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# User Rev Content
1 root 1.1
2     \chapter{About Characters\index{characters}}
3    
4     \section{Character Attributes\index{characters, attributes}}\label{sec:char_attr}
5    
6     Each player interacts in the \cf\ world through the persona of a
7     character. In turn, the interaction between the character and
8     the game world is mediated by the ``attributes'' of the character.
9     After all, the player is not going to play him/herself! In \cf\ we
10     chose to parameterize the acceptable limits of player behavior
11     via the values of the character attributes which, in turn, help
12     to determine the success of any action taken by the player. There
13     are no limits per se on what you can attempt to
14     do with your character; rather, the attributes of a character
15     indicate the certain ``natural'' talents and inclinations.
16     Two concepts which are relevant to \cf\ character attributes are
17     ``stats'' and ``class''.
18    
19     \subsection{Character Stats\index{stats}\index{characters, stats}}
20    
21     Character statistics (or ``stats'' for short) can be
22     divided into two types: primary and secondary. What's the difference
23     between them? Secondary stats are calculated from a number of things
24     including the primary stats. But the reverse isn't true, secondary
25     stats never have any influence on the primary stats. In playing the game, the
26     player may find that either of these kinds of stats may be changed
27     for better or worse. In general, the primary stats change much less
28     often than the secondary stats. Equipment, magic, and death are
29     just three examples of the many things which can alter the values of
30     the character stats. The current values of both the primary and
31     secondary stats may be viewed in the stat window. Four important
32     secondary stats\emdash food, grace, hitpoints and mana also appear
33     again in the stat-bar window.
34    
35    
36     \subsubsection{Primary stats\index{stats, primary}}
37     \index{STR}\index{CON}\index{DEX}\index{INT}\index{WIS}\index{CHA}
38     \index{POW}
39     \index{strength}\index{dexterity}\index{constitution}
40     \index{power}\index{intelligence}\index{wisdom}
41     \index{charisma}
42    
43     The seven primary stats are:
44     {\small
45     \begin{quote}
46     $\bullet$ {\bf Strength} (``STR'') $-$
47     a measure of the physical strength. \\
48     $\bullet$ {\bf Dexterity} (``DEX'') $-$
49     measures physical agility and speed. \\
50     $\bullet$ {\bf Constitution} (``CON'') $-$
51     measures physical health and toughness. \\
52     $\bullet$ {\bf Intelligence} (``INT'') $-$
53     measures ability to learn skills and \incantation s. \\
54     $\bullet$ {\bf Wisdom} (``WIS'') $-$
55     measures the ability to learn/use \divinemagic . \\
56     $\bullet$ {\bf Power} (``POW'') $-$
57     measures magical/spiritual potential. \\
58     $\bullet$ {\bf Charisma} (``CHA'') $-$
59     measures social and leadership abilities.
60     \end{quote}
61     }
62     Primary stats have a ``natural'' range
63     between 0 and $\sim$20. The actual upper limit on each primary stat is
64     set by the chosen character class (see section \ref{sec:char_cls}). You
65     can raise your primary stats by drinking potions\index{potions} up to
66     your class natural limit.
67    
68     There are plenty of items which give you bonuses to your
69     stats even {\em beyond} your class limit $-$ swords\index{weapons},
70     armour\index{armour} and rings\index{rings} to
71     name the most important. You can also read scrolls\index{scrolls} or cast
72     spells\index{spells} (\incantation s
73     or prayers) to temporarily raise your stats. The ultimate maximum value is 30,
74     and the player class doesn't matter here.
75    
76     Some quantitative effects of the primary stats are summarized in table
77     \ref{tab:pri_eff}. The top row in the column header specifies a particular
78     bonus (i.e. {\tt HpB}, {\tt MgB}, {\tt AcB}, {\tt DmB}, etc.) while the second row
79     in the header indicates the stat which is used to calculate the value of
80     that column. Where no stat appears, one of {\em several} stats may be
81     used to calculate that value. See later parts of the text (particularly
82     section \ref{sec:stat_calc}) for further details.
83    
84     \begin{table}
85     \begin{center}
86     \scriptsize
87     \caption{Selected primary stat bonuses/penalties. \label{tab:pri_eff}}
88     \index{stats, limits}\index{stats, primary}
89     \vskip 12pt
90     \begin{tabular}{|r|r|r|r|r|r|r|r|r|r|}\hline
91     \snglc{Stat}&\snglc{HpB}&\snglc{MgB\tablenotemark{1}}&\snglc{AcB}&\snglc{DmB}&\snglc{Thaco}&\snglc{Max Carry}&\snglc{Speed}&\snglc{\%learn\tablenotemark{2}}&\sngLc{Buy/Sell} \\
92     \snglc{ }&\snglc{(CON)}&\snglc{}&\snglc{(DEX)}&\snglc{(STR)}&\snglc{(STR)}&\snglc{(STR)}&\snglc{(DEX)}&\snglc{}&\sngLc{(CHA)} \\ \hline\hline
93     \input{bonus}
94     \hline
95     \end{tabular}
96     \end{center}
97     \tablenotetext{1}{Either POW or WIS can be used to calculate MgB (magic bonus).}
98     \tablenotetext{2}{Percentage for learning either skills (INT), \incantation s (INT) or prayers (WIS).}
99     \end{table}
100    
101    
102     \subsubsection{Secondary stats\index{stats, secondary}}
103    
104     The secondary stats are : \\
105    
106     $\bullet$ {\bf\tt score}\index{score} \emdash\ The total accumulated
107     experience\index{experience} of the character. {\tt score} is increased
108     as a reward for appropriate player action and may decrease as a
109     result of a magical attack or character death (see section
110     \ref{sec:death} for more about death). The {\tt score} starts at a value
111     of 0. \\
112    
113     $\bullet$ {\bf\tt level}\index{level, overall}\index{level} \emdash\
114     A rating of overall ability whose value is determined from the {\tt score}.
115     As the {\tt level} of the character increases,
116     the character becomes able to succeed at more difficult tasks. {\tt level}
117     starts at a value of 0 and may range up beyond 100. The value of the
118     stat which appears in the stat window is sometimes known as the {\em overall}
119     {\tt level}. See section \ref{sec:experience} for more details. \\
120    
121     $\bullet$ {\bf hit points} (``{\tt Hp}'')\index{stats, Hp}
122     \index{hit points} \emdash\ Measures of how much
123     damage the player can take before dying. Hit points are determined from
124     the player {\tt level} and are influenced by the value of the character CON
125     (see section \ref{sec:stat_calc}). {\tt Hp} value may range between 1
126     to beyond 500 and higher values indicate a greater ability to
127     withstand punishment. \\
128    
129     $\bullet$ {\bf mana} (``{\tt Sp}'')\index{stats, mana}
130     \index{mana}\index{Sp} \emdash\ Measures of how much ``fuel'' the player
131     has for casting \incantation s. Mana is calculated from the character
132     {\tt level}
133     and the value of the character POW (see section \ref{sec:stat_calc}).
134     Mana values can range between 1 to beyond
135     500. Higher values indicate greater amounts of mana. \\
136    
137     $\bullet$ {\bf grace} (``{\tt Gr}'')\index{Gr}\index{stats, grace}
138     \index{grace} \emdash\
139     How favored the character is by the gods. In game terms, how much
140     \divinemagic\ a character can cast. Character {\tt level}, WIS and POW effect
141     what the value of grace is (see section
142     \ref{sec:stat_calc}). During play, grace values
143     {\em may} exceed the character maximum; grace can take on large positive
144     and negative values. Positive values indicate favor by the gods.\\
145    
146     $\bullet$ {\bf weapon class}\index{weapon class} (``{\tt Wc}'')
147     \index{stats, Wc}\index{Wc} \emdash\
148     How skilled the characters melee/missile attack is. Lower values indicate a
149     more potent, skilled attack. Current weapon, user {\tt level} and STR are some
150     things which effect the value of {\tt Wc}. The value of {\tt Wc} may
151     range between 25 and -72.
152     See section \ref{sec:stat_calc} for a more detailed explanation of weapon
153     class. See section \ref{sec:combat} to see how {\tt Wc} works in attacking.\\
154    
155     $\bullet$ {\bf damage}\index{damage} (``{\tt Dam}'')\index{stats, Dam}
156     \index{Dam} \emdash\ How much
157     damage a melee/missile attack by the character will inflict. Higher values
158     indicate a greater amount of damage will be inflicted with each attack.
159     See section \ref{sec:stat_calc} for a calculation of the character {\tt Dam}.
160     \\
161    
162     $\bullet$ {\bf armour class}\index{stats, Ac}\index{armour class}
163     (``{\tt Ac}'')\index{Ac} \emdash\ How
164     protected the character is from being hit by any attack. Lower values
165     are better. {\tt Ac} is based on the character class (table \ref{tab:char_cls})
166     and is modified by the DEX ({\tt AcB} column in table \ref{tab:pri_eff}) and
167     current armour worn. For characters that cannot wear armour, {\tt Ac} improves
168     as their level increases (see section \ref{sec:stat_calc}). \\
169    
170     $\bullet$ {\bf armour}\index{armour} (``{\tt Arm}'')\index{stats, Arm}
171     \emdash\
172     How much damage will be subtracted from successful hits made upon
173     the character. This value ranges between 0 to 99\%. Current armour worn
174     primarily determines {\tt Arm} value. \\
175    
176     $\bullet$ {\bf\tt speed}\index{stats, speed}\index{speed} \emdash\
177     How fast the player may move.
178     The value of {\tt speed} may range between nearly 0 (``very slow'') to
179     higher than 5
180     (``lightning fast''). Base {\tt speed} is determined from the DEX and modified
181     downward proportionally by the amount of weight carried which {\em exceeds} the
182     {\tt Max Carry} limit (table \ref{tab:pri_eff}). The armour worn also sets the
183     upper limit on {\tt speed} (see the \spoiler\ for these limits). \\
184    
185     $\bullet$ {\bf weapon speed}\index{stats, weapon speed}\index{weapon speed}
186     \emdash\ Appears in
187     parentheses after the {\tt speed} in the stat window. This quantity is
188     how many attacks the player may make per unit of time.
189     Higher values indicate faster attack speed. Current weapon and user
190     DEX effect the value of weapon speed. See section \ref{sec:stat_calc}
191     for a calculation of weapon speed. \\
192    
193     $\bullet$ {\bf\tt food} $-$ How full the character's stomach is.
194     Ranges between 0 (starving) and 999 (satiated). At a value of 0 the
195     character begins to die. Some magic can speed up or slow down the
196     character digestion. Healing wounds will speed up digestion too. \\
197    
198    
199     \subsection{Character Classes}\index{characters, classes}\label{sec:char_cls}
200    
201     Much like the older ``paper and pencil'' role-playing games
202     \cf\ has adopted the idea of character ``class''.
203     Each class is meant to be a template of a particular ``style'' of play;
204     therefore each choice of class modifies both the starting
205     values and sets the natural upper limit on the primary stats.
206     {\em Important note:} character class is chosen at the time a
207     character is created and can't be changed later on.
208     \begin{table}
209     \begin{center}
210     \scriptsize
211     \caption{\cf\ character classes. \label{tab:char_cls}}
212     \index{characters, classes}
213     \vskip 12pt
214     \begin{tabular}{|c|c|l|l|l|l|l|l|l|p{4cm}|}
215     \hline
216     Type& & Str& Dex& Con& Int& Wis& Pow& Cha & Special\\
217     \hline
218     \hline
219     \input char.tex
220     \hline
221     \end{tabular}
222     \end{center}
223     \end{table}
224    
225     Table \ref{tab:char_cls} shows the various available character classes with
226     the natural stat limits for each.
227     Under the ``special'' column several bits of information are included. ``{\tt Ac}''
228     \index{Ac}\index{stats, Ac} indicates the base armour class
229     for the character; ``damage''\index{stats, Dam}
230     indicates the base {\tt Dam}\index{Dam} value.
231     Some character classes have special attack abilities and certain vulnerabilities,
232     protections from, and immunities to various attacktypes. Read section
233     \ref{sec:combat} for more information about what effect these can have.
234    
235     \subsubsection{Sizing up the character classes}
236    
237     Generally, the titles of the character classes speak for themselves. But
238     you can get a better idea of the potential of a class by checking out a
239     few things. Take a look at the starting equipment
240     (table \ref{tab:start_equip}) and, if you are using \cf\ compiled with
241     the skills system, checkout the starting skills for those classes your interested
242     in (table \ref{tab:skill_start}).
243    
244    
245     \begin{table}
246     \begin{center}
247     \scriptsize
248     \caption{Starting equipment by character class. \label{tab:start_equip}}
249     \index{equipment, starting}
250     \vskip 12pt
251     \begin{tabular}{|l|l|} \hline
252     Type & Starting Equipment \\ \hline\hline
253     \input equip.tex
254     \hline
255     \end{tabular}
256     \end{center}
257     \end{table}
258    
259     \begin{table}
260     \footnotesize
261     \caption{Starting skills} \label{tab:skill_start}\index{skills, starting}
262     \vskip 12pt
263     \begin{center}
264     \begin{tabular}{|l|l|} \hline
265     Character class & Additional skills\tablenotemark{1} \\ \hline\hline
266     \input{skills}
267     \hline
268     \end{tabular}
269     \tablenotetext{1}{All character classes start with the skills {\tt melee weapons},
270     {\tt find traps}, {\tt use magic item}, {\tt literacy}, and {\tt disarm traps}.}
271     \end{center}
272     \end{table}
273    
274     Finally, here are some notes concerning a couple of the more ``exotic'' classes:\\
275    
276     \noindent{$\bullet$} {\bf Fireborn}\index{Fireborn} \\
277     {\sl Attacks:} fire, physical \\
278     {\sl Protections:} immune: fire, poison; vulnerable: ghosthit, drain, cold \\
279     {\sl Special:} fly, no armour, no weapons. {\tt Ac} 0 \\
280     Fireborns are fire spirits. They're closely in tune with
281     magic and learn all types of magic easily.
282     Being fire spirits, they are
283     immune to fire and poison, and vulnerable to cold. They are vulnerable to
284     ghosthit and drain because being mostly non-physical, anything which strikes
285     directly at the spirit hits them harder. \\
286    
287     \noindent{$\bullet$} {\bf Monk}\index{Monk} \\
288     {\sl Attacks:} physical \\
289     {\sl Protections:} none \\
290     {\sl Special:} no weapons. \\
291     Monks are members of various martial arts orders. They have devoted themselves to
292     a life of contemplation and revelation though physical fighting! Their
293     life-long secret vows keep them from using all hand-held melee weapons,
294     but in return they are allowed to learn secret techniques of meditation. \\
295    
296     \noindent{$\bullet$} {\bf Quetzalcoatl}\index{Quetzalcoatl} \\
297     {\sl Attacks:} physical \\
298     {\sl Protections:} immune: fire; vulnerable: paralyze, poison, cold \\
299     {\sl Special:} no armour, {\tt Ac} 5 \\
300     Quetzalcoatls are an odd mixture of magic and combat abilities. They are
301     born knowing the spell of burning hands (heh, its their ``dragon breath'').
302     But because of their low natural intelligence/wisdom, they have a very hard
303     time learning new spells. All the same, they may become potent
304     wizards/priests as they have the highest power bonus, and they will
305     typically have a large amount of mana and a fair amount of grace.
306     Quetzalcoatls can be very
307     devastating fighters at low level. A combination of their low natural {\tt Ac}
308     and high base damage tend to make mincemeat
309     out of low-level monsters. However, at mid-level, they really begin to have
310     problems because they cannot use armour. \\
311    
312     \noindent{$\bullet$} {\bf Wraith}\index{Wraith} \\
313     {\sl Attacks:} cold, physical \\
314     {\sl Protections:} immune: drain, ghosthit; protected: physical, cold; vulnerable: fire \\
315     {\sl Special:} {\tt Ac} 6 \\
316     The Wraith is a creature of the undead. These characters represent revenging spirits come
317     back to life to work their unholy will on the living. Their undead nature
318     makes them immune to life-damaging forces and their etherealness protects
319     them from physical harm. Like all undead, they succumb to fire readily.
320    
321     \section{Generating a character}\index{characters, generation}\label{sec:char_gen}
322    
323     When you start up \cf , you will be asked for a character name
324     followed by a password. If you are playing for the first time, type
325     any name you like; this will be your character name for the rest of
326     the life of that character. Next, type in any password.
327     {\em Remember!:}
328     you will need to type the same password again to play that character
329     again! One more note: its not a good idea to use ``real'' passwords
330     to your computer accounts! Doing so may make your system vulnerable
331     to unscrupulous \cf\ server administrators.
332    
333     Your next step will be to generate random (primary) stats for your
334     character.
335     You aren't limited to the number of times you can roll your stats\emdash
336     so have fun.
337     Notice that the stats are always arranged that the STR stat has
338     the highest value,
339     the CHA stat has the lowest. You may re-arrange the order of these values
340     when you decide that you have rolled some decent stats.
341     {\em Two points:} you can
342     never roll a character with better stats than an average of straight 15's,
343     and you can't roll higher than 18 in a stat.
344    
345     When you roll your character, the stats displayed are the stats you
346     will get as a human (which are unmodified).
347     When satisfied, you can step through a number
348     of classes, each with special bonuses in stats.
349    
350     Table \ref{tab:char_cls} shows how your basic stats will
351     be changed by choosing a different class.
352     The difference between the natural stat limit and 20 indicates the
353     bonus/penalty assigned to rolled primary stats. For example, a
354     barbarian has a maximum strength which is 4 higher than 20$-$that
355     means he will begin with an additional 4 points added to his
356     strength roll. On the other hand, a barbarian can never get above 14
357     in intelligence. This means that your rolled character will have 6
358     less in intelligence if you choose that class. It also means that you
359     can't be a barbarian if you roll less than 7 in intelligence; the
360     poor barbarian would have had a stat below 1.
361    
362     \subsubsection{Selecting a character}
363    
364     While each class has its particular strengths and weaknesses, in summary
365     its just a fact that some classes are easier to play than others.
366    
367     For beginning players, the ``simple fighter'' characters are the easiest to
368     play successfully. The Dwarf, Human, and Warrior are among good earlier
369     choices. As you gain experience
370     with using \cf\ you may wish to branch out into other ``fighter'' characters
371     such as the Thief or Elf, or try your hand at playing ``spellcaster''
372     characters like the Wizard, Mage, Cleric or Priest.
373     The ``exotic'' classes (e.g. Fireborn, Monk, Quetzalcoatl, and Wraith) are
374     the hardest classes to master.
375    
376     One more note: If you are using the default game (compiled with the skills
377     system),
378     you will probably find any character class that has a low natural INT (for
379     example, the Barbarian class) will have a fairly difficult time at higher
380     levels. Skills, and most importantly, spells, will be more difficult
381     learn. Plan to spend a lot of loot on spell books (\wizbook s and prayer books)
382     and skill scrolls.