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<html> |
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<head> |
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<title> Crossfire Spoiler </title> |
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</head> |
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<body> |
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|
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<center> |
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<h1> Crossfire Spoiler </h1> |
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<b> |
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<!--#include file="version.html"--> |
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</b> |
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</center> |
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|
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<h1>General</h1> |
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This guide is intended to present the player to his opponents and the |
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``tools'' of his trade. The tables in this guide are generated |
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completely from the crossfire source, so you may sometimes see |
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monsters or items here before they can be encountered in the game. |
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|
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<h3>Enchantments</h3> |
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Enchanted items are items that is better than the basic type. |
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They are identified by the <em> +1</em>, <em> +2</em>, <em> +3</em> or <em> +4</em> at |
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the end of the item name. |
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Also, the higher the number, the rarer the item is. |
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The enchantments affect the value, weight and effect of the item; |
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i.e. for armour its <em> ac</em> (armour class), |
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for weapons its <em> wc</em> (weapon class). |
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Items that already have a magical effect are never enchanted. |
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|
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<h1>Maxstats</h1> |
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|
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The following table shows the maximum value the different player |
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classes can reach in a stat. It also shows how your basic stats will |
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be changed by choosing a different class. When you roll your |
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character, the stats displayed are the stats you will get as a human. |
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When satisfied, you can step through a number of classes, each with |
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special bonuses in stats. |
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|
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<p> |
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<center> |
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<table border=1 cellpadding = 5> |
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<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> |
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<!--#include file="stats.html"--> |
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</table> |
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</center> |
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<p> |
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|
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A barbarian has a maximum strength which is 4 higher than a human -- |
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that means he will begin with an additional 4 points added to his |
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strength roll. On the other hand, a barbarian can never get above 12 |
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in intelligence. This means that your rolled character will have 8 |
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less in intelligence if you choose that class. It also means that you |
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can't be a barbarian if you roll less than 8 in intelligence -- the |
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poor barbarian would have had a negative stat. |
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|
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You can never roll a character with better stats than an average of |
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straight 15's, and you can't roll higher than 18 in a stat. These |
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values are the maximum values for your ``natural'' dexterity, |
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constitution etc. You can raise your natural stats by drinking |
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potions. |
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|
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However, there are plenty of items which give you bonuses to your |
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stats even <b> beyond</b> your class' limit -- swords, armours and rings to |
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name the most important. You can also read scrolls or cast spells to |
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temporarily raise your stats. The absolute maximum value is 30, and |
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the player class doesn't matter here. |
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|
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<h1>Weapons</h1> |
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|
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<h3>Weapons</h3> |
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Notice that the weight and damage differs on seemingly equal weapons. |
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We suggest that you wield the <b> identified</b> weapons, |
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to choose the better one. |
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<p> |
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<center> |
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<table border=1 cellpadding = 5> |
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<tr><th>Name</th><td></td><th>Dam</th><th>Speed</th><th>Weight</th></tr> |
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<!--#include file="weap.html"--> |
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</table> |
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</center> |
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<p> |
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|
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Some weapons also have a separate effect: |
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<p> |
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<center> |
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<table cellpadding= 5 > |
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<!--#include file="weapmag.html"--> |
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</table> |
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</center> |
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<p> |
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<h3>Bows</h3> |
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|
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The <b> rate</b> column in the following table shows the relative rate |
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of fire. E.g. to cock a bow with a ``rate of fire'' of 1/2, you |
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need only half the time of what is needed with a bow with a ``rate of |
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fire'' of 1/1. |
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|
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The damage done by the impact of a bolt fired from a crossbow is |
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constant. However, with an ordinary bow you can pull the arrow |
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further back if you are strong, and it would thus do more damage. |
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|
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<p> |
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<center> |
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<table border=1 cellpadding= 5 > |
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<tr><th>Name</th><td></td><th>Rate</th><th>Dam</th><th>Weight</th></tr> |
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<!--#include file="bow.html"--> |
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</table> |
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</center> |
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<p> |
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<h3>Special weapons</h3> |
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|
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This section shows the different ``Special weapons'' which exist in |
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crossfire. Although the weapons are supposed to be unique, there may |
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exist several of them... |
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Name</th><td></td><th>Dam</th><th>Max speed</th><th>Special</th></tr> |
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<!--#include file="arche.html"--> |
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</table> |
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</center> |
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<p> |
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<h1>Armour</h1> |
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|
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Armour is essential to surviving in Crossfire. |
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The basic idea is that the less <em> ac</em> (armour class) you have -- the more |
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difficult you are to hit. |
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The <em> armour</em> value represents the reduction in physical damage in percent. |
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There are several types of armour in Crossfire.You may only wear <b> one</b> |
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of the different main types of armour (except magical armour). |
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|
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The different main types consist of these : |
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|
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<h3>Body Armour</h3> |
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Type</th><td></td><th>Ac</th><th>Armor</th><th>Weight</th> |
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<th>Max speed</th><th>Magic</th></tr> |
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<!--#include file="arm.html"--> |
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</table> |
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</center> |
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<p> |
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<h3>Helmets</h3> |
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Magic</th><td></td><th>Ac</th><th>Armor</th><th>Weight</th><th>Magic</th></tr> |
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<!--#include file="helmet.html"--> |
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</table> |
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</center> |
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<p> |
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<h3>Shields</h3> |
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Type</th><td></td><th>Ac</th><th>Armor</th><th>Weight</th><th>Magic</th></tr> |
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<!--#include file="shield.html"--> |
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</table> |
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</center> |
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<p> |
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<h3>Other Clothing</h3> |
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Type</th><td></td><th>Armor</th><th>Magic</th></tr> |
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<!--#include file="mag.html"--> |
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</table> |
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</center> |
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<p> |
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|
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<h1>Magic</h1> |
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|
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Magic is brought into play by various means. The only way to actually |
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learn the spells, is to read them from a book. Both scrolls and books |
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will disappear after being read (<b> applied</b> actually). Magic that |
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comes from quaffing (<b> applying</b>) a potion will stay in effect over |
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a period of time. Naturally not all magic found in wands |
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would be found in e.g. scrolls etc.<em> Scroll of large fireball</em> or |
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<em> Potion of poison</em> would be ridiculous. |
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<p> |
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The <em> Wonder</em> spell will produce random magic (rather unpredictable). |
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Name</th><td></td><td></td><th>Level</th><th>Sp.</th><th>Wands</th><th>Scrolls</th> |
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<th>Books</th></tr> |
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<!--#include file="spells.html"--> |
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</table> |
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</center> |
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<p> |
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<h1>Monsters</h1> |
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|
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The monsters are your opponents in Crossfire. Actually the only way |
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to gain experience in this game is to bash monsters (or your fellow |
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players, but you probably won't last long if you choose that route to |
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``fame''). The more <em> hitpoints</em> the monsters have, the longer it |
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takes to kill the suckers. Unfortunately, the monsters tend to strike |
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back... Thus the stronger the monsters are -- the more damage you |
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take, and vice versa. |
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|
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<p> |
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<center> |
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<table border=1 cellpadding=5> |
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<tr><th>Name</th><td></td><th>Gen</th><th>Exp</th><th>Hp</th><th>Ac</th> |
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<th>Special</th></tr> |
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<!--#include file="monput.html"--> |
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</table> |
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</center> |
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</body> |
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</html> |
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