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* Wands/Rings : Again many different types, rings can be worn to add/remove different immunities.
* Artifacts : These are the real treasures of the game. There are more than 20 artifacts out there, but they are very hard to come by.
* Weapons/Armor: Tons of items, it is up to you as the player to figure out which work better then others.
- === 3.2 Advanced Questions ===
+ ==== 3.2 Advanced Questions ====
- 3.2.1 How do I create my own magical weapons?
- This is done via a series of scrolls that you may find or buy in shops. The procedure is done in two steps. Use the prepare weapon scroll to lay a magic matrix on your weapon. Then use any of the other scrolls to add enchantments you want. Note that some of these scrolls will also require a "sacrifice" to be made when they are read. To sacrifice an object just stand over it when you read the weapon scroll. Scrolls for weapon enchantment are:
- Prepare weapon
- Diamonds are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read.
- Improve damage
- There is no sacrifice. Each scroll read will increase the damage by 5 points, and the weight by 5 kilograms.
- Lower (Improve) Weight
- There is no sacrifice. Each scroll read will reduce the weight by 20%. The minimum weight a weapon can have is 1 gram.
- Enchant weapon
- This does not require any sacrifices, and increases the magic by 1.
- Improve Stat (ie, Strength, Dexterity, etc)
- The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The number of potions needed is the sum of all the abilities the weapon presently gives multiplied by 2. The ability will then be increased by 1 point. Thus, if a sword is Int +2 and Str +2, then 8 potions would be needed to raise any stat by one point. But if the sword was Int +2, Str +2, and Wis -2, then only 4 potions. A minimum of 2 potions will be needed.
- WARNING: Something to keep in mind before you start enchanting like crazy - you can only use a weapon that has 5 + 1 enchantments for every 5 levels of physique experience you possess. So, a character with 10th level in the physique experience category may only be able to use a weapon with a maximum of 7 enchantments!
+ === 3.2.1 How do I create my own magical weapons? ===
- 3.2.2 How do I enchant Armour?
- Enchantment of armour is achieved with the enchant armour scrolls. Each time you successfully use a scroll, you will add a plus value, more armour to the piece of equipment and some fractional amount of weight.
- You may only add up to 1 + (overall level/10) (rounded down like an integer) in pluses to any one piece of armour. How much armour value you add to the item is also dependent on your overall level. You may never enchant a piece of armour to have an armour rating greater than their overall level or 99.
+ This is done via a series of scrolls that you may find or buy in shops. The procedure is done in two steps. Use the prepare weapon scroll to lay a magic matrix on your weapon. Then use any of the other scrolls to add enchantments you want. Note that some of these scrolls will also require a "sacrifice" to be made when they are read. To sacrifice an object just stand over it when you read the weapon scroll. Scrolls for weapon enchantment are:
+
+ * Prepare weapon - Diamonds are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read.
+ * Improve damage - There is no sacrifice. Each scroll read will increase the damage by 5 points, and the weight by 5 kilograms.
+ * Lower (Improve) Weight - There is no sacrifice. Each scroll read will reduce the weight by 20%. The minimum weight a weapon can have is 1 gram.
+ * Enchant weapon - This does not require any sacrifices, and increases the magic by 1.
+ * Improve Stat (ie, Strength, Dexterity, etc) - The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The number of potions needed is the sum of all the abilities the weapon presently gives multiplied by 2. The ability will then be increased by 1 point. Thus, if a sword is Int +2 and Str +2, then 8 potions would be needed to raise any stat by one point. But if the sword was Int +2, Str +2, and Wis -2, then only 4 potions. A minimum of 2 potions will be needed.
- 3.2.3 How does encumbrance work?
- Armour, weapons, shields will encumber a wizard and cause spell failure. Light equipment causes no failure at all whereas heavy equipment causes mondo failures.
- The reasoning is that the bulkiness of objects, not their weight exactly, is what causes failures. So the basic idea of encumbrance is that items get in the way more than they weigh down. Unfortunately, our only measure of "getting in the way" was the weight.
- Encumbrance points are tallied only from applied objects. Weapons give 3x their weight in kg in encumbrance points. Shields give 1/2 their weight in kg in encumbrance points. Armour gives its weight in encumbrance points.
- There's an allowance of encumbrance points which all players get before they start losing incantations, this was about 35-45, not too much.
- The formula works like this: You make a roll of 1-200. You compare it to a failure threshold. This threshold is: encumbrance + incantationlevel - caster level - 35
- For example, lets say a 4th level wizard is casting a 5th level incantation . The wizard is wearing plate mail (100 kg), a 20 kg shield and wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 = 155. Thus, his threshold for failure is 155 + 5 - 4 = 156 or just about 3/4 failure rate.
- There is no special bonuses for using magical equipment, although, it is clear that magical armour and weapons make things better through their weight.
- Some items will have numerical values such as +1, +2, +3, etc. trailing their names. These magic values indicate that the item is enchanted, and in some way may be better or (if the value is negative) worse than ordinary run of the day items of its kind.
+ WARNING: Something to keep in mind before you start enchanting like crazy - you can only use a weapon that has 5 + 1 enchantments for every 5 levels of physique experience you possess. So, a character with 10th level in the physique experience category may only be able to use a weapon with a maximum of 7 enchantments!
+
+ === 3.2.2 How do I enchant Armour? ===
+
+ Enchantment of armour is achieved with the enchant armour scrolls. Each time you successfully use a scroll, you will add a plus value, more armour to the piece of equipment and some fractional amount of weight.
+
+ You may only add up to 1 + (overall level/10) (rounded down like an integer) in pluses to any one piece of armour. How much armour value you add to the item is also dependent on your overall level. You may never enchant a piece of armour to have an armour rating greater than their overall level or 99.
+
+ === 3.2.3 How does encumbrance work? ===
+
+ Armour, weapons, shields will encumber a wizard and cause spell failure. Light equipment causes no failure at all whereas heavy equipment causes mondo failures.
+
+ The reasoning is that the bulkiness of objects, not their weight exactly, is what causes failures. So the basic idea of encumbrance is that items get in the way more than they weigh down. Unfortunately, our only measure of "getting in the way" was the weight.
+
+ Encumbrance points are tallied only from applied objects. Weapons give 3x their weight in kg in encumbrance points. Shields give 1/2 their weight in kg in encumbrance points. Armour gives its weight in encumbrance points.
+
+ There's an allowance of encumbrance points which all players get before they start losing incantations, this was about 35-45, not too much.
+
+ The formula works like this: You make a roll of 1-200. You compare it to a failure threshold. This threshold is: encumbrance +
+ incantationlevel - caster level - 35
+
+ For example, lets say a 4th level wizard is casting a 5th level incantation . The wizard is wearing plate mail (100 kg), a 20 kg shield and wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 = 155. Thus, his threshold for failure is 155 + 5 - 4 = 156 or just about 3/4 failure rate.
+
+ There is no special bonuses for using magical equipment, although, it is clear that magical armour and weapons make things better through their weight.
+
+ Some items will have numerical values such as +1, +2, +3, etc. trailing their names. These magic values indicate that the item is enchanted, and in some way may be better or (if the value is negative) worse than ordinary run of the day items of its kind.
+
+ === 3.2.4 How does partial resistance (pr) work? ===
- 3.2.4 How does partial resistance (pr) work?
Partial Resistance (pr) is how much damage will be subtracted from successful hits made upon the character by the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and reduces duration. Higher values are better.
- 3.2.4.1 Why don't the partial resistance (pr) values add up correctly?
+ === 3.2.4.1 Why don't the partial resistance (pr) values add up correctly? ===
+
Partial resistance uses the following formula:
- resistance given by item = missing points to 100 * item's percentage
+ * resistance given by item = missing points to 100 * item's percentage
+
So if you have 20% resist cold, and wear a ring 50%, you get ( 100 - 20 ) * 50% = 40 points more, that is 60% cold resist.
Or, with 45% resist fire, a 60% resist fire ring would give ( 100 - 45 ) * 60% = 33, for a total of 78% fire resist.
+
A potion will on the other hand grants 90 or 95% total.
+
The only way to have immunity is thus to have straight 100%
+
Penalties cap your maximum resistance. Thus, if you have -30 modifier (race, item, cult, etc.) the max resistance you can obtain is 70. If it's -100, your max is 0.
- 3.2.5 How does regeneration of hit/spell/grace points work?
+ === 3.2.5 How does regeneration of hit/spell/grace points work? ===
+
Hit Points are slowly regenerated over time at a cost of Food Points. Items that are +Regeneration increase Hit Point Regeneration. Note, higher Regeneration rates cause faster Food Point consumption.
+
Spell Point regeneration is usually hindered by heavy equipment (such as all forms of armour, shields, and some weapons.) Identified items will list a value of "Spell regen penalty <value>" Items that are +Magic increase Spell Point Regeneration.
+
Grace Points are regenerated by the character actively praying. It is possible to obtain as much twice the normally allowed Grace Points by praying on an altar of the character's chosen god.
+
Certain races and classes can also tweak hit point and spell point regeneration rates.
- 3.2.6 Why do I still take damage despite my partial resistance?
- Certain attacks (spells, weapons, monsters, et al.) have more then one attack_type. For instance, Comet has the attack_types of Physical, Fire and Weaponmagic. Now, lets say your character gets hit by the Comet spell. Your character has a Armour score of 70 (30% of the Physical damage still get's through) You're wearing Dragon Mail +3 (allows for 40% resistance to Fire, so 60% of the damage gets through) but you have no protection from Weaponmagic - so you take 100% of the damage from that. For simplicity, if the Comet spell is capable of 100 points of damage, your character would lose 100 life points. What if you had resistance to Weaponmagic as well? The total damage would be reduced as well via an equation that is too complicated to list here. ;)
+ === 3.2.6 Why do I still take damage despite my partial resistance? ===
+
+ Certain attacks (spells, weapons, monsters, et al.) have more then one attack_type. For instance, Comet has the attack_types of Physical, Fire and Weaponmagic. Now, lets say your character gets hit by the Comet spell. Your character has a Armour score of 70 (30% of the Physical damage still get's through) You're wearing Dragon Mail +3 (allows for 40% resistance to Fire, so 60% of the damage gets through) but you have no protection from Weaponmagic - so you take 100% of the damage from that. For simplicity, if the Comet spell is capable of 100 points of damage, your character would lose 100 life points.
+
+ What if you had resistance to Weaponmagic as well?
+
+ Then the whatever damage that would effect you the most would apply minus Partial Resistance.
+
+ === 3.2.7 What is item_power? ===
- 3.2.7 What is item_power?
item_power measures how powerful and item is. This information is only relevant for items that are equipped - one time use items, monsters, walls, floors, do not use this.
+
When a player tries to equip something, the code goes through all the objects the player currently has equipped and sums up their item_power. The item_power of the object the player is trying to equip is also added. If this total exceeds the characters level, he is not allowed to equip the item.
+
In simple terms, the sum of all the players equip items item_power must be less than the characters level.
+
Powerful items have a higher item_power value. This basically acts as a way to balance the items. It also prevents gifts from high level characters to newbies from being very useful - the item_power may prevent the low level character from equipping this items.
- 3.2.7 How is item_power calculated?
+ === 3.2.7 How is item_power calculated?===
+
For items automatically generated by the treasure code, the following formula is used:
- # Enchantments Power
- 0 0
- 1 0
- 2 1
- 3 2
- 4 3
- 5 5
- 6 8
- 7 11
+
+ |^# Enchantments ^Power|
+ | 0 | 0 |
+ | 1 | 0|
+ | 2 | 1|
+ | 3 | 2|
+ | 4 | 3|
+ | 5 | 5|
+ | 6 | 8|
+ | 7 | 11|
An enchantment is:
- Each plus an item has. (+1, +2, +3, etc.)
- Each point an item increases an ability. (Str +1, Dex +2, etc.)
- Each 20% protection an item gives (rounded normally, eg 0-9 counts as nothing, 10-29 counts as one, etc)
- Each attacktype a weapon has. (Fire, Cold, Weaponmagic, etc.)
- Spell path adjustments (Attuned: summoning, etc.)
+ * Each plus an item has. (+1, +2, +3, etc.)
+ * Each point an item increases an ability. (Str +1, Dex +2, etc.)
+ * Each 20% protection an item gives (rounded normally, eg 0-9 counts as nothing, 10-29 counts as one, etc)
+ * Each attacktype a weapon has. (Fire, Cold, Weaponmagic, etc.)
+ * Spell path adjustments (Attuned: summoning, etc.)
+
While the item_power field in the object structure is signed, in general, there should not be objects with a negative item_power. However, negative effects an item has may reduce the item power. Eg, a 'sword +4 (str +2)(wis -3)' would really be 3 enchantments.
- 3.2.13 How does an Improvement Potion work?
+ === 3.2.13 How does an Improvement Potion work? ===
+
As your character gains levels in various skills, they also receive a random number of health points (1-4), spell points (1-3), and grace (1-3.) As you can see, it is possible to only gain 1 point in each category when you level. By consuming multiple Improvement Potions, eventually those 1's will become 2's; 2's will become 3's and so on. Once you are Perfect (you will see this message after drinking 10-12 Improvement Potions), all these random numbers will be maxed out. Essentially, Improvement Potions allow you a second chance at "better numbers."
- 3.3 Monster Problems
- 3.3.1 How do I kill vampires? (or other, tough monsters)
- How do I kill these suckers? Stakes don't touch them when wielded.
- Lightning, firebolt, burning hands, holy word, these spells work very nicely if you have enough spellpoints. Especially holy word, the vampire is sometimes running away.
- I dunno what the deal with stakes is. I honestly think you're better off with some artifact weapon such as Darkblade or Demonbane.
- I was zapping one vampire with my rod of firebolt and my rod of small lightning for ages, and he just wasn't going down! Do I need to be more patient? They don't have THAT many hps though, at least, according to the spoilers...
- You will never kill a vampire with rods. A wand might do it. Vampires have a high constitution, and HEAL QUICKLY. You've gotta pour a large damage/time into the vampire quickly, via spells, or you'll never kill him.
- Rods take too long to regenerate, you can't cause damage fast enough with one.
+ ==== 3.3 Monster Problems ====
+
+ === 3.3.1 How do I kill vampires? (or other, tough monsters) ===
+
+ How do I kill these suckers? Stakes don't touch them when wielded.
+
+ Lightning, firebolt, burning hands, holy word, these spells work very nicely if you have enough spellpoints. Especially holy word, the
+ vampire is sometimes running away.
+
+ I dunno what the deal with stakes is. I honestly think you're better off with some artifact weapon such as Darkblade or Demonbane.
+
+ I was zapping one vampire with my rod of firebolt and my rod of small lightning for ages, and he just wasn't going down! Do I need to be
+ more patient? They don't have THAT many hps though, at least, according to the spoilers...
+
+ You will never kill a vampire with rods. A wand might do it. Vampires have a high constitution, and HEAL QUICKLY. You've gotta pour a large damage/time into the vampire quickly, via spells, or you'll never kill him.
+
+ Rods take too long to regenerate, you can't cause damage fast enough with one.
+
+ === 3.3.2 I'm using the skill/ability Stealth, why do monster still detect me? ===
- 3.3.2 I'm using the skill/ability Stealth, why do monster still detect me?
Player presence causes monsters to go from "sleep mode" to "attack mode." Each monster has a specified zone or (square shaped) radius that when a player enters, it will cause the monster switch modes. So, you want to be as far away from a monster as you can when you try to get past them using Stealth - which could be very difficult in a hallway that is only 3 squares wide...
+
Technical Note: The monster's WIS score determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the wisdom is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.
-
- 3.4 Solving Maps
- 3.4.1 I'm on the starting map, what do I do now?
- You should be in a city square with a few sign posts in the middle. Move over the signs and apply them ("a") to read what they say. Other suggestions and ideas can be found in the Crossfire Handbook.
+ ==== 3.4 Solving Maps ====
+
+ === 3.4.1 I'm on the starting map, what do I do now? ===
+
+ You should be in a city square with a few sign posts in the middle. Move over the signs and apply them ("a") to read what they say. Other suggestions and ideas can be found in the Crossfire Handbook.
===== Chapter 4 - Client/Server Questions =====
4.1 Which is faster, Crossclient or Telnet?
IP-Address : 65.165.40.73
Old Revision: http://wiki.metalforge.net/doku.php/faq?rev=1165211635
New Revision: http://wiki.metalforge.net/doku.php/faq
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