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# Content
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>