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\documentclass[11pt, a4paper]{article} |
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\usepackage{epsfig} |
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\usepackage[latin1]{inputenc} |
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\usepackage[T1]{fontenc} |
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\usepackage[english]{babel} |
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\usepackage{longtable} |
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\begin{document} |
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\title{Crossfire in vital numbers} |
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\author{ |
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\input version |
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} |
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\maketitle |
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\LTchunksize=1000 |
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\setlongtables |
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|
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|
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\section*{General} |
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This guide is intended to present the player to his opponents and the |
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``tools'' of his trade. The tables in this guide are generated |
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completely from the crossfire source, so you may sometimes see |
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monsters or items here before they can be encountered in the game. |
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|
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\subsection*{Enchantments} |
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Enchanted items are items that is better than the basic type. |
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They are identified by the {\it +1}, {\it +2}, {\it +3} or {\it +4} at |
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the end of the item name. |
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Also, the higher the number, the rarer the item is. |
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The enchantments affect the value, weight and effect of the item; |
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i.e. for armour its {\it ac} (armour class), |
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for weapons its {\it wc} (weapon class). |
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Items that already have a magical effect are never enchanted. |
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|
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|
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\section*{Maxstats} |
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|
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The following table shows the maximum value the different player |
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classes can reach in a stat. It also shows how your basic stats will |
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be changed by choosing a different class. When you roll your |
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character, the stats displayed are the stats you will get as a human. |
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When satisfied, you can step through a number of classes, each with |
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special bonuses in stats. |
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|
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{\small |
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\begin{center} |
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\begin{tabular}{|c|c|l|l|l|l|l|l|l|p{4cm}|} |
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\hline |
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Type& & Str& Dex& Con& Int& Wis& Pow& Cha &Special\\ |
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\hline |
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\hline |
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\input stats.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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} |
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|
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A barbarian has a maximum strength which is 4 higher than a human -- |
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that means he will begin with an additional 4 points added to his |
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strength roll. On the other hand, a barbarian can never get above 12 |
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in intelligence. This means that your rolled character will have 8 |
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less in intelligence if you choose that class. It also means that you |
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can't be a barbarian if you roll less than 8 in intelligence -- the |
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poor barbarian would have had a negative stat. |
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|
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You can never roll a character with better stats than an average of |
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straight 15's, and you can't roll higher than 18 in a stat. These |
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values are the maximum values for your ``natural'' dexterity, |
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constitution etc. You can raise your natural stats by drinking |
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potions. |
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|
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However, there are plenty of items which give you bonuses to your |
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stats even {\em beyond} your class' limit -- swords, armours and rings to |
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name the most important. You can also read scrolls or cast spells to |
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temporarily raise your stats. The absolute maximum value is 30, and |
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the player class doesn't matter here. |
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|
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\section*{Weapons} |
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|
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\subsection*{Weapons} |
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Notice that the weight and damage differs on seemingly equal weapons. |
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We suggest that you wield the {\em identified} weapons, |
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to choose the better one. |
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|
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{\small |
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\begin{longtable}{|c|c|r|r|r|c|c|r|r|r|} |
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\hline |
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Name&&Dam&Speed&Weight&Name&&Dam&Speed&Weight\\ |
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\hline |
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\hline |
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\endhead |
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\hline |
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\endfoot |
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\input weap.tex |
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\end{longtable} |
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} |
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|
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Some weapons also have a separate effect: |
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|
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{\small |
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\begin{tabular}{l c p{10cm}} |
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\input weapmag.tex |
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\end{tabular} |
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} |
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\subsection*{Bows} |
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|
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The {\em rate} column in the following table shows the relative rate |
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of fire. E.g. to cock a bow with a ``rate of fire'' of $^1/_2$, you |
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need only half the time of what is needed with a bow with a ``rate of |
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fire'' of $^1/_1$. |
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|
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The damage done by the impact of a bolt fired from a crossbow is |
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constant. However, with an ordinary bow you can pull the arrow |
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further back if you are strong, and it would thus do more damage. |
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|
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{\small |
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\begin{center} |
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\begin{tabular} {|c|c|r|r|r|} |
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\hline |
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Name&&Rate&Dam&Weight\\ |
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\hline |
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\hline |
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\input bow.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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} |
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|
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\subsection*{Special weapons} |
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|
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This section shows the different ``Special weapons'' which exist in |
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crossfire. Although the weapons are supposed to be unique, there may |
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exist several of them... |
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|
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{\small |
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\begin{longtable}{|c|c|r|r|p{7cm}|} |
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\hline |
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Name&&Dam&Max. speed&Special\\ |
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\hline |
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\hline |
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\endhead |
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\hline |
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\endfoot |
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\input arche.tex |
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\end{longtable} |
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} |
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|
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\section*{Armour} |
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|
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Armour is essential to surviving in Crossfire. |
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The basic idea is that the less {\it ac} (armour class) you have -- the more |
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difficult you are to hit. |
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The {\it armour} value represents the reduction in physical damage in percent. |
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There are several types of armour in Crossfire.You may only wear {\em one} |
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of the different main types of armour (except magical armour). |
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|
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The different main types consist of these : |
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\subsection*{Body Armour} |
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|
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{\small |
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\begin{center} |
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\begin{tabular}{|c|c|r|r|r|r|p{4cm}|} |
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\hline |
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Type&&Ac& Armour&Weight&Max. speed&Magic\\ |
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\hline |
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\hline |
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\input arm.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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} |
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\subsection*{Helmets} |
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|
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{\small |
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\begin{center} |
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\begin{tabular}{|c|c|r|r|r|p{6cm}|} |
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\hline |
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Type&&Ac&Armour&Weight&Magic\\ |
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\hline |
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\hline |
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\input helmet.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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} |
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\subsection*{Shields} |
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|
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{\small |
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\begin{center} |
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\begin{tabular}{|c|c|r|r|r|p{5cm}|} |
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\hline |
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Type&&Ac&Armour&Weight&Magic\\ |
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\hline |
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\hline |
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\input shield.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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} |
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|
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\subsection*{Other Clothing} |
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|
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{\small |
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\begin{center} |
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\begin{tabular}{|c|c|r|l|} |
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\hline |
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Type&&Armour&Magic\\ |
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\hline |
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\hline |
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\input mag.tex |
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\hline |
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\end{tabular} |
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\end{center} |
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} |
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|
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\section*{Magic} |
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|
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Magic is brought into play by various means. The only way to actually |
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learn the spells, is to read them from a book. Both scrolls and books |
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will disappear after being read ({\em applied} actually). Magic that |
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comes from quaffing ({\em applying}) a potion will stay in effect over |
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a period of time. Naturally not all magic found in wands |
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would be found in e.g. scrolls etc.{\it Scroll of large fireball} or |
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{\it Potion of poison} would be ridiculous. |
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|
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The {\it Wonder} spell will produce random magic (rather unpredictable). |
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|
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{\small |
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\begin{longtable}{|l|c|c|r|r|c|c|c|} |
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\hline |
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Name& & &Level&Sp.&Wands&Scrolls&Books\\ |
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\hline |
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\hline |
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\endhead |
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\hline |
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\endfoot |
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\input spells.tex |
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\end{longtable} |
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} |
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|
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\section*{Monsters} |
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|
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The monsters are your opponents in Crossfire. Actually the only way |
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to gain experience in this game is to bash monsters (or your fellow |
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players, but you probably won't last long if you choose that route to |
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``fame''). The more {\it hitpoints} the monsters have, the longer it |
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takes to kill the suckers. Unfortunately, the monsters tend to strike |
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back... Thus the stronger the monsters are -- the more damage you |
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take, and vice versa. |
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|
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{\small |
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\subsection*{The monsters} |
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\begin{longtable}{|p{2cm}|c|c|r|r|r|p{5cm}|} |
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\hline |
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Name&&Gen&Exp&Hp&Ac&Special\\ |
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\hline |
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\hline |
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\endhead |
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\hline |
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\endfoot |
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\input monput.tex |
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\end{longtable} |
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} |
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\end{document} |