ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/doc/spoiler-html/spoiler.shtml
Revision: 1.1
Committed: Fri Feb 3 07:12:47 2006 UTC (18 years, 5 months ago) by root
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 <html>
2     <head>
3     <title> Crossfire Spoiler </title>
4     </head>
5     <body>
6    
7     <center>
8     <h1> Crossfire Spoiler </h1>
9     <b>
10     <!--#include file="version.html"-->
11     </b>
12     </center>
13    
14     <h1>General</h1>
15     This guide is intended to present the player to his opponents and the
16     ``tools'' of his trade. The tables in this guide are generated
17     completely from the crossfire source, so you may sometimes see
18     monsters or items here before they can be encountered in the game.
19    
20     <h3>Enchantments</h3>
21     Enchanted items are items that is better than the basic type.
22     They are identified by the <em> +1</em>, <em> +2</em>, <em> +3</em> or <em> +4</em> at
23     the end of the item name.
24     Also, the higher the number, the rarer the item is.
25     The enchantments affect the value, weight and effect of the item;
26     i.e. for armour its <em> ac</em> (armour class),
27     for weapons its <em> wc</em> (weapon class).
28     Items that already have a magical effect are never enchanted.
29    
30     <h1>Maxstats</h1>
31    
32     The following table shows the maximum value the different player
33     classes can reach in a stat. It also shows how your basic stats will
34     be changed by choosing a different class. When you roll your
35     character, the stats displayed are the stats you will get as a human.
36     When satisfied, you can step through a number of classes, each with
37     special bonuses in stats.
38    
39     <p>
40     <center>
41     <table border=1 cellpadding = 5>
42     <tr><th>Type</th><td></td><th>Str</th><th>Dex</th><th>Con</th><th>Int</th><th>Wis</th><th>Cha</th><th>Pow</th><th>Special</th></tr>
43     <!--#include file="stats.html"-->
44     </table>
45     </center>
46     <p>
47    
48     A barbarian has a maximum strength which is 4 higher than a human --
49     that means he will begin with an additional 4 points added to his
50     strength roll. On the other hand, a barbarian can never get above 12
51     in intelligence. This means that your rolled character will have 8
52     less in intelligence if you choose that class. It also means that you
53     can't be a barbarian if you roll less than 8 in intelligence -- the
54     poor barbarian would have had a negative stat.
55    
56     You can never roll a character with better stats than an average of
57     straight 15's, and you can't roll higher than 18 in a stat. These
58     values are the maximum values for your ``natural'' dexterity,
59     constitution etc. You can raise your natural stats by drinking
60     potions.
61    
62     However, there are plenty of items which give you bonuses to your
63     stats even <b> beyond</b> your class' limit -- swords, armours and rings to
64     name the most important. You can also read scrolls or cast spells to
65     temporarily raise your stats. The absolute maximum value is 30, and
66     the player class doesn't matter here.
67    
68     <h1>Weapons</h1>
69    
70     <h3>Weapons</h3>
71     Notice that the weight and damage differs on seemingly equal weapons.
72     We suggest that you wield the <b> identified</b> weapons,
73     to choose the better one.
74     <p>
75     <center>
76     <table border=1 cellpadding = 5>
77     <tr><th>Name</th><td></td><th>Dam</th><th>Speed</th><th>Weight</th></tr>
78     <!--#include file="weap.html"-->
79     </table>
80     </center>
81     <p>
82    
83     Some weapons also have a separate effect:
84     <p>
85     <center>
86     <table cellpadding= 5 >
87     <!--#include file="weapmag.html"-->
88     </table>
89     </center>
90     <p>
91     <h3>Bows</h3>
92    
93     The <b> rate</b> column in the following table shows the relative rate
94     of fire. E.g. to cock a bow with a ``rate of fire'' of 1/2, you
95     need only half the time of what is needed with a bow with a ``rate of
96     fire'' of 1/1.
97    
98     The damage done by the impact of a bolt fired from a crossbow is
99     constant. However, with an ordinary bow you can pull the arrow
100     further back if you are strong, and it would thus do more damage.
101    
102     <p>
103     <center>
104     <table border=1 cellpadding= 5 >
105     <tr><th>Name</th><td></td><th>Rate</th><th>Dam</th><th>Weight</th></tr>
106     <!--#include file="bow.html"-->
107     </table>
108     </center>
109     <p>
110     <h3>Special weapons</h3>
111    
112     This section shows the different ``Special weapons'' which exist in
113     crossfire. Although the weapons are supposed to be unique, there may
114     exist several of them...
115     <p>
116     <center>
117     <table border=1 cellpadding=5>
118     <tr><th>Name</th><td></td><th>Dam</th><th>Max speed</th><th>Special</th></tr>
119     <!--#include file="arche.html"-->
120     </table>
121     </center>
122     <p>
123     <h1>Armour</h1>
124    
125     Armour is essential to surviving in Crossfire.
126     The basic idea is that the less <em> ac</em> (armour class) you have -- the more
127     difficult you are to hit.
128     The <em> armour</em> value represents the reduction in physical damage in percent.
129     There are several types of armour in Crossfire.You may only wear <b> one</b>
130     of the different main types of armour (except magical armour).
131    
132     The different main types consist of these :
133    
134     <h3>Body Armour</h3>
135     <p>
136     <center>
137     <table border=1 cellpadding=5>
138     <tr><th>Type</th><td></td><th>Ac</th><th>Armor</th><th>Weight</th>
139     <th>Max speed</th><th>Magic</th></tr>
140     <!--#include file="arm.html"-->
141     </table>
142     </center>
143     <p>
144     <h3>Helmets</h3>
145     <p>
146     <center>
147     <table border=1 cellpadding=5>
148     <tr><th>Magic</th><td></td><th>Ac</th><th>Armor</th><th>Weight</th><th>Magic</th></tr>
149     <!--#include file="helmet.html"-->
150     </table>
151     </center>
152     <p>
153     <h3>Shields</h3>
154     <p>
155     <center>
156     <table border=1 cellpadding=5>
157     <tr><th>Type</th><td></td><th>Ac</th><th>Armor</th><th>Weight</th><th>Magic</th></tr>
158     <!--#include file="shield.html"-->
159     </table>
160     </center>
161     <p>
162     <h3>Other Clothing</h3>
163     <p>
164     <center>
165     <table border=1 cellpadding=5>
166     <tr><th>Type</th><td></td><th>Armor</th><th>Magic</th></tr>
167     <!--#include file="mag.html"-->
168     </table>
169     </center>
170     <p>
171    
172     <h1>Magic</h1>
173    
174     Magic is brought into play by various means. The only way to actually
175     learn the spells, is to read them from a book. Both scrolls and books
176     will disappear after being read (<b> applied</b> actually). Magic that
177     comes from quaffing (<b> applying</b>) a potion will stay in effect over
178     a period of time. Naturally not all magic found in wands
179     would be found in e.g. scrolls etc.<em> Scroll of large fireball</em> or
180     <em> Potion of poison</em> would be ridiculous.
181     <p>
182     The <em> Wonder</em> spell will produce random magic (rather unpredictable).
183     <p>
184     <center>
185     <table border=1 cellpadding=5>
186     <tr><th>Name</th><td></td><td></td><th>Level</th><th>Sp.</th><th>Wands</th><th>Scrolls</th>
187     <th>Books</th></tr>
188     <!--#include file="spells.html"-->
189     </table>
190     </center>
191     <p>
192     <h1>Monsters</h1>
193    
194     The monsters are your opponents in Crossfire. Actually the only way
195     to gain experience in this game is to bash monsters (or your fellow
196     players, but you probably won't last long if you choose that route to
197     ``fame''). The more <em> hitpoints</em> the monsters have, the longer it
198     takes to kill the suckers. Unfortunately, the monsters tend to strike
199     back... Thus the stronger the monsters are -- the more damage you
200     take, and vice versa.
201    
202     <p>
203     <center>
204     <table border=1 cellpadding=5>
205     <tr><th>Name</th><td></td><th>Gen</th><th>Exp</th><th>Hp</th><th>Ac</th>
206     <th>Special</th></tr>
207     <!--#include file="monput.html"-->
208     </table>
209     </center>
210    
211     </body>
212     </html>
213