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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
Log Message:
Moved documents to doc/historic

File Contents

# User Rev Content
1 pippijn 1.1 \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}