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Revision: 1.1
Committed: Thu Sep 7 21:43:10 2006 UTC (17 years, 9 months ago) by pippijn
Content type: application/x-tex
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-3_1, rel-3_0, rel-2_6, rel-2_7, rel-2_4, rel-2_5, rel-2_2, rel-2_3, rel-2_0, rel-2_1, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_54, rel-2_55, rel-2_56, rel-2_79, rel-2_52, rel-2_53, rel-2_32, rel-2_90, rel-2_92, rel-2_93, rel-2_78, rel-2_61, rel-2_43, rel-2_42, rel-2_41, HEAD
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Moved documents to doc/historic

File Contents

# Content
1 \documentclass[11pt, a4paper]{article}
2 \usepackage{epsfig}
3 \usepackage[latin1]{inputenc}
4 \usepackage[T1]{fontenc}
5 \usepackage[english]{babel}
6 \usepackage{longtable}
7 \begin{document}
8 \title{Crossfire in vital numbers}
9 \author{
10 \input version
11 }
12 \maketitle
13 \LTchunksize=1000
14 \setlongtables
15
16
17 \section*{General}
18 This guide is intended to present the player to his opponents and the
19 ``tools'' of his trade. The tables in this guide are generated
20 completely from the crossfire source, so you may sometimes see
21 monsters or items here before they can be encountered in the game.
22
23 \subsection*{Enchantments}
24 Enchanted items are items that is better than the basic type.
25 They are identified by the {\it +1}, {\it +2}, {\it +3} or {\it +4} at
26 the end of the item name.
27 Also, the higher the number, the rarer the item is.
28 The enchantments affect the value, weight and effect of the item;
29 i.e. for armour its {\it ac} (armour class),
30 for weapons its {\it wc} (weapon class).
31 Items that already have a magical effect are never enchanted.
32
33
34 \section*{Maxstats}
35
36 The following table shows the maximum value the different player
37 classes can reach in a stat. It also shows how your basic stats will
38 be changed by choosing a different class. When you roll your
39 character, the stats displayed are the stats you will get as a human.
40 When satisfied, you can step through a number of classes, each with
41 special bonuses in stats.
42
43 {\small
44 \begin{center}
45 \begin{tabular}{|c|c|l|l|l|l|l|l|l|p{4cm}|}
46 \hline
47 Type& & Str& Dex& Con& Int& Wis& Pow& Cha &Special\\
48 \hline
49 \hline
50 \input stats.tex
51 \hline
52 \end{tabular}
53 \end{center}
54 }
55
56 A barbarian has a maximum strength which is 4 higher than a human --
57 that means he will begin with an additional 4 points added to his
58 strength roll. On the other hand, a barbarian can never get above 12
59 in intelligence. This means that your rolled character will have 8
60 less in intelligence if you choose that class. It also means that you
61 can't be a barbarian if you roll less than 8 in intelligence -- the
62 poor barbarian would have had a negative stat.
63
64 You can never roll a character with better stats than an average of
65 straight 15's, and you can't roll higher than 18 in a stat. These
66 values are the maximum values for your ``natural'' dexterity,
67 constitution etc. You can raise your natural stats by drinking
68 potions.
69
70 However, there are plenty of items which give you bonuses to your
71 stats even {\em beyond} your class' limit -- swords, armours and rings to
72 name the most important. You can also read scrolls or cast spells to
73 temporarily raise your stats. The absolute maximum value is 30, and
74 the player class doesn't matter here.
75
76 \section*{Weapons}
77
78 \subsection*{Weapons}
79 Notice that the weight and damage differs on seemingly equal weapons.
80 We suggest that you wield the {\em identified} weapons,
81 to choose the better one.
82
83 {\small
84 \begin{longtable}{|c|c|r|r|r|c|c|r|r|r|}
85 \hline
86 Name&&Dam&Speed&Weight&Name&&Dam&Speed&Weight\\
87 \hline
88 \hline
89 \endhead
90 \hline
91 \endfoot
92 \input weap.tex
93 \end{longtable}
94 }
95
96 Some weapons also have a separate effect:
97
98 {\small
99 \begin{tabular}{l c p{10cm}}
100 \input weapmag.tex
101 \end{tabular}
102 }
103 \subsection*{Bows}
104
105 The {\em rate} column in the following table shows the relative rate
106 of fire. E.g. to cock a bow with a ``rate of fire'' of $^1/_2$, you
107 need only half the time of what is needed with a bow with a ``rate of
108 fire'' of $^1/_1$.
109
110 The damage done by the impact of a bolt fired from a crossbow is
111 constant. However, with an ordinary bow you can pull the arrow
112 further back if you are strong, and it would thus do more damage.
113
114 {\small
115 \begin{center}
116 \begin{tabular} {|c|c|r|r|r|}
117 \hline
118 Name&&Rate&Dam&Weight\\
119 \hline
120 \hline
121 \input bow.tex
122 \hline
123 \end{tabular}
124 \end{center}
125 }
126
127 \subsection*{Special weapons}
128
129 This section shows the different ``Special weapons'' which exist in
130 crossfire. Although the weapons are supposed to be unique, there may
131 exist several of them...
132
133 {\small
134 \begin{longtable}{|c|c|r|r|p{7cm}|}
135 \hline
136 Name&&Dam&Max. speed&Special\\
137 \hline
138 \hline
139 \endhead
140 \hline
141 \endfoot
142 \input arche.tex
143 \end{longtable}
144 }
145
146 \section*{Armour}
147
148 Armour is essential to surviving in Crossfire.
149 The basic idea is that the less {\it ac} (armour class) you have -- the more
150 difficult you are to hit.
151 The {\it armour} value represents the reduction in physical damage in percent.
152 There are several types of armour in Crossfire.You may only wear {\em one}
153 of the different main types of armour (except magical armour).
154
155 The different main types consist of these :
156 \subsection*{Body Armour}
157
158 {\small
159 \begin{center}
160 \begin{tabular}{|c|c|r|r|r|r|p{4cm}|}
161 \hline
162 Type&&Ac& Armour&Weight&Max. speed&Magic\\
163 \hline
164 \hline
165 \input arm.tex
166 \hline
167 \end{tabular}
168 \end{center}
169 }
170 \subsection*{Helmets}
171
172 {\small
173 \begin{center}
174 \begin{tabular}{|c|c|r|r|r|p{6cm}|}
175 \hline
176 Type&&Ac&Armour&Weight&Magic\\
177 \hline
178 \hline
179 \input helmet.tex
180 \hline
181 \end{tabular}
182 \end{center}
183 }
184 \subsection*{Shields}
185
186 {\small
187 \begin{center}
188 \begin{tabular}{|c|c|r|r|r|p{5cm}|}
189 \hline
190 Type&&Ac&Armour&Weight&Magic\\
191 \hline
192 \hline
193 \input shield.tex
194 \hline
195 \end{tabular}
196 \end{center}
197 }
198
199 \subsection*{Other Clothing}
200
201 {\small
202 \begin{center}
203 \begin{tabular}{|c|c|r|l|}
204 \hline
205 Type&&Armour&Magic\\
206 \hline
207 \hline
208 \input mag.tex
209 \hline
210 \end{tabular}
211 \end{center}
212 }
213
214 \section*{Magic}
215
216 Magic is brought into play by various means. The only way to actually
217 learn the spells, is to read them from a book. Both scrolls and books
218 will disappear after being read ({\em applied} actually). Magic that
219 comes from quaffing ({\em applying}) a potion will stay in effect over
220 a period of time. Naturally not all magic found in wands
221 would be found in e.g. scrolls etc.{\it Scroll of large fireball} or
222 {\it Potion of poison} would be ridiculous.
223
224 The {\it Wonder} spell will produce random magic (rather unpredictable).
225
226 {\small
227 \begin{longtable}{|l|c|c|r|r|c|c|c|}
228 \hline
229 Name& & &Level&Sp.&Wands&Scrolls&Books\\
230 \hline
231 \hline
232 \endhead
233 \hline
234 \endfoot
235 \input spells.tex
236 \end{longtable}
237 }
238
239 \section*{Monsters}
240
241 The monsters are your opponents in Crossfire. Actually the only way
242 to gain experience in this game is to bash monsters (or your fellow
243 players, but you probably won't last long if you choose that route to
244 ``fame''). The more {\it hitpoints} the monsters have, the longer it
245 takes to kill the suckers. Unfortunately, the monsters tend to strike
246 back... Thus the stronger the monsters are -- the more damage you
247 take, and vice versa.
248
249 {\small
250 \subsection*{The monsters}
251 \begin{longtable}{|p{2cm}|c|c|r|r|r|p{5cm}|}
252 \hline
253 Name&&Gen&Exp&Hp&Ac&Special\\
254 \hline
255 \hline
256 \endhead
257 \hline
258 \endfoot
259 \input monput.tex
260 \end{longtable}
261 }
262 \end{document}