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Revision: 1.2
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File Contents

# Content
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