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1 root 1.1 <html>
2     <head>
3     <title>Crossfire Playbook - Chapter 2</title>
4     </head>
5     <body>
6    
7     <H1>About Characters</h1>
8    
9     <h2><a name="2.1.0">Character Attributes</h2>
10    
11     Each player interacts in the <em>Crossfire</em> world through the persona of
12     a character. In turn, the interaction between the character and the game
13     world is mediated by the ``attributes'' of the character. After all, the
14     player is not going to play him/herself! In <em>Crossfire</em> we chose to
15     parameterize the acceptable limits of player behavior via the values of the
16     character attributes which, in turn, help to determine the success of any
17     action taken by the player. There are no limits per se on what you can
18     attempt to do with your character; rather, the attributes of a character
19     indicate the certain ``natural'' talents and inclinations. Two concepts
20     which are relevant to <em>Crossfire</em> character attributes are ``stats''
21     and ``class''.<p>
22    
23     <h2><a name="2.1.1">2.1.1. Character Stats</h2>
24    
25     Character statistics (or ``stats'' for short) can be
26     divided into two types: primary and secondary. What's the difference
27     between them? Secondary stats are calculated from a number of things
28     including the primary stats. But the reverse isn't true, secondary
29     stats never have any influence on the primary stats. In playing the game, the
30     player may find that either of these kinds of stats may be changed
31     for better or worse. In general, the primary stats change much less
32     often than the secondary stats. Equipment, magic, and death are
33     just three examples of the many things which can alter the values of
34     the character stats. The current values of both the primary and
35     secondary stats may be viewed in the stat window. Four important
36     secondary stats - food, grace, hitpoints and mana also appear
37     again in the stat-bar window. <p>
38    
39    
40     <h4>Primary stats</h4>
41    
42     The seven primary stats are:<p>
43     <UL>
44     <li><strong>Strength</strong> (``STR'') - a measure of the physical strength.<br>
45     <li><strong>Dexterity</strong> (``DEX'') -measures physical agility and speed.<br>
46     <li><strong>Constitution</strong> (``CON'') -
47     measures physical health and toughness.<br>
48     <li><strong>Intelligence</strong> (``INT'') -
49     measures ability to learn skills and incantations.<br>
50     <li><strong>Wisdom</strong> (``WIS'') -
51     measures the ability to learn/use divine magic .<br>
52     <li><strong>Power</strong> (``POW'') -
53     measures magical/spiritual potential.<br>
54     <li><strong>Charisma</strong> (``CHA'') -
55     measures social and leadership abilities.
56     </UL>
57     <p>
58    
59     Primary stats have a ``natural'' range between 0 and ~20. The actual upper
60     limit on each primary stat is set by the chosen character class (see <a
61     href="#2.1.2">character classes</a>.) You can raise your primary stats by
62     drinking potions up to your class natural limit.<p>
63    
64     There are plenty of items which give you bonuses to your stats even
65     <em>beyond</em> your class limit - swords, armour and rings to name the most
66     important. You can also read scrolls or cast spells (incantations or
67     prayers) to temporarily raise your stats. The ultimate maximum value is 30,
68     and the player class doesn't matter here.
69    
70     Some quantitative effects of the primary stats are summarized in the table
71     below. The top row in the column header specifies a particular bonus (i.e.
72     <samp>HpB</samp>, <samp>MgB</samp>, <samp>AcB</samp>, <samp>DmB</samp>,
73     etc.) while the second row in the header indicates the stat which is used to
74     calculate the value of that column. Where no stat appears, one of
75     <em>several</em> stats may be used to calculate that value. See later parts
76     of the text (particularly section <a href="chap3.html#3.2.3">statistics calculation</a>) for further details. <p>
77    
78     <center>
79     <a name="table_pri_eff">
80     <table border=1 cellpadding = 5>
81     <tr><th>Stat</th><th>HpB</th><th>MgB&sup1</th><th>AcB</th><th>DmB</th>
82     <th>Thac0</th><th>Max Carry</th><th>Speed</th>
83     <th>%learn&sup2</th><th>Buy/Sell</th></tr>
84     <tr><th></th><th>(CON)</th><th></th><th>(DEX)</th><th>(STR)</th><th>(STR)</th>
85     <th>(STR)</th><th>(DEX)</th><th></th><th>(CHA)</th></tr>
86     <!--#include file="bonus.html"-->
87     </table>
88     Selected primary stat bonuses/penalties.</center><p>
89    
90     &sup1 Either POW or WIS can be used to calculate MgB (magic bonus).<br>
91     &sup2 Percentage for learning either skills (INT), incantations (INT) or prayers (WIS).<br>
92    
93     <h4>Secondary stats</h4>
94    
95     The secondary stats are :<p>
96    
97     <UL>
98     <li><strong>score</strong> - The total accumulated
99     experience of the character. <samp>score</samp> is increased
100     as a reward for appropriate player action and may decrease as a
101     result of a magical attack or character death (see section
102     <a href="chap3.html#3.2.4">death</a> for more about death). The <samp>score</samp> starts at a value
103     of 0. <p>
104    
105     <li><strong>level</strong> - A rating of overall ability whose value is
106     determined from the <samp>score</samp>. As the <samp>level</samp> of the
107     character increases, the character becomes able to succeed at more difficult
108     tasks. <samp>level</samp> starts at a value of 0 and may range up beyond
109     100. The value of the stat which appears in the stat window is sometimes
110     known as the <em>overall</em> <samp>level</samp>. See section
111     <a href="chap3.html#3.2.2">experience</a> for more details.<p>
112    
113     <li><strong>hit points</strong><samp> ("Hp")</samp> - Measures of how much
114     damage the player can take before dying. Hit points are determined from the
115     player <samp>level</samp> and are influenced by the value of the character
116     CON (see section <a href="chap3.html#3.2.3">statistics calculation</a>). <samp>Hp</samp> value may range
117     between 1 to beyond 500 and higher values indicate a greater ability to
118     withstand punishment.<p>
119    
120     <li><strong>mana</strong><samp> ("Sp")</samp> - Measures of how much ``fuel''
121     the player has for casting incantations. Mana is calculated from the
122     character <samp>level</samp> and the value of the character POW (see section
123     <a href="chap3.html#3.2.3">statistics calculation</a>). Mana values can range between 1 to beyond 500. Higher
124     values indicate greater amounts of mana.<p>
125    
126     <li><strong>grace</strong><samp>("Gr")</samp> - How favored the character is
127     by the gods. In game terms, how much divine magic a character can cast.
128     Character <samp>level</samp>, WIS and POW effect what the value of grace is
129     (see section
130     <a href="chap3.html#3.2.3">statistics calculation</a>). During play, grace values <em>may</em> exceed the
131     character maximum; grace can take on large positive and negative values.
132     Positive values indicate favor by the gods.<p>
133    
134     <li><strong>weapon class</strong> <samp>("Wc")</samp> - How skilled the
135     characters melee/missile attack is. Lower values indicate a more potent,
136     skilled attack. Current weapon, user <samp>level</samp> and STR are some
137     things which effect the value of <samp>Wc</samp>. The value of
138     <samp>Wc</samp> may range between 25 and -72. See section
139     <a href="chap3.html#3.2.3">statistics calculation</a> for a more detailed explanation of weapon class. See
140     section <a href="chap3.html#3.2.1">combat</a> to see how <samp>Wc</samp> works in attacking.<p>
141    
142     <li><strong>damage</strong> <samp>("Dam")</samp> - How much damage a
143     melee/missile attack by the character will inflict. Higher values indicate a
144     greater amount of damage will be inflicted with each attack. See section
145     <a href="chap3.html#3.2.3">statistics calculation</a> for a calculation of the character <samp>Dam</samp>.<p>
146    
147    
148     <li><strong>armour class</strong> <samp>("Ac</samp>") - How protected the
149     character is from being hit by any attack. Lower values are better.
150     <samp>Ac</samp> is based on the character class <a href="#table2.2">table
151     character classes</a> and is modified by the DEX (<samp>AcB</samp> column in
152     table <a href="chap2.html#table_pri_eff">primary stat effects</a>) and
153     current armour worn. For characters that cannot wear armour, <samp>Ac</samp>
154     improves as their level increases (see section
155     <a href="chap3.html#3.2.3">statistics calculation</a>).<p>
156    
157     <li><strong>armour</strong> <samp>("Arm")</strong> -
158     How much damage will be subtracted from successful hits made upon
159     the character. This value ranges between 0 to 99%. Current armour worn
160     primarily determines <samp>Arm</samp> value.<p>
161    
162     <li><strong>speed</strong> - How fast the player may move. The value of
163     <samp>speed</samp> may range between nearly 0 (``very slow'') to higher than
164     5 (``lightning fast''). Base <samp>speed</samp> is determined from the DEX
165     and modified downward proportionally by the amount of weight carried which
166     <em>exceeds</em> the <samp>Max Carry</samp> limit (table <a href="chap2.html#table_pri_eff">primary stat effects</a>). The
167     armour worn also sets the upper limit on <samp>speed</samp> (see the
168     <A href="../spoiler-html/spoiler.html">spoiler</a> for these limits).<p>
169    
170     <li><strong>weapon speed</strong> - Appears in parentheses after the
171     <samp>speed</samp> in the stat window. This quantity is how many attacks the
172     player may make per unit of time. Higher values indicate faster attack
173     speed. Current weapon and user DEX effect the value of weapon speed. See
174     section <a href="chap3.html#3.2.3">statistics calculation</a> for a calculation of weapon speed.<p>
175    
176     <li><strong>food</strong> - How full the character's stomach is.
177     Ranges between 0 (starving) and 999 (satiated). At a value of 0 the
178     character begins to die. Some magic can speed up or slow down the
179     character digestion. Healing wounds will speed up digestion too.
180     </ul><p>
181    
182     <h2><a name="2.1.2">Character Classes</h2>
183    
184     Much like the older ``paper and pencil'' role-playing games
185     <em>Crossfire</em> has adopted the idea of character ``class''.
186     Each class is meant to be a template of a particular ``style'' of play;
187     therefore each choice of class modifies both the starting
188     values and sets the natural upper limit on the primary stats.
189     <em>Important note:</em> character class is chosen at the time a
190     character is created and can't be changed later on.<p>
191    
192     <center>
193     <A name="table2.2">
194     <table border=1 cellpadding = 5>
195     <tr><th>Type</th><th> </th><th>Str</th><th>Dex</th><th>Con</th><th>Int</th><th>Wis</th><th>Pow</th><th>Cha</th><th>Special</th></tr>
196     <!--#include file="char.html"-->
197     </table>
198     Table 2.2 <em>Crossfire</em> character classes</em><p>
199     </center>
200    
201     The table shows the various available character classes with
202     the natural stat limits for each.
203     Under the ``special'' column several bits of information are included. ``<samp>Ac</samp>''
204     indicates the base armour class
205     for the character; ``damage''
206     indicates the base <samp>Dam</samp> value.
207     Some character classes have special attack abilities and certain vulnerabilities,
208     protections from, and immunities to various attacktypes. Read section
209     <a href="chap3.html#3.2.1">combat</a> for more information about what effect these can have.<p>
210    
211     <h4Sizing up the character classes</h4>
212    
213     Generally, the titles of the character classes speak for themselves. But you
214     can get a better idea of the potential of a class by checking out a few
215     things. Take a look at the starting equipment (table <a
216     href="#table2.3">starting equipment</a>) and, if you are using
217     <em>Crossfire</em> compiled with the skills system, checkout the starting
218     skills for those classes your interested in (table <a href="#table2.4">starting
219     skills</a>).<p>
220    
221    
222     <center>
223     <table border=1 cellpadding = 5>
224     <tr><th>Type</th><th>Starting Equipment </th></tr>
225     <!--#include file="equip.html"-->
226    
227     </table>
228     <A name="table2.3">Table 2.3 Starting equipment by character class.</em><p>
229     </center>
230     <p>
231    
232     <center>
233     <table border=1 cellpadding = 5>
234     <tr><th>Character Class</th><th>Additional Skills&sup1</th></tr>
235     <!--#include file="skills.html"-->
236     </table>
237     <A name="table2.4">Table 2.4 Starting skills.</em><p>
238     </center>
239     <p>
240    
241     &sup1 All character classes start with the skills <samp>melee
242     weapons</samp>, <samp>find traps</samp>, <samp>use magic item</samp>,
243     <samp>literacy</samp>, and <samp>disarm traps</samp>.<p>
244    
245     Finally, here are some notes concerning a couple of the more ``exotic'' classes:<p>
246    
247     <strong>Fireborn</strong><br>
248     <em>Attacks:</em> fire, physical<br>
249     <em>Protections:</em> immune: fire, poison; vulnerable: ghosthit, drain, cold<br>
250     <em>Special:</em> fly, no armour, no weapons. <samp>Ac</samp> 0<br>
251     Fireborns are fire spirits. They're closely in tune with
252     magic and learn all types of magic easily.
253     Being fire spirits, they are
254     immune to fire and poison, and vulnerable to cold. They are vulnerable to
255     ghosthit and drain because being mostly non-physical, anything which strikes
256     directly at the spirit hits them harder.<p>
257    
258     <strong>Monk</strong><br> <em>Attacks:</em> physical<br>
259     <em>Protections:</em> none<br> <em>Special:</em> no weapons.<br>
260    
261     Monks are members of various martial arts orders. They have devoted
262     themselves to a life of contemplation and revelation though physical
263     fighting! Their life-long secret vows keep them from using all hand-held
264     melee weapons, but in return they are allowed to learn secret techniques of
265     meditation.<p>
266    
267     <strong>Quetzalcoatl</strong><br>
268     <em>Attacks:</em> physical<br>
269     <em>Protections:</em> immune: fire; vulnerable: paralyze, poison, cold<br>
270     <em>Special:</em> no armour, <samp>Ac</samp> 5<br>
271     Quetzalcoatls are an odd mixture of magic and combat abilities. They are
272     born knowing the spell of burning hands (heh, its their ``dragon breath'').
273     But because of their low natural intelligence/wisdom, they have a very hard
274     time learning new spells. All the same, they may become potent
275     wizards/priests as they have the highest power bonus, and they will
276     typically have a large amount of mana and a fair amount of grace.
277     Quetzalcoatls can be very
278     devastating fighters at low level. A combination of their low natural <samp>Ac</samp>
279     and high base damage tend to make mincemeat
280     out of low-level monsters. However, at mid-level, they really begin to have
281     problems because they cannot use armour.<p>
282    
283     <strong>Wraith</strong><br>
284     <em>Attacks:</em> cold, physical<br>
285     <em>Protections:</em> immune: drain, ghosthit; protected: physical, cold; vulnerable: fire<br>
286     <em>Special:</em> <samp>Ac</samp> 6<br>
287    
288     The Wraith is a creature of the undead. These characters represent
289     revenging spirits come back to life to work their unholy will on the living.
290     Their undead nature makes them immune to life-damaging forces and their
291     etherealness protects them from physical harm. Like all undead, they succumb
292     to fire readily. <p>
293    
294     <h2>Generating a character</h2>
295    
296     When you start up <em>Crossfire</em> , you will be asked for a character name
297     followed by a password. If you are playing for the first time, type
298     any name you like; this will be your character name for the rest of
299     the life of that character. Next, type in any password.
300     <em>Remember!:</em>
301     you will need to type the same password again to play that character
302     again! One more note: its not a good idea to use ``real'' passwords
303     to your computer accounts! Doing so may make your system vulnerable
304     to unscrupulous <em>Crossfire</em> server administrators. <p>
305    
306     Your next step will be to generate random (primary) stats for your
307     character. You aren't limited to the number of times you can roll your
308     stats - so have fun. Notice that the stats are always arranged that the STR
309     stat has the highest value, the CHA stat has the lowest. You may re-arrange
310     the order of these values when you decide that you have rolled some decent
311     stats. <em>Two points:</em> you can never roll a character with better
312     stats than an average of straight 15's, and you can't roll higher than 18 in
313     a stat. <p>
314    
315     When you roll your character, the stats displayed are the stats you
316     will get as a human (which are unmodified).
317     When satisfied, you can step through a number
318     of classes, each with special bonuses in stats.<p>
319    
320     <a href="#table2.2">Table 2.2</a> shows how your basic stats will
321     be changed by choosing a different class.
322     The difference between the natural stat limit and 20 indicates the
323     bonus/penalty assigned to rolled primary stats. For example, a
324     barbarian has a maximum strength which is 4 higher than 20-that
325     means he will begin with an additional 4 points added to his
326     strength roll. On the other hand, a barbarian can never get above 14
327     in intelligence. This means that your rolled character will have 6
328     less in intelligence if you choose that class. It also means that you
329     can't be a barbarian if you roll less than 7 in intelligence; the
330     poor barbarian would have had a stat below 1.<p>
331    
332     <h4><a name="2.2.1">Selecting a character</h4>
333    
334     While each class has its particular strengths and weaknesses, in summary
335     its just a fact that some classes are easier to play than others.<p>
336    
337     For beginning players, the ``simple fighter'' characters are the easiest to
338     play successfully. The Dwarf, Human, and Warrior are among good earlier
339     choices. As you gain experience with using <em>Crossfire</em> you may wish
340     to branch out into other ``fighter'' characters such as the Thief or Elf, or
341     try your hand at playing ``spellcaster'' characters like the Wizard, Mage,
342     Cleric or Priest. The ``exotic'' classes (e.g. Fireborn, Monk,
343     Quetzalcoatl, and Wraith) are the hardest classes to master. <p>
344    
345     One more note: If you are using the default game (compiled with the skills
346     system), you will probably find any character class that has a low natural
347     INT (for example, the Barbarian class) will have a fairly difficult time at
348     higher levels. Skills, and most importantly, spells, will be more difficult
349     learn. Plan to spend a lot of loot on grimores, prayer books and skill
350     scrolls.<p>
351    
352     <a href="handbook.html"><img src="fig/book.gif">Back to table of contents</a><br>
353     <a href="chap1.html"><img src="fig/stairup.gif">Go to chapter 1</a><br>
354     <a href="chap3.html"><img src="fig/stairdown.gif">Go to chapter 3</a><br>