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|
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\chapter{Playing \cf} |
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|
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\section{Basics}\label{sec:basic} |
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|
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In this section, several basic bits of information are detailed in |
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a concise way in rough order of importance. |
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Various pointers to other sections of this document will help you to |
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round out your knowledge if you want to. All of the available player |
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commands are concisely explained in appendix \ref{app:commands}. You |
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can always get a summary of available commands while playing the game; |
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hit ``{\tt ?}'' for help. \\ |
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|
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\subsection{How to do simple stuff} \index{How to do simple stuff} |
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|
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\subsubsection{Move around and attack}\index{commands, movement}\index{movement}\index{combat}\index{running} |
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Movement is accomplished with the mouse, or |
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with the same keys that some rouge-like computer games use. To move using |
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the mouse, position the cursor over a square you wish to move to |
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in the view window |
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then click the right hand button. If you want to use the keys, here's a |
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simple diagram of where the various movement keys will take you: \\ |
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\begin{center} |
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\begin{tabular}{ccccc} |
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{\tt y} & & {\tt k} & & {\tt u} \\ |
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& $\nwarrow$ & $\uparrow$ & $\nearrow$ & \\ |
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{\tt h} & $\longleftarrow$ & . & $\longrightarrow$ & {\tt l} \\ |
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& $\swarrow$ & $\downarrow$ & $\searrow$ & \\ |
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{\tt b} & & {\tt j} & & {\tt n} \\ |
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\end{tabular} |
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\end{center} |
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The ``{\tt .}'' refers to yourself; you don't move anywhere when you |
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press it. |
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In order to ``run'' in a particular direction (i.e. move continuously |
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without having to repeatedly punch the key) hold down the control |
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key then hit any movement key or the right hand mouse button to |
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start moving. Release the {\tt $<$control$>$} key when you wish to stop running. |
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|
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If you move into something, you will attack it. This means walls, |
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doors, and monsters will be damaged if you hit them. Players and |
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friendly monsters may also be attacked in this way, but only if |
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you set the peaceful flag to ``off''. To learn more about the combat |
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system see section \ref{sec:combat}. \\ |
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|
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\subsubsection{Pickup stuff}\index{commands, pickup}\index{picking up items} |
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To pickup items, move over the item, then either hit the ``{\tt ,}'' key |
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or move the cursor over to the look window, position it over the desired |
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item and click the left mouse button. You will see the item appear in your |
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inventory window. If you pick up too much stuff, you won't be |
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able to see it all at once. Use the ``{\tt $<$}'' and ``{\tt $>$}'' keys |
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to rotate through the inventory list. \\ |
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|
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\subsubsection{Applying stuff: wear armour, wield a weapon, eat, and so on.}\index{commands, apply} |
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Most of the time, in order to manipulate or ``{\tt apply}'' items you have |
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to be holding them. Move the cursor over to the desired item in the |
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inventory window. By using the middle button on the mouse, you may |
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toggle the status (ie between ``applied'' or ``unapplied'') of items. |
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Note that |
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some items when applied will be used up (they disappear from the |
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inventory window). Examples of these kind of |
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items include ``food''\inputimage{foodone}, ``potions''\inputimage{potion}, |
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and ``scrolls''\inputimage{scrolls}. |
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To learn more |
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about the uses of various items see chapter \ref{chap:equip}. \\ |
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|
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\subsubsection{Shoot a ranged weapon}\index{commands, fire}\index{bows} |
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\index{wands}\index{rods}\index{horns} |
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Ranged weapons include bows\inputimage{bows}, wands\inputimage{wands}, |
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rods\inputimage{rods}, or horns\inputimage{horns}. Apply the desired |
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weapon, then check to see that the {\tt Range:} slot in the status window |
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indicates that item is ``readied'' (yes...you can have something applied but |
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not readied). If its not ready, use either the plus or minus keys to |
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rotate though all of the slots. Once readied, use the ``{\tt $<$shift$>$}'' key |
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followed by a movement key to fire the object in that direction. Alternatively, |
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place the cursor in the view window, then hit the middle mouse button to fire. \\ |
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|
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\subsubsection{Enter a building or boat.}\index{commands, apply} |
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\index{entering buildings}\index{movement}\inputimage{guild} |
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Move over on top of the desired structure. Then hit either middle mouse |
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button while the cursor is on the icon of the structure in the look window, |
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or hit the {\tt A} key. If there is a link to a map drawn of the ``inside'' |
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you will be taken there. If no link exists, you will get the message |
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``{\tt the $<$structure$>$ is closed.}''. \\ |
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|
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\subsubsection{Use a skill}\index{commands, ready\_skill} |
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\index{skills, how to use} |
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In order to use a skill, it must first be readied. You can ready any skill |
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you have with the {\tt ready\_skill} command. Also, some skills will |
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auto-matically be readied when you undertake certain |
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actions. For example, if you run into a hostile monster with a wielded weapon |
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the {\tt melee weapons} skill is readied. A ready skill will show up in the |
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stat window in the {\tt Range:} slot. If a skill doesn't appear in the slot, rotate |
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the range slot to check for the skill. When a skill is readied, the range slot will |
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appear as ``{\tt Skill: $<$skill$>$}'' (otherwise it appears as |
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``{\tt Skill: none}''). |
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To use the skill, make a ``ranged attack'' (ie hit the same keys or |
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mouse button as for firing a wand). To learn more about the skills |
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system see chapter \ref{chap:skills}. \\ |
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|
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\subsubsection{Cast a spell}\index{spells, how to use}\index{commands, cast} |
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\index{talisman}\index{holy symbol} |
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In order to ``{\tt cast}'' spells (either \incantation s or prayers), you must have |
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the skills of {\tt \spellcasting\ } (\incantation s) or {\tt praying} (prayers). |
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Possession |
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of a ``talisman''\inputimage{talisman}\ or a ``holy symbol''\inputimage{holysymbol}\ |
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will also allow you to respectively {\tt cast} \incantation s or prayers). You can |
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only {\tt cast} those spells you have {\em learned}. Issue the meta-command |
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{\tt `cast $<$spell$>$} to ready a spell in the {\tt Range:} slot. To |
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``fire'' the spell, make |
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a ranged attack. Note! if you don't have enough mana a\ina\ \incantation\ |
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{\em} will fail. |
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If you don't have enough grace a prayer {\em may} work. For more information |
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concerning the magic system see chapter \ref{chap:magic}. |
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|
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\subsection{Saving the game and ending the \cf\ session:}\index{commands, quit} |
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\index{commands, save}\index{quitting}\index{saving} |
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|
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The {\tt save} command is to provide an emergency backup in case of a game crash. |
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To save your player at the end of your game session you must find a ``Bed to |
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reality''\inputimage{savebed}, move your player over it and |
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{\tt apply} it (``{\tt A}''). These beds can usually be |
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found in the inns and |
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taverns dotted around the maps (especially in cities). This prevents you |
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just saving anywhere and forces you to finish what you are doing and return |
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somewhere safe. |
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|
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\subsection{About NPCs}\index{commands, say}\index{commands, \"} |
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\index{NPC}\index{talking} |
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{\em N}on {\em P}layer {\em C}haracters are special |
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``monsters'' which have ``intelligence''. Players |
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may be able to interact with these monsters to help solve puzzles and find |
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items of interest. To speak with a monster you suspect to be a NPC, simply |
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move to an adjacent square to them and push the double-quote, ie. {\tt "}. Enter |
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your message, and press {\tt $<$return$>$}. You can also use the meta-command |
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{\tt 'say} if you feel like typing a little extra. |
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|
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Other NPCs may not speak to you, but display intelligence with their |
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movement. Some monsters can be friendly, and may attack the nearest of your |
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enemies. Others can be ``pets'', in that they follow you around and help you |
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in your quest to kill enemies and find treasure. |
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|
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|
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\subsection{Important special items} |
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|
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There are many special items which can be found in \cf , of those shown |
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below, the most important may be the signs. \\ |
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|
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$\bullet$ {\bf Signs:}\index{signs}\inputimage{sign} |
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|
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Signs often have messages that might clue you in on quests and puzzles |
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or even refer you to NPCs. It is your job as a player to make sure you |
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read every sign to make sure you do not miss things. \\ |
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|
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$\bullet$ {\bf Handles and Buttons:}\index{handles}\index{buttons} |
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\inputimage{handbutt} |
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|
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These items can often be manipulated to open up new areas of the map. |
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In the case of handles, all a player must do is apply the handle. In |
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the case of buttons, the player must move items over the button to |
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"hold" it down. Some of the larger buttons may need very large items to |
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be moved onto them, before they can be activated. \\ |
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|
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$\bullet$ {\bf Gates and locked doors:} \inputimage{gatedoor} |
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\index{doors}\index{gates} |
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|
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Gates are often tied to a handle or button and can only be opened by |
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manipulating the the handle/button. Doors that are locked can either be |
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smashed down by attacking the door, by using keys\inputimage{keys}\ |
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which can be found |
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throughout the game, or by picking the lock. \\ |
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|
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$\bullet$ {\bf Pits:}\inputimage{pit} |
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\index{pits} |
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|
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Pits can be doorways to new areas of the map too, but be careful, for |
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you could fall down into a pit full of ghosts or dragons and not be |
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able to get back out! \\ |
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|
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$\bullet$ {\bf Break away walls:}\inputimage{br_wall} |
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\index{walls} |
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|
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Are a common occurrence in \cf . These type of walls can be |
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"destroyed" by attacking them. Thus, sometimes it may be worth a |
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player's time to test the walls of a map for ``secret doors''. \\ |
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|
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$\bullet$ {\bf Fire walls:} \inputimage{fr_wall} |
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|
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Will shoot missiles (including bullets, lightning, etc.) at players. |
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Some firewalls can be destroyed while others cannot. \\ |
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|
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$\bullet$ {\bf Spinners and Directors:} \inputimage{dir_spin} |
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\index{spinners}\index{directors} |
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|
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These odd items will change the direction of any item flying over them, |
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such as missile weapons and spells. \\ |
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|
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|
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\section{Matters of life and death} |
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|
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\subsection{Attack system} |
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\label{sec:combat} |
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\index{combat}\index{attacktypes}\index{slaying}\index{Dam}\index{Wc}\index{Ac} |
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|
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Every time you make an attack, your attack is classified with one or more |
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``attacktypes''. For example, an attack made with a ordinary sword |
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results in the attack being made with the attacktype of ``physical''. |
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For another example, if a Mage attacks with a fireball spell the |
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attack is made with the ``magic'' and ``fire'' attacktypes. In |
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similar fashion, a defender may be protected, vulnerable, or immune |
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to any attacktype. \\ |
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|
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\noindent{Here} is a summary of the attack system; in fact, its a |
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bit more complicated. \\ |
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|
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\subsubsection{Hitting an opponent} |
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\indent{Several} quantities are involved in determining whether an attack will |
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hit its target. The attacker will hit if his {\tt Wc} is less than or equal |
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to the |
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defender's {\tt Ac} + 1D20\footnote{a random number between 1 and 20} or |
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if the D20 gives a 20 (remember, both {\tt Wc} and {\tt Ac} improve as |
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their value drops {\em lower}).\\ |
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|
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\subsubsection{Damaging a hit opponent} |
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\indent{Damages} are randomly generated, with the magnitude of the random number |
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being based on the attacker's {\tt Dam} stat. |
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If defender is immune to an attacktype |
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in the attack, he receives no damage, if he's protected he receives |
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half damage, if he's vulnerable to this kind of |
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attacktype, he receives double damage. For physical attacks, the percent |
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of your {\tt Arm} value is subtracted from incoming damage. |
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Some magic weapons can ``slay'' various races of creatures. If the weapon |
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slays the defender, the attack damage is tripled. |
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|
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|
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\subsection{Experience}\label{sec:experience}\index{experience} |
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\index{experience, categories}\index{level, overall}\index{level} |
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|
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Accumulation of experience will result in increasing the {\tt level} of the |
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player's character. In a \cf\ game where skills are {\em not} present, |
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experience is only gained for removing traps and killing monsters. |
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A player will gain a new {\tt level} when their |
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experience total reaches a new amount in the hierarchy shown |
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in table \ref{tab:exp_level}. |
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|
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In the skills-based game, {\em several} kinds of experience exist. The |
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{\tt score} represents the ``{\em overall}'' proficiency of the player |
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and is the |
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{\em sum} of all the differing kinds of experience possessed. |
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|
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The player accumulates experience into various ``{\em experience |
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categories}'' according to their actions. |
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Another way of putting this is that you become better |
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at what you do most often and most successfully. For example, |
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a player who kills monsters with \incantation s gains experience in |
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casting \incantation s. A player who steals from creatures often will |
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get better at stealing, and so on. |
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|
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Each experience category will have a {\tt level} assigned to it based on |
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the amount of experience accumulated in it (using the same schedule |
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shown in table |
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\ref{tab:exp_level}). Use the {\tt skills} command to |
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investigate which skills your character has and to see the {\tt level} of |
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ability you have in each experience category. See chapter |
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\ref{chap:skills} for more information about skills and skill-based |
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experience. |
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|
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As an aside, monsters {\em also} are assigned a {\tt level} of proficiency |
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and may gain experience. The main way which monsters gain experience |
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is by {\em killing} players! Beware going after a monster that has |
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killed several players, it will be much more difficult to challenge! |
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|
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\begin{table} |
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\begin{center} |
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\caption{Relationship between experience and {\tt level} for the first |
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10 levels. \label{tab:exp_level}} |
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\vskip 12pt |
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\small |
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\begin{tabular}{|rl|} |
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\hline |
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{\tt Level} & \multicolumn{1}{c|}{Experience} \\ \hline\hline |
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\input{levels} |
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... & ... \\ |
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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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|
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\subsection{Calculation of selected secondary stats}\label{sec:stat_calc} |
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\index{stats, secondary} |
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|
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Both the primary stats and {\tt level} of the character will influence |
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the secondary stats given below. In the skills-based game, the |
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appropriate experience category\footnote{categories |
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are given for the default settings, this can be changed by the |
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server administrator} is identified for purposes of determining |
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which {\tt level} is used in the calculation. In the non-skills |
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game, the {\em overall} {\tt level}\index{level, overall} is always used. |
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|
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Refer to table \ref{tab:pri_eff} if a quantity in a calculation is |
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left unexplained. |
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|
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\subsubsection{Weapon class ({\tt Wc})}\index{Wc}\index{stats, Wc} |
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The {\tt Wc} calculation is: |
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\begin{quote} |
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class {\tt Wc} - {\tt thaco}(STR)\index{thaco} - weapon {\tt Wc} - {\tt level} - 1 every 6 {\tt level}s |
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\end{quote} |
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where {\tt thaco} is found using the STR stat on table \ref{tab:pri_eff}, |
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the weapon {\tt Wc} |
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can be determined from the \spoiler\ and the {\tt level} is taken from the |
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{\tt physique} experience category. |
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|
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\subsubsection{Weapon Speed}\index{stats, weapon speed} |
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\index{weapon speed} |
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The calculation for weapon speed is quite complex (but here it is!). |
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The value for the weapon speed is: |
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\begin{quote} |
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{\tt speed}/({\tt LF} * {\sl NastyFactor} * {\sl LessNastyFactor}) |
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\end{quote} |
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where {\tt LF} (``level factor'') is a number between 0.8 and 1.2 that |
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increases with the {\tt level} as (4+{\tt level})/(6+{\tt level})*1.2, |
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(the {\tt level} is taken from the overall {\tt level}), |
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and both {\sl NastyFactor} and {\sl LessNastyFactor} are calculated below. |
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|
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The value of {\sl NastyFactor} is: |
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{\small |
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\begin{quote} |
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2/3 + {\tt MaxC}/363 - ((0.00167*{\tt WpnW})/{\tt MaxC}) + ({\tt speed}/5) + ((Dex-14)/28) |
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\end{quote} |
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} |
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\noindent{where} {\tt MaxC} is the maximum carrying |
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limit of the character, {\tt WpnW} is |
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the weapon weight. Weapon weight can be determined from examining the given |
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weapon (ie look at the number to the right side of the weapon icon in the |
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inventory window). |
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|
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The value of {\sl LessNastyFactor} is: |
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\begin{quote} |
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2 - ((WpnF - {\tt magic}/2)/10) |
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\end{quote} |
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where {\tt WpnF} is the ``weapon factor'' and {\tt magic} is the |
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value of the enchantment on the weapon (i.e. $+$1, $+$2, etc.). |
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Weapon factor\index{weapon factor} is given for some weapons |
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in table \ref{tab:weap_factor}. \\ |
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|
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\begin{table} |
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\begin{center} |
347 |
\caption{Weapon factor ({\tt WpnF}) for selected weapons}\label{tab:weap_factor} |
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\small |
349 |
\vskip 12pt |
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\begin{tabular}{|crlc|} \hline |
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& & & \\ |
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& 1.6 & nunchacu & \\ |
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& 1.5 & dagger & \\ |
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& 1.4 & Sting, katana, shortsword, taifu & \\ |
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& 1.3 & Belzebub's sword, Darkblade, Excalibur & \\ |
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& 1.2 & Firebrand, Frostbrand, Mjoellnir, Mournblade, & \\ |
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& & Stormbringer, broadsword, falchion, light sword & \\ |
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& & long sword, quarterstaff, sabre, sword, trident & \\ |
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& 1.1 & Deathbringer, Demonbane, Dragonslayer, Holy Avenger & \\ |
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& & club, hammer, mace, unicorn horn & \\ |
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& 1.0 & axe, stonehammer & \\ |
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& 0.9 & Skullcleaver, morningstar, stake, stoneaxe & \\ |
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& 0.8 & large morningstar & \\ |
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& 0.5 & Bonecrusher, Gram, shovel & \\ |
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& 0.3 & large club & \\ |
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& 0.1-0.4 & chair & \\ |
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& 0.1 & bed & \\ |
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& & & \\ \hline |
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\end{tabular} |
370 |
\end{center} |
371 |
\end{table} |
372 |
|
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|
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\subsubsection{Damage ({\tt Dam})}\index{stats, Dam}\index{damage} |
375 |
|
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Current weapon, character class |
377 |
(table \ref{tab:char_cls}) and STR ({\tt DmB} in table \ref{tab:pri_eff}) |
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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} |
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experience category level) 1$+$({\tt Dmb}/5)) is added to {\tt Dam}. |
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Some skills (namely the hand-to-hand, or martial arts skills) |
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can add significant damage to the overall total. The amount |
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that is added depends on the user's {\tt level} in that skill. |
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Note that weapon damage is automatically added to your damage |
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rating in the stat window when you wield any weapon. |
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|
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|
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\subsubsection{Armour class ({\tt Ac})}\index{stats, Ac}\index{Ac} |
392 |
|
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For characters that cannot wear armour (ex. Fireborn), their |
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{\tt Ac} can improve as their score increases. The calculation for {\tt Ac} is then: |
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\begin{quote} |
396 |
Class {\tt Ac} $-$ {\tt level}/3 |
397 |
\end{quote} |
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The value of the character {\tt Ac} may decrease to the value of -10. |
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After that, no more improvement is made regardless of earned |
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experience. The overall {\tt level}\index{level, overall} is |
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{\em always} used for this calculation. |
402 |
|
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|
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\subsubsection{Hit points ({\tt Hp})}\index{hit points}\index{stats, Hp} |
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|
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A character will gain the following number of {\tt Hp} for {\em each} new |
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overall {\tt level} gained between levels 1$-$10: |
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\begin{quote} |
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({\tt HpB})/2 + D4 + D4 + 1 + 1/every even {\tt level} {\em if} {\tt HpB} is even. |
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\end{quote} |
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Where D4 is a random number between 1 and 4 and you always get 1 hit point |
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gained per {\tt level}, regardless of {\tt HpB}. |
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For levels after 10th, {\tt Hp} grow 2 per {\tt level}. |
414 |
The overall {\tt level} provides the correct value for {\tt level} in |
415 |
the calculation. |
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|
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|
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\subsubsection{Mana ({\tt Sp})}\index{mana}\index{stats, mana} |
419 |
|
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A character will gain the following number of {\tt Sp} for {\em each} new |
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{\tt magic} experience category {\tt level} gained between levels 1$-$10: |
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\begin{quote} |
423 |
({\tt MgB}(POW))/2 + D3 + D3 + 1 every even {\tt level} {\em if} {\tt MgB} is even. |
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\end{quote} |
425 |
Where D3 is a random number between 1 and 3 and you always get 1 mana gained |
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per new {\tt level}. For {\tt magic} levels past the 10th, mana grows 2 per level. |
427 |
|
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|
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\subsubsection{Grace ({\tt Gr})}\index{stats, grace}\index{grace} |
430 |
|
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A character will gain the following number of {\tt Gr} for {\em each} new |
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{\tt wisdom} experience category {\tt level} gained between levels 1$-$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, |
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grace grows 1 per {\tt wisdom} {\tt level}. |
439 |
|
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\subsection{Death $---$ the ultimate penalty?}\label{sec:death} |
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|
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Should your hit point total drop below 0 you will die\inputimage{gravestone}. |
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What happens next depends on how the game is compiled. If the |
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{\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\% |
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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 |
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{\em really} hurts at those high levels. You may still re-gain lost stats (up to your |
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natural limit) by drinking potions. |
455 |
|
456 |
If the server administrator has made death permanent, there is still hope |
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for your character. When the {\tt RESURRECTION} option is enabled (the default option |
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when {\tt NOT\_PERMDEATH} is {\em not} being used) other characters may bring you back |
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from the beyond. There are 3 spells that are capable of doing this, but |
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remember to retrieve the corpse\inputimage{corpse}\ of the character |
461 |
that is to be resurrected! |
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|
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|
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\section{Some advanced stuff} |
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|
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 |
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can use the command {\tt say} either by hitting the double-quote ({\tt "} key) or |
472 |
by issuing the command string {\tt 'say}. |
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|
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\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} |
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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 |
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stop'', ``stop before picking up'', ``pick up all items'', pick up all items |
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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 |
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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 |
|
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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 |
|