
|
Are a common occurrence in \cf . These type of walls can be |
183 |
|
|
"destroyed" by attacking them. Thus, sometimes it may be worth a |
184 |
|
|
player's time to test the walls of a map for ``secret doors''. \\ |
185 |
|
|
|
186 |
|
|
$\bullet$ {\bf Fire walls:} \inputimage{fr_wall} |
187 |
|
|
|
188 |
|
|
Will shoot missiles (including bullets, lightning, etc.) at players. |
189 |
|
|
Some firewalls can be destroyed while others cannot. \\ |
190 |
|
|
|
191 |
|
|
$\bullet$ {\bf Spinners and Directors:} \inputimage{dir_spin} |
192 |
|
|
\index{spinners}\index{directors} |
193 |
|
|
|
194 |
|
|
These odd items will change the direction of any item flying over them, |
195 |
|
|
such as missile weapons and spells. \\ |
196 |
|
|
|
197 |
|
|
|
198 |
|
|
\section{Matters of life and death} |
199 |
|
|
|
200 |
|
|
\subsection{Attack system} |
201 |
|
|
\label{sec:combat} |
202 |
|
|
\index{combat}\index{attacktypes}\index{slaying}\index{Dam}\index{Wc}\index{Ac} |
203 |
|
|
|
204 |
|
|
Every time you make an attack, your attack is classified with one or more |
205 |
|
|
``attacktypes''. For example, an attack made with a ordinary sword |
206 |
|
|
results in the attack being made with the attacktype of ``physical''. |
207 |
|
|
For another example, if a Mage attacks with a fireball spell the |
208 |
|
|
attack is made with the ``magic'' and ``fire'' attacktypes. In |
209 |
|
|
similar fashion, a defender may be protected, vulnerable, or immune |
210 |
|
|
to any attacktype. \\ |
211 |
|
|
|
212 |
|
|
\noindent{Here} is a summary of the attack system; in fact, its a |
213 |
|
|
bit more complicated. \\ |
214 |
|
|
|
215 |
|
|
\subsubsection{Hitting an opponent} |
216 |
|
|
\indent{Several} quantities are involved in determining whether an attack will |
217 |
|
|
hit its target. The attacker will hit if his {\tt Wc} is less than or equal |
218 |
|
|
to the |
219 |
|
|
defender's {\tt Ac} + 1D20\footnote{a random number between 1 and 20} or |
220 |
|
|
if the D20 gives a 20 (remember, both {\tt Wc} and {\tt Ac} improve as |
221 |
|
|
their value drops {\em lower}).\\ |
222 |
|
|
|
223 |
|
|
\subsubsection{Damaging a hit opponent} |
224 |
|
|
\indent{Damages} are randomly generated, with the magnitude of the random number |
225 |
|
|
being based on the attacker's {\tt Dam} stat. |
226 |
|
|
If defender is immune to an attacktype |
227 |
|
|
in the attack, he receives no damage, if he's protected he receives |
228 |
|
|
half damage, if he's vulnerable to this kind of |
229 |
|
|
attacktype, he receives double damage. For physical attacks, the percent |
230 |
|
|
of your {\tt Arm} value is subtracted from incoming damage. |
231 |
|
|
Some magic weapons can ``slay'' various races of creatures. If the weapon |
232 |
|
|
slays the defender, the attack damage is tripled. |
233 |
|
|
|
234 |
|
|
|
235 |
|
|
\subsection{Experience}\label{sec:experience}\index{experience} |
236 |
|
|
\index{experience, categories}\index{level, overall}\index{level} |
237 |
|
|
|
238 |
|
|
Accumulation of experience will result in increasing the {\tt level} of the |
239 |
|
|
player's character. In a \cf\ game where skills are {\em not} present, |
240 |
|
|
experience is only gained for removing traps and killing monsters. |
241 |
|
|
A player will gain a new {\tt level} when their |
242 |
|
|
experience total reaches a new amount in the hierarchy shown |
243 |
|
|
in table \ref{tab:exp_level}. |
244 |
|
|
|
245 |
|
|
In the skills-based game, {\em several} kinds of experience exist. The |
246 |
|
|
{\tt score} represents the ``{\em overall}'' proficiency of the player |
247 |
|
|
and is the |
248 |
|
|
{\em sum} of all the differing kinds of experience possessed. |
249 |
|
|
|
250 |
|
|
The player accumulates experience into various ``{\em experience |
251 |
|
|
categories}'' according to their actions. |
252 |
|
|
Another way of putting this is that you become better |
253 |
|
|
at what you do most often and most successfully. For example, |
254 |
|
|
a player who kills monsters with \incantation s gains experience in |
255 |
|
|
casting \incantation s. A player who steals from creatures often will |
256 |
|
|
get better at stealing, and so on. |
257 |
|
|
|
258 |
|
|
Each experience category will have a {\tt level} assigned to it based on |
259 |
|
|
the amount of experience accumulated in it (using the same schedule |
260 |
|
|
shown in table |
261 |
|
|
\ref{tab:exp_level}). Use the {\tt skills} command to |
262 |
|
|
investigate which skills your character has and to see the {\tt level} of |
263 |
|
|
ability you have in each experience category. See chapter |
264 |
|
|
\ref{chap:skills} for more information about skills and skill-based |
265 |
|
|
experience. |
266 |
|
|
|
267 |
|
|
As an aside, monsters {\em also} are assigned a {\tt level} of proficiency |
268 |
|
|
and may gain experience. The main way which monsters gain experience |
269 |
|
|
is by {\em killing} players! Beware going after a monster that has |
270 |
|
|
killed several players, it will be much more difficult to challenge! |
271 |
|
|
|
272 |
|
|
\begin{table} |
273 |
|
|
\begin{center} |
274 |
|
|
\caption{Relationship between experience and {\tt level} for the first |
275 |
|
|
10 levels. \label{tab:exp_level}} |
276 |
|
|
\vskip 12pt |
277 |
|
|
\small |
278 |
|
|
\begin{tabular}{|rl|} |
279 |
|
|
\hline |
280 |
|
|
{\tt Level} & \multicolumn{1}{c|}{Experience} \\ \hline\hline |
281 |
|
|
\input{levels} |
282 |
|
|
... & ... \\ |
283 |
|
|
\hline |
284 |
|
|
\end{tabular} |
285 |
|
|
\end{center} |
286 |
|
|
\end{table} |
287 |
|
|
|
288 |
|
|
\subsection{Calculation of selected secondary stats}\label{sec:stat_calc} |
289 |
|
|
\index{stats, secondary} |
290 |
|
|
|
291 |
|
|
Both the primary stats and {\tt level} of the character will influence |
292 |
|
|
the secondary stats given below. In the skills-based game, the |
293 |
|
|
appropriate experience category\footnote{categories |
294 |
|
|
are given for the default settings, this can be changed by the |
295 |
|
|
server administrator} is identified for purposes of determining |
296 |
|
|
which {\tt level} is used in the calculation. In the non-skills |
297 |
|
|
game, the {\em overall} {\tt level}\index{level, overall} is always used. |
298 |
|
|
|
299 |
|
|
Refer to table \ref{tab:pri_eff} if a quantity in a calculation is |
300 |
|
|
left unexplained. |
301 |
|
|
|
302 |
|
|
\subsubsection{Weapon class ({\tt Wc})}\index{Wc}\index{stats, Wc} |
303 |
|
|
The {\tt Wc} calculation is: |
304 |
|
|
\begin{quote} |
305 |
|
|
class {\tt Wc} - {\tt thaco}(STR)\index{thaco} - weapon {\tt Wc} - {\tt level} - 1 every 6 {\tt level}s |
306 |
|
|
\end{quote} |
307 |
|
|
where {\tt thaco} is found using the STR stat on table \ref{tab:pri_eff}, |
308 |
|
|
the weapon {\tt Wc} |
309 |
|
|
can be determined from the \spoiler\ and the {\tt level} is taken from the |
310 |
|
|
{\tt physique} experience category. |
311 |
|
|
|
312 |
|
|
\subsubsection{Weapon Speed}\index{stats, weapon speed} |
313 |
|
|
\index{weapon speed} |
314 |
|
|
The calculation for weapon speed is quite complex (but here it is!). |
315 |
|
|
The value for the weapon speed is: |
316 |
|
|
\begin{quote} |
317 |
|
|
{\tt speed}/({\tt LF} * {\sl NastyFactor} * {\sl LessNastyFactor}) |
318 |
|
|
\end{quote} |
319 |
|
|
where {\tt LF} (``level factor'') is a number between 0.8 and 1.2 that |
320 |
|
|
increases with the {\tt level} as (4+{\tt level})/(6+{\tt level})*1.2, |
321 |
|
|
(the {\tt level} is taken from the overall {\tt level}), |
322 |
|
|
and both {\sl NastyFactor} and {\sl LessNastyFactor} are calculated below. |
323 |
|
|
|
324 |
|
|
The value of {\sl NastyFactor} is: |
325 |
|
|
{\small |
326 |
|
|
\begin{quote} |
327 |
|
|
2/3 + {\tt MaxC}/363 - ((0.00167*{\tt WpnW})/{\tt MaxC}) + ({\tt speed}/5) + ((Dex-14)/28) |
328 |
|
|
\end{quote} |
329 |
|
|
} |
330 |
|
|
\noindent{where} {\tt MaxC} is the maximum carrying |
331 |
|
|
limit of the character, {\tt WpnW} is |
332 |
|
|
the weapon weight. Weapon weight can be determined from examining the given |
333 |
|
|
weapon (ie look at the number to the right side of the weapon icon in the |
334 |
|
|
inventory window). |
335 |
|
|
|
336 |
|
|
The value of {\sl LessNastyFactor} is: |
337 |
|
|
\begin{quote} |
338 |
|
|
2 - ((WpnF - {\tt magic}/2)/10) |
339 |
|
|
\end{quote} |
340 |
|
|
where {\tt WpnF} is the ``weapon factor'' and {\tt magic} is the |
341 |
|
|
value of the enchantment on the weapon (i.e. $+$1, $+$2, etc.). |
342 |
|
|
Weapon factor\index{weapon factor} is given for some weapons |
343 |
|
|
in table \ref{tab:weap_factor}. \\ |
344 |
|
|
|
345 |
|
|
\begin{table} |
346 |
|
|
\begin{center} |
347 |
|
|
\caption{Weapon factor ({\tt WpnF}) for selected weapons}\label{tab:weap_factor} |
348 |
|
|
\small |
349 |
|
|
\vskip 12pt |
350 |
|
|
\begin{tabular}{|crlc|} \hline |
351 |
|
|
& & & \\ |
352 |
|
|
& 1.6 & nunchacu & \\ |
353 |
|
|
& 1.5 & dagger & \\ |
354 |
|
|
& 1.4 & Sting, katana, shortsword, taifu & \\ |
355 |
|
|
& 1.3 & Belzebub's sword, Darkblade, Excalibur & \\ |
356 |
|
|
& 1.2 & Firebrand, Frostbrand, Mjoellnir, Mournblade, & \\ |
357 |
|
|
& & Stormbringer, broadsword, falchion, light sword & \\ |
358 |
|
|
& & long sword, quarterstaff, sabre, sword, trident & \\ |
359 |
|
|
& 1.1 & Deathbringer, Demonbane, Dragonslayer, Holy Avenger & \\ |
360 |
|
|
& & club, hammer, mace, unicorn horn & \\ |
361 |
|
|
& 1.0 & axe, stonehammer & \\ |
362 |
|
|
& 0.9 & Skullcleaver, morningstar, stake, stoneaxe & \\ |
363 |
|
|
& 0.8 & large morningstar & \\ |
364 |
|
|
& 0.5 & Bonecrusher, Gram, shovel & \\ |
365 |
|
|
& 0.3 & large club & \\ |
366 |
|
|
& 0.1-0.4 & chair & \\ |
367 |
|
|
& 0.1 & bed & \\ |
368 |
|
|
& & & \\ \hline |
369 |
|
|
\end{tabular} |
370 |
|
|
\end{center} |
371 |
|
|
\end{table} |
372 |
|
|
|
373 |
|
|
|
374 |
|
|
\subsubsection{Damage ({\tt Dam})}\index{stats, Dam}\index{damage} |
375 |
|
|
|
376 |
|
|
Current weapon, character class |
377 |
|
|
(table \ref{tab:char_cls}) and STR ({\tt DmB} in table \ref{tab:pri_eff}) |
378 |
|
|
all effect the value of {\tt Dam}. The calculation for {\tt Dam} is: |
379 |
|
|
\begin{quote} |
380 |
|
|
Class bonus $+$ {\tt DmB} $+$ Weapon damage $+$ Skill damage |
381 |
|
|
\end{quote} |
382 |
|
|
In addition, for every 4 levels of fighting expertise ({\tt physique} |
383 |
|
|
experience category level) 1$+$({\tt Dmb}/5)) is added to {\tt Dam}. |
384 |
|
|
Some skills (namely the hand-to-hand, or martial arts skills) |
385 |
|
|
can add significant damage to the overall total. The amount |
386 |
|
|
that is added depends on the user's {\tt level} in that skill. |
387 |
|
|
Note that weapon damage is automatically added to your damage |
388 |
|
|
rating in the stat window when you wield any weapon. |
389 |
|
|
|
390 |
|
|
|
391 |
|
|
\subsubsection{Armour class ({\tt Ac})}\index{stats, Ac}\index{Ac} |
392 |
|
|
|
393 |
|
|
For characters that cannot wear armour (ex. Fireborn), their |
394 |
|
|
{\tt Ac} can improve as their score increases. The calculation for {\tt Ac} is then: |
395 |
|
|
\begin{quote} |
396 |
|
|
Class {\tt Ac} $-$ {\tt level}/3 |
397 |
|
|
\end{quote} |
398 |
|
|
The value of the character {\tt Ac} may decrease to the value of -10. |
399 |
|
|
After that, no more improvement is made regardless of earned |
400 |
|
|
experience. The overall {\tt level}\index{level, overall} is |
401 |
|
|
{\em always} used for this calculation. |
402 |
|
|
|
403 |
|
|
|
404 |
|
|
\subsubsection{Hit points ({\tt Hp})}\index{hit points}\index{stats, Hp} |
405 |
|
|
|
406 |
|
|
A character will gain the following number of {\tt Hp} for {\em each} new |
407 |
|
|
overall {\tt level} gained between levels 1$-$10: |
408 |
|
|
\begin{quote} |
409 |
|
|
({\tt HpB})/2 + D4 + D4 + 1 + 1/every even {\tt level} {\em if} {\tt HpB} is even. |
410 |
|
|
\end{quote} |
411 |
|
|
Where D4 is a random number between 1 and 4 and you always get 1 hit point |
412 |
|
|
gained per {\tt level}, regardless of {\tt HpB}. |
413 |
|
|
For levels after 10th, {\tt Hp} grow 2 per {\tt level}. |
414 |
|
|
The overall {\tt level} provides the correct value for {\tt level} in |
415 |
|
|
the calculation. |
416 |
|
|
|
417 |
|
|
|
418 |
|
|
\subsubsection{Mana ({\tt Sp})}\index{mana}\index{stats, mana} |
419 |
|
|
|
420 |
|
|
A character will gain the following number of {\tt Sp} for {\em each} new |
421 |
|
|
{\tt magic} experience category {\tt level} gained between levels 1$-$10: |
422 |
|
|
\begin{quote} |
423 |
|
|
({\tt MgB}(POW))/2 + D3 + D3 + 1 every even {\tt level} {\em if} {\tt MgB} is even. |
424 |
|
|
\end{quote} |
425 |
|
|
Where D3 is a random number between 1 and 3 and you always get 1 mana gained |
426 |
|
|
per new {\tt level}. For {\tt magic} levels past the 10th, mana grows 2 per level. |
427 |
|
|
|
428 |
|
|
|
429 |
|
|
\subsubsection{Grace ({\tt Gr})}\index{stats, grace}\index{grace} |
430 |
|
|
|
431 |
|
|
A character will gain the following number of {\tt Gr} for {\em each} new |
432 |
|
|
{\tt wisdom} experience category {\tt level} gained between levels 1$-$10: |
433 |
|
|
\begin{quote} |
434 |
|
|
({\tt MgB}(WIS) + {\tt MgB}(POW))/8 + D3 |
435 |
|
|
\end{quote} |
436 |
|
|
Where D3 is a random number between 1 and 3 and you always get 1 grace gained |
437 |
|
|
per new {\tt level}. For levels past the 10th, |
438 |
|
|
grace grows 1 per {\tt wisdom} {\tt level}. |
439 |
|
|
|
440 |
|
|
\subsection{Death $---$ the ultimate penalty?}\label{sec:death} |
441 |
|
|
|
442 |
|
|
Should your hit point total drop below 0 you will die\inputimage{gravestone}. |
443 |
|
|
What happens next depends on how the game is compiled. If the |
444 |
|
|
{\tt NOT\_PERMDEATH} option is being |
445 |
|
|
used (this is the default) then your character (and his all of his |
446 |
|
|
{\em carried} |
447 |
|
|
equipment at the instant of death) will appear in the base map (the one |
448 |
|
|
you first started out in). |
449 |
|
|
|
450 |
|
|
For each time you die, your character loses 20\% |
451 |
|
|
of their experience (in all categories) and a random primary stat decreases by 1. |
452 |
|
|
At low levels, the stat loss is bad news, while it is the experience loss that |
453 |
|
|
{\em really} hurts at those high levels. You may still re-gain lost stats (up to your |
454 |
|
|
natural limit) by drinking potions. |
455 |
|
|
|
456 |
|
|
If the server administrator has made death permanent, there is still hope |
457 |
|
|
for your character. When the {\tt RESURRECTION} option is enabled (the default option |
458 |
|
|
when {\tt NOT\_PERMDEATH} is {\em not} being used) other characters may bring you back |
459 |
|
|
from the beyond. There are 3 spells that are capable of doing this, but |
460 |
|
|
remember to retrieve the corpse\inputimage{corpse}\ of the character |
461 |
|
|
that is to be resurrected! |
462 |
|
|
|
463 |
|
|
|
464 |
|
|
\section{Some advanced stuff} |
465 |
|
|
|
466 |
|
|
\subsection{Some useful advanced commands} |
467 |
|
|
|
468 |
|
|
\subsubsection{Meta-command ({\tt '}) }\index{meta-command}\index{commands, meta} |
469 |
|
|
Any command listed by the use of help ({\tt ?} key) can be |
470 |
|
|
used by spelling it out after the meta-command is issued. For example, you |
471 |
|
|
can use the command {\tt say} either by hitting the double-quote ({\tt "} key) or |
472 |
|
|
by issuing the command string {\tt 'say}. |
473 |
|
|
|
474 |
|
|
\subsubsection{Binding commands ({\tt 'bind} and {\tt 'unbind})}\index{binding}\index{unbinding} |
475 |
|
|
\index{commands, bind} |
476 |
|
|
\index{commands, unbind} |
477 |
|
|
You may bind any key with a complex command. For example, you could |
478 |
|
|
bind the use of the meditation skill to the key ``{\tt m}''. To do this first |
479 |
|
|
type: |
480 |
|
|
\begin{quote} |
481 |
|
|
{\tt 'bind use\_skill meditation } |
482 |
|
|
\end{quote} |
483 |
|
|
then press {\tt $<$return$>$}. The game will then ask you for a key to bind the |
484 |
|
|
command to, you then hit {\tt m}. You can also re-bind this key to something |
485 |
|
|
else later if you wish too. Issue the command: |
486 |
|
|
command: |
487 |
|
|
\begin{quote} |
488 |
|
|
{\tt 'unbind reset } |
489 |
|
|
\end{quote} |
490 |
|
|
to totally reset bindings on keys. |
491 |
|
|
|
492 |
|
|
\subsubsection{Pick up toggle ({\tt @})}\index{picking up items}\index{commands, pickup} |
493 |
|
|
This allows you to change your pickup status. Eight different modes |
494 |
|
|
for pick up exist: ``don't pick up'',``pick up 1 item'', ``pick up 1 item and |
495 |
|
|
stop'', ``stop before picking up'', ``pick up all items'', pick up all items |
496 |
|
|
and stop'', ``pick up all magic items'', ``pick up all coins and gems''. |
497 |
|
|
Whenever you move over a pile of stuff your pickup mode controls |
498 |
|
|
if and what you collect. You can always pickup stuff using the pickup |
499 |
|
|
command ({\tt ,}) regardless of your current pickup mode. |
500 |
|
|
|
501 |
|
|
\subsubsection{Invoke ({\tt 'invoke})} \index{commands, invoke} |
502 |
|
|
A useful way to quickly cast both \incantation s and prayers is via the invoke |
503 |
|
|
command. To use it effectively, {\tt bind invoke $<$spell$>$} to any |
504 |
|
|
key. Then, when that binded key is pressed, your character will cast that magic |
505 |
|
|
in the direction they're currently facing. |
506 |
|
|
|
507 |
|
|
\subsection{Playing with other people} |
508 |
|
|
|
509 |
|
|
As a general rule, other \cf\ players will prefer to co-operate or |
510 |
|
|
at least leave each other alone. If you go about killing other player's |
511 |
|
|
characters you may not only risk their continued wrath, but the anger of |
512 |
|
|
the server administrator as well. Check out the house rules before you |
513 |
|
|
start slaying players. |
514 |
|
|
|
515 |
|
|
\subsubsection{Useful multi-player commands} |
516 |
|
|
|
517 |
|
|
Here are some useful commands for playing with other players: \\ |
518 |
|
|
|
519 |
|
|
\noindent{\bf\tt shout}\index{commands, shout} \\ |
520 |
|
|
This meta-command will broadcast your message to every player currently |
521 |
|
|
logged in. The say command only sends messages to players who share your |
522 |
|
|
current map. Invoke this command just like {\tt say}.\\ |
523 |
|
|
|
524 |
|
|
\noindent{\bf\tt who}\index{commands, who} \\ |
525 |
|
|
This will give you a listing of all the current players and the maps |
526 |
|
|
they are on currently. Invoke this command as {\tt 'who}.\\ |
527 |
|
|
|
528 |
|
|
\noindent{\bf\tt tell}\index{commands, tell} \\ |
529 |
|
|
Will send your message only to the player indicated. It is invoked as: |
530 |
|
|
{\tt 'tell $<$character name$>$ $<$message string$>$}.\\ |
531 |
|
|
|
532 |
|
|
\subsubsection{The simple party system}\index{party system}\index{commands, party} |
533 |
|
|
If the {\tt SIMPLE\_PARTY\_SYSTEM} has been enabled on your server you can |
534 |
|
|
use this to adventure with other players. All experience gained by |
535 |
|
|
members of the party is split equally, and in addition, party members |
536 |
|
|
are always peaceful towards each other. Here's 2 useful party commands:\\ |
537 |
|
|
|
538 |
|
|
\noindent{1)} To form a party issue the command: |
539 |
|
|
\begin{quote} |
540 |
|
|
{\tt 'party form $<$party name$>$ } |
541 |
|
|
\end{quote} |
542 |
|
|
2) To join a party, type: |
543 |
|
|
\begin{quote} |
544 |
|
|
{\tt 'party join $<$party name$>$ } |
545 |
|
|
\end{quote} |
546 |
|
|
To see all of the options, type {\tt 'party help}. |
547 |
|
|
|
548 |
|
|
|