From no-reply_wiki at metalforge.org Wed Oct 1 22:05:01 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 01 Oct 2014 22:05:01 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: client Message-ID: <1412219101.469557.5029.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/01 22:04 User : saru Edit Summary: added links to client connection guides (need to be completed) @@ -3,9 +3,8 @@ For a list of the latest clients visit {{http://crossfire.real-time.com/clients/index.html|here}} ===== Platform client installation guides ===== - ==== GTK V2 ==== The GTK V2 crossfire client, utilises the {{http://www.gtk.org/|Gimp Toolkit (GTK+)}}. * [[client:linux_GTKV2|Linux GTK V2 Client Install Guide]] - Guide to installing the GTK V2 client on a linux platform * [[client:OSX]] - Guide to installing GTK V2 client on OSX @@ -19,20 +18,23 @@ * [[jxclient]] - Guide to installing the jxclient on windows ===== Compiling ===== * [[client:client_compiling|Crossfire Client Compile Guide]] + + ===== Connecting to a server ===== + * [[client:GTKV2_client_connecting|GTKV2 Client connection]] - is a Step by step guide to connecting to a crossfire server using the GTKV2 client + * [[client:jxclient_connecting|JXClient connection]] - is a Step by step guide to connecting to a crossfire server using the java based jxclient ===== Client Commands ===== The client can be used to issue commands either through the console or by [[player_commands#bind|binding keys]]: * [[player_commands|Player Commands]] * [[DM_commands|DM Commands]] ===== Client Side Scripting ===== - * [[client_side_scripting:client_scripting_interface-basic_howto|Basic Howto]] * [[client_side_scripting:scripts|Scripts]] ===== Other documents ===== * [[client:commands|Commands]] * [[client:keybinding|Keybinding]] * [[client:scratchpad|Scratchpad]] * [[client:crossfire|.crossfire folder]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/client?rev=1410480026 New Revision: http://wiki.metalforge.net/doku.php/client -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 02:07:19 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 02:07:19 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: client:client_compiling Message-ID: <1412233639.699782.10768.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 02:07 User : leaf Edit Summary: Clarify on commands for Debian and Ubuntu package install, openSUSE package install list @@ -37,13 +37,17 @@ * libgtk2.0-dev - Development files for the GTK+ library * libglade2-0 - library to load .glade files at runtime * libglade2-dev - development files for libglade - As a quick reference: + As a quick reference for Debian and Ubuntu related distributions: sudo apt-get install autoconf automake flex gcc libgd-tools libgd2-xpm-dev libtool make subversion libsdl1.2-dev libsdl-image1.2-dev libcurl3 libcurl4-openssl-dev sudo apt-get install libgtk2.0-0 libgtk2.0-dev libglade2-0 libglade2-dev + + As a quick reference for openSUSE 64bit: + + yast -i autoconf automake flex gcc libcurl4 libcurl-devel libSDL-devel libgda-tools libSDL_image-1_2-0 libSDL_image-devel libgtk-2_0-0 libglade-2_0-0 libglade2-devel libSDL2-2_0-0 libSDL2-devel libSDL_mixer-1_2-0 libSDL_mixer-devel libtool make subversion Note: For x86_64 systems, do not mix 64-bit and 32-bit libraries unless it cannot be helped. For example, libsvn0 is a 32-bit library, but lib64svn0 is the 64-bit equivalent. The build process may fail in the linkage stage if a 32-bit library is linked during a 64-bit build. ==== Optional Dependencies ==== IP-Address : 65.193.16.99 Old Revision: http://wiki.metalforge.net/doku.php/client:client_compiling?rev=1410417379 New Revision: http://wiki.metalforge.net/doku.php/client:client_compiling -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 02:08:55 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 02:08:55 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: client:client_compiling Message-ID: <1412233735.123472.10771.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 02:08 User : leaf Edit Summary: Update tags version number to 1.71.0 @@ -75,9 +75,9 @@ * [[Trunk]] contains the newest features and development for the game * [[Branch]] contains the most recent "stable" version of the game * Tags is an official & stable release of the game - **IMPORTANT** - One should be consistent with what is checked out; meaning use all trunk server & archetypes & maps or branches/1.x server & archetypes & maps or tags/1.10.0 server & archetypes & maps otherwise a strong risk of failure due to incompatibilities exists (broken maps, missing graphics, etc.) + **IMPORTANT** - One should be consistent with what is checked out; meaning use all trunk server & archetypes & maps or branches/1.x server & archetypes & maps or tags/1.71.0 server & archetypes & maps otherwise a strong risk of failure due to incompatibilities exists (broken maps, missing graphics, etc.) The follow steps may be used to download the client source files to your computer. === Trunk === IP-Address : 65.193.16.99 Old Revision: http://wiki.metalforge.net/doku.php/client:client_compiling?rev=1412233636 New Revision: http://wiki.metalforge.net/doku.php/client:client_compiling -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 03:04:13 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 03:04:13 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: races Message-ID: <1412237053.242890.10936.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 03:04 User : saru Edit Summary: Expanded upon playable races table @@ -2,44 +2,27 @@ FIXME Insert [[:lore]] (be sure to link to [[:gods]] which links to creation myths, when mentioning creation of them) - ===== Player usable races ===== - The following table outlines the various stat modifications that each race makes to a [[:characters|character]] upon selection. For more detailed information about other traits that each brings click the link in the table: + ===== Playable Races ===== + The following table outlines the various traits of the playable races. For more detailed information about other traits that each brings click the link in the table: - ^ Race ^ [[characters:Str]] ^ [[characters:Dex]] ^ [[characters:Con]] ^ [[characters:Int]] ^ [[characters:Wis]] ^ [[characters:Pow]] ^ [[characters:Cha]] ^ Net +/- ((Charisma not included in Net calculation.))^ - | {{:images:dwarf_p.base.151.png}} [[.races:Dwarves]] | +3 | -2 | +4 | -2 | -1 | -2 | -1 | 0 | - | {{:images:pl_dragon_r.base.151.png}} [[.races:Dragons]] | +5 | 0 | +6 | -3 | -8 | +5 | 0 | +5 | - | {{:images:elf.base.151.png}} [[.races:Elves]] | -2 | +3 | -2 | +2 | -3 | +2 | +4 | 0 | - | {{:images:fenx.base.150.png}} [[.races:Fendrakis]] | ? | ? | ? | ? | ? | ? | ? | ? | - | {{:images:fireborn.base.111.png}} [[.races:Fireborns]] | -5 | +4 | 0 | +2 | +2 | +7 | -2 | +10 | - | {{:images:gnome_p.base.151.png}} [[.races:Gnomes]] | -1 | -3 | -2 | 0 | +3 | +3 | 0 | 0| - | {{:images:pl_half_orc.base.151.png}} [[.races:Half Orcs]] | +2 | +1 | +2 | -2 | -2 | -1 | -3 | 0 | - | {{:images:halfling.base.151.png}} [[.races:Halfling]] | -4 | +3 | +4 | 0 | -3 | 0 | 0 | 0 | - | {{:images:human.base.151.png}} [[.races:Humans]] | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | - | {{:images:viking.base.151.png}} [[.races:Northmen]] | +1 | +1 | +2 | -2 | -1 | -1 | 0 | 0 | - | {{:images:quetzalcoatl.base.131.png}} [[.races:Quetzalcoatls]] | +6 | +3 | +6 | -8 | -8 | +6 | 0 | +5 | - | {{:images:serpentman.base.151.png}} [[.races:Serpent Men]] |+2 | +2 | +4 | -2 | -2 | 0 | -4 | 0 | - | {{:images:troll_p.base.151.png}} [[.races:Trolls]] | +5 | -1 | +5 | -5 | -2 | -2 | -4 | 0 | - | {{:images:wraithp.base.151.png}} [[.races:Wraiths]] | -3 | +4 | -3 | +2 | -3 | +3 | -4 | 0 | - - ==== Race maximum stats ==== - The maximum value a stat can obtain (based on race) without the aid of equipment. - - ^ Creature ^ STR ^ DEX ^ CON ^ INT ^ WIS ^ POW ^ CHA ^ Special ^ - |Dwarf |23 |18 |24 |18 |19 |18 |19 |Ac 10, Wc 21, Dam 1 | - |Fire Hatchling |26 | 23 | 26| 12| 12| 26| 20|Ac 5, Wc 21, Dam 10| - |Elf |18 |23 |18 |22 |17 |22 |24 |Ac 10, Wc 21, Dam 1 | - |Fireborn |15 |24 |20 |22 |22 |27 |18 |Ac 0, Wc 21, Dam 0 | - |Gnome |19 |17 |18 |20 |23 |23 |20 |Ac 10, Wc 21, Dam 1, Luck 1 | - |Half-Orc |22 |21 |22 |18 |18 |19 |17 |Ac 10, Wc 21, Dam 1, | - |Halfling |16 |23 |24 |20 |17 |20 |20 |Ac 10, Wc 21, Dam 1, Luck 1 | - |Human |20 |20 |20 |20 |20 |20 |20 |Ac 10, Wc 21, Dam 1 | - |Northman |21 |23 |22 |18 |19 |19 |19 |Ac 10, Wc 21, Dam 1 | - |Quetzalcoatl |26 |23 |26 |12 |12 |26 |20 |Ac 5 , Wc 21, Dam 10 | - |Serpentman |22 |22 |24 |18 |18 |20 |16 |Ac 5, Wc 21, Dam 8 | - |Troll |25 |19 |25 |15 |18 |18 |16 |Ac 6, Wc 21, Dam1 | - |Wraith |17 |24 |17 |22 |17 |23 |16 |Ac 6, Wc 21, Dam 1| + ^ Race ^ [[:characters:Str]] ^^ [[:characters:Dex]] ^^ [[characters:Con]] ^^ [[characters:Int]] ^^ [[characters:Wis]] ^^ [[characters:Pow]] ^^ [[:characters:Cha]] ^^ Net ((Charisma not included in Net calculation.)) ^ AC/WC/Dam ^ Resistances ^ Special Abilities ^ Starting Skills ^ Attunements ^ + | ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| + |{{:images:pl_dragon_r.base.151.png}} [[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5, Wc 21, Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | + |{{:images:dwarf_p.base.151.png}} [[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10, Wc 21, Dam 1 | | Can see in dark |Smithery | | + |{{:images:elf.base.151.png}} [[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration, fast SP regeneration, low food consumption, start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | + |{{:images:fenx.base.150.png}} [[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration, fast SP regeneration, low food consumption, start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | + |{{:images:fireborn.base.111.png}} [[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0, Wc 21, Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | + |{{:images:gnome_p.base.151.png}} [[.races:Gnomes]] |19 |-1 |17 |-3 |18 |-2 |20 |0 |23 |+3 |23 |+3 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | |See in dark, Luck +1 |Praying | | + |{{:images:pl_half_orc.base.151.png}} [[.races:Half Orcs]] |22 |+2 |21 |+1 |22 |+2 |18 |-2 |18 |-2 |19 |-1 |17 |-3 |0 |Ac 10, Wc 21, Dam 1 |Poison +30 |See in dark |Stealing |Repelled Turning | + |{{:images:halfling.base.151.png}} [[.races:Halfling]] |16 |-4 |23 |+3 |24 |+4 |20 |0 |17 |-3 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 |Drain +30 |Luck +1 |Stealing, Hiding | | + |{{:images:human.base.151.png}} [[.races:Humans]] |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | | |Starts with random skill scroll | | + |{{:images:viking.base.151.png}} [[.races:Northmen]] |21 |+1 |21 |+1 |22 |+2 |18 |-2 |19 |-1 |19 |-1 |19 |-1 |0 |Ac 10, Wc 21, Dam 1 |Cold +30 |Starts with horned helmet. |None | | + |{{:images:quetzalcoatl.base.131.png}} [[.races:Quetzalcoatls]] |26 |+6 |23 |+3 |26 |+6 |12 |-8 |12 |-8 |26 |+6 |20 |0 |5 |Ac 5, Wc 21, Dam 10 |Cold -30, Fire +100 |Can not use shields, armor, boots and helmets, starts with burning hands and fireball |Levitation, Clawing | | + |{{:images:serpentman.base.151.png}} [[.races:Serpent Men]] |22 |+2 |22 |+2 |24 |+4 |18 |-2 |18 |-2 |20 |0 |16 |-4 |4 |Ac 5, Wc 21, Dam 8 |Cold -50, Fire +30, Electricity +30, Acid +30, Poison +30, Physical +5 |Can not wear boots and helmets, can wear extra ring and bracers. |Clawing, Jumping | | + |{{:images:troll_p.base.151.png}} [[.races:Trolls]] |25 |+5 |19 |-1 |25 |+5 |15 |-5 |18 |-2 |18 |-2 |16 |-4 |0 |Ac 10, Wc 21, Dam 1 |Fire -30, Cold +30 |Fast HP regeneration (+3), slow SP regeneration (-2), Can see in dark |None |Repelled fire | + |{{:images:wraithp.base.151.png}} [[.races:Wraiths]] |17 |-3 |24 |+4 |17 |-3 |22 |+2 |17 |-3 |23 |+3 |16 |-4 |0 |Ac 6, Wc 21, Dam 1 |Fire -25, Cold +30, Poison +100, Ghosthit +100, and Draining +100 |Undead (immune to disease), can see in dark |Wraith Feed |Denied fire spells, Attune cold spells | ===== Other races of the world ===== * {{:races:air_elemental.png}} [[.races:Air Elementals]] @@ -61,5 +44,4 @@ * {{:races:slime.png}} [[.races:Slimes]] * {{:races:undead.png}} [[.races:Undead]] * {{:races:unnatural.png}} [[.races:Unnaturals]] * {{:races:water_elemental.png}} [[.races:Water Elementals]] - IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/races?rev=1410412571 New Revision: http://wiki.metalforge.net/doku.php/races -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 03:06:41 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 03:06:41 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: races Message-ID: <1412237201.849559.10946.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 03:06 User : saru Edit Summary: @@ -9,10 +9,10 @@ ^ Race ^ [[:characters:Str]] ^^ [[:characters:Dex]] ^^ [[characters:Con]] ^^ [[characters:Int]] ^^ [[characters:Wis]] ^^ [[characters:Pow]] ^^ [[:characters:Cha]] ^^ Net ((Charisma not included in Net calculation.)) ^ AC/WC/Dam ^ Resistances ^ Special Abilities ^ Starting Skills ^ Attunements ^ | ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| |{{:images:pl_dragon_r.base.151.png}} [[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5, Wc 21, Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | |{{:images:dwarf_p.base.151.png}} [[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10, Wc 21, Dam 1 | | Can see in dark |Smithery | | - |{{:images:elf.base.151.png}} [[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration, fast SP regeneration, low food consumption, start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | - |{{:images:fenx.base.150.png}} [[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration, fast SP regeneration, low food consumption, start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | + |{{:images:elf.base.151.png}} [[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | + |{{:images:fenx.base.150.png}} [[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | |{{:images:fireborn.base.111.png}} [[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0, Wc 21, Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | |{{:images:gnome_p.base.151.png}} [[.races:Gnomes]] |19 |-1 |17 |-3 |18 |-2 |20 |0 |23 |+3 |23 |+3 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | |See in dark, Luck +1 |Praying | | |{{:images:pl_half_orc.base.151.png}} [[.races:Half Orcs]] |22 |+2 |21 |+1 |22 |+2 |18 |-2 |18 |-2 |19 |-1 |17 |-3 |0 |Ac 10, Wc 21, Dam 1 |Poison +30 |See in dark |Stealing |Repelled Turning | |{{:images:halfling.base.151.png}} [[.races:Halfling]] |16 |-4 |23 |+3 |24 |+4 |20 |0 |17 |-3 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 |Drain +30 |Luck +1 |Stealing, Hiding | | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/races?rev=1412237048 New Revision: http://wiki.metalforge.net/doku.php/races -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 03:07:41 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 03:07:41 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: races Message-ID: <1412237261.359565.10949.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 03:07 User : saru Edit Summary: @@ -11,9 +11,9 @@ |{{:images:pl_dragon_r.base.151.png}} [[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5, Wc 21, Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | |{{:images:dwarf_p.base.151.png}} [[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10, Wc 21, Dam 1 | | Can see in dark |Smithery | | |{{:images:elf.base.151.png}} [[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | |{{:images:fenx.base.150.png}} [[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | - |{{:images:fireborn.base.111.png}} [[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0, Wc 21, Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | + |{{:images:fireborn.base.111.png}} [[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0, Wc 21, Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration (+2) |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | |{{:images:gnome_p.base.151.png}} [[.races:Gnomes]] |19 |-1 |17 |-3 |18 |-2 |20 |0 |23 |+3 |23 |+3 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | |See in dark, Luck +1 |Praying | | |{{:images:pl_half_orc.base.151.png}} [[.races:Half Orcs]] |22 |+2 |21 |+1 |22 |+2 |18 |-2 |18 |-2 |19 |-1 |17 |-3 |0 |Ac 10, Wc 21, Dam 1 |Poison +30 |See in dark |Stealing |Repelled Turning | |{{:images:halfling.base.151.png}} [[.races:Halfling]] |16 |-4 |23 |+3 |24 |+4 |20 |0 |17 |-3 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 |Drain +30 |Luck +1 |Stealing, Hiding | | |{{:images:human.base.151.png}} [[.races:Humans]] |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | | |Starts with random skill scroll | | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/races?rev=1412237199 New Revision: http://wiki.metalforge.net/doku.php/races -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 03:12:20 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 03:12:20 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: races Message-ID: <1412237540.902197.10963.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 03:12 User : saru Edit Summary: @@ -5,24 +5,24 @@ ===== Playable Races ===== The following table outlines the various traits of the playable races. For more detailed information about other traits that each brings click the link in the table: - ^ Race ^ [[:characters:Str]] ^^ [[:characters:Dex]] ^^ [[characters:Con]] ^^ [[characters:Int]] ^^ [[characters:Wis]] ^^ [[characters:Pow]] ^^ [[:characters:Cha]] ^^ Net ((Charisma not included in Net calculation.)) ^ AC/WC/Dam ^ Resistances ^ Special Abilities ^ Starting Skills ^ Attunements ^ - | ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| - |{{:images:pl_dragon_r.base.151.png}} [[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5, Wc 21, Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | - |{{:images:dwarf_p.base.151.png}} [[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10, Wc 21, Dam 1 | | Can see in dark |Smithery | | - |{{:images:elf.base.151.png}} [[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | - |{{:images:fenx.base.150.png}} [[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10, Wc 21, Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | - |{{:images:fireborn.base.111.png}} [[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0, Wc 21, Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration (+2) |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | - |{{:images:gnome_p.base.151.png}} [[.races:Gnomes]] |19 |-1 |17 |-3 |18 |-2 |20 |0 |23 |+3 |23 |+3 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | |See in dark, Luck +1 |Praying | | - |{{:images:pl_half_orc.base.151.png}} [[.races:Half Orcs]] |22 |+2 |21 |+1 |22 |+2 |18 |-2 |18 |-2 |19 |-1 |17 |-3 |0 |Ac 10, Wc 21, Dam 1 |Poison +30 |See in dark |Stealing |Repelled Turning | - |{{:images:halfling.base.151.png}} [[.races:Halfling]] |16 |-4 |23 |+3 |24 |+4 |20 |0 |17 |-3 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 |Drain +30 |Luck +1 |Stealing, Hiding | | - |{{:images:human.base.151.png}} [[.races:Humans]] |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |0 |Ac 10, Wc 21, Dam 1 | | |Starts with random skill scroll | | - |{{:images:viking.base.151.png}} [[.races:Northmen]] |21 |+1 |21 |+1 |22 |+2 |18 |-2 |19 |-1 |19 |-1 |19 |-1 |0 |Ac 10, Wc 21, Dam 1 |Cold +30 |Starts with horned helmet. |None | | - |{{:images:quetzalcoatl.base.131.png}} [[.races:Quetzalcoatls]] |26 |+6 |23 |+3 |26 |+6 |12 |-8 |12 |-8 |26 |+6 |20 |0 |5 |Ac 5, Wc 21, Dam 10 |Cold -30, Fire +100 |Can not use shields, armor, boots and helmets, starts with burning hands and fireball |Levitation, Clawing | | - |{{:images:serpentman.base.151.png}} [[.races:Serpent Men]] |22 |+2 |22 |+2 |24 |+4 |18 |-2 |18 |-2 |20 |0 |16 |-4 |4 |Ac 5, Wc 21, Dam 8 |Cold -50, Fire +30, Electricity +30, Acid +30, Poison +30, Physical +5 |Can not wear boots and helmets, can wear extra ring and bracers. |Clawing, Jumping | | - |{{:images:troll_p.base.151.png}} [[.races:Trolls]] |25 |+5 |19 |-1 |25 |+5 |15 |-5 |18 |-2 |18 |-2 |16 |-4 |0 |Ac 10, Wc 21, Dam 1 |Fire -30, Cold +30 |Fast HP regeneration (+3), slow SP regeneration (-2), Can see in dark |None |Repelled fire | - |{{:images:wraithp.base.151.png}} [[.races:Wraiths]] |17 |-3 |24 |+4 |17 |-3 |22 |+2 |17 |-3 |23 |+3 |16 |-4 |0 |Ac 6, Wc 21, Dam 1 |Fire -25, Cold +30, Poison +100, Ghosthit +100, and Draining +100 |Undead (immune to disease), can see in dark |Wraith Feed |Denied fire spells, Attune cold spells | + ^ Race ^^ [[:characters:Str]] ^^ [[:characters:Dex]] ^^ [[characters:Con]] ^^ [[characters:Int]] ^^ [[characters:Wis]] ^^ [[characters:Pow]] ^^ [[:characters:Cha]] ^^ Net ((Charisma not included in Net calculation.)) ^ AC ^ WC ^ Dam ^ Resistances ^ Special Abilities ^ Starting Skills ^ Attunements ^ + || ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| + |{{:images:pl_dragon_r.base.151.png}} |[[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5| Wc 21| Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | + |{{:images:dwarf_p.base.151.png}} |[[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10| Wc 21| Dam 1 | | Can see in dark |Smithery | | + |{{:images:elf.base.151.png}} |[[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10| Wc 21| Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | + |{{:images:fenx.base.150.png}} |[[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10| Wc 21| Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | + |{{:images:fireborn.base.111.png}} |[[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0| Wc 21| Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration (+2) |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | + |{{:images:gnome_p.base.151.png}} |[[.races:Gnomes]] |19 |-1 |17 |-3 |18 |-2 |20 |0 |23 |+3 |23 |+3 |20 |0 |0 |Ac 10| Wc 21| Dam 1 | |See in dark, Luck +1 |Praying | | + |{{:images:pl_half_orc.base.151.png}} |[[.races:Half Orcs]] |22 |+2 |21 |+1 |22 |+2 |18 |-2 |18 |-2 |19 |-1 |17 |-3 |0 |Ac 10| Wc 21| Dam 1 |Poison +30 |See in dark |Stealing |Repelled Turning | + |{{:images:halfling.base.151.png}} |[[.races:Halfling]] |16 |-4 |23 |+3 |24 |+4 |20 |0 |17 |-3 |20 |0 |20 |0 |0 |Ac 10| Wc 21| Dam 1 |Drain +30 |Luck +1 |Stealing, Hiding | | + |{{:images:human.base.151.png}} |[[.races:Humans]] |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |0 |Ac 10| Wc 21| Dam 1 | | |Starts with random skill scroll | | + |{{:images:viking.base.151.png}} |[[.races:Northmen]] |21 |+1 |21 |+1 |22 |+2 |18 |-2 |19 |-1 |19 |-1 |19 |-1 |0 |Ac 10| Wc 21| Dam 1 |Cold +30 |Starts with horned helmet. |None | | + |{{:images:quetzalcoatl.base.131.png}} |[[.races:Quetzalcoatls]] |26 |+6 |23 |+3 |26 |+6 |12 |-8 |12 |-8 |26 |+6 |20 |0 |5 |Ac 5| Wc 21| Dam 10 |Cold -30, Fire +100 |Can not use shields, armor, boots and helmets, starts with burning hands and fireball |Levitation, Clawing | | + |{{:images:serpentman.base.151.png}} |[[.races:Serpent Men]] |22 |+2 |22 |+2 |24 |+4 |18 |-2 |18 |-2 |20 |0 |16 |-4 |4 |Ac 5| Wc 21| Dam 8 |Cold -50, Fire +30, Electricity +30, Acid +30, Poison +30, Physical +5 |Can not wear boots and helmets, can wear extra ring and bracers. |Clawing, Jumping | | + |{{:images:troll_p.base.151.png}} |[[.races:Trolls]] |25 |+5 |19 |-1 |25 |+5 |15 |-5 |18 |-2 |18 |-2 |16 |-4 |0 |Ac 10| Wc 21| Dam 1 |Fire -30, Cold +30 |Fast HP regeneration (+3), slow SP regeneration (-2), Can see in dark |None |Repelled fire | + |{{:images:wraithp.base.151.png}} |[[.races:Wraiths]] |17 |-3 |24 |+4 |17 |-3 |22 |+2 |17 |-3 |23 |+3 |16 |-4 |0 |Ac 6| Wc 21| Dam 1 |Fire -25, Cold +30, Poison +100, Ghosthit +100, and Draining +100 |Undead (immune to disease), can see in dark |Wraith Feed |Denied fire spells, Attune cold spells | ===== Other races of the world ===== * {{:races:air_elemental.png}} [[.races:Air Elementals]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/races?rev=1412237258 New Revision: http://wiki.metalforge.net/doku.php/races -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 03:25:57 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 03:25:57 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: races Message-ID: <1412238357.170363.10979.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 03:25 User : saru Edit Summary: @@ -6,9 +6,9 @@ ===== Playable Races ===== The following table outlines the various traits of the playable races. For more detailed information about other traits that each brings click the link in the table: ^ Race ^^ [[:characters:Str]] ^^ [[:characters:Dex]] ^^ [[characters:Con]] ^^ [[characters:Int]] ^^ [[characters:Wis]] ^^ [[characters:Pow]] ^^ [[:characters:Cha]] ^^ Net ((Charisma not included in Net calculation.)) ^ AC ^ WC ^ Dam ^ Resistances ^ Special Abilities ^ Starting Skills ^ Attunements ^ - || ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| + | |^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| |{{:images:pl_dragon_r.base.151.png}} |[[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5| Wc 21| Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | |{{:images:dwarf_p.base.151.png}} |[[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10| Wc 21| Dam 1 | | Can see in dark |Smithery | | |{{:images:elf.base.151.png}} |[[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10| Wc 21| Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | |{{:images:fenx.base.150.png}} |[[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10| Wc 21| Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/races?rev=1412237537 New Revision: http://wiki.metalforge.net/doku.php/races -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 03:31:05 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 03:31:05 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: guides:beginners_handbook Message-ID: <1412238665.905522.10984.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 03:31 User : saru Edit Summary: created - Merged information from website here: http://crossfire.real-time.com/guides/character/recommendations.html ======Title====== =====Connecting to a server===== The first step is to connect to a crossfire server. You will need a [[:client]] to [[client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. =====Creating a character===== The next step is to create a [[:characters|character]]. A [[:characters|character]] is based upon a combination of [[:races|race]] and [[:classes|class]]. [[:Races]] permanently modify the total [[:characters#primary stats]] maximums and hence push players at early and mid-levels into specific [[:skills]] such as [[skills:spell_casting]] for [[:characters:Int|intelligent]] characters or [[skills:combat]] for [[:characters:Str|strong]] characters. Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: "I'm new. Which race and class should I play?" Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. This guide is to help you pick a compatible race and class combination with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. In general most players find the fighter classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "safe" race to start out with and learn how to play. Some of the most straightforward combinations are: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:humans|Human]] | [[:classes:paladins|paladins]] or [[:classes:warriors|warrior]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] classes (which includes [[:skills:praying]]) | | [[:races:half_orcs|Half-orc]] | [[:classes:warriors|warrior]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] classes (which includes [[:skills:praying]]) | | [[:races:northmen|Northman]] | [[:classes:warriors|warrior]] | All rounder | no penalties | * Neither race or class has any restrictions on equipment or other gear. * They can wield or use any weapon and armour. Once again, which cult/god your character chooses to worship will have an affect on this. * Neither race or class makes you vulnerable to any particular attack type such as fire for a wraith or troll, etc. This can be a hard learning curve when first starting out. * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/fighter classes. The core skills (movement coordination, attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "melee" classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship. As for the rest ... ====Races==== A complete list of race traits is available [[:races|here]] ==Dragon/fire hatchling:== [[:races:Dragons]] must plan to manage their elemental focus which may take some practice to get used to. The armor restrictions (can't wear any) and weapon restrictions (can't wield any) can make some of the early levels tough - unless you have a stockpile or access to some magical stuff (other character, guild, friends, etc.) Dragon characters are also vulnerable to weapons that are slay_dragon. Visit the [[:races:Dragons]] page for more information. ==Dwarf:== [[:races:Dwarves]] would be a recommended starting race, except for one problem: they are vulnerable to the holy word of Gnarg (slay_dwarf) Otherwise they make excellent warriors. ==Elf:== [[:races:Elves]] have a penalty to their starting Str and Con stats, which are very important for the fighter classes. Plus they are vulnerable to Gnarg's holy word. They are also vulnerable to weapons that are slay_faerie. ==Fireborn:== A [[:races:fireborns|fireborn]] has strict armour and other gear restrictions (no weapons). They are also vulnerable to cold and other attack types such as drain and ghost hit which makes up for their protection from fire and poison. The stat penalties for a fireborn also makes them weak fighters, but very strong spell casters. ==Gnome:== [[:races:Gnomes]] have a penalty to their starting Str, Dex and Con stats which are critical for the fighter classes. ==Halfling:== [[:races:Halfling]] start out with a substantial penalty to their Str score, but do receive a bonus to their Dex and Con scores. They have no weapon restrictions; are not vulnerable to any particular spell or attack type. Halflings would probably fall under the category of "recommended" vs "highly recommended." ==Quetzalcoatl:== At a quick glance, [[:races:Quetzalcoatls]] have the appearance of being potent fighters in Crossfire. However, they can't wear or use any armour. They can wield weapons though. The stat penalties they take on the "spell casting" stats is very substantial though. Their vulnerabilities to paralyze and cold assures a near immediate death (several equipment options are available to reduce this chance) because of the frequency that these attack types show up in the game (probably second to fire.) ==Serpentman:== [[:races:serpent_men|Serpent men]] are another race that has great potential as a second character. Stat bonuses are decent for the melee skills; stat penalties for the spell casting skills are noticeable but nothing that substantial. However, a serpentman has restrictions on what armour they can use which can be compensated for with no restrictions on weapons. They are vulnerable to cold though, which is a very common spell effect or attack type within the game. ==Trolls:== [[:races:Trolls]] have a high digestion rate - they eat alot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander's holy word. They are also vulnerable to weapons that are slay_troll. ==Wraiths:== [[:races:Wraiths]] are vulnerable to fire and all holy word based spells (plus the spell turn undead) which is very dangerous because of the area of effect of these spells. Also, a Wraith character casting holy word based prayers could accidentally kill themselves. They are also vulnerable to weapons that are slay_undead. ====Classes==== A complete list of classes is available [[:classes|here]] ==Alchemist:== [[:classes:Alchemists]] start out with a minimum of combat and spell casting skills. However, their access to the alchemy skill can allow them to build up a considerable fortune, which then allows them to buy necessary items, skill scrolls, etc. to become a potent character later on. ==Barbarian:== [[:classes:Barbarians]] are a pure combat class in the early game. Their stat penalties can make diversifying your character extra challenging because learning new skills requires the literacy skill (which they do not start out with) and a high Intelligence (which they start out with a -6 modifier). ==Devotee, Sorcerer, Summoner, Warlock, Wizard:== [[:classes:Devotees]], [[:classes:Sorcerers]], [[:classes:Summoners]], [[:classes:Warlocks]], [[:classes:Wizards]], are the "mage" type of classes, the arcane spell casters. These are especially challenging to start out the game with. All the offensive spells that they have access to require spell points to cast. Nearly all armour in the game hinders spell point regeneration so wearing plate mail while adventuring in the dungeon not only slows down your movement (all these classes, but warlock, start with a penalty to the Strength score) and spell point regeneration. These leaves the "mages" very vulnerable on the defense, but powerful on the offense as well. They also start out with a penalty to their Constitution score (except the Warlock,) so their total hit points (health) are not that high either. As they level, they do not gain as many hit points for each level either. Learning the timing and coordination necessary for effective spell casting has a learning curve. Vanquishing as many monsters as you can with a single spell will help you level up faster, but understanding when to use a ball, cone, or bolt based spell takes some practice and learning. This of course assumes your character starts out with one of these spells. Spells can be found for "free" as random treasure, but often times you'll need to purchase new spells from shops or other players. Having a stockpile of money helps with this - which is easier to acquire with one of the melee classes. ==Monk:== [[:classes:Monks]] are unable to wield any weapons or wear any armour (other then normal clothing). They are the only class that has access to the meditate skill (allows for fast healing and spell point regeneration) to make up for this. Monks also have a minimum of stat penalties when starting out which gives them the potential to be a decent mix of melee skills and spell casting. But, it's the early game where defense (in the form of armour) and hit points (to withstand damage that the armour can't prevent) are so critical - that leaves the monk "recommended" as a second character that you may want to create. ==Ninja:== [[:classes:Ninjas]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Wis, Pow.) They do not have any weapon or armour restrictions. Overall, this makes the ninja class rather favourable. Ninjas would probably fall under the category of "recommended" vs "highly recommended. ==Priest:== [[:classes:Priests]] are very similar to the "mage" classes (Devotee, Sorcerer, Summoner, Warlock and Wizard) with the key difference being the priest uses prayers and grace instead of arcane spells and spell points. The next major difference is that the priest's spell casting is not hindered by armour and that grace can be restored by using the praying skill. What makes a priest a challenge to play is their strengths are in their spells - both offensive & defensive and healing. A player has to purchase and successfully learn all these spells and use them effectively. This is expensive and an even bigger learning curve. The stat bonuses and penalties for the priest reflect this - they start out with penalties to the core melee stats (Str, Dex, and Con) and positive modifiers to their spell casting stats (Int, Wis, Pow.) ==Swashbuckler:== [[:classes:Swashbucklers]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Int, Wis, Pow.) They do not have any weapon or armour restrictions. They receive a bonus to their Charisma score which can be helpful in the buying and purchasing items from shops. Overall, this makes the swashbuckler class rather favourable. Swashbucklers would probably fall under the category of "recommended" vs "highly recommended." ==Thief:== [[:classes:Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 05:00:57 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 05:00:57 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412244057.718250.11948.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 05:00 User : saru Edit Summary: Added gods @@ -1,13 +1,19 @@ - ======Title====== + ======Beginners Handbook====== + =====Table of Contents===== + - [[#Connecting to a server]] + - [[#Creating a character]] + - [[#Races|Guides on the strengths and weaknesses of various races]] + - [[#Classes|Guides on the strengths and weaknesses of various classes]] + - [[#Gods|Recommendations on religion]] =====Connecting to a server===== - The first step is to connect to a crossfire server. You will need a [[:client]] to [[client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. + The first step is to connect to a crossfire server. You will need a [[:client]] to [[:client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. =====Creating a character===== - The next step is to create a [[:characters|character]]. A [[:characters|character]] is based upon a combination of [[:races|race]] and [[:classes|class]]. [[:Races]] permanently modify the total [[:characters#primary stats]] maximums and hence push players at early and mid-levels into specific [[:skills]] such as [[skills:spell_casting]] for [[:characters:Int|intelligent]] characters or [[skills:combat]] for [[:characters:Str|strong]] characters. Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: + The next step is to create your [[:characters|character]] by choosing a new name (this can be the most difficult step sometimes) and then your preference of [[:races|race]] and [[:classes|class]]. [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. [[:Classes]] provide starting equipment and skills. If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: "I'm new. Which race and class should I play?" Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. @@ -17,19 +23,31 @@ NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. In general most players find the fighter classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "safe" race to start out with and learn how to play. Some of the most straightforward combinations are: ^ Race ^ Class ^ Strength ^ Weakness ^ - | [[:races:humans|Human]] | [[:classes:paladins|paladins]] or [[:classes:warriors|warrior]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] classes (which includes [[:skills:praying]]) | - | [[:races:half_orcs|Half-orc]] | [[:classes:warriors|warrior]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] classes (which includes [[:skills:praying]]) | - | [[:races:northmen|Northman]] | [[:classes:warriors|warrior]] | All rounder | no penalties | - + | [[:races:humans|Human]] | [[:classes:paladins]] or [[:classes:warriors]] | All rounder & class includes [[:skills:praying]] (note if you get a scroll of praying, consider re-rolling) | no penalties | + | [[:races:half_orcs|Half-orc]] | [[:classes:warriors]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] for turning spells | + | [[:races:northmen|Northman]] | [[:classes:warriors]] | All rounder | penalty to [[:skills:spell_casting|spell casting]] for fire spells | * Neither race or class has any restrictions on equipment or other gear. * They can wield or use any weapon and armour. Once again, which cult/god your character chooses to worship will have an affect on this. * Neither race or class makes you vulnerable to any particular attack type such as fire for a wraith or troll, etc. This can be a hard learning curve when first starting out. * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/fighter classes. The core skills (movement coordination, attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "melee" classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship. - As for the rest ... + For players looking to try out a pious route: + ^ Race ^ Class ^ Strength ^ Weakness ^ + | [[:races:Humans]] | [[:classes:paladins]] or [[:classes:priests]] | All rounder & class includes [[:skills:praying]] | no penalties | + | [[:races:Gnomes]] | [[:classes:warriors]] | Strong stat points for prayer and gnomes start with [[:skills:praying]] | no significant penalties | + + * Start buy using weapons until you can collect enough platinum to buy a book of holy word from Mosley's books in the top left of Scorn. + * Worship mostrai and find orcs and giants to use holyword on or Worship Gorokh and go to the top of the valriel church to hunt angels. + + Or for players interested in the other spellcasting skills: + | [[:races:Humans]] | Any mage class except summoner | All rounder, can try and get a pyromancy skill scroll to start with as a human | no penalties | + | [[:races:Halfling]] | Any mage class except summoner | Strong stat points for wizardry | no significant penalties | + * use magic bullet until you can find a bolt spell like firebolt. + * use bolt spell on monsters that are vulnerable such as fire on trolls or cold on serpent men. + * avoid wearing too much heavy equipment as this will cause your spell casting to fail ====Races==== A complete list of race traits is available [[:races|here]] @@ -92,4 +110,317 @@ [[:classes:Swashbucklers]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Int, Wis, Pow.) They do not have any weapon or armour restrictions. They receive a bonus to their Charisma score which can be helpful in the buying and purchasing items from shops. Overall, this makes the swashbuckler class rather favourable. Swashbucklers would probably fall under the category of "recommended" vs "highly recommended." ==Thief:== [[:classes:Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive. + + ====Gods==== + ===Recommendations on Religion=== + Recommendations on Choosing a Cult or Religion + Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. + + ===Table of Contents:=== + * [[#Devourers]] + * [[#Gaea]] + * [[#Gnarg]] + * [[#Gorokh]] + * [[#Ixalovh]] + * [[#Lythander]] + * [[#Mostrai]] + * [[#Ruggilli]] + * [[#Sorig]] + * [[#Valkyrie]] + * [[#Valriel]] + + + ===Preface=== + This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. + + NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. Also keep in mind that a weapon blessing will *not* work if the weapon already has a slay property or has been blessed by another god/cult. + + NOTE2: Need to comment on monsters from Summon Cult Monster and Summon Avatar prayers. + + ==Early Game== + General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying. + ==Mid Game== + General summary of what a cult member can expect while gaining levels 16 to 40 in praying. + ==Late Game== + General summary of what a cult member can expect at level 50+ in praying. + ==Perks & Drawbacks== + Understanding what the trade-offs are for those special abilities + + ===Mostrai=== + Summary: Highly Recommended; Mostrai followers have the easiest drawbacks to work around, and very positive perks. They are able to compete well in all stages of the game. + + ==Early Game== + Mostrai followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly + ==Mid Game== + After Goblins - the other race that is vulnerable to Mostrai's Holy Word spells are Giants. Moving on to Ogres and eventually Hill Giants, they present a little more of a challenge - but are very plentiful in the game. Around this time one receives Mostrai's only granted spell, Wall of Thorns. This spell has it's uses, but can easily bypassed by monsters with alot of hitpoints or monsters that are flying. + Don't forget to pray over an altar of Mostrai to add enchantments (slay_goblin, slay_giant and attack_type: weaponmagic) to your wielded weapon + ==Late Game== + Mostrai's Holy Word spells are still effective on high level monsters - now (big) Wizards, Titans, and Dread Knights + ==Perks== + Mostrai has a great selection of monsters which are vulnerable to his Holy Word spells + Followers can also enchant weapons up to +12, which is the maximum + Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Mostrai + Weaponmagic (on blessed weapons) is a very nice attack_type as well + Starts out with a bonus to Fire resistance - Fire is probably the most widely used attack type in the game + ==Drawbacks== + Mostrai followers only receive one bonus spell - Wall of Thorns + They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one + The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types + Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells + + ===Lythander=== + Summary: Recommended; Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging. + + ==Early Game== + Lythander followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly + ==Mid Game== + After Goblins - the other race that is vulnerable to Lythander's Holy Word spells are Trolls. Start with Baby Trolls and then eventually move up towards Trolls and Gaelotrolls. The later present a little more of a challenge - but are very plentiful in the game. + Don't forget to pray over an altar of Lythander to add enchantments (slay_goblin, slay_troll and attack_types: confusion and slow) to your wielded weapon + ==Late Game== + This is the drawback of Lythander - there aren't high level trolls (or goblins) in the game, so there's no way of gaining praying XP quickly and easily + ==Perks== + Lythander followers has a great selection of monsters which are vulnerable to his Holy Word spells, but in the early and mid game only (also a drawback) + Followers can also enchant weapons up to +7, which is pretty good + Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Lythander + Immunity to the Confusion attack type - very useful! + The granted spell, Conflict, can be a nice way to gain praying experience because it causes monsters to fight on you behalf - monsters they kill apply to your praying experience + The granted spell, Defense, grants a 30% boost to nearly all resistances - very useful! + They receive a bow as a gift - which will not be useful to your class or race if you are not allowed to wield weapons (also a drawback) + They also receive a rod, in the form of a magic pipe, which casts a magic bullet like spell - usable by all classes and races + The Spell Regeneration bonus will be appreciated by those using Wizardry based spells + Stealth movement is also granted - which is useful for sneaking by some monsters + ==Drawbacks== + The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types + Being denied to Detonation means one can never cast spells from that school + Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells + + ===Gnarg=== + Summary: Somewhat recommended; Gnarg followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + + ==Early Game== + Gnarg followers have enemies that are vulnerable to the Holy Word line of spells. However, dwarves and faeries (elves and pixies) are not that plentiful in the game; this makes the early levels slow going + ==Mid Game== + Like in the early game, at this level not many maps have dwarves or faeries on that to make leveling up easy. However, around this time you will gain the spell Poison Fog which is a wide area of affect spell that uses the poison attack type so it won't destroy items carried by monsters. Another spell is Cause Typhoid which is also a highly infectious and devastating disease + Don't forget to pray over an altar of Gnarg to add enchantments (slay_dwarf, slay_faerie and attack_types: poison) to your wielded weapon + ==Late Game== + As before, Gnarg followers do not have any maps to choose from for using Holy Word, but they also gain access to the spell Cause Rabies which is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly + ==Perks== + Gnarg followers are attuned to Wounding which makes the Cause Wounds and Disease line of spells more devastating + The bonus to resistance Poison is useful since this is often a deadly affliction at low levels all the way to high levels + Followers can also enchant weapons up to +12, which is the maximum + Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gnarg + The granted attack type of Poison allows you to hit monsters and run; while you heal up or regen grace or spell points, your foe will continue to take damage (assuming they are not immune or have poison resistance) + Gnarg followers can do well in the mid and late game - the disease attacks can infect a large percentage of in-game monsters (perk) but diseases take time to wear down and kills foes (drawback) + Gnarg followers are not denied to any spell paths + Receives Bracers and a Helmet as granted gifts + ==Drawbacks== + The resistance penalty to Magic will make all Wizardry based spells very dangerous + Not many items exist in the game to grant magic resistance; those that can have a high item power + Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells + Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + Careful - you can infect yourself with your own disease spells + Granted gifts not usable by all races and/or classes + + ===Gaea=== + Summary: Recommended for specific instances; Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon" feature very restrictive and very challenging (lack of attack types) + + ==Early Game== + Gaea followers have enemies that are vulnerable to the Holy Word line of spells. Starting with undead (ex: zombies, skeletons) - this is probably the second most common monster that can be found in the game. Keep in mind that undead are vulnerable to Holy Word so these spells are especially deadly to them + ==Mid Game== + A wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Also, one is probably strong enough to start taking on the other enemies of Gaea - unnaturals (ex: beholders) + ==Late Game== + As in the previous two stages of the game - a wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Now is the time to move towards high level undead (ex: lich, demilich) and unnatural (ex: dreads) + ==Perks== + Have access to the most god granted spells in the game + Immunity to Drain (experience loss), Depletion (stats are lowered) and Death (instant slay attack type) + Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gaea + Bonus to health (hit point) regeneration + Bonus to grace regeneration + Granted gift from praying on an altar of Gaea - healing potions (Gaea's Tear) + Granted gift from praying on an altar Gloves of the Sun +1 - hand worn items that grants additional attack types + Granted the prayer, Sanctuary, which surrounds the caster with an anti-magic wall and protects the caster - it also moves with you + Granted gift from praying on an altar of Gaea - Shield of the Earth (numerous elemental resistances) + The granted spell Peace is effective against nearly all monsters, which kind of makes up for not having access to Wounding and Death spells + ==Drawbacks== + Followers can *not* wield weapons, no matter what - they can't enchant weapons either + They can not cast spells from the schools of Wounding and Death + The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game + Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes + + ===Devourers=== + Summary: Somewhat recommended; this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + + ==Early Game== + Devourers followers are denied the Holy Word spell school and to make up for that they can use spells that are damaging to all monsters, however these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. + ==Mid Game== + Around this time is when Devourers will start granting bonus spells. The spells are area of effect disease spells (Cause Red Death) or wounding spells (Cause Many Wounds) or instant death spells (Finger of Death) - this is when things really start to ramp up for players. Maps with large monster populations will result in lots of praying experience. + Don't forget to pray over an altar of Devourers to add enchantments (attack_types: depletion, death and life stealing) to your wielded weapon + ==Late Game== + At this time, things continue to get better for the Devourers cult by adding an area of effect, instant death spell Face of Death. They also gain Cause Black Death which is a deadly disease that can infect (and kill) nearly all humanoids; although slowly. The spell, Cause Red Death, is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly.Maps with high monster populations can be quickly cleared out so the experience gain increases considerably at this stage in the game + ==Perks== + Gain access to some of the most cult granted resistances in the game (7; Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100) + Immune to diseases - very useful when casting disease spells + Gain infravision (can see in the dark) + Followers can also enchant weapons up to +7, which is pretty good + Gain sustenance +100 - they no longer have to eat food + The attack type of Life Stealing will "heal the attacker" (dam/10 = damage dealt to monster, damage dealt/3 = hp given to player ) + Attuned to Death and Wounding which makes the granted spells even more devastating + ==Drawbacks== + Praying on an altar of Devourers will not grant Remove Depletion, stat loss from death will have to be recovered through Potions of Life + Praying on an altar of Devourers will not grant Remove Curse or Remove Damnation, you'll have to rely on scrolls for that + No god granted gifts/items + Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) + A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important + Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + Followers are denied to the Turning school, so they'll never be able to cast those type of spells + + ===Ruggilli=== + Summary: Somewhat recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + + ==Early Game== + Ruggilli does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. They are attuned the spell path of Wounding (ex: cause wounds) which can damage all monsters - so that makes things a little nicer. However these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. + ==Mid Game== + Around this time is when Ruggilli will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Keep in mind that Ruggilli is attuned to fire so this spell is specifically devastating for Ruggilli followers. Maps with large monster populations will result in lots of praying experience. + Don't forget to pray over an altar of Ruggilli to add enchantments (slay_chaotic_water_creatures and attack_types: fire and physical) to your wielded weapon + ==Late Game== + Ruggilli grants one more spell for this stage, the spell is called Retributive Strike. This is an area of effect spell which can very easily kill the caster so use it with caution. Otherwise, the gained levels will only help with the base AC (Armour Class) and Armour bonus granted to Ruggilli followers. + Perks + Armour and AC improves with levels, this provides protection (eventually) without the penalties that armour normally provides - spell point generation penalty, movement penalty, arcane spell failure + Innate ability to reflect missiles (i.e.: crossbow bolts and arrows) + Hit point regeneration bonus + Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ruggilli + Followers can also enchant weapons up to +7, which is pretty good + Grants the attack type physical to enchanted weapons + Gain resistances to some rather key attack types; Fire +30, Magic +30, Armour +30 + The granted spell, Rage, can provide a handy bonus for combat + The granted spell, Flaming Aura, is especially devastating since it will cause fire damage to all surrounding monsters - continuously! + The granted spell, Retributive Strike, is probably the second most devastating spell in the game + ==Drawbacks== + Does not grant Remove Damnation, so one will have to rely on scrolls for that + Retributive Strike can very easily kill the caster, use with extreme caution + Can not wear armour, so followers will need to rely on other means for "protection" (scrolls, potions, other spells & prayers, etc.) + Followers are repelled to Cold, Creation and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) + Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level + Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons + + + ===Gorokh=== + Summary: Somewhat recommended; This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers. + + ==Early Game== + Gorokh followers have enemies (Angels) that are vulnerable to the Holy Word line of spells. Low level Angels are not found on many maps, but they are readily available in a random map set in the Church of Valriel. Start out with using Holy Word (a very effective area of effect spell) against Whims and work your way up to Cherubs, Holy Ghosts and Angel Knights. + ==Mid Game== + Around this time is when Gorokh will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. Another spell is Vitriol, which is a ball based spell (like Fireball) that does acid damage; the splash from the spell also leaves puddles of acid on the ground which can continue to damage (or even kill) nearby monsters. The final spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Maps with large monster populations will result in lots of praying experience. Also, there's more enemies to watch for - Angels, Light Angels and maybe Retributioners + Don't forget to pray over an altar of Gorokh to add enchantments (attack_type: fear and slay_angel) to your wielded weapon + ==Late Game== + No additional abilities are available for Gorokh followers for this stage. But, their abilities are still very potent at this area of the game. Using the existing & granted abilities in combination (Banishment to weaken foes, Rage & Flaming Aura and wielding an enchanted (slay_angel) weapon) is an extremely potent offense. Retributioners, High Angels and Arch Angels still present a challenge and a good source of experience at this level. + ==Perks== + Gain resistances to some rather key attack types; Magic +30, Fear +100 + Followers can also enchant weapons up to +7, which is pretty good + Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gorokh + Followers are not denied to any spell paths + Followers are attuned to Wounding which makes spells from that path more potent + Holy Word spells slay Angels - which are one of the best experience resources in the game + ==Drawbacks== + No granted gifts or items + Does not grant Remove Damnation, so one will have to rely on scrolls for that + Followers have a penalty to Cold resistance of -5 which can be tough to overcome while at a low level + Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level + Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) + Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal + They also receive a luck penalty (-1); luck can influence all moments of random chance in the game + + ===Valriel=== + Summary: Somewhat recommended; This cult is very effective for fighting Demons, but a little weak against all other monsters. All granted abilities are passive or defensive so it will be up to the player to capitalize on that. For the most part, Valriel followers can expect quick annihilation of their foes or a long fight due to the defensive capabilities granted by Valriel. Pretty much the opposite of Gorokh followers. + + ==Early Game== + Valriel followers have enemies (Demons) that are vulnerable to the Holy Word line of spells. Low level Demons are not found on many maps, but they are readily available in a random map set in the Church of Gorokh. Start out with using Holy Word (a very effective area of effect spell) against Imps and work your way up to Raas, Demons and Fiends. + ==Mid Game== + Around this time is when Valriel will start granting bonus spells. The spells include Sunspear, a bolt based spell which can damage many different monsters. Another spell is Daylight, which has no real offensive use other then it "lights up" maps making the terrain and monster placement easier to see - especially for range based attacks. The final spell is Wrathful Eye, a cone based blinding which can be used against multiple monsters as well. Also, there's more enemies to watch for - Big Demons, Hellhounds and maybe Balrogs. + Don't forget to pray over an altar of Valriel to add enchantments (slay_demon and attack_type: blinding) to your wielded weapon + ==Late Game== + No additional abilities are available for Valriel followers for this stage. But their Holy Word spells remain effective against the high level demons such as Balrogs, Demon Lords and Greater Demons. + Perks + Valriel has a great selection of monsters which are vulnerable to his Holy Word spells + Granted the following resistances; Fear +100, Confusion +20, Blinding +100 + Grants Remove Curse, Remove Damnation and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valriel + Followers are attuned to the following spell paths; Mind, Protection and Light + Holy Word spells slay demons - which are one of the better experience and treasure resources in the game + ==Drawbacks== + No granted gifts or items + Valriel followers have a permanent glow aura which makes them very easy to see on dark maps + Followers can also enchant weapons up to +3, which is the minimum + Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) + + + ===Sorig=== + Summary: Somewhat recommended; This cult peaks in the early game and doesn't do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "weak" drawbacks. + + ==Early Game== + Sorig does not have any enemies and they are denied to the school of Turning (i.e.; Holy Word) To make up for this, Sorig is granted attunement to Wounding and gets a granted spell, Divine Shock, in the early game. Divine shock is similar to Ball Lightning and will make quick work and substantial praying experience in maps with a high monster population. + ==Mid Game== + Around this time is when Sorig will start granting bonus spells. The spells include Cause Critical Wounds which will is a bolt based wounding spell - very effective against numerous monsters. Another spell is Windstorm, which is a cone based spell which can cause some monsters to be repelled and pushed away from the caster. Another spell is Cause Critical Wounds which is a single target spell and the second most powerful wounding spell. Very few monsters have resistances to these attack types. + Don't forget to pray over an altar of Sorig to add enchantments (attack_type: electricity) to your wielded weapon + ==Late Game== + Sorig's attack power tapers off at this point because so many of the opposing monsters have so many hit points that the wounding spells will take a while to finish them off. Working against Sorig's cult is they are denied to Protection spells so they will have to reply on other means (potions, scrolls, etc.) for defense. + ==Perks== + Gain resistance to one attack type; Electricity +30 + Followers can also enchant weapons up to +7, which is pretty good + Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Sorig + Has no resistance penalties + Followers are attuned to Electricity, Wounding and Missiles which makes spells from that path more potent + Granted a holy relic: mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40) + ==Drawbacks== + Granted holy relic is armour, which is not usable by certain races and classes + Does not grant Remove Damnation, so one will have to rely on scrolls for that + Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) + Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level + + + ===Ixalovh=== + Summary: Somewhat recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + + ==Early Game== + Ixalovh does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. To make up for this, Ixalovh followers receive the granted spell, Insect Plague, in the early game. Insect Plague quickly fills the immediate area up with ants (they are stronger then you expect) which makes quick work of the nearby monsters. Make sure monsters are nearby for this spell to work. + ==Mid Game== + At this point, Ixalovh grants another spell called Wave. Wave is a cone based spell where Water Elementals quickly spread forward damaging all monsters in it's path - it's also very good at "flowing" around corners and other walls. The area of effect of this spell is very thorough. e spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Siren Call which will charm nearby monsters and allow you to use the petmode ('help petmode) commands to "control" them. All monsters killed this way is added to your praying experience. + Don't forget to pray over an altar of Ixalovh to add enchantments (slay: consuming_fire_creatures and attack_types: cold and physical) to your wielded weapon + ==Late Game== + No additional abilities are available for Ixalovh followers for this stage. However, the granted spells remain potent and useful at this stage as well - especially Siren Call. + ==Perks== + At a high enough level, praying on an altar of Ixalovh grants healing and full restoration of spell points + Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ixalovh + Followers can also enchant weapons up to +12, which is the maximum + Grants the attack type physical to enchanted weapons + Gain resistances to some rather key attack types; Cold +30, Magic +30, Armour +30 + Granted two holy relics (rods) - Horn of the Sirens, Horn of Ocean Waves; however they are extremely rare + Other granted item is a weapon, Ixalovh's spear +12 (see below) + Attuned to Frost and Transmutation which makes spells from that path more potent (see below) + ==Drawbacks== + Followers are repelled to Fire and Detonation school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) + Followers have a penalty to Fire resistance of -30 which can be tough to overcome in the early game or while at a low level + Does not grant Remove Damnation, so one will have to rely on scrolls for that + Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons + They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells + + + ===Valkyrie=== + Summary: Recommendation - Somewhat recommended; This cult has amazing perks for warriors but completely prevents any form of spell casting. + + ==Early Game== + Cut and smash anything that gets in your way. Monsters that drop flesh such as ogres and giants are particularly valuable to assist in leveling prayer. + ==Mid Game== + Don't forget to pray over an altar of Valkyrie to add enchantments (slay: unnatural,angel,demon,undead and attack_types: weaponmagic and physical) to your wielded weapon; The combination of weapon enchantments and magic immunity should enable you to handle anything in your way. + ==Late Game== + The lack of spells can be frustrating late game, but the power of the additional slaying and weaponmagic this god grants will make you happy to continue to follow Valkyrie. + ==Perks== + Followers can also enchant weapons up to +12, which is the maximum; However, the enchantment maximum will depend on one's grace score - so in the early game the max enchantment will be +3 and in mid-game it will be +7 + Granted 100% resistance to the attack_type of Magic + Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead) + Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie + Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point + ==Drawbacks== + Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412238663 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 07:56:58 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 07:56:58 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412254618.249607.12607.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 07:56 User : saru Edit Summary: Included starter books @@ -11,19 +11,20 @@ Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. =====Creating a character===== - The next step is to create your [[:characters|character]] by choosing a new name (this can be the most difficult step sometimes) and then your preference of [[:races|race]] and [[:classes|class]]. [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. [[:Classes]] provide starting equipment and skills. If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: + After following the connection guides, you should now be at the hall of selection. After choosing your new [[:characters|characters]] name (this can be the most difficult step sometimes) you will be asked to choose your [[:races|race]]. For new players, it is best to considering the following information before making any selection. [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. [[:Classes]] provide starting equipment and skills. If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: - "I'm new. Which race and class should I play?" + "I'm new. Which race and class (and god) should I play?" Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. This guide is to help you pick a compatible race and class combination with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. - In general most players find the fighter classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "safe" race to start out with and learn how to play. Some of the most straightforward combinations are: + ===Warriors=== + In general most players find the warrior classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "safe" race to start out with and learn how to play. Some of the most straightforward combinations are: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:humans|Human]] | [[:classes:paladins]] or [[:classes:warriors]] | All rounder & class includes [[:skills:praying]] (note if you get a scroll of praying, consider re-rolling) | no penalties | | [[:races:half_orcs|Half-orc]] | [[:classes:warriors]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] for turning spells | | [[:races:northmen|Northman]] | [[:classes:warriors]] | All rounder | penalty to [[:skills:spell_casting|spell casting]] for fire spells | @@ -32,22 +33,119 @@ * They can wield or use any weapon and armour. Once again, which cult/god your character chooses to worship will have an affect on this. * Neither race or class makes you vulnerable to any particular attack type such as fire for a wraith or troll, etc. This can be a hard learning curve when first starting out. * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/fighter classes. The core skills (movement coordination, attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "melee" classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship. - For players looking to try out a pious route: + ==On Warriors== + To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by "running into them". + Physical toughness means you will need high Str (for good attacking power) and Con (for many hit points) -stats. Look for "potions of Strength/Constitution". Try to get items that speed up your health-regeneration too. + Weapons will be very important for you. Note that every weapon has certain "attacktypes". Most monsters are vulnerable able to one or two attacktypes. Search for artifact weapons and experiment with different weapons on different monsters. + You should know that there are ways to enchant ordinary weapons. However, it tends to be very costly. + It can be helpful to advance at least a very little bit in divine magic. Spells for healing, curing and protections can save your life more than once. + Use resist. potions to level up quickly. + Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! + + ===Clergy=== + For players looking to try out a pious route some safer options are: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:Humans]] | [[:classes:paladins]] or [[:classes:priests]] | All rounder & class includes [[:skills:praying]] | no penalties | | [[:races:Gnomes]] | [[:classes:warriors]] | Strong stat points for prayer and gnomes start with [[:skills:praying]] | no significant penalties | * Start buy using weapons until you can collect enough platinum to buy a book of holy word from Mosley's books in the top left of Scorn. * Worship mostrai and find orcs and giants to use holyword on or Worship Gorokh and go to the top of the valriel church to hunt angels. - Or for players interested in the other spellcasting skills: + ==On Prayer== + If you plan to utilize divine powers you must first choose a cult. Enter a temple of the cult you want to join. Step onto the altar and pray (type "use_skill praying"). The divine spirit will touch your soul, attuning your mortal being to your god. + Next you must learn prayers. Prayer books can be bought in magic shops. Some prayers will have different effects for every cult. Try to find "holy word" and "bless". + Casting divine spells (= prayers) will drain grace. When it runs low, pray to renew your faith. If your maximum grace is too low you should try to increase your Wisdom stat. + You can change cults anytime, but beware: Your former deity will become very angry and punish you! You might lose wisdom levels. + Return to the temple of your cult regularly. Step onto the altar and pray. This will please your deity.. And rest assured, the gods do know how to reward a worthy disciple! + Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality.. + + ===Wizardry=== + Or for players who still want to give the other spellcasting skills a try first: + ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:Humans]] | Any mage class except summoner | All rounder, can try and get a pyromancy skill scroll to start with as a human | no penalties | | [[:races:Halfling]] | Any mage class except summoner | Strong stat points for wizardry | no significant penalties | + * use magic bullet until you can find a bolt spell like firebolt. * use bolt spell on monsters that are vulnerable such as fire on trolls or cold on serpent men. * avoid wearing too much heavy equipment as this will cause your spell casting to fail + + ==On Alchemy== + To practice the art of alchemy, you will first need to learn some recipes. These can be found in some of the old books that are sold in magic shops. + To earn your a little money, you should kill some orcs/goblins and cast the spell "alchemy" over the loot, turning it into small gold nuggets. + When you know some recipes, you must try to collect the listed ingredients. Some can be bought in alchemy-shops, others must be collected in dungeons. To identify unknown minerals or potions type "use_skill alchemy". + Once you got all ingredients to complete a recipe, you must put them into your cauldron. The amount of ingredients must also be correct. Put the cauldron on the floor, close it and "use_skill alchemy" upon it. If you are lucky you will get what you longed for. + Use alchemy to earn money as well as for creating potions/balms for combat. + You open the guide to the Art of Summoning and start reading. + + ==On Summoning== + Basically there are two classes of summoning spells: 1. The golem-like spells summon a creature that will move straight forward attempting to kill any monster blocking the way. 2. The petmonster-like spells are capable of summoning masses of little helpers, fighting for your cause. + Use golem-like spells to take down strong enemies. For example: "summon golem", "summon xxx elemental", "staff to snake", "summon avatar". + Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". + As you raise your skill-level, most summoning spells will increase in power. + It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. + + ==More information== + You should now be ready to create your new character if you would like more information on any other options: + * You can go to [[#races]] for tips on other races + * You can go to [[#classes]] for tips on other classes + * You can go to [[#gods]] for tips on other cults + + =====Hall of selection===== + This area allows players to select the race and class of their new character. Below is the information provided inside the hall of selection: + + ===Introduction:=== + Welcome to the Hall of Selection. Here, you will pick what your character's initial skills shall be. Different classes start out with different skills, but as you play the game, you will be able to 'train' your character to do whatever task you wish. Like a person, your character can learn a new career, IF his native abilities allow it. Your choice of class will, however, have a permanent effect on how the player shall appear on the board. + + ===Crossfire primer #1:=== + Picking things up and applying them. On this square there is a piece of food. Click around with your various mouse buttons until you can pick it up and drop it. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. + + ===Crossfire primer #2:=== + ==skills== + Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. + The main ones are magic, weapons, and praying. There are many more. + Some you will use like this: + use_skill alchemy + Others, like praying, weapons, and magic are automatic. + + ===Crossfire primer #3:=== + ==Magic== + Players with the magic skill can cast magical spells. + Magical spells are used in this way: + by typing, for example: + cast small lightning + cast burning hands + Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. + + ===Crossfire primer #4:=== + ==Prayers== + Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing: + cast holy word + cast burning hands + Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction. + Grace is a measure of how pleased your god is with you at the moment. Your god will grant you favors if you have sufficient grace for the favor, or even sometimes if you don't. However, asking for big favors when you have insufficient grace may bring down divine retribution. + Grace is slowly replenished, up to a point. Beyond that point, you must pray to gain more grace. This is a convenient way to do this: + bind use_skill praying + P + Then simply hit the P key repeatedly. + This is also a good way to regenerate grace quickly. + + ===Crossfire primer #5:=== + ==Attacking with weapons or fists.== + If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: + yku + h l + bjn + Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. + + ===Crossfire primer #6:=== + ==Religions.== + When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. + Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. + + ===Closing:=== + To begin choosing, walk into the room below, and examine the different classes until you are satisfied. When you find a class you like, walk forward onto the circle for that class. ====Races==== A complete list of race traits is available [[:races|here]] @@ -75,15 +173,15 @@ ==Serpentman:== [[:races:serpent_men|Serpent men]] are another race that has great potential as a second character. Stat bonuses are decent for the melee skills; stat penalties for the spell casting skills are noticeable but nothing that substantial. However, a serpentman has restrictions on what armour they can use which can be compensated for with no restrictions on weapons. They are vulnerable to cold though, which is a very common spell effect or attack type within the game. ==Trolls:== - [[:races:Trolls]] have a high digestion rate - they eat alot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander's holy word. They are also vulnerable to weapons that are slay_troll. + [[:races:Trolls]] have a high digestion rate - they eat a lot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander's holy word. They are also vulnerable to weapons that are slay_troll. ==Wraiths:== [[:races:Wraiths]] are vulnerable to fire and all holy word based spells (plus the spell turn undead) which is very dangerous because of the area of effect of these spells. Also, a Wraith character casting holy word based prayers could accidentally kill themselves. They are also vulnerable to weapons that are slay_undead. ====Classes==== - A complete list of classes is available [[:classes|here]] + A complete list of classes is available [[:classes|here]]. ==Alchemist:== [[:classes:Alchemists]] start out with a minimum of combat and spell casting skills. However, their access to the alchemy skill can allow them to build up a considerable fortune, which then allows them to buy necessary items, skill scrolls, etc. to become a potent character later on. @@ -113,31 +211,11 @@ [[:classes:Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive. ====Gods==== ===Recommendations on Religion=== - Recommendations on Choosing a Cult or Religion - Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. - - ===Table of Contents:=== - * [[#Devourers]] - * [[#Gaea]] - * [[#Gnarg]] - * [[#Gorokh]] - * [[#Ixalovh]] - * [[#Lythander]] - * [[#Mostrai]] - * [[#Ruggilli]] - * [[#Sorig]] - * [[#Valkyrie]] - * [[#Valriel]] - - - ===Preface=== - This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. + Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. Also keep in mind that a weapon blessing will *not* work if the weapon already has a slay property or has been blessed by another god/cult. - - NOTE2: Need to comment on monsters from Summon Cult Monster and Summon Avatar prayers. ==Early Game== General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying. ==Mid Game== @@ -145,8 +223,23 @@ ==Late Game== General summary of what a cult member can expect at level 50+ in praying. ==Perks & Drawbacks== Understanding what the trade-offs are for those special abilities + + ===Table of Contents:=== + * [[#Devourers]] - Not Recommended + * [[#Gaea]] - Not recommended + * [[#Gnarg]] - Somewhat recommended + * [[#Gorokh]] - Recommended + * [[#Ixalovh]] - Not recommended + * [[#Lythander]] - Recommended + * [[#Mostrai]] - Highly Recommended + * [[#Ruggilli]] - Not recommended + * [[#Sorig]] - Recommended + * [[#Valkyrie]] - Somewhat recommended + * [[#Valriel]] - Not recommended + + ---- ===Mostrai=== Summary: Highly Recommended; Mostrai followers have the easiest drawbacks to work around, and very positive perks. They are able to compete well in all stages of the game. @@ -167,8 +260,10 @@ Mostrai followers only receive one bonus spell - Wall of Thorns They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells + + ---- ===Lythander=== Summary: Recommended; Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging. @@ -193,8 +288,10 @@ ==Drawbacks== The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types Being denied to Detonation means one can never cast spells from that school Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells + + ---- ===Gnarg=== Summary: Somewhat recommended; Gnarg followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. @@ -220,11 +317,13 @@ Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them Careful - you can infect yourself with your own disease spells Granted gifts not usable by all races and/or classes + + ---- ===Gaea=== - Summary: Recommended for specific instances; Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon" feature very restrictive and very challenging (lack of attack types) + Summary: Not recommended; Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon" feature very restrictive and very challenging (lack of attack types) ==Early Game== Gaea followers have enemies that are vulnerable to the Holy Word line of spells. Starting with undead (ex: zombies, skeletons) - this is probably the second most common monster that can be found in the game. Keep in mind that undead are vulnerable to Holy Word so these spells are especially deadly to them ==Mid Game== @@ -246,11 +345,13 @@ Followers can *not* wield weapons, no matter what - they can't enchant weapons either They can not cast spells from the schools of Wounding and Death The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes + + ---- ===Devourers=== - Summary: Somewhat recommended; this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + Summary: Not recommended; this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Devourers followers are denied the Holy Word spell school and to make up for that they can use spells that are damaging to all monsters, however these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. ==Mid Game== @@ -273,11 +374,13 @@ Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them Followers are denied to the Turning school, so they'll never be able to cast those type of spells + + ---- ===Ruggilli=== - Summary: Somewhat recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + Summary: Not recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Ruggilli does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. They are attuned the spell path of Wounding (ex: cause wounds) which can damage all monsters - so that makes things a little nicer. However these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. ==Mid Game== @@ -304,11 +407,12 @@ Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons + ---- ===Gorokh=== - Summary: Somewhat recommended; This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers. + Summary: Recommended; This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers. ==Early Game== Gorokh followers have enemies (Angels) that are vulnerable to the Holy Word line of spells. Low level Angels are not found on many maps, but they are readily available in a random map set in the Church of Valriel. Start out with using Holy Word (a very effective area of effect spell) against Whims and work your way up to Cherubs, Holy Ghosts and Angel Knights. ==Mid Game== @@ -330,8 +434,10 @@ Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal They also receive a luck penalty (-1); luck can influence all moments of random chance in the game + + ---- ===Valriel=== Summary: Somewhat recommended; This cult is very effective for fighting Demons, but a little weak against all other monsters. All granted abilities are passive or defensive so it will be up to the player to capitalize on that. For the most part, Valriel followers can expect quick annihilation of their foes or a long fight due to the defensive capabilities granted by Valriel. Pretty much the opposite of Gorokh followers. @@ -353,11 +459,12 @@ Valriel followers have a permanent glow aura which makes them very easy to see on dark maps Followers can also enchant weapons up to +3, which is the minimum Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) + ---- ===Sorig=== - Summary: Somewhat recommended; This cult peaks in the early game and doesn't do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "weak" drawbacks. + Summary: Recommended; This cult peaks in the early game and doesn't do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "weak" drawbacks. ==Early Game== Sorig does not have any enemies and they are denied to the school of Turning (i.e.; Holy Word) To make up for this, Sorig is granted attunement to Wounding and gets a granted spell, Divine Shock, in the early game. Divine shock is similar to Ball Lightning and will make quick work and substantial praying experience in maps with a high monster population. ==Mid Game== @@ -377,11 +484,12 @@ Does not grant Remove Damnation, so one will have to rely on scrolls for that Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level + ---- ===Ixalovh=== - Summary: Somewhat recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. + Summary: Not recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Ixalovh does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. To make up for this, Ixalovh followers receive the granted spell, Insect Plague, in the early game. Insect Plague quickly fills the immediate area up with ants (they are stronger then you expect) which makes quick work of the nearby monsters. Make sure monsters are nearby for this spell to work. ==Mid Game== @@ -405,11 +513,12 @@ Does not grant Remove Damnation, so one will have to rely on scrolls for that Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells + ---- ===Valkyrie=== - Summary: Recommendation - Somewhat recommended; This cult has amazing perks for warriors but completely prevents any form of spell casting. + Summary: Somewhat recommended; This cult has amazing perks for warriors but completely prevents any form of spell casting. ==Early Game== Cut and smash anything that gets in your way. Monsters that drop flesh such as ogres and giants are particularly valuable to assist in leveling prayer. ==Mid Game== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412244054 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 07:57:26 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 07:57:26 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412254646.819631.12610.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 07:57 User : saru Edit Summary: @@ -84,9 +84,9 @@ Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". As you raise your skill-level, most summoning spells will increase in power. It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. - ==More information== + ===More information=== You should now be ready to create your new character if you would like more information on any other options: * You can go to [[#races]] for tips on other races * You can go to [[#classes]] for tips on other classes * You can go to [[#gods]] for tips on other cults IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412254611 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 08:02:04 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 08:02:04 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412254924.399569.13603.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 08:02 User : saru Edit Summary: bulleted lists for gods @@ -250,18 +250,18 @@ Don't forget to pray over an altar of Mostrai to add enchantments (slay_goblin, slay_giant and attack_type: weaponmagic) to your wielded weapon ==Late Game== Mostrai's Holy Word spells are still effective on high level monsters - now (big) Wizards, Titans, and Dread Knights ==Perks== - Mostrai has a great selection of monsters which are vulnerable to his Holy Word spells - Followers can also enchant weapons up to +12, which is the maximum - Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Mostrai - Weaponmagic (on blessed weapons) is a very nice attack_type as well - Starts out with a bonus to Fire resistance - Fire is probably the most widely used attack type in the game + * Mostrai has a great selection of monsters which are vulnerable to his Holy Word spells + * Followers can also enchant weapons up to +12, which is the maximum + * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Mostrai + * Weaponmagic (on blessed weapons) is a very nice attack_type as well + * Starts out with a bonus to Fire resistance - Fire is probably the most widely used attack type in the game ==Drawbacks== - Mostrai followers only receive one bonus spell - Wall of Thorns - They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one - The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types - Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells + * Mostrai followers only receive one bonus spell - Wall of Thorns + * They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one + * The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types + * Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells ---- ===Lythander=== @@ -274,22 +274,22 @@ Don't forget to pray over an altar of Lythander to add enchantments (slay_goblin, slay_troll and attack_types: confusion and slow) to your wielded weapon ==Late Game== This is the drawback of Lythander - there aren't high level trolls (or goblins) in the game, so there's no way of gaining praying XP quickly and easily ==Perks== - Lythander followers has a great selection of monsters which are vulnerable to his Holy Word spells, but in the early and mid game only (also a drawback) - Followers can also enchant weapons up to +7, which is pretty good - Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Lythander - Immunity to the Confusion attack type - very useful! - The granted spell, Conflict, can be a nice way to gain praying experience because it causes monsters to fight on you behalf - monsters they kill apply to your praying experience - The granted spell, Defense, grants a 30% boost to nearly all resistances - very useful! - They receive a bow as a gift - which will not be useful to your class or race if you are not allowed to wield weapons (also a drawback) - They also receive a rod, in the form of a magic pipe, which casts a magic bullet like spell - usable by all classes and races - The Spell Regeneration bonus will be appreciated by those using Wizardry based spells - Stealth movement is also granted - which is useful for sneaking by some monsters + * Lythander followers has a great selection of monsters which are vulnerable to his Holy Word spells, but in the early and mid game only (also a drawback) + * Followers can also enchant weapons up to +7, which is pretty good + * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Lythander + * Immunity to the Confusion attack type - very useful! + * The granted spell, Conflict, can be a nice way to gain praying experience because it causes monsters to fight on you behalf - monsters they kill apply to your praying experience + * The granted spell, Defense, grants a 30% boost to nearly all resistances - very useful! + * They receive a bow as a gift - which will not be useful to your class or race if you are not allowed to wield weapons (also a drawback) + * They also receive a rod, in the form of a magic pipe, which casts a magic bullet like spell - usable by all classes and races + * The Spell Regeneration bonus will be appreciated by those using Wizardry based spells + * Stealth movement is also granted - which is useful for sneaking by some monsters ==Drawbacks== - The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types - Being denied to Detonation means one can never cast spells from that school - Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells + * The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types + * Being denied to Detonation means one can never cast spells from that school + * Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells ---- ===Gnarg=== @@ -302,23 +302,23 @@ Don't forget to pray over an altar of Gnarg to add enchantments (slay_dwarf, slay_faerie and attack_types: poison) to your wielded weapon ==Late Game== As before, Gnarg followers do not have any maps to choose from for using Holy Word, but they also gain access to the spell Cause Rabies which is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly ==Perks== - Gnarg followers are attuned to Wounding which makes the Cause Wounds and Disease line of spells more devastating - The bonus to resistance Poison is useful since this is often a deadly affliction at low levels all the way to high levels - Followers can also enchant weapons up to +12, which is the maximum - Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gnarg - The granted attack type of Poison allows you to hit monsters and run; while you heal up or regen grace or spell points, your foe will continue to take damage (assuming they are not immune or have poison resistance) - Gnarg followers can do well in the mid and late game - the disease attacks can infect a large percentage of in-game monsters (perk) but diseases take time to wear down and kills foes (drawback) - Gnarg followers are not denied to any spell paths - Receives Bracers and a Helmet as granted gifts + * Gnarg followers are attuned to Wounding which makes the Cause Wounds and Disease line of spells more devastating + * The bonus to resistance Poison is useful since this is often a deadly affliction at low levels all the way to high levels + * Followers can also enchant weapons up to +12, which is the maximum + * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gnarg + * The granted attack type of Poison allows you to hit monsters and run; while you heal up or regen grace or spell points, your foe will continue to take damage (assuming they are not immune or have poison resistance) + * Gnarg followers can do well in the mid and late game - the disease attacks can infect a large percentage of in-game monsters (perk) but diseases take time to wear down and kills foes (drawback) + * Gnarg followers are not denied to any spell paths + * Receives Bracers and a Helmet as granted gifts ==Drawbacks== - The resistance penalty to Magic will make all Wizardry based spells very dangerous - Not many items exist in the game to grant magic resistance; those that can have a high item power - Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells - Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - Careful - you can infect yourself with your own disease spells - Granted gifts not usable by all races and/or classes + * The resistance penalty to Magic will make all Wizardry based spells very dangerous + * Not many items exist in the game to grant magic resistance; those that can have a high item power + * Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells + * Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + * Careful - you can infect yourself with your own disease spells + * Granted gifts not usable by all races and/or classes ---- ===Gaea=== @@ -330,23 +330,23 @@ A wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Also, one is probably strong enough to start taking on the other enemies of Gaea - unnaturals (ex: beholders) ==Late Game== As in the previous two stages of the game - a wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Now is the time to move towards high level undead (ex: lich, demilich) and unnatural (ex: dreads) ==Perks== - Have access to the most god granted spells in the game - Immunity to Drain (experience loss), Depletion (stats are lowered) and Death (instant slay attack type) - Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gaea - Bonus to health (hit point) regeneration - Bonus to grace regeneration - Granted gift from praying on an altar of Gaea - healing potions (Gaea's Tear) - Granted gift from praying on an altar Gloves of the Sun +1 - hand worn items that grants additional attack types - Granted the prayer, Sanctuary, which surrounds the caster with an anti-magic wall and protects the caster - it also moves with you - Granted gift from praying on an altar of Gaea - Shield of the Earth (numerous elemental resistances) - The granted spell Peace is effective against nearly all monsters, which kind of makes up for not having access to Wounding and Death spells + * Have access to the most god granted spells in the game + * Immunity to Drain (experience loss), Depletion (stats are lowered) and Death (instant slay attack type) + * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gaea + * Bonus to health (hit point) regeneration + * Bonus to grace regeneration + * Granted gift from praying on an altar of Gaea - healing potions (Gaea's Tear) + * Granted gift from praying on an altar Gloves of the Sun +1 - hand worn items that grants additional attack types + * Granted the prayer, Sanctuary, which surrounds the caster with an anti-magic wall and protects the caster - it also moves with you + * Granted gift from praying on an altar of Gaea - Shield of the Earth (numerous elemental resistances) + * The granted spell Peace is effective against nearly all monsters, which kind of makes up for not having access to Wounding and Death spells ==Drawbacks== - Followers can *not* wield weapons, no matter what - they can't enchant weapons either - They can not cast spells from the schools of Wounding and Death - The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game - Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes + * Followers can *not* wield weapons, no matter what - they can't enchant weapons either + * They can not cast spells from the schools of Wounding and Death + * The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game + * Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes ---- ===Devourers=== @@ -359,23 +359,23 @@ Don't forget to pray over an altar of Devourers to add enchantments (attack_types: depletion, death and life stealing) to your wielded weapon ==Late Game== At this time, things continue to get better for the Devourers cult by adding an area of effect, instant death spell Face of Death. They also gain Cause Black Death which is a deadly disease that can infect (and kill) nearly all humanoids; although slowly. The spell, Cause Red Death, is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly.Maps with high monster populations can be quickly cleared out so the experience gain increases considerably at this stage in the game ==Perks== - Gain access to some of the most cult granted resistances in the game (7; Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100) - Immune to diseases - very useful when casting disease spells - Gain infravision (can see in the dark) - Followers can also enchant weapons up to +7, which is pretty good - Gain sustenance +100 - they no longer have to eat food - The attack type of Life Stealing will "heal the attacker" (dam/10 = damage dealt to monster, damage dealt/3 = hp given to player ) - Attuned to Death and Wounding which makes the granted spells even more devastating + * Gain access to some of the most cult granted resistances in the game (7; Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100) + * Immune to diseases - very useful when casting disease spells + * Gain infravision (can see in the dark) + * Followers can also enchant weapons up to +7, which is pretty good + * Gain sustenance +100 - they no longer have to eat food + * The attack type of Life Stealing will "heal the attacker" (dam/10 = damage dealt to monster, damage dealt/3 = hp given to player ) + * Attuned to Death and Wounding which makes the granted spells even more devastating ==Drawbacks== - Praying on an altar of Devourers will not grant Remove Depletion, stat loss from death will have to be recovered through Potions of Life - Praying on an altar of Devourers will not grant Remove Curse or Remove Damnation, you'll have to rely on scrolls for that - No god granted gifts/items - Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) - A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important - Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - Followers are denied to the Turning school, so they'll never be able to cast those type of spells + * Praying on an altar of Devourers will not grant Remove Depletion, stat loss from death will have to be recovered through Potions of Life + * Praying on an altar of Devourers will not grant Remove Curse or Remove Damnation, you'll have to rely on scrolls for that + * No god granted gifts/items + * Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) + * A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important + * Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + * Followers are denied to the Turning school, so they'll never be able to cast those type of spells ---- ===Ruggilli=== @@ -387,27 +387,27 @@ Around this time is when Ruggilli will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Keep in mind that Ruggilli is attuned to fire so this spell is specifically devastating for Ruggilli followers. Maps with large monster populations will result in lots of praying experience. Don't forget to pray over an altar of Ruggilli to add enchantments (slay_chaotic_water_creatures and attack_types: fire and physical) to your wielded weapon ==Late Game== Ruggilli grants one more spell for this stage, the spell is called Retributive Strike. This is an area of effect spell which can very easily kill the caster so use it with caution. Otherwise, the gained levels will only help with the base AC (Armour Class) and Armour bonus granted to Ruggilli followers. - Perks - Armour and AC improves with levels, this provides protection (eventually) without the penalties that armour normally provides - spell point generation penalty, movement penalty, arcane spell failure - Innate ability to reflect missiles (i.e.: crossbow bolts and arrows) - Hit point regeneration bonus - Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ruggilli - Followers can also enchant weapons up to +7, which is pretty good - Grants the attack type physical to enchanted weapons - Gain resistances to some rather key attack types; Fire +30, Magic +30, Armour +30 - The granted spell, Rage, can provide a handy bonus for combat - The granted spell, Flaming Aura, is especially devastating since it will cause fire damage to all surrounding monsters - continuously! - The granted spell, Retributive Strike, is probably the second most devastating spell in the game + ==Perks== + * Armour and AC improves with levels, this provides protection (eventually) without the penalties that armour normally provides - spell point generation penalty, movement penalty, arcane spell failure + * Innate ability to reflect missiles (i.e.: crossbow bolts and arrows) + * Hit point regeneration bonus + * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ruggilli + * Followers can also enchant weapons up to +7, which is pretty good + * Grants the attack type physical to enchanted weapons + * Gain resistances to some rather key attack types; Fire +30, Magic +30, Armour +30 + * The granted spell, Rage, can provide a handy bonus for combat + * The granted spell, Flaming Aura, is especially devastating since it will cause fire damage to all surrounding monsters - continuously! + * The granted spell, Retributive Strike, is probably the second most devastating spell in the game ==Drawbacks== - Does not grant Remove Damnation, so one will have to rely on scrolls for that - Retributive Strike can very easily kill the caster, use with extreme caution - Can not wear armour, so followers will need to rely on other means for "protection" (scrolls, potions, other spells & prayers, etc.) - Followers are repelled to Cold, Creation and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) - Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level - Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons + * Does not grant Remove Damnation, so one will have to rely on scrolls for that + * Retributive Strike can very easily kill the caster, use with extreme caution + * Can not wear armour, so followers will need to rely on other means for "protection" (scrolls, potions, other spells & prayers, etc.) + * Followers are repelled to Cold, Creation and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) + * Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level + * Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons ---- ===Gorokh=== @@ -420,22 +420,22 @@ Don't forget to pray over an altar of Gorokh to add enchantments (attack_type: fear and slay_angel) to your wielded weapon ==Late Game== No additional abilities are available for Gorokh followers for this stage. But, their abilities are still very potent at this area of the game. Using the existing & granted abilities in combination (Banishment to weaken foes, Rage & Flaming Aura and wielding an enchanted (slay_angel) weapon) is an extremely potent offense. Retributioners, High Angels and Arch Angels still present a challenge and a good source of experience at this level. ==Perks== - Gain resistances to some rather key attack types; Magic +30, Fear +100 - Followers can also enchant weapons up to +7, which is pretty good - Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gorokh - Followers are not denied to any spell paths - Followers are attuned to Wounding which makes spells from that path more potent - Holy Word spells slay Angels - which are one of the best experience resources in the game + * Gain resistances to some rather key attack types; Magic +30, Fear +100 + * Followers can also enchant weapons up to +7, which is pretty good + * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gorokh + * Followers are not denied to any spell paths + * Followers are attuned to Wounding which makes spells from that path more potent + * Holy Word spells slay Angels - which are one of the best experience resources in the game ==Drawbacks== - No granted gifts or items - Does not grant Remove Damnation, so one will have to rely on scrolls for that - Followers have a penalty to Cold resistance of -5 which can be tough to overcome while at a low level - Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level - Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) - Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal - They also receive a luck penalty (-1); luck can influence all moments of random chance in the game + * No granted gifts or items + * Does not grant Remove Damnation, so one will have to rely on scrolls for that + * Followers have a penalty to Cold resistance of -5 which can be tough to overcome while at a low level + * Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level + * Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) + * Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal + * They also receive a luck penalty (-1); luck can influence all moments of random chance in the game ---- ===Valriel=== @@ -447,19 +447,19 @@ Around this time is when Valriel will start granting bonus spells. The spells include Sunspear, a bolt based spell which can damage many different monsters. Another spell is Daylight, which has no real offensive use other then it "lights up" maps making the terrain and monster placement easier to see - especially for range based attacks. The final spell is Wrathful Eye, a cone based blinding which can be used against multiple monsters as well. Also, there's more enemies to watch for - Big Demons, Hellhounds and maybe Balrogs. Don't forget to pray over an altar of Valriel to add enchantments (slay_demon and attack_type: blinding) to your wielded weapon ==Late Game== No additional abilities are available for Valriel followers for this stage. But their Holy Word spells remain effective against the high level demons such as Balrogs, Demon Lords and Greater Demons. - Perks - Valriel has a great selection of monsters which are vulnerable to his Holy Word spells - Granted the following resistances; Fear +100, Confusion +20, Blinding +100 - Grants Remove Curse, Remove Damnation and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valriel - Followers are attuned to the following spell paths; Mind, Protection and Light - Holy Word spells slay demons - which are one of the better experience and treasure resources in the game + ==Perks== + * Valriel has a great selection of monsters which are vulnerable to his Holy Word spells + * Granted the following resistances; Fear +100, Confusion +20, Blinding +100 + * Grants Remove Curse, Remove Damnation and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valriel + * Followers are attuned to the following spell paths; Mind, Protection and Light + * Holy Word spells slay demons - which are one of the better experience and treasure resources in the game ==Drawbacks== - No granted gifts or items - Valriel followers have a permanent glow aura which makes them very easy to see on dark maps - Followers can also enchant weapons up to +3, which is the minimum - Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) + * No granted gifts or items + * Valriel followers have a permanent glow aura which makes them very easy to see on dark maps + * Followers can also enchant weapons up to +3, which is the minimum + * Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) ---- ===Sorig=== @@ -472,19 +472,19 @@ Don't forget to pray over an altar of Sorig to add enchantments (attack_type: electricity) to your wielded weapon ==Late Game== Sorig's attack power tapers off at this point because so many of the opposing monsters have so many hit points that the wounding spells will take a while to finish them off. Working against Sorig's cult is they are denied to Protection spells so they will have to reply on other means (potions, scrolls, etc.) for defense. ==Perks== - Gain resistance to one attack type; Electricity +30 - Followers can also enchant weapons up to +7, which is pretty good - Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Sorig - Has no resistance penalties - Followers are attuned to Electricity, Wounding and Missiles which makes spells from that path more potent - Granted a holy relic: mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40) + * Gain resistance to one attack type; Electricity +30 + * Followers can also enchant weapons up to +7, which is pretty good + * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Sorig + * Has no resistance penalties + * Followers are attuned to Electricity, Wounding and Missiles which makes spells from that path more potent + * Granted a holy relic: mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40) ==Drawbacks== - Granted holy relic is armour, which is not usable by certain races and classes - Does not grant Remove Damnation, so one will have to rely on scrolls for that - Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) - Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level + * Granted holy relic is armour, which is not usable by certain races and classes + * Does not grant Remove Damnation, so one will have to rely on scrolls for that + * Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) + * Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level ---- ===Ixalovh=== @@ -497,23 +497,23 @@ Don't forget to pray over an altar of Ixalovh to add enchantments (slay: consuming_fire_creatures and attack_types: cold and physical) to your wielded weapon ==Late Game== No additional abilities are available for Ixalovh followers for this stage. However, the granted spells remain potent and useful at this stage as well - especially Siren Call. ==Perks== - At a high enough level, praying on an altar of Ixalovh grants healing and full restoration of spell points - Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ixalovh - Followers can also enchant weapons up to +12, which is the maximum - Grants the attack type physical to enchanted weapons - Gain resistances to some rather key attack types; Cold +30, Magic +30, Armour +30 - Granted two holy relics (rods) - Horn of the Sirens, Horn of Ocean Waves; however they are extremely rare - Other granted item is a weapon, Ixalovh's spear +12 (see below) - Attuned to Frost and Transmutation which makes spells from that path more potent (see below) + * At a high enough level, praying on an altar of Ixalovh grants healing and full restoration of spell points + * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ixalovh + * Followers can also enchant weapons up to +12, which is the maximum + * Grants the attack type physical to enchanted weapons + * Gain resistances to some rather key attack types; Cold +30, Magic +30, Armour +30 + * Granted two holy relics (rods) - Horn of the Sirens, Horn of Ocean Waves; however they are extremely rare + * Other granted item is a weapon, Ixalovh's spear +12 (see below) + * Attuned to Frost and Transmutation which makes spells from that path more potent (see below) ==Drawbacks== - Followers are repelled to Fire and Detonation school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) - Followers have a penalty to Fire resistance of -30 which can be tough to overcome in the early game or while at a low level - Does not grant Remove Damnation, so one will have to rely on scrolls for that - Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons - They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells + * Followers are repelled to Fire and Detonation school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them + * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) + * Followers have a penalty to Fire resistance of -30 which can be tough to overcome in the early game or while at a low level + * Does not grant Remove Damnation, so one will have to rely on scrolls for that + * Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons + * They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells ---- ===Valkyrie=== @@ -525,11 +525,11 @@ Don't forget to pray over an altar of Valkyrie to add enchantments (slay: unnatural,angel,demon,undead and attack_types: weaponmagic and physical) to your wielded weapon; The combination of weapon enchantments and magic immunity should enable you to handle anything in your way. ==Late Game== The lack of spells can be frustrating late game, but the power of the additional slaying and weaponmagic this god grants will make you happy to continue to follow Valkyrie. ==Perks== - Followers can also enchant weapons up to +12, which is the maximum; However, the enchantment maximum will depend on one's grace score - so in the early game the max enchantment will be +3 and in mid-game it will be +7 - Granted 100% resistance to the attack_type of Magic - Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead) - Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie - Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point + * Followers can also enchant weapons up to +12, which is the maximum; However, the enchantment maximum will depend on one's grace score - so in the early game the max enchantment will be +3 and in mid-game it will be +7 + * Granted 100% resistance to the attack_type of Magic + * Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead) + * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie + * Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point ==Drawbacks== - Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps + * Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412254643 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 08:27:58 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 08:27:58 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: classes Message-ID: <1412256478.769574.13633.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 08:27 User : saru Edit Summary: Added starting conditions including equipment and skills @@ -2,24 +2,25 @@ In Crossfire, all players start off with the basic [[:skills]] of their profession. These 'classes' result in specific skills, [[:characters]] stats and [[:equipment]] (or lack of) being made available for a new [[:characters]]. The following table outlines the various stat modifications that each class makes to a [[:characters|character]] upon selection. For more detailed information about other traits that each brings click the link in the table: Unlike [[:races]] these stat point changes only affect the intial stat point distribution and do not affect the maximums of each type. - ^ Image ^ Class ^ [[characters:Str]] ^ [[characters:Dex]] ^ [[characters:Con]] ^ [[characters:Int]] ^ [[characters:Wis]] ^ [[characters:Pow]] ^ [[characters:Cha]] ^ Net +/- ((Charisma not included in Net calculation.))^ - | Religious | - | {{classes:monk.base.151.png}} | [[:classes:monks]] | +2 | +2 | +1 | +1 | -1 | 0 | 0 | +5 | - | {{classes:paladin.base.151.png}} | [[:classes:paladins]] | +0 | -1 | 0 | -2 | 2 | 1 | 1 | 0 | - | {{classes:priest.base.151.png}} | [[:classes:priests]] | -2 | -2 | -1 | 0 | 3 | 2 | 2 | 0 | - | Thief | - | {{classes:ninja.base.151.png}} | [[:classes:ninjas]] | +1 | +2 | +1 | 0 | -2 | -2 | -1 | 0 | - | {{classes:thief.base.151.png}} | [[:classes:thieves]] | 0 | +3 | -2 | +1 | -1 | -1 | -3 | 0 | - | Warrior| - | {{classes:barbarian.base.151.png}} | [[:classes:barbarians]] | +3 | +2 | +3 | -6 | -1 | -1 | -2 | 0 | - | {{classes:swashbuckl.base.151.png}} | [[:classes:swashbucklers]] | +1 | +2 | +1 | -1 | -2 | -1 | +1 |0 | - | {{classes:warrior.base.151.png}} | [[:classes:warriors]] | +2 | +1 | +1 | -2 | -1 | -1 | 0 | 0 | - | Wizard| - | {{classes:alchemist.base.151.png}} | [[:classes:alchemists]] | -3 | 0 | -1 | +3 | 0 | +1 | 0 | 0 | - | {{classes:wizard_white.base.151.png|}} | [[:classes:devotees]] | -2 | 0 | -2 | 0 | +2 | +2 | 1 | 0 | - | {{classes:evoker.base.151.png}} | [[:classes:evokers]] | -2 | 0 | -1 | 0 | 0 | +3 | 0 | 0 | - | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | -3 | +2 | -3 | +3 | -2 | +3 | -1 | 0 | - | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | -1 | 0 | -1 | +1 | 0 | +1 | 0 | 0 | - | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | +1 | -1 | +1 | 0 | -2 | +1 | 0 | 0 | - | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | -2 | 0 | -2 | +2 | 0 | +2 | 0 | 0 | + ^ Image ^ Class ^ [[characters:Str]] ^ [[characters:Dex]] ^ [[characters:Con]] ^ [[characters:Int]] ^ [[characters:Wis]] ^ [[characters:Pow]] ^ [[characters:Cha]] ^ Net +/- ((Charisma not included in Net calculation.)) ^ Starting Equipment ^ Special Equipment ^ Starting Skills ^ + ^ Religious ^^^^^^^^^^^^^ + | {{classes:monk.base.151.png}} | [[:classes:monks]] | +2 | +2 | +1 | +1 | -1 | 0 | 0 | +5 | Robe, Sack, Sandals | | Can?t use weapons, Bow, Meditation, Karate, Sense Magic, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | + | {{classes:paladin.base.151.png}} | [[:classes:paladins]] | +0 | -1 | 0 | -2 | 2 | 1 | 1 | 0 | Broadsword, Plate/Shield/Full helm, 1 Prayerbook, Holy Symbol | Holy symbol w/protective magic | Weapon, Bow, Praying, Oratory, find traps, use magic item, literacy, disarm traps | + | {{classes:priest.base.151.png}} | [[:classes:priests]] | -2 | -2 | -1 | 0 | 3 | 2 | 2 | 0 | Robe, Quarterstaff, 2 Prayerbooks | | Weapon, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | + ^ Thieves ^^^^^^^^^^^^^ + | {{classes:ninja.base.151.png}} | [[:classes:ninjas]] | +1 | +2 | +1 | 0 | -2 | -2 | -1 | 0 | Nunchaku, Leather Armour, Bag, Cloak | | Weapon, Bow, Jumping, Hiding, Karate, , find traps, use magic item, literacy, disarm traps | + | {{classes:thief.base.151.png}} | [[:classes:thieves]] | 0 | +3 | -2 | +1 | -1 | -1 | -3 | 0 | Cloak, Shortsword, Lockpicks, Leather Armour | | Weapon, Bow, Stealing, Jeweler, find traps, use magic item, literacy, disarm traps | + ^ Warriors ^^^^^^^^^^^^^ + | {{classes:barbarian.base.151.png}} | [[:classes:barbarians]] | +3 | +2 | +3 | -6 | -1 | -1 | -2 | 0 | Mace, Leather Armour, Helmet, Sack, Round Shield, Boots | | No Literacy, Weapon, Bow, Climbing, Woodsman | + | {{classes:swashbuckl.base.151.png}} | [[:classes:swashbucklers]] | +1 | +2 | +1 | -1 | -2 | -1 | +1 |0 | Lightsword, Dagger, Amulet, Sack | Weapon, Bow, Stealing, Singing, find traps, use magic item, literacy, disarm traps | + | {{classes:warrior.base.151.png}} | [[:classes:warriors]] | +2 | +1 | +1 | -2 | -1 | -1 | 0 | 0 | Sword, Chain/Shield, Sack | | Weapon, Bow, find traps, use magic item, literacy, disarm traps | + ^ Wizards ^^^^^^^^^^^^^ + | {{classes:alchemist.base.151.png}} | [[:classes:alchemists]] | -3 | 0 | -1 | +3 | 0 | +1 | 0 | 0 | Robe, 2 Random Spellbooks, Talisman, Dagger, Couldron | Talisman: attuned detonate, transmute | Weapon, Alchemy, Thaumaturgy (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:wizard_white.base.151.png|}} | [[:classes:devotees]] | -2 | 0 | -2 | 0 | +2 | +2 | 1 | 0 | Robe, Staff, 2 Prayerbooks, 1 Spellbook | | Weapon, Magic, Praying, find traps, use magic item, literacy, disarm traps | + | {{classes:evoker.base.151.png}} | [[:classes:evokers]] | -2 | 0 | -1 | 0 | 0 | +3 | 0 | 0 | Robe, Talisman, 2 Random Spellbooks, Shorstword, Staff | Talisman: attuned fire, frost, electricity; repelled mind, summon, transfer, transmute | Weapon, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | -3 | +2 | -3 | +3 | -2 | +3 | -1 | 0 | Robe & Hat (+1 SP), 3 Random Spellbooks | Hat +1sp; | No melee weapon skill, Sense Magic, Thaumaturgy, find traps, use magic item, literacy, disarm traps | + | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | -1 | 0 | -1 | +1 | 0 | +1 | 0 | 0 | Robe, 2 Random Spellbook, Talisman, Shortsword, 1 Prayerbook | Talisman: attuned summon, repelled turning | Weapon, Praying (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | +1 | -1 | +1 | 0 | -2 | +1 | 0 | 0 | Lightsword, Leather Armour, 2 Spellbooks, Talisman | | Weapon, Bow, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | -2 | 0 | -2 | +2 | 0 | +2 | 0 | 0 | Robe, 2 Random Spellbooks, Dagger, 1 Prayerbook | | Weapon, Praying, Magic, find traps, use magic item, literacy, disarm traps | + IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/classes?rev=1383457238 New Revision: http://wiki.metalforge.net/doku.php/classes -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 08:38:17 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 08:38:17 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: races Message-ID: <1412257097.189559.13640.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 08:38 User : saru Edit Summary: @@ -7,22 +7,22 @@ The following table outlines the various traits of the playable races. For more detailed information about other traits that each brings click the link in the table: ^ Race ^^ [[:characters:Str]] ^^ [[:characters:Dex]] ^^ [[characters:Con]] ^^ [[characters:Int]] ^^ [[characters:Wis]] ^^ [[characters:Pow]] ^^ [[:characters:Cha]] ^^ Net ((Charisma not included in Net calculation.)) ^ AC ^ WC ^ Dam ^ Resistances ^ Special Abilities ^ Starting Skills ^ Attunements ^ | |^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ Max ^ +/- ^ +/- | ||||| - |{{:images:pl_dragon_r.base.151.png}} |[[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5| Wc 21| Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy | | + |{{:images:pl_dragon_r.base.151.png}} |[[:races:Dragons]] |25 |+5 |20 |+0 |26 |+6 |12 |-8 |17 |-3|25 |+5 |20 |+0|5 |Ac 5| Wc 21| Dam 10|Natural armor improves over time by eating flesh |Can not use weapons or most armor. |Clawing, Levitate, Woodsman, Pyromancy |Attuned based on focus element | |{{:images:dwarf_p.base.151.png}} |[[:races:Dwarves]] |23 |+3 |18 |-2 |24 |+4 |18 |-2 |19 |-1 |18 |-2 |19 |-1 |0 |Ac 10| Wc 21| Dam 1 | | Can see in dark |Smithery | | |{{:images:elf.base.151.png}} |[[.races:Elves]] |18 |-2 |23 |+3 |18 |-2 |22 |+2 |17 |-3 |22 |+2 |24 |+4 |0 |Ac 10| Wc 21| Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Bowyer, Woodsman, Missile Weapons | | |{{:images:fenx.base.150.png}} |[[.races:Fendrakis]] |18 |-2 |24 |+4 |20 |0 |22 |+2 |18 |-2 |16 |-4 |22 |+2 |0 |Ac 10| Wc 21| Dam 1 | |Slow HP regeneration (-1), fast SP regeneration (+1), low food consumption (sustenance +2), start with bow & arrows, See in dark |Woodsman, Missile Weapons, Jumping, Singing | | - |{{:images:fireborn.base.111.png}} |[[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0| Wc 21| Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration (+2) |Levitation, Flame Touch, Praying, Pyromancy |Attune Fire | + |{{:images:fireborn.base.111.png}} |[[.races:Fireborns]] |15 |-5 |24 |+4 |20 |0 |22 |+2 |22 |+2 |27 |+7 |18 |-2 |10 |Ac 0| Wc 21| Dam 0 |Cold -30, Ghosthit -50, ,Poison +100, Fire +100 |Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration (+2), starts with a ring, amulet and power crystal |Levitation, Flame Touch, Praying, Pyromancy |Attuned Fire | |{{:images:gnome_p.base.151.png}} |[[.races:Gnomes]] |19 |-1 |17 |-3 |18 |-2 |20 |0 |23 |+3 |23 |+3 |20 |0 |0 |Ac 10| Wc 21| Dam 1 | |See in dark, Luck +1 |Praying | | |{{:images:pl_half_orc.base.151.png}} |[[.races:Half Orcs]] |22 |+2 |21 |+1 |22 |+2 |18 |-2 |18 |-2 |19 |-1 |17 |-3 |0 |Ac 10| Wc 21| Dam 1 |Poison +30 |See in dark |Stealing |Repelled Turning | |{{:images:halfling.base.151.png}} |[[.races:Halfling]] |16 |-4 |23 |+3 |24 |+4 |20 |0 |17 |-3 |20 |0 |20 |0 |0 |Ac 10| Wc 21| Dam 1 |Drain +30 |Luck +1 |Stealing, Hiding | | |{{:images:human.base.151.png}} |[[.races:Humans]] |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |20 |0 |0 |Ac 10| Wc 21| Dam 1 | | |Starts with random skill scroll | | - |{{:images:viking.base.151.png}} |[[.races:Northmen]] |21 |+1 |21 |+1 |22 |+2 |18 |-2 |19 |-1 |19 |-1 |19 |-1 |0 |Ac 10| Wc 21| Dam 1 |Cold +30 |Starts with horned helmet. |None | | - |{{:images:quetzalcoatl.base.131.png}} |[[.races:Quetzalcoatls]] |26 |+6 |23 |+3 |26 |+6 |12 |-8 |12 |-8 |26 |+6 |20 |0 |5 |Ac 5| Wc 21| Dam 10 |Cold -30, Fire +100 |Can not use shields, armor, boots and helmets, starts with burning hands and fireball |Levitation, Clawing | | + |{{:images:viking.base.151.png}} |[[.races:Northmen]] |21 |+1 |21 |+1 |22 |+2 |18 |-2 |19 |-1 |19 |-1 |19 |-1 |0 |Ac 10| Wc 21| Dam 1 |Cold +30 |Starts with horned helmet. |None |Repelled Fire | + |{{:images:quetzalcoatl.base.131.png}} |[[.races:Quetzalcoatls]] |26 |+6 |23 |+3 |26 |+6 |12 |-8 |12 |-8 |26 |+6 |20 |0 |5 |Ac 5| Wc 21| Dam 10 |Cold -30, Fire +100 |Can not use shields, armor, boots and helmets, starts with burning hands and fireball |Levitation, Clawing |Attuned fire | |{{:images:serpentman.base.151.png}} |[[.races:Serpent Men]] |22 |+2 |22 |+2 |24 |+4 |18 |-2 |18 |-2 |20 |0 |16 |-4 |4 |Ac 5| Wc 21| Dam 8 |Cold -50, Fire +30, Electricity +30, Acid +30, Poison +30, Physical +5 |Can not wear boots and helmets, can wear extra ring and bracers. |Clawing, Jumping | | |{{:images:troll_p.base.151.png}} |[[.races:Trolls]] |25 |+5 |19 |-1 |25 |+5 |15 |-5 |18 |-2 |18 |-2 |16 |-4 |0 |Ac 10| Wc 21| Dam 1 |Fire -30, Cold +30 |Fast HP regeneration (+3), slow SP regeneration (-2), Can see in dark |None |Repelled fire | - |{{:images:wraithp.base.151.png}} |[[.races:Wraiths]] |17 |-3 |24 |+4 |17 |-3 |22 |+2 |17 |-3 |23 |+3 |16 |-4 |0 |Ac 6| Wc 21| Dam 1 |Fire -25, Cold +30, Poison +100, Ghosthit +100, and Draining +100 |Undead (immune to disease), can see in dark |Wraith Feed |Denied fire spells, Attune cold spells | + |{{:images:wraithp.base.151.png}} |[[.races:Wraiths]] |17 |-3 |24 |+4 |17 |-3 |22 |+2 |17 |-3 |23 |+3 |16 |-4 |0 |Ac 6| Wc 21| Dam 1 |Fire -25, Cold +30, Poison +100, Ghosthit +100, and Draining +100 |Undead (immune to disease), can see in dark |Wraith Feed |Denied fire spells, Attuned Cold | ===== Other races of the world ===== * {{:races:air_elemental.png}} [[.races:Air Elementals]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/races?rev=1412238349 New Revision: http://wiki.metalforge.net/doku.php/races -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 09:03:04 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 09:03:04 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412258584.509585.13781.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 09:03 User : saru Edit Summary: Started adding the playing section... urgh @@ -1,25 +1,49 @@ ======Beginners Handbook====== + This handbook outlines useful information (and some spoilers) for beginning players. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. + =====Table of Contents===== - [[#Connecting to a server]] - [[#Creating a character]] - - [[#Races|Guides on the strengths and weaknesses of various races]] - - [[#Classes|Guides on the strengths and weaknesses of various classes]] - - [[#Gods|Recommendations on religion]] + - [[#Races|Guides on the strengths and weaknesses of various races]] + - [[#Classes|Guides on the strengths and weaknesses of various classes]] + - [[#Gods|Recommendations on religion]] + - [[#Playing crossfire]] =====Connecting to a server===== The first step is to connect to a crossfire server. You will need a [[:client]] to [[:client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. =====Creating a character===== - After following the connection guides, you should now be at the hall of selection. After choosing your new [[:characters|characters]] name (this can be the most difficult step sometimes) you will be asked to choose your [[:races|race]]. For new players, it is best to considering the following information before making any selection. [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. [[:Classes]] provide starting equipment and skills. If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: + Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "real" passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators. + + ==== Primary Stat Points ==== + Your next step will be to generate [[:characters#Primary Stats]] for your [[:characters|character]]. You aren't limited to the number of times you can roll your stats - so have fun. Notice that the stats are always arranged that the STR stat has the highest value, the CHA stat has the lowest. You may rearrange the order of these values when you decide that you have rolled some decent stats. A character can never roll better stats than an average of straight 15's, and any single stat higher than 18. + + When you roll your character, the stats displayed are the stats you will get as a human (which are unmodified). When satisfied, you can step through a number of races, each with special bonuses in stats. + + ==== Choosing a race ==== + [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. Your basic stats will be changed by choosing a different race. The difference between the natural stat limit and 20 indicates the bonus/penalty assigned to rolled primary stats. For example, a troll has a maximum strength which is 5 higher than 20-that means he will begin with an additional 5 points added to his strength roll. On the other hand, a troll can never get above 15 in intelligence. This means that your rolled character will have 5 less in intelligence if you choose that race. You should also note that any bonus to an ability can't raise the final number above your racial maximum, and no penalty can give you an ability score less then one; the lowest it can ever get is one. + + * While there is additional information on races [[#races|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:races|here]] + + ==== Choosing a class ==== + [[:Classes]] provide starting equipment and skills and modify the initial primary stats but **not their maximums**. This means that class plays a less significant role in the long term direction of your character. + + * While there is additional information on classes [[#classes|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:classes|here]] + + ==== Choosing a God ==== + If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. + + * While there is additional information on gods[[#gods|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:gods|here]] - "I'm new. Which race and class (and god) should I play?" + ==== The safe option ==== + Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: - Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. + "I'm new. Which race and class (and god) should I try?" - This guide is to help you pick a compatible race and class combination with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. + For beginning players, the "simple fighter" characters are the easiest to play successfully. The Dwarf, Human, and Warrior are among good earlier choices. As you gain experience with using Crossfire you may wish to branch out into other "fighter" characters such as the Thief or Elf, or try your hand at playing "spellcaster" characters like the Wizard, Mage, Cleric or Priest. The "exotic" races (e.g. Fireborn, Quetzalcoatl, and Wraith) and the Monk class are the hardest classes to master. Any character class that has a low natural INT (for example, the Barbarian class) will have a fairly difficult time at higher levels in learning new spells and abilities, so best aim to start with what you need. Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. ===Warriors=== @@ -84,13 +108,9 @@ Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". As you raise your skill-level, most summoning spells will increase in power. It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. - ===More information=== - You should now be ready to create your new character if you would like more information on any other options: - * You can go to [[#races]] for tips on other races - * You can go to [[#classes]] for tips on other classes - * You can go to [[#gods]] for tips on other cults + =====Hall of selection===== This area allows players to select the race and class of their new character. Below is the information provided inside the hall of selection: @@ -532,4 +552,247 @@ * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie * Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point ==Drawbacks== * Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps + + ===== Playing Crossfire ===== + Chapter 3 - Playing Crossfire + 3.1. Basics + In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. + + 3.1.1 How to do simple stuff + Move around and attack + Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of where the various movement keys will take you: + + ^ y or numpad 7 ^ ^ k or numpad 8^ ^ u or numpad 9^ + ^ ^ nwarrow ^ narrow ^ nearrow ^ ^ + ^ h or numpad 4 ^ warrow ^ {{classes:priest.base.151.png}} ^ earrow ^ l or numpad 6 ^ + ^ ^ swarrow ^ sarrow ^ searrow ^ ^ + ^ b or numpad 1 ^ ^ j or numpad 2 ^ ^ n or numpad 3 ^ + + The "." refers to yourself; you don't move anywhere when you press it. In order to "run" in a particular direction (i.e. move continuously without having to repeatedly punch the key) hold down the key then hit any movement key or the right hand mouse button to start moving. Release the key when you wish to stop running. + + If you move into something, you will attack it. This means walls, doors, and monsters will be damaged if you hit them. Players and friendly monsters may also be attacked in this way, but only if you set the peaceful flag to "off." To learn more about the combat system see section combat. + + Picking up items + To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. + + Applying stuff: wear armour, wield a weapon, eat, and so on + Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include "food" apple loaf cabbage cake carrot orc chop coffee choclate food fish mint onion orange pear potato roast bird waybread, "potions" balm dust figurine potion of charisma potion potion of constitution potionof dexterity potion potion potion of health potion of heroism improvement potion potion of intelligence potion potion potion of power potion of strength potion of wisdom potion and "scrolls" scroll To learn more about the uses of various items see chapter 6 (Equipment). + + Shoot a ranged weapon + Ranged weapons include bows bow composite bow crossbow elven bow hunters bow llightning bow long bow magic bow , wands staff wand , rods heavy rod, light rod, or horns horn horn. Apply the desired weapon, then check to see that the Range: slot in the status window indicates that item is "readied" (yes... you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, hold down the key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire. + + Enter a building or boat + guild Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the A key. If there is a link to a map drawn of the "inside" you will be taken there. If no link exists, you will get the message "the is closed." + + Use a skill + In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). To learn more about the skills system see chapter 5 (Skills). + + Cast a spell + In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" talismanor a "holy symbol" holy symbolwill also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. Issue the meta-command `cast to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic). + + 3.1.2 Saving the game and ending the Crossfire session: + The save command is to provide an emergency backup in case of a game crash. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. + + 3.1.3 About NPCs + Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. + + Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets," in that they follow you around and help you in your quest to kill enemies and find treasure. + + 3.1.4 Important special items + There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. + + Signs: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. + Handles and Buttons: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. + Gates and locked doors: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. + Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! + Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." + Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. + Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. + 3.2 Matters of life and death + 3.2.1 Attack system + Every time you make an attack, your attack is classified with one or more "attacktypes.". For example, an attack made with a ordinary sword results in the attack being made with the attack type of "physical." For another example, if a Mage attacks with a fireball spell the attack is made with the "magic" and "fire" attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. + + Here is a summary of the attack system; in fact, its a bit more complicated. + + Hitting an opponent + Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower). + + Damaging a hit opponent + Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "slay" various races of creatures. If the weapon slays the defender, the attack damage is tripled. + + 3.2.2 Experience + Accumulation of experience will result in increasing the level of the player's character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table: + + Relationship between experience and level for the first 10 levels. + + Level Experience + 1 0 + 2 1,000 + 3 2,000 + 4 4,000 + 5 8,000 + 6 16,000 + 7 32,000 + 8 64,000 + 9 125,000 + 10 250,000 + In the skills-based game, several kinds of experience exist. The score represents the "overall" proficiency of the player and is the sum of all the differing kinds of experience possessed. + + The player accumulates experience into various "experience categories" according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on. + + Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience. + + As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! + + 3.2.3 Calculation of selected secondary stats + Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used. + + Note: categories are given for the default settings, and this can be changed by the server administrator + + Refer to table primary stat effects if a quantity in a calculation is left unexplained. + + Weapon class (Wc) + The Wc calculation is: + + class Wc - THAC0(STR) - weapon Wc - level - 1 every 6 levels + + where THAC0 is found using the STR stat on table primary stat effects, the weapon Wc can be determined from the Crossfire Spoiler and the level is taken from the physique experience category. + + Weapon Speed + The calculation for weapon speed is quite complex (but here it is!). The value for the weapon speed is: + + speed/(LF * NastyFactor * LessNastyFactor) + + where LF ("level factor") is a number between 0.8 and 1.2 that increases with the level as (4+level)/(6+level)*1.2, (the level is taken from the overall level), and both NastyFactor and LessNastyFactor are calculated below. + + The value of NastyFactor is: + + 2/3 + MaxC/363 - ((0.00167*WpnW)/MaxC) + (speed/5) + ((Dex-14)/28) + + where MaxC is the maximum carrying limit of the character, WpnW is the weapon weight. Weapon weight can be determined from examining the given weapon (i.e. look at the number to the right side of the weapon icon in the inventory window). + + The value of LessNastyFactor is: + + 2 - ((WpnF - magic/2)/10) + + where WpnF is the "weapon factor" and magic is the value of the enchantment on the weapon (i.e. +1, +2, etc.). Weapon factor is given for some weapons in the table below: + + Weapon Factor Weapon + 1.6 nunchacu + 1.5 dagger + 1.4 Sting, katana, shortsword, taifu + 1.3 Belzebub's sword, Darkblade, Excalibur + 1.2 Firebrand, Frostbrand, Mjoellnir, Mournblade, Stormbringer, broadsword, falchion, light sword, long sword, quarterstaff, sabre, sword, trident + 1.1 Deathbringer, Demonbane, Dragonslayer, Holy Avenger club, hammer, mace, unicorn horn + 1.0 axe, stonehammer + 0.9 Skullcleaver, morningstar, stake, stoneaxe + 0.8 large morningstar + 0.5 Bonecrusher, Gram, shovel + 0.3 large club + 0.1 - 0.4 chair + 0.1 bed + Damage (Dam) + Current weapon, character race (race table) and STR (DmBin table primary stat effects) all effect the value of Dam. + + The calculation for Dam is: + + Class bonus + DmB + Weapon damage + Skill damage + + In addition, for every 4 levels of fighting expertise (physique experience category level) 1+(Dmb/5)) is added to Dam. Some skills (namely the hand-to-hand, or martial arts skills) can add significant damage to the overall total. The amount that is added depends on the user's level in that skill. Note that weapon damage is automatically added to your damage rating in the stat window when you wield any weapon. + + Armour class (Ac) + For characters that cannot wear armour (ex. Fireborn), their Ac can improve as their score increases. The calculation for Ac is then: + + Class Ac - level/3 + + The value of the character Ac may decrease to the value of -10. After that, no more improvement is made regardless of earned experience. The overall level is always used for this calculation. + + Hit points (Hp) + A character will gain the following number of Hp for each new overall level gained between levels 1-10: + + (HpB)/2 + D4 + D4 + 1 + 1/every even level if HpB is even. + + Where D4 is a random number between 1 and 4 and you always get 1 hit point gained per level, regardless of HpBM. For levels after 10th, Hp grow 2 per level. The overall level provides the correct value for level in the calculation. + + Mana (Sp) + A character will gain the following number of Sp for each new magic experience category level gained between levels 1-10: + + (MgB(POW))/2 + D3 + D3 + 1 every even level if MgB is even. + + Where D3 is a random number between 1 and 3 and you always get 1 mana gained per new level. For magic levels past the 10th, mana grows 2 per level. + + Grace (Gr) + A character will gain the following number of Gr for each new wisdom experience category level gained between levels 1-10: + + (MgB(WIS) + MgB(POW))/8 + D3 + + Where D3 is a random number between 1 and 3 and you always get 1 grace gained per new level. For levels past the 10th, grace grows 1 per wisdom level. + + Death --- the ultimate penalty? + Should your hit point total drop below 0 you will die gravestoneWhat happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and allof his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." + + For each time you die, your character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. + + If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse corpseof the character that is to be resurrected! + + 3.3 Some advanced stuff + 3.3.1 Some useful advanced commands + Meta-command (') + Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. + + Binding commands ('bind and 'unbind) + You may bind any key with a complex command. For example, you could bind the use of the meditation skill to the key "m." To do this first type: + + 'bind use_skill meditation + + then press . The game will then ask you for a key to bind the command to, you then hit m. You can also rebind this key to something else later if you wish too. Issue the command: + + 'unbind reset + + To totally reset bindings on keys. + + Pick up toggle (@) + This allows you to change your pickup status. Ten different modes for pick up exist: + + Mode 1: Pick up one item + Mode 2: Pickup up one item and stop + Mode 3: Stop before picking up items + Mode 4: Pick up all items + Mode 5: Pick up all items and stop + Mode 6: Pick up all magical items + Mode 7: Pick up all coins and gems + Modes above 7: Pickup items with a value density greater than the pickup mode. + + Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66. Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. Whenever you move over a pile of stuff your pickup mode controls if and what you collect. You can always pickup stuff using the pickup command (,) regardless of your current pickup mode. + + Invoke ('invoke) + A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: + + `bind invoke to any key. + + Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. + + 3.3.2 Playing with other people + As a general rule, other Crossfire players will prefer to cooperate or at least leave each other alone. If you go about killing other player's characters you may not only risk their continued wrath, but the anger of the server administrator as well. Check out the house rules before you start slaying players. + + Useful multi-player commands + Here are some useful commands for playing with other players: + + shout This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say. + who This will give you a listing of all the current players and the maps they are on currently. Invoke this command as 'who. + tell Will send your message only to the player indicated. It is invoked as: 'tell . + The simple party system + If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: + + 1) To form a party issue the command: + + 'party form + + 2) To join a party, type: + + 'party join + + Note: creating a party does not automatically make you a member, you still have to type 'party join + + To see all of the options, type 'party help. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412254918 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:43:41 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:43:41 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412297021.538594.16557.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:43 User : saru Edit Summary: Moved playing out of handbook for improved navigation and to mirror handbook @@ -553,246 +553,5 @@ * Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point ==Drawbacks== * Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps - ===== Playing Crossfire ===== - Chapter 3 - Playing Crossfire - 3.1. Basics - In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. - 3.1.1 How to do simple stuff - Move around and attack - Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of where the various movement keys will take you: - - ^ y or numpad 7 ^ ^ k or numpad 8^ ^ u or numpad 9^ - ^ ^ nwarrow ^ narrow ^ nearrow ^ ^ - ^ h or numpad 4 ^ warrow ^ {{classes:priest.base.151.png}} ^ earrow ^ l or numpad 6 ^ - ^ ^ swarrow ^ sarrow ^ searrow ^ ^ - ^ b or numpad 1 ^ ^ j or numpad 2 ^ ^ n or numpad 3 ^ - - The "." refers to yourself; you don't move anywhere when you press it. In order to "run" in a particular direction (i.e. move continuously without having to repeatedly punch the key) hold down the key then hit any movement key or the right hand mouse button to start moving. Release the key when you wish to stop running. - - If you move into something, you will attack it. This means walls, doors, and monsters will be damaged if you hit them. Players and friendly monsters may also be attacked in this way, but only if you set the peaceful flag to "off." To learn more about the combat system see section combat. - - Picking up items - To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. - - Applying stuff: wear armour, wield a weapon, eat, and so on - Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include "food" apple loaf cabbage cake carrot orc chop coffee choclate food fish mint onion orange pear potato roast bird waybread, "potions" balm dust figurine potion of charisma potion potion of constitution potionof dexterity potion potion potion of health potion of heroism improvement potion potion of intelligence potion potion potion of power potion of strength potion of wisdom potion and "scrolls" scroll To learn more about the uses of various items see chapter 6 (Equipment). - - Shoot a ranged weapon - Ranged weapons include bows bow composite bow crossbow elven bow hunters bow llightning bow long bow magic bow , wands staff wand , rods heavy rod, light rod, or horns horn horn. Apply the desired weapon, then check to see that the Range: slot in the status window indicates that item is "readied" (yes... you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, hold down the key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire. - - Enter a building or boat - guild Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the A key. If there is a link to a map drawn of the "inside" you will be taken there. If no link exists, you will get the message "the is closed." - - Use a skill - In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). To learn more about the skills system see chapter 5 (Skills). - - Cast a spell - In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" talismanor a "holy symbol" holy symbolwill also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. Issue the meta-command `cast to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic). - - 3.1.2 Saving the game and ending the Crossfire session: - The save command is to provide an emergency backup in case of a game crash. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. - - 3.1.3 About NPCs - Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. - - Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets," in that they follow you around and help you in your quest to kill enemies and find treasure. - - 3.1.4 Important special items - There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. - - Signs: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. - Handles and Buttons: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. - Gates and locked doors: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. - Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! - Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." - Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. - Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. - 3.2 Matters of life and death - 3.2.1 Attack system - Every time you make an attack, your attack is classified with one or more "attacktypes.". For example, an attack made with a ordinary sword results in the attack being made with the attack type of "physical." For another example, if a Mage attacks with a fireball spell the attack is made with the "magic" and "fire" attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. - - Here is a summary of the attack system; in fact, its a bit more complicated. - - Hitting an opponent - Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower). - - Damaging a hit opponent - Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "slay" various races of creatures. If the weapon slays the defender, the attack damage is tripled. - - 3.2.2 Experience - Accumulation of experience will result in increasing the level of the player's character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table: - - Relationship between experience and level for the first 10 levels. - - Level Experience - 1 0 - 2 1,000 - 3 2,000 - 4 4,000 - 5 8,000 - 6 16,000 - 7 32,000 - 8 64,000 - 9 125,000 - 10 250,000 - In the skills-based game, several kinds of experience exist. The score represents the "overall" proficiency of the player and is the sum of all the differing kinds of experience possessed. - - The player accumulates experience into various "experience categories" according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on. - - Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience. - - As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! - - 3.2.3 Calculation of selected secondary stats - Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used. - - Note: categories are given for the default settings, and this can be changed by the server administrator - - Refer to table primary stat effects if a quantity in a calculation is left unexplained. - - Weapon class (Wc) - The Wc calculation is: - - class Wc - THAC0(STR) - weapon Wc - level - 1 every 6 levels - - where THAC0 is found using the STR stat on table primary stat effects, the weapon Wc can be determined from the Crossfire Spoiler and the level is taken from the physique experience category. - - Weapon Speed - The calculation for weapon speed is quite complex (but here it is!). The value for the weapon speed is: - - speed/(LF * NastyFactor * LessNastyFactor) - - where LF ("level factor") is a number between 0.8 and 1.2 that increases with the level as (4+level)/(6+level)*1.2, (the level is taken from the overall level), and both NastyFactor and LessNastyFactor are calculated below. - - The value of NastyFactor is: - - 2/3 + MaxC/363 - ((0.00167*WpnW)/MaxC) + (speed/5) + ((Dex-14)/28) - - where MaxC is the maximum carrying limit of the character, WpnW is the weapon weight. Weapon weight can be determined from examining the given weapon (i.e. look at the number to the right side of the weapon icon in the inventory window). - - The value of LessNastyFactor is: - - 2 - ((WpnF - magic/2)/10) - - where WpnF is the "weapon factor" and magic is the value of the enchantment on the weapon (i.e. +1, +2, etc.). Weapon factor is given for some weapons in the table below: - - Weapon Factor Weapon - 1.6 nunchacu - 1.5 dagger - 1.4 Sting, katana, shortsword, taifu - 1.3 Belzebub's sword, Darkblade, Excalibur - 1.2 Firebrand, Frostbrand, Mjoellnir, Mournblade, Stormbringer, broadsword, falchion, light sword, long sword, quarterstaff, sabre, sword, trident - 1.1 Deathbringer, Demonbane, Dragonslayer, Holy Avenger club, hammer, mace, unicorn horn - 1.0 axe, stonehammer - 0.9 Skullcleaver, morningstar, stake, stoneaxe - 0.8 large morningstar - 0.5 Bonecrusher, Gram, shovel - 0.3 large club - 0.1 - 0.4 chair - 0.1 bed - Damage (Dam) - Current weapon, character race (race table) and STR (DmBin table primary stat effects) all effect the value of Dam. - - The calculation for Dam is: - - Class bonus + DmB + Weapon damage + Skill damage - - In addition, for every 4 levels of fighting expertise (physique experience category level) 1+(Dmb/5)) is added to Dam. Some skills (namely the hand-to-hand, or martial arts skills) can add significant damage to the overall total. The amount that is added depends on the user's level in that skill. Note that weapon damage is automatically added to your damage rating in the stat window when you wield any weapon. - - Armour class (Ac) - For characters that cannot wear armour (ex. Fireborn), their Ac can improve as their score increases. The calculation for Ac is then: - - Class Ac - level/3 - - The value of the character Ac may decrease to the value of -10. After that, no more improvement is made regardless of earned experience. The overall level is always used for this calculation. - - Hit points (Hp) - A character will gain the following number of Hp for each new overall level gained between levels 1-10: - - (HpB)/2 + D4 + D4 + 1 + 1/every even level if HpB is even. - - Where D4 is a random number between 1 and 4 and you always get 1 hit point gained per level, regardless of HpBM. For levels after 10th, Hp grow 2 per level. The overall level provides the correct value for level in the calculation. - - Mana (Sp) - A character will gain the following number of Sp for each new magic experience category level gained between levels 1-10: - - (MgB(POW))/2 + D3 + D3 + 1 every even level if MgB is even. - - Where D3 is a random number between 1 and 3 and you always get 1 mana gained per new level. For magic levels past the 10th, mana grows 2 per level. - - Grace (Gr) - A character will gain the following number of Gr for each new wisdom experience category level gained between levels 1-10: - - (MgB(WIS) + MgB(POW))/8 + D3 - - Where D3 is a random number between 1 and 3 and you always get 1 grace gained per new level. For levels past the 10th, grace grows 1 per wisdom level. - - Death --- the ultimate penalty? - Should your hit point total drop below 0 you will die gravestoneWhat happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and allof his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." - - For each time you die, your character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. - - If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse corpseof the character that is to be resurrected! - - 3.3 Some advanced stuff - 3.3.1 Some useful advanced commands - Meta-command (') - Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. - - Binding commands ('bind and 'unbind) - You may bind any key with a complex command. For example, you could bind the use of the meditation skill to the key "m." To do this first type: - - 'bind use_skill meditation - - then press . The game will then ask you for a key to bind the command to, you then hit m. You can also rebind this key to something else later if you wish too. Issue the command: - - 'unbind reset - - To totally reset bindings on keys. - - Pick up toggle (@) - This allows you to change your pickup status. Ten different modes for pick up exist: - - Mode 1: Pick up one item - Mode 2: Pickup up one item and stop - Mode 3: Stop before picking up items - Mode 4: Pick up all items - Mode 5: Pick up all items and stop - Mode 6: Pick up all magical items - Mode 7: Pick up all coins and gems - Modes above 7: Pickup items with a value density greater than the pickup mode. - - Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66. Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. Whenever you move over a pile of stuff your pickup mode controls if and what you collect. You can always pickup stuff using the pickup command (,) regardless of your current pickup mode. - - Invoke ('invoke) - A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: - - `bind invoke to any key. - - Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. - - 3.3.2 Playing with other people - As a general rule, other Crossfire players will prefer to cooperate or at least leave each other alone. If you go about killing other player's characters you may not only risk their continued wrath, but the anger of the server administrator as well. Check out the house rules before you start slaying players. - - Useful multi-player commands - Here are some useful commands for playing with other players: - - shout This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say. - who This will give you a listing of all the current players and the maps they are on currently. Invoke this command as 'who. - tell Will send your message only to the player indicated. It is invoked as: 'tell . - The simple party system - If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: - - 1) To form a party issue the command: - - 'party form - - 2) To join a party, type: - - 'party join - - Note: creating a party does not automatically make you a member, you still have to type 'party join - - To see all of the options, type 'party help. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412258578 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:44:30 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:44:30 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides Message-ID: <1412297070.089551.16560.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:44 User : saru Edit Summary: @@ -2,8 +2,18 @@ Here you will find many guides detailing various aspects of playing Crossfire. ===== Getting Started ===== + ==== Crossfire Handbook ==== + - Connecting to Crossfire + - [[:guides:character_creation|Creating a character]] + - Race guide + - Class guide + - Gods guide + - Playing Crossfire + - Combat + - Magic + * The [[character creation HOWTO]] - All you need to know for creating your first character. Lists of commands with syntax and a short description of what each command does. * [[Player Commands]] - Commands any player can use IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides?rev=1410418080 New Revision: http://wiki.metalforge.net/doku.php/guides -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:46:03 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:46:03 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:beginners_handbook Message-ID: <1412297163.381334.16565.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:46 User : saru Edit Summary: renamed - character creation @@ -1,557 +1 @@ - ======Beginners Handbook====== - This handbook outlines useful information (and some spoilers) for beginning players. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. - - =====Table of Contents===== - - [[#Connecting to a server]] - - [[#Creating a character]] - - [[#Races|Guides on the strengths and weaknesses of various races]] - - [[#Classes|Guides on the strengths and weaknesses of various classes]] - - [[#Gods|Recommendations on religion]] - - [[#Playing crossfire]] - - =====Connecting to a server===== - The first step is to connect to a crossfire server. You will need a [[:client]] to [[:client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. - - Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. - - =====Creating a character===== - Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "real" passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators. - - ==== Primary Stat Points ==== - Your next step will be to generate [[:characters#Primary Stats]] for your [[:characters|character]]. You aren't limited to the number of times you can roll your stats - so have fun. Notice that the stats are always arranged that the STR stat has the highest value, the CHA stat has the lowest. You may rearrange the order of these values when you decide that you have rolled some decent stats. A character can never roll better stats than an average of straight 15's, and any single stat higher than 18. - - When you roll your character, the stats displayed are the stats you will get as a human (which are unmodified). When satisfied, you can step through a number of races, each with special bonuses in stats. - - ==== Choosing a race ==== - [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. Your basic stats will be changed by choosing a different race. The difference between the natural stat limit and 20 indicates the bonus/penalty assigned to rolled primary stats. For example, a troll has a maximum strength which is 5 higher than 20-that means he will begin with an additional 5 points added to his strength roll. On the other hand, a troll can never get above 15 in intelligence. This means that your rolled character will have 5 less in intelligence if you choose that race. You should also note that any bonus to an ability can't raise the final number above your racial maximum, and no penalty can give you an ability score less then one; the lowest it can ever get is one. - - * While there is additional information on races [[#races|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:races|here]] - - ==== Choosing a class ==== - [[:Classes]] provide starting equipment and skills and modify the initial primary stats but **not their maximums**. This means that class plays a less significant role in the long term direction of your character. - - * While there is additional information on classes [[#classes|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:classes|here]] - - ==== Choosing a God ==== - If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. - - * While there is additional information on gods[[#gods|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:gods|here]] - - ==== The safe option ==== - Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: - - "I'm new. Which race and class (and god) should I try?" - - For beginning players, the "simple fighter" characters are the easiest to play successfully. The Dwarf, Human, and Warrior are among good earlier choices. As you gain experience with using Crossfire you may wish to branch out into other "fighter" characters such as the Thief or Elf, or try your hand at playing "spellcaster" characters like the Wizard, Mage, Cleric or Priest. The "exotic" races (e.g. Fireborn, Quetzalcoatl, and Wraith) and the Monk class are the hardest classes to master. Any character class that has a low natural INT (for example, the Barbarian class) will have a fairly difficult time at higher levels in learning new spells and abilities, so best aim to start with what you need. Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. - - NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. - - ===Warriors=== - In general most players find the warrior classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "safe" race to start out with and learn how to play. Some of the most straightforward combinations are: - ^ Race ^ Class ^ Strength ^ Weakness ^ - | [[:races:humans|Human]] | [[:classes:paladins]] or [[:classes:warriors]] | All rounder & class includes [[:skills:praying]] (note if you get a scroll of praying, consider re-rolling) | no penalties | - | [[:races:half_orcs|Half-orc]] | [[:classes:warriors]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] for turning spells | - | [[:races:northmen|Northman]] | [[:classes:warriors]] | All rounder | penalty to [[:skills:spell_casting|spell casting]] for fire spells | - - * Neither race or class has any restrictions on equipment or other gear. - * They can wield or use any weapon and armour. Once again, which cult/god your character chooses to worship will have an affect on this. - * Neither race or class makes you vulnerable to any particular attack type such as fire for a wraith or troll, etc. This can be a hard learning curve when first starting out. - * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/fighter classes. The core skills (movement coordination, attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "melee" classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship. - - ==On Warriors== - To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by "running into them". - Physical toughness means you will need high Str (for good attacking power) and Con (for many hit points) -stats. Look for "potions of Strength/Constitution". Try to get items that speed up your health-regeneration too. - Weapons will be very important for you. Note that every weapon has certain "attacktypes". Most monsters are vulnerable able to one or two attacktypes. Search for artifact weapons and experiment with different weapons on different monsters. - You should know that there are ways to enchant ordinary weapons. However, it tends to be very costly. - It can be helpful to advance at least a very little bit in divine magic. Spells for healing, curing and protections can save your life more than once. - Use resist. potions to level up quickly. - Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! - - ===Clergy=== - For players looking to try out a pious route some safer options are: - ^ Race ^ Class ^ Strength ^ Weakness ^ - | [[:races:Humans]] | [[:classes:paladins]] or [[:classes:priests]] | All rounder & class includes [[:skills:praying]] | no penalties | - | [[:races:Gnomes]] | [[:classes:warriors]] | Strong stat points for prayer and gnomes start with [[:skills:praying]] | no significant penalties | - - * Start buy using weapons until you can collect enough platinum to buy a book of holy word from Mosley's books in the top left of Scorn. - * Worship mostrai and find orcs and giants to use holyword on or Worship Gorokh and go to the top of the valriel church to hunt angels. - - ==On Prayer== - If you plan to utilize divine powers you must first choose a cult. Enter a temple of the cult you want to join. Step onto the altar and pray (type "use_skill praying"). The divine spirit will touch your soul, attuning your mortal being to your god. - Next you must learn prayers. Prayer books can be bought in magic shops. Some prayers will have different effects for every cult. Try to find "holy word" and "bless". - Casting divine spells (= prayers) will drain grace. When it runs low, pray to renew your faith. If your maximum grace is too low you should try to increase your Wisdom stat. - You can change cults anytime, but beware: Your former deity will become very angry and punish you! You might lose wisdom levels. - Return to the temple of your cult regularly. Step onto the altar and pray. This will please your deity.. And rest assured, the gods do know how to reward a worthy disciple! - Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality.. - - ===Wizardry=== - Or for players who still want to give the other spellcasting skills a try first: - ^ Race ^ Class ^ Strength ^ Weakness ^ - | [[:races:Humans]] | Any mage class except summoner | All rounder, can try and get a pyromancy skill scroll to start with as a human | no penalties | - | [[:races:Halfling]] | Any mage class except summoner | Strong stat points for wizardry | no significant penalties | - - * use magic bullet until you can find a bolt spell like firebolt. - * use bolt spell on monsters that are vulnerable such as fire on trolls or cold on serpent men. - * avoid wearing too much heavy equipment as this will cause your spell casting to fail - - ==On Alchemy== - To practice the art of alchemy, you will first need to learn some recipes. These can be found in some of the old books that are sold in magic shops. - To earn your a little money, you should kill some orcs/goblins and cast the spell "alchemy" over the loot, turning it into small gold nuggets. - When you know some recipes, you must try to collect the listed ingredients. Some can be bought in alchemy-shops, others must be collected in dungeons. To identify unknown minerals or potions type "use_skill alchemy". - Once you got all ingredients to complete a recipe, you must put them into your cauldron. The amount of ingredients must also be correct. Put the cauldron on the floor, close it and "use_skill alchemy" upon it. If you are lucky you will get what you longed for. - Use alchemy to earn money as well as for creating potions/balms for combat. - You open the guide to the Art of Summoning and start reading. - - ==On Summoning== - Basically there are two classes of summoning spells: 1. The golem-like spells summon a creature that will move straight forward attempting to kill any monster blocking the way. 2. The petmonster-like spells are capable of summoning masses of little helpers, fighting for your cause. - Use golem-like spells to take down strong enemies. For example: "summon golem", "summon xxx elemental", "staff to snake", "summon avatar". - Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". - As you raise your skill-level, most summoning spells will increase in power. - It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. - - - - =====Hall of selection===== - This area allows players to select the race and class of their new character. Below is the information provided inside the hall of selection: - - ===Introduction:=== - Welcome to the Hall of Selection. Here, you will pick what your character's initial skills shall be. Different classes start out with different skills, but as you play the game, you will be able to 'train' your character to do whatever task you wish. Like a person, your character can learn a new career, IF his native abilities allow it. Your choice of class will, however, have a permanent effect on how the player shall appear on the board. - - ===Crossfire primer #1:=== - Picking things up and applying them. On this square there is a piece of food. Click around with your various mouse buttons until you can pick it up and drop it. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. - - ===Crossfire primer #2:=== - ==skills== - Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. - The main ones are magic, weapons, and praying. There are many more. - Some you will use like this: - use_skill alchemy - Others, like praying, weapons, and magic are automatic. - - ===Crossfire primer #3:=== - ==Magic== - Players with the magic skill can cast magical spells. - Magical spells are used in this way: - by typing, for example: - cast small lightning - cast burning hands - Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. - - ===Crossfire primer #4:=== - ==Prayers== - Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing: - cast holy word - cast burning hands - Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction. - Grace is a measure of how pleased your god is with you at the moment. Your god will grant you favors if you have sufficient grace for the favor, or even sometimes if you don't. However, asking for big favors when you have insufficient grace may bring down divine retribution. - Grace is slowly replenished, up to a point. Beyond that point, you must pray to gain more grace. This is a convenient way to do this: - bind use_skill praying - P - Then simply hit the P key repeatedly. - This is also a good way to regenerate grace quickly. - - ===Crossfire primer #5:=== - ==Attacking with weapons or fists.== - If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: - yku - h l - bjn - Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. - - ===Crossfire primer #6:=== - ==Religions.== - When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. - Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. - - ===Closing:=== - To begin choosing, walk into the room below, and examine the different classes until you are satisfied. When you find a class you like, walk forward onto the circle for that class. - - ====Races==== - A complete list of race traits is available [[:races|here]] - - ==Dragon/fire hatchling:== - [[:races:Dragons]] must plan to manage their elemental focus which may take some practice to get used to. The armor restrictions (can't wear any) and weapon restrictions (can't wield any) can make some of the early levels tough - unless you have a stockpile or access to some magical stuff (other character, guild, friends, etc.) Dragon characters are also vulnerable to weapons that are slay_dragon. Visit the [[:races:Dragons]] page for more information. - - ==Dwarf:== - [[:races:Dwarves]] would be a recommended starting race, except for one problem: they are vulnerable to the holy word of Gnarg (slay_dwarf) Otherwise they make excellent warriors. - - ==Elf:== - [[:races:Elves]] have a penalty to their starting Str and Con stats, which are very important for the fighter classes. Plus they are vulnerable to Gnarg's holy word. They are also vulnerable to weapons that are slay_faerie. - - ==Fireborn:== - A [[:races:fireborns|fireborn]] has strict armour and other gear restrictions (no weapons). They are also vulnerable to cold and other attack types such as drain and ghost hit which makes up for their protection from fire and poison. The stat penalties for a fireborn also makes them weak fighters, but very strong spell casters. - - ==Gnome:== - [[:races:Gnomes]] have a penalty to their starting Str, Dex and Con stats which are critical for the fighter classes. - - ==Halfling:== - [[:races:Halfling]] start out with a substantial penalty to their Str score, but do receive a bonus to their Dex and Con scores. They have no weapon restrictions; are not vulnerable to any particular spell or attack type. Halflings would probably fall under the category of "recommended" vs "highly recommended." - - ==Quetzalcoatl:== - At a quick glance, [[:races:Quetzalcoatls]] have the appearance of being potent fighters in Crossfire. However, they can't wear or use any armour. They can wield weapons though. The stat penalties they take on the "spell casting" stats is very substantial though. Their vulnerabilities to paralyze and cold assures a near immediate death (several equipment options are available to reduce this chance) because of the frequency that these attack types show up in the game (probably second to fire.) - - ==Serpentman:== - [[:races:serpent_men|Serpent men]] are another race that has great potential as a second character. Stat bonuses are decent for the melee skills; stat penalties for the spell casting skills are noticeable but nothing that substantial. However, a serpentman has restrictions on what armour they can use which can be compensated for with no restrictions on weapons. They are vulnerable to cold though, which is a very common spell effect or attack type within the game. - - ==Trolls:== - [[:races:Trolls]] have a high digestion rate - they eat a lot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander's holy word. They are also vulnerable to weapons that are slay_troll. - - ==Wraiths:== - [[:races:Wraiths]] are vulnerable to fire and all holy word based spells (plus the spell turn undead) which is very dangerous because of the area of effect of these spells. Also, a Wraith character casting holy word based prayers could accidentally kill themselves. They are also vulnerable to weapons that are slay_undead. - - ====Classes==== - A complete list of classes is available [[:classes|here]]. - - ==Alchemist:== - [[:classes:Alchemists]] start out with a minimum of combat and spell casting skills. However, their access to the alchemy skill can allow them to build up a considerable fortune, which then allows them to buy necessary items, skill scrolls, etc. to become a potent character later on. - - ==Barbarian:== - [[:classes:Barbarians]] are a pure combat class in the early game. Their stat penalties can make diversifying your character extra challenging because learning new skills requires the literacy skill (which they do not start out with) and a high Intelligence (which they start out with a -6 modifier). - - ==Devotee, Sorcerer, Summoner, Warlock, Wizard:== - [[:classes:Devotees]], [[:classes:Sorcerers]], [[:classes:Summoners]], [[:classes:Warlocks]], [[:classes:Wizards]], are the "mage" type of classes, the arcane spell casters. These are especially challenging to start out the game with. - - All the offensive spells that they have access to require spell points to cast. Nearly all armour in the game hinders spell point regeneration so wearing plate mail while adventuring in the dungeon not only slows down your movement (all these classes, but warlock, start with a penalty to the Strength score) and spell point regeneration. These leaves the "mages" very vulnerable on the defense, but powerful on the offense as well. - They also start out with a penalty to their Constitution score (except the Warlock,) so their total hit points (health) are not that high either. As they level, they do not gain as many hit points for each level either. - Learning the timing and coordination necessary for effective spell casting has a learning curve. Vanquishing as many monsters as you can with a single spell will help you level up faster, but understanding when to use a ball, cone, or bolt based spell takes some practice and learning. This of course assumes your character starts out with one of these spells. Spells can be found for "free" as random treasure, but often times you'll need to purchase new spells from shops or other players. Having a stockpile of money helps with this - which is easier to acquire with one of the melee classes. - - ==Monk:== - [[:classes:Monks]] are unable to wield any weapons or wear any armour (other then normal clothing). They are the only class that has access to the meditate skill (allows for fast healing and spell point regeneration) to make up for this. Monks also have a minimum of stat penalties when starting out which gives them the potential to be a decent mix of melee skills and spell casting. But, it's the early game where defense (in the form of armour) and hit points (to withstand damage that the armour can't prevent) are so critical - that leaves the monk "recommended" as a second character that you may want to create. - - ==Ninja:== - [[:classes:Ninjas]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Wis, Pow.) They do not have any weapon or armour restrictions. Overall, this makes the ninja class rather favourable. Ninjas would probably fall under the category of "recommended" vs "highly recommended. - - ==Priest:== - [[:classes:Priests]] are very similar to the "mage" classes (Devotee, Sorcerer, Summoner, Warlock and Wizard) with the key difference being the priest uses prayers and grace instead of arcane spells and spell points. The next major difference is that the priest's spell casting is not hindered by armour and that grace can be restored by using the praying skill. What makes a priest a challenge to play is their strengths are in their spells - both offensive & defensive and healing. A player has to purchase and successfully learn all these spells and use them effectively. This is expensive and an even bigger learning curve. The stat bonuses and penalties for the priest reflect this - they start out with penalties to the core melee stats (Str, Dex, and Con) and positive modifiers to their spell casting stats (Int, Wis, Pow.) - - ==Swashbuckler:== - [[:classes:Swashbucklers]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Int, Wis, Pow.) They do not have any weapon or armour restrictions. They receive a bonus to their Charisma score which can be helpful in the buying and purchasing items from shops. Overall, this makes the swashbuckler class rather favourable. Swashbucklers would probably fall under the category of "recommended" vs "highly recommended." - - ==Thief:== - [[:classes:Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive. - - ====Gods==== - ===Recommendations on Religion=== - Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. - - NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. Also keep in mind that a weapon blessing will *not* work if the weapon already has a slay property or has been blessed by another god/cult. - - ==Early Game== - General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying. - ==Mid Game== - General summary of what a cult member can expect while gaining levels 16 to 40 in praying. - ==Late Game== - General summary of what a cult member can expect at level 50+ in praying. - ==Perks & Drawbacks== - Understanding what the trade-offs are for those special abilities - - ===Table of Contents:=== - * [[#Devourers]] - Not Recommended - * [[#Gaea]] - Not recommended - * [[#Gnarg]] - Somewhat recommended - * [[#Gorokh]] - Recommended - * [[#Ixalovh]] - Not recommended - * [[#Lythander]] - Recommended - * [[#Mostrai]] - Highly Recommended - * [[#Ruggilli]] - Not recommended - * [[#Sorig]] - Recommended - * [[#Valkyrie]] - Somewhat recommended - * [[#Valriel]] - Not recommended - - ---- - - ===Mostrai=== - Summary: Highly Recommended; Mostrai followers have the easiest drawbacks to work around, and very positive perks. They are able to compete well in all stages of the game. - - ==Early Game== - Mostrai followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly - ==Mid Game== - After Goblins - the other race that is vulnerable to Mostrai's Holy Word spells are Giants. Moving on to Ogres and eventually Hill Giants, they present a little more of a challenge - but are very plentiful in the game. Around this time one receives Mostrai's only granted spell, Wall of Thorns. This spell has it's uses, but can easily bypassed by monsters with alot of hitpoints or monsters that are flying. - Don't forget to pray over an altar of Mostrai to add enchantments (slay_goblin, slay_giant and attack_type: weaponmagic) to your wielded weapon - ==Late Game== - Mostrai's Holy Word spells are still effective on high level monsters - now (big) Wizards, Titans, and Dread Knights - ==Perks== - * Mostrai has a great selection of monsters which are vulnerable to his Holy Word spells - * Followers can also enchant weapons up to +12, which is the maximum - * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Mostrai - * Weaponmagic (on blessed weapons) is a very nice attack_type as well - * Starts out with a bonus to Fire resistance - Fire is probably the most widely used attack type in the game - ==Drawbacks== - * Mostrai followers only receive one bonus spell - Wall of Thorns - * They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one - * The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types - * Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells - - ---- - - ===Lythander=== - Summary: Recommended; Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging. - - ==Early Game== - Lythander followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly - ==Mid Game== - After Goblins - the other race that is vulnerable to Lythander's Holy Word spells are Trolls. Start with Baby Trolls and then eventually move up towards Trolls and Gaelotrolls. The later present a little more of a challenge - but are very plentiful in the game. - Don't forget to pray over an altar of Lythander to add enchantments (slay_goblin, slay_troll and attack_types: confusion and slow) to your wielded weapon - ==Late Game== - This is the drawback of Lythander - there aren't high level trolls (or goblins) in the game, so there's no way of gaining praying XP quickly and easily - ==Perks== - * Lythander followers has a great selection of monsters which are vulnerable to his Holy Word spells, but in the early and mid game only (also a drawback) - * Followers can also enchant weapons up to +7, which is pretty good - * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Lythander - * Immunity to the Confusion attack type - very useful! - * The granted spell, Conflict, can be a nice way to gain praying experience because it causes monsters to fight on you behalf - monsters they kill apply to your praying experience - * The granted spell, Defense, grants a 30% boost to nearly all resistances - very useful! - * They receive a bow as a gift - which will not be useful to your class or race if you are not allowed to wield weapons (also a drawback) - * They also receive a rod, in the form of a magic pipe, which casts a magic bullet like spell - usable by all classes and races - * The Spell Regeneration bonus will be appreciated by those using Wizardry based spells - * Stealth movement is also granted - which is useful for sneaking by some monsters - ==Drawbacks== - * The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types - * Being denied to Detonation means one can never cast spells from that school - * Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells - - ---- - - ===Gnarg=== - Summary: Somewhat recommended; Gnarg followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. - - ==Early Game== - Gnarg followers have enemies that are vulnerable to the Holy Word line of spells. However, dwarves and faeries (elves and pixies) are not that plentiful in the game; this makes the early levels slow going - ==Mid Game== - Like in the early game, at this level not many maps have dwarves or faeries on that to make leveling up easy. However, around this time you will gain the spell Poison Fog which is a wide area of affect spell that uses the poison attack type so it won't destroy items carried by monsters. Another spell is Cause Typhoid which is also a highly infectious and devastating disease - Don't forget to pray over an altar of Gnarg to add enchantments (slay_dwarf, slay_faerie and attack_types: poison) to your wielded weapon - ==Late Game== - As before, Gnarg followers do not have any maps to choose from for using Holy Word, but they also gain access to the spell Cause Rabies which is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly - ==Perks== - * Gnarg followers are attuned to Wounding which makes the Cause Wounds and Disease line of spells more devastating - * The bonus to resistance Poison is useful since this is often a deadly affliction at low levels all the way to high levels - * Followers can also enchant weapons up to +12, which is the maximum - * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gnarg - * The granted attack type of Poison allows you to hit monsters and run; while you heal up or regen grace or spell points, your foe will continue to take damage (assuming they are not immune or have poison resistance) - * Gnarg followers can do well in the mid and late game - the disease attacks can infect a large percentage of in-game monsters (perk) but diseases take time to wear down and kills foes (drawback) - * Gnarg followers are not denied to any spell paths - * Receives Bracers and a Helmet as granted gifts - ==Drawbacks== - * The resistance penalty to Magic will make all Wizardry based spells very dangerous - * Not many items exist in the game to grant magic resistance; those that can have a high item power - * Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells - * Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - * Careful - you can infect yourself with your own disease spells - * Granted gifts not usable by all races and/or classes - - ---- - - ===Gaea=== - Summary: Not recommended; Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon" feature very restrictive and very challenging (lack of attack types) - - ==Early Game== - Gaea followers have enemies that are vulnerable to the Holy Word line of spells. Starting with undead (ex: zombies, skeletons) - this is probably the second most common monster that can be found in the game. Keep in mind that undead are vulnerable to Holy Word so these spells are especially deadly to them - ==Mid Game== - A wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Also, one is probably strong enough to start taking on the other enemies of Gaea - unnaturals (ex: beholders) - ==Late Game== - As in the previous two stages of the game - a wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Now is the time to move towards high level undead (ex: lich, demilich) and unnatural (ex: dreads) - ==Perks== - * Have access to the most god granted spells in the game - * Immunity to Drain (experience loss), Depletion (stats are lowered) and Death (instant slay attack type) - * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gaea - * Bonus to health (hit point) regeneration - * Bonus to grace regeneration - * Granted gift from praying on an altar of Gaea - healing potions (Gaea's Tear) - * Granted gift from praying on an altar Gloves of the Sun +1 - hand worn items that grants additional attack types - * Granted the prayer, Sanctuary, which surrounds the caster with an anti-magic wall and protects the caster - it also moves with you - * Granted gift from praying on an altar of Gaea - Shield of the Earth (numerous elemental resistances) - * The granted spell Peace is effective against nearly all monsters, which kind of makes up for not having access to Wounding and Death spells - ==Drawbacks== - * Followers can *not* wield weapons, no matter what - they can't enchant weapons either - * They can not cast spells from the schools of Wounding and Death - * The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game - * Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes - - ---- - - ===Devourers=== - Summary: Not recommended; this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. - - ==Early Game== - Devourers followers are denied the Holy Word spell school and to make up for that they can use spells that are damaging to all monsters, however these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. - ==Mid Game== - Around this time is when Devourers will start granting bonus spells. The spells are area of effect disease spells (Cause Red Death) or wounding spells (Cause Many Wounds) or instant death spells (Finger of Death) - this is when things really start to ramp up for players. Maps with large monster populations will result in lots of praying experience. - Don't forget to pray over an altar of Devourers to add enchantments (attack_types: depletion, death and life stealing) to your wielded weapon - ==Late Game== - At this time, things continue to get better for the Devourers cult by adding an area of effect, instant death spell Face of Death. They also gain Cause Black Death which is a deadly disease that can infect (and kill) nearly all humanoids; although slowly. The spell, Cause Red Death, is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly.Maps with high monster populations can be quickly cleared out so the experience gain increases considerably at this stage in the game - ==Perks== - * Gain access to some of the most cult granted resistances in the game (7; Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100) - * Immune to diseases - very useful when casting disease spells - * Gain infravision (can see in the dark) - * Followers can also enchant weapons up to +7, which is pretty good - * Gain sustenance +100 - they no longer have to eat food - * The attack type of Life Stealing will "heal the attacker" (dam/10 = damage dealt to monster, damage dealt/3 = hp given to player ) - * Attuned to Death and Wounding which makes the granted spells even more devastating - ==Drawbacks== - * Praying on an altar of Devourers will not grant Remove Depletion, stat loss from death will have to be recovered through Potions of Life - * Praying on an altar of Devourers will not grant Remove Curse or Remove Damnation, you'll have to rely on scrolls for that - * No god granted gifts/items - * Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) - * A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important - * Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - * Followers are denied to the Turning school, so they'll never be able to cast those type of spells - - ---- - - ===Ruggilli=== - Summary: Not recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. - - ==Early Game== - Ruggilli does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. They are attuned the spell path of Wounding (ex: cause wounds) which can damage all monsters - so that makes things a little nicer. However these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. - ==Mid Game== - Around this time is when Ruggilli will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Keep in mind that Ruggilli is attuned to fire so this spell is specifically devastating for Ruggilli followers. Maps with large monster populations will result in lots of praying experience. - Don't forget to pray over an altar of Ruggilli to add enchantments (slay_chaotic_water_creatures and attack_types: fire and physical) to your wielded weapon - ==Late Game== - Ruggilli grants one more spell for this stage, the spell is called Retributive Strike. This is an area of effect spell which can very easily kill the caster so use it with caution. Otherwise, the gained levels will only help with the base AC (Armour Class) and Armour bonus granted to Ruggilli followers. - ==Perks== - * Armour and AC improves with levels, this provides protection (eventually) without the penalties that armour normally provides - spell point generation penalty, movement penalty, arcane spell failure - * Innate ability to reflect missiles (i.e.: crossbow bolts and arrows) - * Hit point regeneration bonus - * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ruggilli - * Followers can also enchant weapons up to +7, which is pretty good - * Grants the attack type physical to enchanted weapons - * Gain resistances to some rather key attack types; Fire +30, Magic +30, Armour +30 - * The granted spell, Rage, can provide a handy bonus for combat - * The granted spell, Flaming Aura, is especially devastating since it will cause fire damage to all surrounding monsters - continuously! - * The granted spell, Retributive Strike, is probably the second most devastating spell in the game - ==Drawbacks== - * Does not grant Remove Damnation, so one will have to rely on scrolls for that - * Retributive Strike can very easily kill the caster, use with extreme caution - * Can not wear armour, so followers will need to rely on other means for "protection" (scrolls, potions, other spells & prayers, etc.) - * Followers are repelled to Cold, Creation and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) - * Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level - * Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons - - ---- - - ===Gorokh=== - Summary: Recommended; This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers. - - ==Early Game== - Gorokh followers have enemies (Angels) that are vulnerable to the Holy Word line of spells. Low level Angels are not found on many maps, but they are readily available in a random map set in the Church of Valriel. Start out with using Holy Word (a very effective area of effect spell) against Whims and work your way up to Cherubs, Holy Ghosts and Angel Knights. - ==Mid Game== - Around this time is when Gorokh will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. Another spell is Vitriol, which is a ball based spell (like Fireball) that does acid damage; the splash from the spell also leaves puddles of acid on the ground which can continue to damage (or even kill) nearby monsters. The final spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Maps with large monster populations will result in lots of praying experience. Also, there's more enemies to watch for - Angels, Light Angels and maybe Retributioners - Don't forget to pray over an altar of Gorokh to add enchantments (attack_type: fear and slay_angel) to your wielded weapon - ==Late Game== - No additional abilities are available for Gorokh followers for this stage. But, their abilities are still very potent at this area of the game. Using the existing & granted abilities in combination (Banishment to weaken foes, Rage & Flaming Aura and wielding an enchanted (slay_angel) weapon) is an extremely potent offense. Retributioners, High Angels and Arch Angels still present a challenge and a good source of experience at this level. - ==Perks== - * Gain resistances to some rather key attack types; Magic +30, Fear +100 - * Followers can also enchant weapons up to +7, which is pretty good - * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gorokh - * Followers are not denied to any spell paths - * Followers are attuned to Wounding which makes spells from that path more potent - * Holy Word spells slay Angels - which are one of the best experience resources in the game - ==Drawbacks== - * No granted gifts or items - * Does not grant Remove Damnation, so one will have to rely on scrolls for that - * Followers have a penalty to Cold resistance of -5 which can be tough to overcome while at a low level - * Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level - * Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) - * Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal - * They also receive a luck penalty (-1); luck can influence all moments of random chance in the game - - ---- - - ===Valriel=== - Summary: Somewhat recommended; This cult is very effective for fighting Demons, but a little weak against all other monsters. All granted abilities are passive or defensive so it will be up to the player to capitalize on that. For the most part, Valriel followers can expect quick annihilation of their foes or a long fight due to the defensive capabilities granted by Valriel. Pretty much the opposite of Gorokh followers. - - ==Early Game== - Valriel followers have enemies (Demons) that are vulnerable to the Holy Word line of spells. Low level Demons are not found on many maps, but they are readily available in a random map set in the Church of Gorokh. Start out with using Holy Word (a very effective area of effect spell) against Imps and work your way up to Raas, Demons and Fiends. - ==Mid Game== - Around this time is when Valriel will start granting bonus spells. The spells include Sunspear, a bolt based spell which can damage many different monsters. Another spell is Daylight, which has no real offensive use other then it "lights up" maps making the terrain and monster placement easier to see - especially for range based attacks. The final spell is Wrathful Eye, a cone based blinding which can be used against multiple monsters as well. Also, there's more enemies to watch for - Big Demons, Hellhounds and maybe Balrogs. - Don't forget to pray over an altar of Valriel to add enchantments (slay_demon and attack_type: blinding) to your wielded weapon - ==Late Game== - No additional abilities are available for Valriel followers for this stage. But their Holy Word spells remain effective against the high level demons such as Balrogs, Demon Lords and Greater Demons. - ==Perks== - * Valriel has a great selection of monsters which are vulnerable to his Holy Word spells - * Granted the following resistances; Fear +100, Confusion +20, Blinding +100 - * Grants Remove Curse, Remove Damnation and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valriel - * Followers are attuned to the following spell paths; Mind, Protection and Light - * Holy Word spells slay demons - which are one of the better experience and treasure resources in the game - ==Drawbacks== - * No granted gifts or items - * Valriel followers have a permanent glow aura which makes them very easy to see on dark maps - * Followers can also enchant weapons up to +3, which is the minimum - * Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) - - ---- - - ===Sorig=== - Summary: Recommended; This cult peaks in the early game and doesn't do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "weak" drawbacks. - - ==Early Game== - Sorig does not have any enemies and they are denied to the school of Turning (i.e.; Holy Word) To make up for this, Sorig is granted attunement to Wounding and gets a granted spell, Divine Shock, in the early game. Divine shock is similar to Ball Lightning and will make quick work and substantial praying experience in maps with a high monster population. - ==Mid Game== - Around this time is when Sorig will start granting bonus spells. The spells include Cause Critical Wounds which will is a bolt based wounding spell - very effective against numerous monsters. Another spell is Windstorm, which is a cone based spell which can cause some monsters to be repelled and pushed away from the caster. Another spell is Cause Critical Wounds which is a single target spell and the second most powerful wounding spell. Very few monsters have resistances to these attack types. - Don't forget to pray over an altar of Sorig to add enchantments (attack_type: electricity) to your wielded weapon - ==Late Game== - Sorig's attack power tapers off at this point because so many of the opposing monsters have so many hit points that the wounding spells will take a while to finish them off. Working against Sorig's cult is they are denied to Protection spells so they will have to reply on other means (potions, scrolls, etc.) for defense. - ==Perks== - * Gain resistance to one attack type; Electricity +30 - * Followers can also enchant weapons up to +7, which is pretty good - * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Sorig - * Has no resistance penalties - * Followers are attuned to Electricity, Wounding and Missiles which makes spells from that path more potent - * Granted a holy relic: mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40) - ==Drawbacks== - * Granted holy relic is armour, which is not usable by certain races and classes - * Does not grant Remove Damnation, so one will have to rely on scrolls for that - * Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) - * Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level - - ---- - - ===Ixalovh=== - Summary: Not recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. - - ==Early Game== - Ixalovh does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. To make up for this, Ixalovh followers receive the granted spell, Insect Plague, in the early game. Insect Plague quickly fills the immediate area up with ants (they are stronger then you expect) which makes quick work of the nearby monsters. Make sure monsters are nearby for this spell to work. - ==Mid Game== - At this point, Ixalovh grants another spell called Wave. Wave is a cone based spell where Water Elementals quickly spread forward damaging all monsters in it's path - it's also very good at "flowing" around corners and other walls. The area of effect of this spell is very thorough. e spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Siren Call which will charm nearby monsters and allow you to use the petmode ('help petmode) commands to "control" them. All monsters killed this way is added to your praying experience. - Don't forget to pray over an altar of Ixalovh to add enchantments (slay: consuming_fire_creatures and attack_types: cold and physical) to your wielded weapon - ==Late Game== - No additional abilities are available for Ixalovh followers for this stage. However, the granted spells remain potent and useful at this stage as well - especially Siren Call. - ==Perks== - * At a high enough level, praying on an altar of Ixalovh grants healing and full restoration of spell points - * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ixalovh - * Followers can also enchant weapons up to +12, which is the maximum - * Grants the attack type physical to enchanted weapons - * Gain resistances to some rather key attack types; Cold +30, Magic +30, Armour +30 - * Granted two holy relics (rods) - Horn of the Sirens, Horn of Ocean Waves; however they are extremely rare - * Other granted item is a weapon, Ixalovh's spear +12 (see below) - * Attuned to Frost and Transmutation which makes spells from that path more potent (see below) - ==Drawbacks== - * Followers are repelled to Fire and Detonation school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them - * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) - * Followers have a penalty to Fire resistance of -30 which can be tough to overcome in the early game or while at a low level - * Does not grant Remove Damnation, so one will have to rely on scrolls for that - * Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons - * They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells - - ---- - - ===Valkyrie=== - Summary: Somewhat recommended; This cult has amazing perks for warriors but completely prevents any form of spell casting. - - ==Early Game== - Cut and smash anything that gets in your way. Monsters that drop flesh such as ogres and giants are particularly valuable to assist in leveling prayer. - ==Mid Game== - Don't forget to pray over an altar of Valkyrie to add enchantments (slay: unnatural,angel,demon,undead and attack_types: weaponmagic and physical) to your wielded weapon; The combination of weapon enchantments and magic immunity should enable you to handle anything in your way. - ==Late Game== - The lack of spells can be frustrating late game, but the power of the additional slaying and weaponmagic this god grants will make you happy to continue to follow Valkyrie. - ==Perks== - * Followers can also enchant weapons up to +12, which is the maximum; However, the enchantment maximum will depend on one's grace score - so in the early game the max enchantment will be +3 and in mid-game it will be +7 - * Granted 100% resistance to the attack_type of Magic - * Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead) - * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie - * Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point - ==Drawbacks== - * Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps - IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook?rev=1412297014 New Revision: http://wiki.metalforge.net/doku.php/guides:beginners_handbook -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:46:43 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:46:43 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides Message-ID: <1412297203.266554.16569.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:46 User : saru Edit Summary: @@ -3,9 +3,9 @@ ===== Getting Started ===== ==== Crossfire Handbook ==== - - Connecting to Crossfire + - [[:guides:connecting to crossfire|Connecting to Crossfire]] - [[:guides:character_creation|Creating a character]] - Race guide - Class guide - Gods guide IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides?rev=1412297067 New Revision: http://wiki.metalforge.net/doku.php/guides -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:49:34 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:49:34 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: guides:character_creation Message-ID: <1412297374.569078.16572.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:49 User : saru Edit Summary: created ======Crossfire Handbook - Character Creation====== This handbook outlines useful information (and some spoilers) for beginning players on creating new characters. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. =====Handbook Table of Contents===== - [[:guides:Connecting_to_a_server]] - [[:guides:character_creation#Creating a character]] <- You are here - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - [[:guides:Playing_crossfire]] =====Creating a character===== Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "real" passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators. ==== Primary Stat Points ==== Your next step will be to generate [[:characters#Primary Stats]] for your [[:characters|character]]. You aren't limited to the number of times you can roll your stats - so have fun. Notice that the stats are always arranged that the STR stat has the highest value, the CHA stat has the lowest. You may rearrange the order of these values when you decide that you have rolled some decent stats. A character can never roll better stats than an average of straight 15's, and any single stat higher than 18. When you roll your character, the stats displayed are the stats you will get as a human (which are unmodified). When satisfied, you can step through a number of races, each with special bonuses in stats. ==== Choosing a race ==== [[:Races]] provide permanent changes to the total [[:characters#primary stats]] maximums and also provide other bonuses and weaknesses. Your basic stats will be changed by choosing a different race. The difference between the natural stat limit and 20 indicates the bonus/penalty assigned to rolled primary stats. For example, a troll has a maximum strength which is 5 higher than 20-that means he will begin with an additional 5 points added to his strength roll. On the other hand, a troll can never get above 15 in intelligence. This means that your rolled character will have 5 less in intelligence if you choose that race. You should also note that any bonus to an ability can't raise the final number above your racial maximum, and no penalty can give you an ability score less then one; the lowest it can ever get is one. * While there is additional information on races [[#races|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:races|here]] ==== Choosing a class ==== [[:Classes]] provide starting equipment and skills and modify the initial primary stats but **not their maximums**. This means that class plays a less significant role in the long term direction of your character. * While there is additional information on classes [[#classes|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:classes|here]] ==== Choosing a God ==== If your character is [[skills:praying|pious]] the choice of God you worship also impacts upon your strengths and weaknesses. * While there is additional information on gods[[#gods|below]], detailed is information is available in the //[[:mechanics|sworn book of scorn]]// [[:gods|here]] ==== The safe option ==== Hence, combinations of race and class and god, particularly in early and mid-levels (0 - 50), push characters into using specific [[:skills]] such as [[:skills:spell_casting]] for [[:characters:Int|intelligent]] characters, [[:skills:combat]] for [[:characters:Str|strong]] characters or [[:skills:praying|religion]] for [[:characters:Wis|wise]] characters . Some combinations are powerful early in the game (at low levels) but fall off later (at high levels) whilst other combinations may be very challenging to get started but come into their own at higher levels. The most common question at this point is: "I'm new. Which race and class (and god) should I try?" For beginning players, the "simple fighter" characters are the easiest to play successfully. The Dwarf, Human, and Warrior are among good earlier choices. As you gain experience with using Crossfire you may wish to branch out into other "fighter" characters such as the Thief or Elf, or try your hand at playing "spellcaster" characters like the Wizard, Mage, Cleric or Priest. The "exotic" races (e.g. Fireborn, Quetzalcoatl, and Wraith) and the Monk class are the hardest classes to master. Any character class that has a low natural INT (for example, the Barbarian class) will have a fairly difficult time at higher levels in learning new spells and abilities, so best aim to start with what you need. Selecting a compatible race and class combination can make the difference between repeat & numerous deaths or level progression/accomplishments and a positive "newbie" experience. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. ===Warriors=== In general most players find the warrior classes the easiest to learn from due to their high durability and ability to fight their way out of dangerous situations and should therefore select a "safe" race to start out with and learn how to play. Some of the most straightforward combinations are: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:humans|Human]] | [[:classes:paladins]] or [[:classes:warriors]] | All rounder & class includes [[:skills:praying]] (note if you get a scroll of praying, consider re-rolling) | no penalties | | [[:races:half_orcs|Half-orc]] | [[:classes:warriors]] | Stat bonuses favour fighter classes | penalty to [[:skills:spell_casting|spell casting]] for turning spells | | [[:races:northmen|Northman]] | [[:classes:warriors]] | All rounder | penalty to [[:skills:spell_casting|spell casting]] for fire spells | * Neither race or class has any restrictions on equipment or other gear. * They can wield or use any weapon and armour. Once again, which cult/god your character chooses to worship will have an affect on this. * Neither race or class makes you vulnerable to any particular attack type such as fire for a wraith or troll, etc. This can be a hard learning curve when first starting out. * Also, when starting out, it's easiest to learn how to play Crossfire as one of the warrior/fighter classes. The core skills (movement coordination, attack strategies, map & level progression) apply to all classes, but have a shorter learning curve with the "melee" classes. Learning and using spells (especially offensive spells) is a step up from these core skills. After all, once the spell caster runs out of grace or mana - they are going to have to fight their way out to safety. Having said that, these combinations do not have restrictions on spell access *until* your character selects a god/cult to follow or worship. ==On Warriors== To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by "running into them". Physical toughness means you will need high Str (for good attacking power) and Con (for many hit points) -stats. Look for "potions of Strength/Constitution". Try to get items that speed up your health-regeneration too. Weapons will be very important for you. Note that every weapon has certain "attacktypes". Most monsters are vulnerable able to one or two attacktypes. Search for artifact weapons and experiment with different weapons on different monsters. You should know that there are ways to enchant ordinary weapons. However, it tends to be very costly. It can be helpful to advance at least a very little bit in divine magic. Spells for healing, curing and protections can save your life more than once. Use resist. potions to level up quickly. Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! ===Clergy=== For players looking to try out a pious route some safer options are: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:Humans]] | [[:classes:paladins]] or [[:classes:priests]] | All rounder & class includes [[:skills:praying]] | no penalties | | [[:races:Gnomes]] | [[:classes:warriors]] | Strong stat points for prayer and gnomes start with [[:skills:praying]] | no significant penalties | * Start buy using weapons until you can collect enough platinum to buy a book of holy word from Mosley's books in the top left of Scorn. * Worship mostrai and find orcs and giants to use holyword on or Worship Gorokh and go to the top of the valriel church to hunt angels. ==On Prayer== If you plan to utilize divine powers you must first choose a cult. Enter a temple of the cult you want to join. Step onto the altar and pray (type "use_skill praying"). The divine spirit will touch your soul, attuning your mortal being to your god. Next you must learn prayers. Prayer books can be bought in magic shops. Some prayers will have different effects for every cult. Try to find "holy word" and "bless". Casting divine spells (= prayers) will drain grace. When it runs low, pray to renew your faith. If your maximum grace is too low you should try to increase your Wisdom stat. You can change cults anytime, but beware: Your former deity will become very angry and punish you! You might lose wisdom levels. Return to the temple of your cult regularly. Step onto the altar and pray. This will please your deity.. And rest assured, the gods do know how to reward a worthy disciple! Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality.. ===Wizardry=== Or for players who still want to give the other spellcasting skills a try first: ^ Race ^ Class ^ Strength ^ Weakness ^ | [[:races:Humans]] | Any mage class except summoner | All rounder, can try and get a pyromancy skill scroll to start with as a human | no penalties | | [[:races:Halfling]] | Any mage class except summoner | Strong stat points for wizardry | no significant penalties | * use magic bullet until you can find a bolt spell like firebolt. * use bolt spell on monsters that are vulnerable such as fire on trolls or cold on serpent men. * avoid wearing too much heavy equipment as this will cause your spell casting to fail ==On Alchemy== To practice the art of alchemy, you will first need to learn some recipes. These can be found in some of the old books that are sold in magic shops. To earn your a little money, you should kill some orcs/goblins and cast the spell "alchemy" over the loot, turning it into small gold nuggets. When you know some recipes, you must try to collect the listed ingredients. Some can be bought in alchemy-shops, others must be collected in dungeons. To identify unknown minerals or potions type "use_skill alchemy". Once you got all ingredients to complete a recipe, you must put them into your cauldron. The amount of ingredients must also be correct. Put the cauldron on the floor, close it and "use_skill alchemy" upon it. If you are lucky you will get what you longed for. Use alchemy to earn money as well as for creating potions/balms for combat. You open the guide to the Art of Summoning and start reading. ==On Summoning== Basically there are two classes of summoning spells: 1. The golem-like spells summon a creature that will move straight forward attempting to kill any monster blocking the way. 2. The petmonster-like spells are capable of summoning masses of little helpers, fighting for your cause. Use golem-like spells to take down strong enemies. For example: "summon golem", "summon xxx elemental", "staff to snake", "summon avatar". Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". As you raise your skill-level, most summoning spells will increase in power. It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. =====Hall of selection===== This area allows players to select the race and class of their new character. Below is the information provided inside the hall of selection: ===Introduction:=== Welcome to the Hall of Selection. Here, you will pick what your character's initial skills shall be. Different classes start out with different skills, but as you play the game, you will be able to 'train' your character to do whatever task you wish. Like a person, your character can learn a new career, IF his native abilities allow it. Your choice of class will, however, have a permanent effect on how the player shall appear on the board. ===Crossfire primer #1:=== Picking things up and applying them. On this square there is a piece of food. Click around with your various mouse buttons until you can pick it up and drop it. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. ===Crossfire primer #2:=== ==skills== Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. The main ones are magic, weapons, and praying. There are many more. Some you will use like this: use_skill alchemy Others, like praying, weapons, and magic are automatic. ===Crossfire primer #3:=== ==Magic== Players with the magic skill can cast magical spells. Magical spells are used in this way: by typing, for example: cast small lightning cast burning hands Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. ===Crossfire primer #4:=== ==Prayers== Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing: cast holy word cast burning hands Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction. Grace is a measure of how pleased your god is with you at the moment. Your god will grant you favors if you have sufficient grace for the favor, or even sometimes if you don't. However, asking for big favors when you have insufficient grace may bring down divine retribution. Grace is slowly replenished, up to a point. Beyond that point, you must pray to gain more grace. This is a convenient way to do this: bind use_skill praying P Then simply hit the P key repeatedly. This is also a good way to regenerate grace quickly. ===Crossfire primer #5:=== ==Attacking with weapons or fists.== If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: yku h l bjn Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. ===Crossfire primer #6:=== ==Religions.== When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. ===Closing:=== To begin choosing, walk into the room below, and examine the different classes until you are satisfied. When you find a class you like, walk forward onto the circle for that class. ====Races==== A complete list of race traits is available [[:races|here]] ==Dragon/fire hatchling:== [[:races:Dragons]] must plan to manage their elemental focus which may take some practice to get used to. The armor restrictions (can't wear any) and weapon restrictions (can't wield any) can make some of the early levels tough - unless you have a stockpile or access to some magical stuff (other character, guild, friends, etc.) Dragon characters are also vulnerable to weapons that are slay_dragon. Visit the [[:races:Dragons]] page for more information. ==Dwarf:== [[:races:Dwarves]] would be a recommended starting race, except for one problem: they are vulnerable to the holy word of Gnarg (slay_dwarf) Otherwise they make excellent warriors. ==Elf:== [[:races:Elves]] have a penalty to their starting Str and Con stats, which are very important for the fighter classes. Plus they are vulnerable to Gnarg's holy word. They are also vulnerable to weapons that are slay_faerie. ==Fireborn:== A [[:races:fireborns|fireborn]] has strict armour and other gear restrictions (no weapons). They are also vulnerable to cold and other attack types such as drain and ghost hit which makes up for their protection from fire and poison. The stat penalties for a fireborn also makes them weak fighters, but very strong spell casters. ==Gnome:== [[:races:Gnomes]] have a penalty to their starting Str, Dex and Con stats which are critical for the fighter classes. ==Halfling:== [[:races:Halfling]] start out with a substantial penalty to their Str score, but do receive a bonus to their Dex and Con scores. They have no weapon restrictions; are not vulnerable to any particular spell or attack type. Halflings would probably fall under the category of "recommended" vs "highly recommended." ==Quetzalcoatl:== At a quick glance, [[:races:Quetzalcoatls]] have the appearance of being potent fighters in Crossfire. However, they can't wear or use any armour. They can wield weapons though. The stat penalties they take on the "spell casting" stats is very substantial though. Their vulnerabilities to paralyze and cold assures a near immediate death (several equipment options are available to reduce this chance) because of the frequency that these attack types show up in the game (probably second to fire.) ==Serpentman:== [[:races:serpent_men|Serpent men]] are another race that has great potential as a second character. Stat bonuses are decent for the melee skills; stat penalties for the spell casting skills are noticeable but nothing that substantial. However, a serpentman has restrictions on what armour they can use which can be compensated for with no restrictions on weapons. They are vulnerable to cold though, which is a very common spell effect or attack type within the game. ==Trolls:== [[:races:Trolls]] have a high digestion rate - they eat a lot of food. Unless you know of what maps to visit for a good supply of food and which ones to avoid due to their weakness to fire - expect many deaths as a result. Trolls are also vulnerable to Lythander's holy word. They are also vulnerable to weapons that are slay_troll. ==Wraiths:== [[:races:Wraiths]] are vulnerable to fire and all holy word based spells (plus the spell turn undead) which is very dangerous because of the area of effect of these spells. Also, a Wraith character casting holy word based prayers could accidentally kill themselves. They are also vulnerable to weapons that are slay_undead. ====Classes==== A complete list of classes is available [[:classes|here]]. ==Alchemist:== [[:classes:Alchemists]] start out with a minimum of combat and spell casting skills. However, their access to the alchemy skill can allow them to build up a considerable fortune, which then allows them to buy necessary items, skill scrolls, etc. to become a potent character later on. ==Barbarian:== [[:classes:Barbarians]] are a pure combat class in the early game. Their stat penalties can make diversifying your character extra challenging because learning new skills requires the literacy skill (which they do not start out with) and a high Intelligence (which they start out with a -6 modifier). ==Devotee, Sorcerer, Summoner, Warlock, Wizard:== [[:classes:Devotees]], [[:classes:Sorcerers]], [[:classes:Summoners]], [[:classes:Warlocks]], [[:classes:Wizards]], are the "mage" type of classes, the arcane spell casters. These are especially challenging to start out the game with. All the offensive spells that they have access to require spell points to cast. Nearly all armour in the game hinders spell point regeneration so wearing plate mail while adventuring in the dungeon not only slows down your movement (all these classes, but warlock, start with a penalty to the Strength score) and spell point regeneration. These leaves the "mages" very vulnerable on the defense, but powerful on the offense as well. They also start out with a penalty to their Constitution score (except the Warlock,) so their total hit points (health) are not that high either. As they level, they do not gain as many hit points for each level either. Learning the timing and coordination necessary for effective spell casting has a learning curve. Vanquishing as many monsters as you can with a single spell will help you level up faster, but understanding when to use a ball, cone, or bolt based spell takes some practice and learning. This of course assumes your character starts out with one of these spells. Spells can be found for "free" as random treasure, but often times you'll need to purchase new spells from shops or other players. Having a stockpile of money helps with this - which is easier to acquire with one of the melee classes. ==Monk:== [[:classes:Monks]] are unable to wield any weapons or wear any armour (other then normal clothing). They are the only class that has access to the meditate skill (allows for fast healing and spell point regeneration) to make up for this. Monks also have a minimum of stat penalties when starting out which gives them the potential to be a decent mix of melee skills and spell casting. But, it's the early game where defense (in the form of armour) and hit points (to withstand damage that the armour can't prevent) are so critical - that leaves the monk "recommended" as a second character that you may want to create. ==Ninja:== [[:classes:Ninjas]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Wis, Pow.) They do not have any weapon or armour restrictions. Overall, this makes the ninja class rather favourable. Ninjas would probably fall under the category of "recommended" vs "highly recommended. ==Priest:== [[:classes:Priests]] are very similar to the "mage" classes (Devotee, Sorcerer, Summoner, Warlock and Wizard) with the key difference being the priest uses prayers and grace instead of arcane spells and spell points. The next major difference is that the priest's spell casting is not hindered by armour and that grace can be restored by using the praying skill. What makes a priest a challenge to play is their strengths are in their spells - both offensive & defensive and healing. A player has to purchase and successfully learn all these spells and use them effectively. This is expensive and an even bigger learning curve. The stat bonuses and penalties for the priest reflect this - they start out with penalties to the core melee stats (Str, Dex, and Con) and positive modifiers to their spell casting stats (Int, Wis, Pow.) ==Swashbuckler:== [[:classes:Swashbucklers]] start out with positive modifiers to the core melee stats (Str, Dex, and Con) but also have penalties to the spell casting stats (Int, Wis, Pow.) They do not have any weapon or armour restrictions. They receive a bonus to their Charisma score which can be helpful in the buying and purchasing items from shops. Overall, this makes the swashbuckler class rather favourable. Swashbucklers would probably fall under the category of "recommended" vs "highly recommended." ==Thief:== [[:classes:Thieves]] start off with a penalty to their Constitution score which is critical for hit points. They also receive a considerable bonus to their Dexterity scores too. This helps with their quickness and AC. However, the early game relies so much on hit points because AC will not protect you from many magical attacks, traps, etc. The penalty they receive on their Charisma score will make selling to shops a little less profitable, and buying from shops more expensive. ====Gods==== ===Recommendations on Religion=== Selecting a cult or religion can seem like a daunting task - no one wants to pick a cult , only discover later on that some key or highly desirable spell, weapon, armour or skill is now denied to them. Or, that gaining prayer experience for leveling has long past it's peak can be very discouraging. And lets not forget the experience (level) loss that is the trade-off for switching to a different cult. This guide is to help you pick a cult with a summary as to why. Or for those seeking a challenge - a combination that may prove enjoyable in a different way. NOTE: This guide is meant to provide someone who is new to Crossfire the best starting chance to the path of success. Also keep in mind that a weapon blessing will *not* work if the weapon already has a slay property or has been blessed by another god/cult. ==Early Game== General summary of what a cult member can expect while gaining the first 10 or 15 levels in praying. ==Mid Game== General summary of what a cult member can expect while gaining levels 16 to 40 in praying. ==Late Game== General summary of what a cult member can expect at level 50+ in praying. ==Perks & Drawbacks== Understanding what the trade-offs are for those special abilities ===Table of Contents:=== * [[#Devourers]] - Not Recommended * [[#Gaea]] - Not recommended * [[#Gnarg]] - Somewhat recommended * [[#Gorokh]] - Recommended * [[#Ixalovh]] - Not recommended * [[#Lythander]] - Recommended * [[#Mostrai]] - Highly Recommended * [[#Ruggilli]] - Not recommended * [[#Sorig]] - Recommended * [[#Valkyrie]] - Somewhat recommended * [[#Valriel]] - Not recommended ---- ===Mostrai=== Summary: Highly Recommended; Mostrai followers have the easiest drawbacks to work around, and very positive perks. They are able to compete well in all stages of the game. ==Early Game== Mostrai followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly ==Mid Game== After Goblins - the other race that is vulnerable to Mostrai's Holy Word spells are Giants. Moving on to Ogres and eventually Hill Giants, they present a little more of a challenge - but are very plentiful in the game. Around this time one receives Mostrai's only granted spell, Wall of Thorns. This spell has it's uses, but can easily bypassed by monsters with alot of hitpoints or monsters that are flying. Don't forget to pray over an altar of Mostrai to add enchantments (slay_goblin, slay_giant and attack_type: weaponmagic) to your wielded weapon ==Late Game== Mostrai's Holy Word spells are still effective on high level monsters - now (big) Wizards, Titans, and Dread Knights ==Perks== * Mostrai has a great selection of monsters which are vulnerable to his Holy Word spells * Followers can also enchant weapons up to +12, which is the maximum * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Mostrai * Weaponmagic (on blessed weapons) is a very nice attack_type as well * Starts out with a bonus to Fire resistance - Fire is probably the most widely used attack type in the game ==Drawbacks== * Mostrai followers only receive one bonus spell - Wall of Thorns * They also receive plate mail armour as a gift - which will not be useful to your class or race if you are not allowed to wear armour or are a spell casting class where heavy armour is a burden in more ways then one * The resistance penalty to Slow and Confusion can be made up for through equipment and spells - but one can never be immune to those attack types * Being repelled to Summoning makes using spells such as Summon Avatar and Summon Cult Monster unavailable right away - you'll have to level up around 3 or more levels above the minimum casting level of those spells ---- ===Lythander=== Summary: Recommended; Lythander followers have easy drawback to work around, positive perks - but the late game for them will be challenging. ==Early Game== Lythander followers have enemies that are vulnerable to the Holy Word line of spells. Starting with Goblins, they are easy pickings and rather plentiful to level up on, rather quickly ==Mid Game== After Goblins - the other race that is vulnerable to Lythander's Holy Word spells are Trolls. Start with Baby Trolls and then eventually move up towards Trolls and Gaelotrolls. The later present a little more of a challenge - but are very plentiful in the game. Don't forget to pray over an altar of Lythander to add enchantments (slay_goblin, slay_troll and attack_types: confusion and slow) to your wielded weapon ==Late Game== This is the drawback of Lythander - there aren't high level trolls (or goblins) in the game, so there's no way of gaining praying XP quickly and easily ==Perks== * Lythander followers has a great selection of monsters which are vulnerable to his Holy Word spells, but in the early and mid game only (also a drawback) * Followers can also enchant weapons up to +7, which is pretty good * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Lythander * Immunity to the Confusion attack type - very useful! * The granted spell, Conflict, can be a nice way to gain praying experience because it causes monsters to fight on you behalf - monsters they kill apply to your praying experience * The granted spell, Defense, grants a 30% boost to nearly all resistances - very useful! * They receive a bow as a gift - which will not be useful to your class or race if you are not allowed to wield weapons (also a drawback) * They also receive a rod, in the form of a magic pipe, which casts a magic bullet like spell - usable by all classes and races * The Spell Regeneration bonus will be appreciated by those using Wizardry based spells * Stealth movement is also granted - which is useful for sneaking by some monsters ==Drawbacks== * The resistance penalty to Poison and Acid can be made up for through equipment and spells - but one can never be immune to those attack types * Being denied to Detonation means one can never cast spells from that school * Late in the game or at high levels - there aren't any monsters that are vulnerable to Lythander's Holy Word line of spells ---- ===Gnarg=== Summary: Somewhat recommended; Gnarg followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Gnarg followers have enemies that are vulnerable to the Holy Word line of spells. However, dwarves and faeries (elves and pixies) are not that plentiful in the game; this makes the early levels slow going ==Mid Game== Like in the early game, at this level not many maps have dwarves or faeries on that to make leveling up easy. However, around this time you will gain the spell Poison Fog which is a wide area of affect spell that uses the poison attack type so it won't destroy items carried by monsters. Another spell is Cause Typhoid which is also a highly infectious and devastating disease Don't forget to pray over an altar of Gnarg to add enchantments (slay_dwarf, slay_faerie and attack_types: poison) to your wielded weapon ==Late Game== As before, Gnarg followers do not have any maps to choose from for using Holy Word, but they also gain access to the spell Cause Rabies which is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly ==Perks== * Gnarg followers are attuned to Wounding which makes the Cause Wounds and Disease line of spells more devastating * The bonus to resistance Poison is useful since this is often a deadly affliction at low levels all the way to high levels * Followers can also enchant weapons up to +12, which is the maximum * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gnarg * The granted attack type of Poison allows you to hit monsters and run; while you heal up or regen grace or spell points, your foe will continue to take damage (assuming they are not immune or have poison resistance) * Gnarg followers can do well in the mid and late game - the disease attacks can infect a large percentage of in-game monsters (perk) but diseases take time to wear down and kills foes (drawback) * Gnarg followers are not denied to any spell paths * Receives Bracers and a Helmet as granted gifts ==Drawbacks== * The resistance penalty to Magic will make all Wizardry based spells very dangerous * Not many items exist in the game to grant magic resistance; those that can have a high item power * Gnarg followers are repelled to the Protection school of spells - which means they'll need to rely on equipment and potions for resistances until you level up around 3 or more levels above the minimum casting level of those spells * Gnarg followers are repelled to the Turning school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Careful - you can infect yourself with your own disease spells * Granted gifts not usable by all races and/or classes ---- ===Gaea=== Summary: Not recommended; Gaea is best suited for the monk class and the dragon & fireborn race - all others will find the "no weapon" feature very restrictive and very challenging (lack of attack types) ==Early Game== Gaea followers have enemies that are vulnerable to the Holy Word line of spells. Starting with undead (ex: zombies, skeletons) - this is probably the second most common monster that can be found in the game. Keep in mind that undead are vulnerable to Holy Word so these spells are especially deadly to them ==Mid Game== A wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Also, one is probably strong enough to start taking on the other enemies of Gaea - unnaturals (ex: beholders) ==Late Game== As in the previous two stages of the game - a wide selection of maps are available with large populations of undead - this makes leveling up at this stage relatively easy. Now is the time to move towards high level undead (ex: lich, demilich) and unnatural (ex: dreads) ==Perks== * Have access to the most god granted spells in the game * Immunity to Drain (experience loss), Depletion (stats are lowered) and Death (instant slay attack type) * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gaea * Bonus to health (hit point) regeneration * Bonus to grace regeneration * Granted gift from praying on an altar of Gaea - healing potions (Gaea's Tear) * Granted gift from praying on an altar Gloves of the Sun +1 - hand worn items that grants additional attack types * Granted the prayer, Sanctuary, which surrounds the caster with an anti-magic wall and protects the caster - it also moves with you * Granted gift from praying on an altar of Gaea - Shield of the Earth (numerous elemental resistances) * The granted spell Peace is effective against nearly all monsters, which kind of makes up for not having access to Wounding and Death spells ==Drawbacks== * Followers can *not* wield weapons, no matter what - they can't enchant weapons either * They can not cast spells from the schools of Wounding and Death * The resistance penalty to Fear means followers will never have any resistance to Fear; the attack type of Fear is very widely used throughout the game * Grant gifts (Gloves of the Sun and Shield of the Earth) not usable by all races and/or classes ---- ===Devourers=== Summary: Not recommended; this cult probably has the most extreme case of great perks and devastating drawbacks. Devourers followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Devourers followers are denied the Holy Word spell school and to make up for that they can use spells that are damaging to all monsters, however these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. ==Mid Game== Around this time is when Devourers will start granting bonus spells. The spells are area of effect disease spells (Cause Red Death) or wounding spells (Cause Many Wounds) or instant death spells (Finger of Death) - this is when things really start to ramp up for players. Maps with large monster populations will result in lots of praying experience. Don't forget to pray over an altar of Devourers to add enchantments (attack_types: depletion, death and life stealing) to your wielded weapon ==Late Game== At this time, things continue to get better for the Devourers cult by adding an area of effect, instant death spell Face of Death. They also gain Cause Black Death which is a deadly disease that can infect (and kill) nearly all humanoids; although slowly. The spell, Cause Red Death, is a deadly and devastating disease that can infect (and kill) nearly all monsters; although slowly.Maps with high monster populations can be quickly cleared out so the experience gain increases considerably at this stage in the game ==Perks== * Gain access to some of the most cult granted resistances in the game (7; Cold +15, Poison +30, Ghost Hit +50, Fear +100, Drain +100, Depletion +100, Death +100) * Immune to diseases - very useful when casting disease spells * Gain infravision (can see in the dark) * Followers can also enchant weapons up to +7, which is pretty good * Gain sustenance +100 - they no longer have to eat food * The attack type of Life Stealing will "heal the attacker" (dam/10 = damage dealt to monster, damage dealt/3 = hp given to player ) * Attuned to Death and Wounding which makes the granted spells even more devastating ==Drawbacks== * Praying on an altar of Devourers will not grant Remove Depletion, stat loss from death will have to be recovered through Potions of Life * Praying on an altar of Devourers will not grant Remove Curse or Remove Damnation, you'll have to rely on scrolls for that * No god granted gifts/items * Player race resets to Undead - making them vulnerable to Holy Word attack from all other cults (when leaving the cult, your race will revert back to your original race though) * A small penalty to Fire resistance which makes finding fire resistance equipment in the early game very important * Followers are repelled to Protection, Restoration, Fire and Light school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Followers are denied to the Turning school, so they'll never be able to cast those type of spells ---- ===Ruggilli=== Summary: Not recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but the granted abilities are more beneficial to the primary or core class/race of the player (ex: armour bonus for Wizardry/Mage classes, etc.) Ruggilli followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Ruggilli does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. They are attuned the spell path of Wounding (ex: cause wounds) which can damage all monsters - so that makes things a little nicer. However these spells are single target type instead of area of effect spells. Find maps with large monster populations is relatively easy, but using the prayers available will take time and effort. ==Mid Game== Around this time is when Ruggilli will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Keep in mind that Ruggilli is attuned to fire so this spell is specifically devastating for Ruggilli followers. Maps with large monster populations will result in lots of praying experience. Don't forget to pray over an altar of Ruggilli to add enchantments (slay_chaotic_water_creatures and attack_types: fire and physical) to your wielded weapon ==Late Game== Ruggilli grants one more spell for this stage, the spell is called Retributive Strike. This is an area of effect spell which can very easily kill the caster so use it with caution. Otherwise, the gained levels will only help with the base AC (Armour Class) and Armour bonus granted to Ruggilli followers. ==Perks== * Armour and AC improves with levels, this provides protection (eventually) without the penalties that armour normally provides - spell point generation penalty, movement penalty, arcane spell failure * Innate ability to reflect missiles (i.e.: crossbow bolts and arrows) * Hit point regeneration bonus * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ruggilli * Followers can also enchant weapons up to +7, which is pretty good * Grants the attack type physical to enchanted weapons * Gain resistances to some rather key attack types; Fire +30, Magic +30, Armour +30 * The granted spell, Rage, can provide a handy bonus for combat * The granted spell, Flaming Aura, is especially devastating since it will cause fire damage to all surrounding monsters - continuously! * The granted spell, Retributive Strike, is probably the second most devastating spell in the game ==Drawbacks== * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Retributive Strike can very easily kill the caster, use with extreme caution * Can not wear armour, so followers will need to rely on other means for "protection" (scrolls, potions, other spells & prayers, etc.) * Followers are repelled to Cold, Creation and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) * Followers have a penalty to Cold resistance of -30 which can be tough to overcome in the early game or while at a low level * Only one cult granted item and it's a weapon (a whip - Burning Tail of many lashings of Ruggilli), which won't be of any use for the race or classes that do not allow weapons ---- ===Gorokh=== Summary: Recommended; This cult is very effective for fighting Angels, but a little weak against all other monsters. All granted abilities are offensive; the only defense is the offense. For the most part, Gorokh followers can expect quick annihilation of their foes or quick deaths for themselves. Pretty much the opposite of Valriel followers. ==Early Game== Gorokh followers have enemies (Angels) that are vulnerable to the Holy Word line of spells. Low level Angels are not found on many maps, but they are readily available in a random map set in the Church of Valriel. Start out with using Holy Word (a very effective area of effect spell) against Whims and work your way up to Cherubs, Holy Ghosts and Angel Knights. ==Mid Game== Around this time is when Gorokh will start granting bonus spells. The spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. Another spell is Vitriol, which is a ball based spell (like Fireball) that does acid damage; the splash from the spell also leaves puddles of acid on the ground which can continue to damage (or even kill) nearby monsters. The final spell is Flaming Aura which surrounds the caster with a continuous source of fire and burning all monsters within range. Maps with large monster populations will result in lots of praying experience. Also, there's more enemies to watch for - Angels, Light Angels and maybe Retributioners Don't forget to pray over an altar of Gorokh to add enchantments (attack_type: fear and slay_angel) to your wielded weapon ==Late Game== No additional abilities are available for Gorokh followers for this stage. But, their abilities are still very potent at this area of the game. Using the existing & granted abilities in combination (Banishment to weaken foes, Rage & Flaming Aura and wielding an enchanted (slay_angel) weapon) is an extremely potent offense. Retributioners, High Angels and Arch Angels still present a challenge and a good source of experience at this level. ==Perks== * Gain resistances to some rather key attack types; Magic +30, Fear +100 * Followers can also enchant weapons up to +7, which is pretty good * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Gorokh * Followers are not denied to any spell paths * Followers are attuned to Wounding which makes spells from that path more potent * Holy Word spells slay Angels - which are one of the best experience resources in the game ==Drawbacks== * No granted gifts or items * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Followers have a penalty to Cold resistance of -5 which can be tough to overcome while at a low level * Followers are repelled to Protection and Restoration school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level * Followers receive a penalty to their natural healing rate (-2), be sure have access to other healing means (potions, scrolls, staffs or rods) * Followers receive a penalty to their spell regeneration ( -1), make sure to have +magic items available or potions Magic Power or a well charged Glowing Crystal * They also receive a luck penalty (-1); luck can influence all moments of random chance in the game ---- ===Valriel=== Summary: Somewhat recommended; This cult is very effective for fighting Demons, but a little weak against all other monsters. All granted abilities are passive or defensive so it will be up to the player to capitalize on that. For the most part, Valriel followers can expect quick annihilation of their foes or a long fight due to the defensive capabilities granted by Valriel. Pretty much the opposite of Gorokh followers. ==Early Game== Valriel followers have enemies (Demons) that are vulnerable to the Holy Word line of spells. Low level Demons are not found on many maps, but they are readily available in a random map set in the Church of Gorokh. Start out with using Holy Word (a very effective area of effect spell) against Imps and work your way up to Raas, Demons and Fiends. ==Mid Game== Around this time is when Valriel will start granting bonus spells. The spells include Sunspear, a bolt based spell which can damage many different monsters. Another spell is Daylight, which has no real offensive use other then it "lights up" maps making the terrain and monster placement easier to see - especially for range based attacks. The final spell is Wrathful Eye, a cone based blinding which can be used against multiple monsters as well. Also, there's more enemies to watch for - Big Demons, Hellhounds and maybe Balrogs. Don't forget to pray over an altar of Valriel to add enchantments (slay_demon and attack_type: blinding) to your wielded weapon ==Late Game== No additional abilities are available for Valriel followers for this stage. But their Holy Word spells remain effective against the high level demons such as Balrogs, Demon Lords and Greater Demons. ==Perks== * Valriel has a great selection of monsters which are vulnerable to his Holy Word spells * Granted the following resistances; Fear +100, Confusion +20, Blinding +100 * Grants Remove Curse, Remove Damnation and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valriel * Followers are attuned to the following spell paths; Mind, Protection and Light * Holy Word spells slay demons - which are one of the better experience and treasure resources in the game ==Drawbacks== * No granted gifts or items * Valriel followers have a permanent glow aura which makes them very easy to see on dark maps * Followers can also enchant weapons up to +3, which is the minimum * Followers are denied to the spell paths of Death and Wounding, so they'll never be able to cast those type of spells (Cause Wounds, Face of Death, etc.) ---- ===Sorig=== Summary: Recommended; This cult peaks in the early game and doesn't do or gain much more after that. Granted abilities are all offensive in nature and has next to nothing in defense. The strength of this cult is it's "weak" drawbacks. ==Early Game== Sorig does not have any enemies and they are denied to the school of Turning (i.e.; Holy Word) To make up for this, Sorig is granted attunement to Wounding and gets a granted spell, Divine Shock, in the early game. Divine shock is similar to Ball Lightning and will make quick work and substantial praying experience in maps with a high monster population. ==Mid Game== Around this time is when Sorig will start granting bonus spells. The spells include Cause Critical Wounds which will is a bolt based wounding spell - very effective against numerous monsters. Another spell is Windstorm, which is a cone based spell which can cause some monsters to be repelled and pushed away from the caster. Another spell is Cause Critical Wounds which is a single target spell and the second most powerful wounding spell. Very few monsters have resistances to these attack types. Don't forget to pray over an altar of Sorig to add enchantments (attack_type: electricity) to your wielded weapon ==Late Game== Sorig's attack power tapers off at this point because so many of the opposing monsters have so many hit points that the wounding spells will take a while to finish them off. Working against Sorig's cult is they are denied to Protection spells so they will have to reply on other means (potions, scrolls, etc.) for defense. ==Perks== * Gain resistance to one attack type; Electricity +30 * Followers can also enchant weapons up to +7, which is pretty good * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Sorig * Has no resistance penalties * Followers are attuned to Electricity, Wounding and Missiles which makes spells from that path more potent * Granted a holy relic: mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40) ==Drawbacks== * Granted holy relic is armour, which is not usable by certain races and classes * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Followers are denied to the spell paths of Protection and Turning, so they'll never be able to cast those type of spells (Protection from , Holy Word & Banishment, etc.) * Followers are repelled Restoration (i.e., healing spells) school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them, it would be wise to have access to protections spells via potion or scrolls while you at a low level ---- ===Ixalovh=== Summary: Not recommended; this cult has great perks and medium drawbacks. Cult abilities probably peak in the Mid Game - but remain very effective and useful in the late game. Ixalovh followers face challenges in very specific areas which veteran players can work around while new players may find these especially challenging. ==Early Game== Ixalovh does have enemies, but they are denied the spell path of Tuning which means they are unable to use Holy Word spells. To make up for this, Ixalovh followers receive the granted spell, Insect Plague, in the early game. Insect Plague quickly fills the immediate area up with ants (they are stronger then you expect) which makes quick work of the nearby monsters. Make sure monsters are nearby for this spell to work. ==Mid Game== At this point, Ixalovh grants another spell called Wave. Wave is a cone based spell where Water Elementals quickly spread forward damaging all monsters in it's path - it's also very good at "flowing" around corners and other walls. The area of effect of this spell is very thorough. e spells include Rage which will provide a stat and regeneration boost for melee and related combat skills. The other spell is Siren Call which will charm nearby monsters and allow you to use the petmode ('help petmode) commands to "control" them. All monsters killed this way is added to your praying experience. Don't forget to pray over an altar of Ixalovh to add enchantments (slay: consuming_fire_creatures and attack_types: cold and physical) to your wielded weapon ==Late Game== No additional abilities are available for Ixalovh followers for this stage. However, the granted spells remain potent and useful at this stage as well - especially Siren Call. ==Perks== * At a high enough level, praying on an altar of Ixalovh grants healing and full restoration of spell points * Grants Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Ixalovh * Followers can also enchant weapons up to +12, which is the maximum * Grants the attack type physical to enchanted weapons * Gain resistances to some rather key attack types; Cold +30, Magic +30, Armour +30 * Granted two holy relics (rods) - Horn of the Sirens, Horn of Ocean Waves; however they are extremely rare * Other granted item is a weapon, Ixalovh's spear +12 (see below) * Attuned to Frost and Transmutation which makes spells from that path more potent (see below) ==Drawbacks== * Followers are repelled to Fire and Detonation school of spells, which means they'll need around 3 or more levels above the normal spell level to cast them * Followers are denied to the Turning school, so they'll never be able to cast those type of spells (Holy Word, Banishment, etc.) * Followers have a penalty to Fire resistance of -30 which can be tough to overcome in the early game or while at a low level * Does not grant Remove Damnation, so one will have to rely on scrolls for that * Receives a granted item that is a weapon (a spear - Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15)), which won't be of any use for the race or classes that do not allow weapons * They are attuned to Frost and Transmutation but there are no prayers from this path - so this will only benefit non-praying related skills and spells ---- ===Valkyrie=== Summary: Somewhat recommended; This cult has amazing perks for warriors but completely prevents any form of spell casting. ==Early Game== Cut and smash anything that gets in your way. Monsters that drop flesh such as ogres and giants are particularly valuable to assist in leveling prayer. ==Mid Game== Don't forget to pray over an altar of Valkyrie to add enchantments (slay: unnatural,angel,demon,undead and attack_types: weaponmagic and physical) to your wielded weapon; The combination of weapon enchantments and magic immunity should enable you to handle anything in your way. ==Late Game== The lack of spells can be frustrating late game, but the power of the additional slaying and weaponmagic this god grants will make you happy to continue to follow Valkyrie. ==Perks== * Followers can also enchant weapons up to +12, which is the maximum; However, the enchantment maximum will depend on one's grace score - so in the early game the max enchantment will be +3 and in mid-game it will be +7 * Granted 100% resistance to the attack_type of Magic * Blessed weapons gain the most slay abilities of any cult (4; Unnatural, Angel, Demon and Undead) * Grants Remove Damnation, Remove Curse and Remove Depletion (ex: stat loss due to death) when at a high enough level and praying over an altar of Valkyrie * Granted gift is an Amulet of Lifesaving - when worn, the amulet will cast the spell Heal on you when you reach zero hit points which prevents you from dying, the amulet also disappears at this point ==Drawbacks== * Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/guides:character_creation -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:49:51 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:49:51 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: guides:connecting_to_crossfire Message-ID: <1412297391.879780.16575.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:49 User : saru Edit Summary: created ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on connecting to crossfire servers. More information on clients is available [[:client|here]] =====Handbook Table of Contents===== - [[:guides:Connecting_to_a_server]] <- You are here - [[:guides:character_creation#Creating a character]] - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - [[:guides:Playing_crossfire]] =====Connecting to a server===== The first step is to connect to a crossfire server. You will need a [[:client]] to [[:client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:51:11 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:51:11 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:connecting_to_crossfire Message-ID: <1412297472.006886.16580.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:51 User : saru Edit Summary: @@ -1,9 +1,9 @@ ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on connecting to crossfire servers. More information on clients is available [[:client|here]] =====Handbook Table of Contents===== - - [[:guides:Connecting_to_a_server]] <- You are here + - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] <- You are here - [[:guides:character_creation#Creating a character]] - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire?rev=1412297390 New Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:51:51 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:51:51 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:character_creation Message-ID: <1412297511.102100.16583.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:51 User : saru Edit Summary: @@ -1,14 +1,15 @@ ======Crossfire Handbook - Character Creation====== This handbook outlines useful information (and some spoilers) for beginning players on creating new characters. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. + =====Handbook Table of Contents===== - - [[:guides:Connecting_to_a_server]] + - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] - [[:guides:character_creation#Creating a character]] <- You are here - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - - [[:guides:Playing_crossfire]] + - [[:guides:Playing_crossfire|Playing Crossfire]] =====Creating a character===== Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "real" passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:character_creation?rev=1412297368 New Revision: http://wiki.metalforge.net/doku.php/guides:character_creation -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:51:54 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:51:54 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:connecting_to_crossfire Message-ID: <1412297514.389635.16586.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:51 User : saru Edit Summary: @@ -6,10 +6,10 @@ - [[:guides:character_creation#Creating a character]] - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - - [[:guides:Playing_crossfire]] + - [[:guides:Playing_crossfire|Playing Crossfire]] =====Connecting to a server===== The first step is to connect to a crossfire server. You will need a [[:client]] to [[:client#Connecting to a server|connect]] to an existing [[:server]] via one of the many {{http://crossfire.real-time.com/metaserver2/meta_html.php|public servers that are available}}. Specific guidance on connecting to a server is available for the [[client:GTKV2_client_connecting|GTKV2 client]] and [[client:jxclient_connecting|JXClient]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire?rev=1412297468 New Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:53:54 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:53:54 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:connecting_to_crossfire Message-ID: <1412297634.199571.16589.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:53 User : saru Edit Summary: @@ -1,8 +1,9 @@ ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on connecting to crossfire servers. More information on clients is available [[:client|here]] =====Handbook Table of Contents===== + [[:Guides]] - Back to guides index - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] <- You are here - [[:guides:character_creation#Creating a character]] - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire?rev=1412297512 New Revision: http://wiki.metalforge.net/doku.php/guides:connecting_to_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 19:57:13 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 19:57:13 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: guides:playing_crossfire Message-ID: <1412297833.341873.16596.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 19:57 User : saru Edit Summary: created ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on exploring the world of Crossfire. =====Handbook Table of Contents===== [[:Guides]] - Back to guides index - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] - [[:guides:character_creation#Creating a character]] - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - [[:guides:Playing_crossfire|Playing Crossfire]] <- You are here ===== Playing Crossfire ===== Chapter 3 - Playing Crossfire 3.1. Basics In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. 3.1.1 How to do simple stuff Move around and attack Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of where the various movement keys will take you: ^ y or numpad 7 ^ ^ k or numpad 8^ ^ u or numpad 9^ ^ ^ nwarrow ^ narrow ^ nearrow ^ ^ ^ h or numpad 4 ^ warrow ^ {{classes:priest.base.151.png}} ^ earrow ^ l or numpad 6 ^ ^ ^ swarrow ^ sarrow ^ searrow ^ ^ ^ b or numpad 1 ^ ^ j or numpad 2 ^ ^ n or numpad 3 ^ The "." refers to yourself; you don't move anywhere when you press it. In order to "run" in a particular direction (i.e. move continuously without having to repeatedly punch the key) hold down the key then hit any movement key or the right hand mouse button to start moving. Release the key when you wish to stop running. If you move into something, you will attack it. This means walls, doors, and monsters will be damaged if you hit them. Players and friendly monsters may also be attacked in this way, but only if you set the peaceful flag to "off." To learn more about the combat system see section combat. Picking up items To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. Applying stuff: wear armour, wield a weapon, eat, and so on Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include "food" apple loaf cabbage cake carrot orc chop coffee choclate food fish mint onion orange pear potato roast bird waybread, "potions" balm dust figurine potion of charisma potion potion of constitution potionof dexterity potion potion potion of health potion of heroism improvement potion potion of intelligence potion potion potion of power potion of strength potion of wisdom potion and "scrolls" scroll To learn more about the uses of various items see chapter 6 (Equipment). Shoot a ranged weapon Ranged weapons include bows bow composite bow crossbow elven bow hunters bow llightning bow long bow magic bow , wands staff wand , rods heavy rod, light rod, or horns horn horn. Apply the desired weapon, then check to see that the Range: slot in the status window indicates that item is "readied" (yes... you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, hold down the key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire. Enter a building or boat guild Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the A key. If there is a link to a map drawn of the "inside" you will be taken there. If no link exists, you will get the message "the is closed." Use a skill In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). To learn more about the skills system see chapter 5 (Skills). Cast a spell In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" talismanor a "holy symbol" holy symbolwill also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. Issue the meta-command `cast to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic). 3.1.2 Saving the game and ending the Crossfire session: The save command is to provide an emergency backup in case of a game crash. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. 3.1.3 About NPCs Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets," in that they follow you around and help you in your quest to kill enemies and find treasure. 3.1.4 Important special items There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. Signs: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. Handles and Buttons: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. Gates and locked doors: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. 3.2 Matters of life and death 3.2.1 Attack system Every time you make an attack, your attack is classified with one or more "attacktypes.". For example, an attack made with a ordinary sword results in the attack being made with the attack type of "physical." For another example, if a Mage attacks with a fireball spell the attack is made with the "magic" and "fire" attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. Here is a summary of the attack system; in fact, its a bit more complicated. Hitting an opponent Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower). Damaging a hit opponent Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "slay" various races of creatures. If the weapon slays the defender, the attack damage is tripled. 3.2.2 Experience Accumulation of experience will result in increasing the level of the player's character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table: Relationship between experience and level for the first 10 levels. Level Experience 1 0 2 1,000 3 2,000 4 4,000 5 8,000 6 16,000 7 32,000 8 64,000 9 125,000 10 250,000 In the skills-based game, several kinds of experience exist. The score represents the "overall" proficiency of the player and is the sum of all the differing kinds of experience possessed. The player accumulates experience into various "experience categories" according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on. Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience. As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! 3.2.3 Calculation of selected secondary stats Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used. Note: categories are given for the default settings, and this can be changed by the server administrator Refer to table primary stat effects if a quantity in a calculation is left unexplained. Weapon class (Wc) The Wc calculation is: class Wc - THAC0(STR) - weapon Wc - level - 1 every 6 levels where THAC0 is found using the STR stat on table primary stat effects, the weapon Wc can be determined from the Crossfire Spoiler and the level is taken from the physique experience category. Weapon Speed The calculation for weapon speed is quite complex (but here it is!). The value for the weapon speed is: speed/(LF * NastyFactor * LessNastyFactor) where LF ("level factor") is a number between 0.8 and 1.2 that increases with the level as (4+level)/(6+level)*1.2, (the level is taken from the overall level), and both NastyFactor and LessNastyFactor are calculated below. The value of NastyFactor is: 2/3 + MaxC/363 - ((0.00167*WpnW)/MaxC) + (speed/5) + ((Dex-14)/28) where MaxC is the maximum carrying limit of the character, WpnW is the weapon weight. Weapon weight can be determined from examining the given weapon (i.e. look at the number to the right side of the weapon icon in the inventory window). The value of LessNastyFactor is: 2 - ((WpnF - magic/2)/10) where WpnF is the "weapon factor" and magic is the value of the enchantment on the weapon (i.e. +1, +2, etc.). Weapon factor is given for some weapons in the table below: Weapon Factor Weapon 1.6 nunchacu 1.5 dagger 1.4 Sting, katana, shortsword, taifu 1.3 Belzebub's sword, Darkblade, Excalibur 1.2 Firebrand, Frostbrand, Mjoellnir, Mournblade, Stormbringer, broadsword, falchion, light sword, long sword, quarterstaff, sabre, sword, trident 1.1 Deathbringer, Demonbane, Dragonslayer, Holy Avenger club, hammer, mace, unicorn horn 1.0 axe, stonehammer 0.9 Skullcleaver, morningstar, stake, stoneaxe 0.8 large morningstar 0.5 Bonecrusher, Gram, shovel 0.3 large club 0.1 - 0.4 chair 0.1 bed Damage (Dam) Current weapon, character race (race table) and STR (DmBin table primary stat effects) all effect the value of Dam. The calculation for Dam is: Class bonus + DmB + Weapon damage + Skill damage In addition, for every 4 levels of fighting expertise (physique experience category level) 1+(Dmb/5)) is added to Dam. Some skills (namely the hand-to-hand, or martial arts skills) can add significant damage to the overall total. The amount that is added depends on the user's level in that skill. Note that weapon damage is automatically added to your damage rating in the stat window when you wield any weapon. Armour class (Ac) For characters that cannot wear armour (ex. Fireborn), their Ac can improve as their score increases. The calculation for Ac is then: Class Ac - level/3 The value of the character Ac may decrease to the value of -10. After that, no more improvement is made regardless of earned experience. The overall level is always used for this calculation. Hit points (Hp) A character will gain the following number of Hp for each new overall level gained between levels 1-10: (HpB)/2 + D4 + D4 + 1 + 1/every even level if HpB is even. Where D4 is a random number between 1 and 4 and you always get 1 hit point gained per level, regardless of HpBM. For levels after 10th, Hp grow 2 per level. The overall level provides the correct value for level in the calculation. Mana (Sp) A character will gain the following number of Sp for each new magic experience category level gained between levels 1-10: (MgB(POW))/2 + D3 + D3 + 1 every even level if MgB is even. Where D3 is a random number between 1 and 3 and you always get 1 mana gained per new level. For magic levels past the 10th, mana grows 2 per level. Grace (Gr) A character will gain the following number of Gr for each new wisdom experience category level gained between levels 1-10: (MgB(WIS) + MgB(POW))/8 + D3 Where D3 is a random number between 1 and 3 and you always get 1 grace gained per new level. For levels past the 10th, grace grows 1 per wisdom level. Death --- the ultimate penalty? Should your hit point total drop below 0 you will die gravestoneWhat happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and allof his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." For each time you die, your character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse corpseof the character that is to be resurrected! 3.3 Some advanced stuff 3.3.1 Some useful advanced commands Meta-command (') Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. Binding commands ('bind and 'unbind) You may bind any key with a complex command. For example, you could bind the use of the meditation skill to the key "m." To do this first type: 'bind use_skill meditation then press . The game will then ask you for a key to bind the command to, you then hit m. You can also rebind this key to something else later if you wish too. Issue the command: 'unbind reset To totally reset bindings on keys. Pick up toggle (@) This allows you to change your pickup status. Ten different modes for pick up exist: Mode 1: Pick up one item Mode 2: Pickup up one item and stop Mode 3: Stop before picking up items Mode 4: Pick up all items Mode 5: Pick up all items and stop Mode 6: Pick up all magical items Mode 7: Pick up all coins and gems Modes above 7: Pickup items with a value density greater than the pickup mode. Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66. Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. Whenever you move over a pile of stuff your pickup mode controls if and what you collect. You can always pickup stuff using the pickup command (,) regardless of your current pickup mode. Invoke ('invoke) A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: `bind invoke to any key. Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. 3.3.2 Playing with other people As a general rule, other Crossfire players will prefer to cooperate or at least leave each other alone. If you go about killing other player's characters you may not only risk their continued wrath, but the anger of the server administrator as well. Check out the house rules before you start slaying players. Useful multi-player commands Here are some useful commands for playing with other players: shout This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say. who This will give you a listing of all the current players and the maps they are on currently. Invoke this command as 'who. tell Will send your message only to the player indicated. It is invoked as: 'tell . The simple party system If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: 1) To form a party issue the command: 'party form 2) To join a party, type: 'party join Note: creating a party does not automatically make you a member, you still have to type 'party join To see all of the options, type 'party help. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 20:15:08 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 20:15:08 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:character_creation Message-ID: <1412298908.763508.16816.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 20:15 User : saru Edit Summary: @@ -103,65 +103,8 @@ Use golem-like spells to take down strong enemies. For example: "summon golem", "summon xxx elemental", "staff to snake", "summon avatar". Use pet monsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". As you raise your skill-level, most summoning spells will increase in power. It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. And once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. - - - - =====Hall of selection===== - This area allows players to select the race and class of their new character. Below is the information provided inside the hall of selection: - - ===Introduction:=== - Welcome to the Hall of Selection. Here, you will pick what your character's initial skills shall be. Different classes start out with different skills, but as you play the game, you will be able to 'train' your character to do whatever task you wish. Like a person, your character can learn a new career, IF his native abilities allow it. Your choice of class will, however, have a permanent effect on how the player shall appear on the board. - - ===Crossfire primer #1:=== - Picking things up and applying them. On this square there is a piece of food. Click around with your various mouse buttons until you can pick it up and drop it. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. - - ===Crossfire primer #2:=== - ==skills== - Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. - The main ones are magic, weapons, and praying. There are many more. - Some you will use like this: - use_skill alchemy - Others, like praying, weapons, and magic are automatic. - - ===Crossfire primer #3:=== - ==Magic== - Players with the magic skill can cast magical spells. - Magical spells are used in this way: - by typing, for example: - cast small lightning - cast burning hands - Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. - - ===Crossfire primer #4:=== - ==Prayers== - Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing: - cast holy word - cast burning hands - Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction. - Grace is a measure of how pleased your god is with you at the moment. Your god will grant you favors if you have sufficient grace for the favor, or even sometimes if you don't. However, asking for big favors when you have insufficient grace may bring down divine retribution. - Grace is slowly replenished, up to a point. Beyond that point, you must pray to gain more grace. This is a convenient way to do this: - bind use_skill praying - P - Then simply hit the P key repeatedly. - This is also a good way to regenerate grace quickly. - - ===Crossfire primer #5:=== - ==Attacking with weapons or fists.== - If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: - yku - h l - bjn - Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. - - ===Crossfire primer #6:=== - ==Religions.== - When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. - Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. - - ===Closing:=== - To begin choosing, walk into the room below, and examine the different classes until you are satisfied. When you find a class you like, walk forward onto the circle for that class. ====Races==== A complete list of race traits is available [[:races|here]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:character_creation?rev=1412297506 New Revision: http://wiki.metalforge.net/doku.php/guides:character_creation -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 20:32:18 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 20:32:18 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides Message-ID: <1412299938.789914.16828.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 20:32 User : saru Edit Summary: Added all sections to be included in handbook @@ -3,35 +3,29 @@ - - ===== Getting Started ===== ==== Crossfire Handbook ==== - - [[:guides:connecting to crossfire|Connecting to Crossfire]] - - [[:guides:character_creation|Creating a character]] - - Race guide - - Class guide - - Gods guide - - Playing Crossfire - - Combat - - Magic - - * The [[character creation HOWTO]] - All you need to know for creating your first character. - - Lists of commands with syntax and a short description of what each command does. - * [[Player Commands]] - Commands any player can use - * [[DM Commands]] - Commands only a DM can use - - Finding your way around can be difficulty - * [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. - - ===== Specific Guides ===== - ==== Skill Guides ==== - * [[guides:Alchemy Guide]] - * [[guides:Cooking Guide]] - * [[guides:Smithing Guide]] - * [[guides:Praying Guide]] + - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server + - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character + - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] + - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] + - [[:guides:character_creation#Gods|Recommendations on religion]] + - [[:guides:playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire + - [[Player Commands]] - Commands any player can use including syntax and description + - [[DM Commands]] - Commands only a DM can use + - [[:guides:Skills]] - What skills your character should learn + - [[:guides:Skills#Combat]] - Skills relating to hand to hand combat + - [[:guides:Skills#Magic]] - Skills related to spellcraft + - [[:guides:Skills#Crafting]] and other skills - Other skills + * [[guides:Alchemy Guide]] + * [[guides:Cooking Guide]] + * [[guides:Smithing Guide]] + * [[guides:Praying Guide]] + - [[:guides:Equipment]] - What equipment should you try and find + - [[Store Guide]] (the best stores for buying and selling) + - [[:guides:Maps]] - Where you should go exploring + - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. - ==== Store Guides ==== - * [[Store Guide]] (the best stores for buying and selling) + ====Old Guides===== + * The [[character creation HOWTO]] - Quick version of everything you need to know for creating your first character. ===== Mechanics ===== Information on the mechanics within crossfire can be found in //[[Mechanics|The Sworn book of Scorn]]//. Some information may be considered a spoiler. The following pages are useful to new players in particular: * [[:Characters]] - Explanation of [[:characters|character attributes]], because your character's [[:skills]] depend on those. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides?rev=1412297202 New Revision: http://wiki.metalforge.net/doku.php/guides -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 20:33:08 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 20:33:08 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides Message-ID: <1412299988.338815.16831.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 20:33 User : saru Edit Summary: @@ -3,6 +3,6 @@ - ==== Crossfire Handbook ==== + ===== Crossfire Handbook ===== - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides?rev=1412299935 New Revision: http://wiki.metalforge.net/doku.php/guides -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 20:34:19 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 20:34:19 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides Message-ID: <1412300059.189551.16834.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 20:34 User : saru Edit Summary: @@ -1,8 +1,9 @@ ====== Player Guides ====== Here you will find many guides detailing various aspects of playing Crossfire. ===== Crossfire Handbook ===== + The Crossfire Handbook provides all information to new players on navigating the complex world of Crossfire. Some information given can be considered spoilers so reader discretion is advised. - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides?rev=1412299987 New Revision: http://wiki.metalforge.net/doku.php/guides -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 20:52:18 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 20:52:18 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: guides:skills Message-ID: <1412301138.197836.16854.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 20:52 User : saru Edit Summary: created ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on exploring the world of Crossfire. =====Handbook Table of Contents===== [[:Guides]] - Back to guides index - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] - [[:guides:character_creation#Creating a character]] - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - [[:guides:Playing_crossfire|Playing Crossfire]] <- You are here =====Skills===== Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. The main ones are magic, weapons, and praying. There are many more. Some you will use like this: use_skill alchemy Others, like praying, weapons, and magic are automatic. =====Combat===== ==Attacking with weapons or fists.== If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: yku h l bjn Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. =====Magic===== Players with the magic skill can cast magical spells. Magical spells are used in this way: by typing, for example: cast small lightning cast burning hands Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. ====Wizardry==== ====Worship==== ==Prayers== Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing: cast holy word cast burning hands Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction. Grace is a measure of how pleased your god is with you at the moment. Your god will grant you favors if you have sufficient grace for the favor, or even sometimes if you don't. However, asking for big favors when you have insufficient grace may bring down divine retribution. Grace is slowly replenished, up to a point. Beyond that point, you must pray to gain more grace. This is a convenient way to do this: bind use_skill praying P Then simply hit the P key repeatedly. This is also a good way to regenerate grace quickly. ==Religion== When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. ====Crafting===== IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 22:18:22 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 22:18:22 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: guides:equipment Message-ID: <1412306302.128987.17164.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 22:18 User : saru Edit Summary: created ======Equipment====== =====Finding and inspecting equipment===== After you have picked up items, you will want to know about their properties. ====Inspecting an Item==== To inspect an item simply click on it with the left mouse button. New players will want to know more about the items they pick up as some items may have magical properties or cursed (negative attributes and difficult to take off). * Guide to Inspecting items using a shop * Guide to Inspecting items using a scroll, wand or rod * Guide to Inspecting items using a skill ===Guide to Inspecting items using a shop=== New players should proceed to the northwestern (upper left) area of Scorn and look for the Magic Shop (magic shop). <> Stand on top of the tower and press the 'A'-key, that's how you enter most maps. <> Once inside the Magic Shop, you'll see the following: an altar (altar) for the detect magic spell, an altar (altar) for the detect curse spell, a table (id table) for the identify spell, a sign (sign) listing the store's inventory, a special teleporter (shop mat) for entering the buy/sell area, and the entrance/exit (oak door) back to Scorn. The first thing to do is make use of the detect magic (altar) and detect curse altars (altar). Detect Curse Altars Position your character so they are standing directly on top of the detect curse altar Drop the necessary coins by right clicking on them in your inventory window Note: a combination of any coin value may be used, as long as it all equals 25gp The detect curse spell affects all items in your inventory Check your inventory window, cursed items show up highlighted in red detect curse - inventory screenshot In the interest of saving time, move over to the other altar for detect magic Detect Magic Altars Position your character so they are standing directly on top of the detect magic altar Drop the necessary coins by right clicking on them in your inventory window Note: a combination of any coin value may be used, as long as it all equals 10gp The detect magic spell affects all items in your inventory Check your inventory window, magical items show up highlighted in blue detect magic - inventory screen shot What if an item is both magical and cursed? It appears highlighted in dark blue/purple cursed and magical items - inventory screen shot Now, enter the shop via the special teleporter (shop mat). Once inside the buy/sell area, any item that is dropped will be considered sold - immediately! Even if you drop an item by accident, it is considered sold. If you want it back, you will have to purchase it. Also, the money obtained for selling items is automatically added to your inventory. Right-click on the items you wish to sell. This should include: Cursed items (highlighted in red or dark blue/purple) - this way the cursed items don't litter other maps Non-magical items that you don't plan on using (monster parts, weaker armour and weapons and other items) Gems - not always necessary, depends on the number of magical items you have found and need to be identified Now, exit the buy/sell area and proceed to the blue table in the lower corner. This is the identify table and it has a very different function when compared to the detect curse and detect magic altars. The 20gp required only identifies one item in your inventory - the top most (unidentified item) whether or not it's magical, cursed or normal. More information will be available if you have identified it. You can identify items in 3 ways * Pay money on an altar of identification * Read a scroll of identify * Ready the appropriate [[:guides:skills#crafting]] skill Identify Tables Activating the identify table (id table) is similar to the other altars. Position your character so they are standing directly on top of the identify table Drop the necessary coins by right clicking on them in your inventory window. Note: a combination of any coin value may be used, as long as it all equals 20gp The identify spell will be applied to the top-most, unidentified item in your inventory. Note: if you drop the equivalent of 40gp, then two items will be identified; 60gp for three items, and so on. The message window will show the full stats of the identified item(s). If all items are identified, you will see the message: You have nothing that needs identifying Remember - pick up any left over change when you are done using the altars and table. Upgrading Your EQ Now it's time to upgrade your equipment, assuming that your race or class allows you to wear armour or wield a weapon. Exit the Scorn Magic Shop and proceed to the east to the Armour Shop (armour shop). Why the Armour Shop? You need to protect your Hit Points as much as possible A new character at this level does not have that many life points to spare Monsters will always surround you and attack from all directions - no matter how fast you eliminate them with your better/stronger/faster weapon Once inside the entry area... Check the store inventory sign See if there is body armour that is at least +1 (of course, +2 would be better, you might not be able to afford anything +3) Find that armour in the shop in the buy/sell area Compare AC, Armour and weight values - is it an improvement over your existing armour? Armour Class: What modification is applied to the wearer's AC, which relates to how protected the character is from being hit by any attack. High values are better. A low AC value (even negative) are better. Armour: What modification is applied to the wearer's Armour, which relates to wow much damage will be subtracted from successful hits made upon the character. This value ranges between 0 to 99%. High values are better. Weight: How heavy the object is. The heavier the object, the more likely the wearer will experience arcane spell failure. This also has an effect on the wearer's movement and attack speed. Low values are better. Check and see if you can afford it (price is based on your Charisma score) If you can - buy it; if not, move on to the next item Depending on how much money you have left over, see if you can afford the following: a shield a helmet gauntlets If you still have any money left over, and your class or race allows you to wield a weapon - consider upgrading it. Exit the Scorn Armour Shop and proceed to the west to the Weapon Shop (weapon shop). Once inside the entry area.. Check the store inventory sign See if there are any weapons that are at least +1 (of course, +2 would be better, you might not be able to afford anything +3) Locate this weapon in the buy/sell area of the store Compare the Damage, Weapon Speed and Weight values - is it an improvement over your existing armour? Damage: The number of Hit Points subtracted from the target's total Hit Points per successful melee strike. High values are better. Weapon Speed: Influences attack speed or rate. Low values are better. Weight: How heavy the object is. The heavier the object, the more likely the wearer will experience arcane spell failure. This also has an effect on the wearer's movement and attack speed. Low values are better. Check and see if you can afford it (price is based on your Charisma score) If you can - buy it; if not, move on to the next item With your new equipment ready - head to the Newbie Tower. Spellcasters Notice how the walkthrough did not include how to purchase spell or prayer books? The controversial answer... That's because it's not recommended right now for a level 1 (almost level 2) character. Level up in physique first, and here's why: Gives you more Hit Points so you can sustain more damage while you run away from monsters because you've run out of Spell or Grace Points It's very frustrating to lose hard earned experience because a Goblin got lucky with an arrow right before you obliterate him with your spell It's important to learn quick moment sequences and tactical retreats to avoid monster attacks while casting spells and to position yourself for effective spell delivery - this is only learned by sending your character into melee combat IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/guides:equipment -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 22:37:24 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 22:37:24 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: characters:wc Message-ID: <1412307444.559560.17179.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 22:37 User : saru Edit Summary: created Weapon class (Wc) The Wc calculation is: class Wc - THAC0(STR) - weapon Wc - level - 1 every 6 levels where THAC0 is found using the STR stat on table primary stat effects, the weapon Wc can be determined from the Crossfire Spoiler and the level is taken from the physique experience category. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/characters:wc -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 22:59:00 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 22:59:00 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412308740.217145.17199.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 22:58 User : saru Edit Summary: Major additions from Original Handbook @@ -10,207 +10,110 @@ - [[:guides:character_creation#Gods|Recommendations on religion]] - [[:guides:Playing_crossfire|Playing Crossfire]] <- You are here ===== Playing Crossfire ===== - Chapter 3 - Playing Crossfire - 3.1. Basics In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. - 3.1.1 How to do simple stuff - Move around and attack - Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of where the various movement keys will take you: + ====How to do simple stuff==== + ===Movement=== + Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. The move command is broken up into specific commands for each [[:player_commands#directional|direction]]. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of the default movement [[#bind|bindings]]: ^ y or numpad 7 ^ ^ k or numpad 8^ ^ u or numpad 9^ ^ ^ nwarrow ^ narrow ^ nearrow ^ ^ ^ h or numpad 4 ^ warrow ^ {{classes:priest.base.151.png}} ^ earrow ^ l or numpad 6 ^ ^ ^ swarrow ^ sarrow ^ searrow ^ ^ ^ b or numpad 1 ^ ^ j or numpad 2 ^ ^ n or numpad 3 ^ - The "." refers to yourself; you don't move anywhere when you press it. In order to "run" in a particular direction (i.e. move continuously without having to repeatedly punch the key) hold down the key then hit any movement key or the right hand mouse button to start moving. Release the key when you wish to stop running. + The central character refers to yourself and is associated with numpad 5 or .; you don't move anywhere when you press it. - If you move into something, you will attack it. This means walls, doors, and monsters will be damaged if you hit them. Players and friendly monsters may also be attacked in this way, but only if you set the peaceful flag to "off." To learn more about the combat system see section combat. + In order to "run" in a particular direction (i.e. move continuously without having to repeatedly punch the key) hold down the key then hit any movement key or the right hand mouse button to start moving. Release the key when you wish to stop running. - Picking up items - To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. + ==Attack Something== + If you move into something, you use an appropriate skill on it. This means walls, doors, and monsters will be damaged if you hit them. If you have the lockpicking skill ready or a key these will be used to open it. If you are running you will always attack if possible. Players and friendly monsters may also be attacked in this way so be careful! - Applying stuff: wear armour, wield a weapon, eat, and so on - Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include "food" apple loaf cabbage cake carrot orc chop coffee choclate food fish mint onion orange pear potato roast bird waybread, "potions" balm dust figurine potion of charisma potion potion of constitution potionof dexterity potion potion potion of health potion of heroism improvement potion potion of intelligence potion potion potion of power potion of strength potion of wisdom potion and "scrolls" scroll To learn more about the uses of various items see chapter 6 (Equipment). + ==Shoot a Ranged Weapon== + Apply the desired [[:guides:Equipment#Ranged Weapons]] (e.g. bows, wands etc), then check to see that the Range: slot in the status window indicates that item is "readied" (yes... you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, hold down the key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire. - Shoot a ranged weapon - Ranged weapons include bows bow composite bow crossbow elven bow hunters bow llightning bow long bow magic bow , wands staff wand , rods heavy rod, light rod, or horns horn horn. Apply the desired weapon, then check to see that the Range: slot in the status window indicates that item is "readied" (yes... you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, hold down the key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire. - - Enter a building or boat - guild Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the A key. If there is a link to a map drawn of the "inside" you will be taken there. If no link exists, you will get the message "the is closed." - - Use a skill - In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). To learn more about the skills system see chapter 5 (Skills). - - Cast a spell + ==Cast a spell== In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" talismanor a "holy symbol" holy symbolwill also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. Issue the meta-command `cast to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic). - 3.1.2 Saving the game and ending the Crossfire session: - The save command is to provide an emergency backup in case of a game crash. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. + More about the combat system is in the [[:guides:skills]] section under [[:guides:skills#combat]]. - 3.1.3 About NPCs - Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. + ===Use a Skill=== + In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). - Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets," in that they follow you around and help you in your quest to kill enemies and find treasure. + To learn more about the skills system see [[:guides:Skills]]. - 3.1.4 Important special items - There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. + ===Applying stuff: wear armour, wield a weapon, eat, and so on=== + Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. You will want to ensure you have weapons and armour equipped before [[:guides:skills#combat]] by applying them until a small A is shown next to the item. - Signs: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. - Handles and Buttons: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. - Gates and locked doors: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. - Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! - Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." - Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. - Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. - 3.2 Matters of life and death - 3.2.1 Attack system - Every time you make an attack, your attack is classified with one or more "attacktypes.". For example, an attack made with a ordinary sword results in the attack being made with the attack type of "physical." For another example, if a Mage attacks with a fireball spell the attack is made with the "magic" and "fire" attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. + FIXME Insert example image of applied item. - Here is a summary of the attack system; in fact, its a bit more complicated. + By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include [[:guides:equipment#food]], [[:guides:equipment#potions]], and, [[:guides:equipment#scrolls]]". - Hitting an opponent - Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower). + To learn more about the uses of various items see [[:guides:Equipment]]. - Damaging a hit opponent - Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "slay" various races of creatures. If the weapon slays the defender, the attack damage is tripled. + ===Enter a building, boat, teleporter=== + Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the 'A' key to issue the [[:player_commands#apply]] command. If there is a way to get "inside" you will be taken there. If no link exists, you will get the message "the is closed." Some buildings have additional requirements to enter. - 3.2.2 Experience - Accumulation of experience will result in increasing the level of the player's character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table: + ===Saving the game and ending the Crossfire session:=== + A special type of link is the Bed to Reality. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. The [[:player_commands#save]] command is to provide an emergency backup in case of a game crash. - Relationship between experience and level for the first 10 levels. + <> - Level Experience - 1 0 - 2 1,000 - 3 2,000 - 4 4,000 - 5 8,000 - 6 16,000 - 7 32,000 - 8 64,000 - 9 125,000 - 10 250,000 - In the skills-based game, several kinds of experience exist. The score represents the "overall" proficiency of the player and is the sum of all the differing kinds of experience possessed. + To learn more see [[:guides:Maps]]. - The player accumulates experience into various "experience categories" according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on. + ===Picking up items=== + To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. - Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience. + In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. - As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! + For more information see [[:guides:equipment]] - 3.2.3 Calculation of selected secondary stats - Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used. + ====Conversation==== + ===NPCs=== + Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. - Note: categories are given for the default settings, and this can be changed by the server administrator + Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets," in that they follow you around and help you in your quest to kill enemies and find treasure. - Refer to table primary stat effects if a quantity in a calculation is left unexplained. + ===Messages and Notices=== + There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. - Weapon class (Wc) - The Wc calculation is: + Signs: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. + Handles and Buttons: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. + Gates and locked doors: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. + Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! + Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." + Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. + Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. - class Wc - THAC0(STR) - weapon Wc - level - 1 every 6 levels - - where THAC0 is found using the STR stat on table primary stat effects, the weapon Wc can be determined from the Crossfire Spoiler and the level is taken from the physique experience category. - - Weapon Speed - The calculation for weapon speed is quite complex (but here it is!). The value for the weapon speed is: - - speed/(LF * NastyFactor * LessNastyFactor) - - where LF ("level factor") is a number between 0.8 and 1.2 that increases with the level as (4+level)/(6+level)*1.2, (the level is taken from the overall level), and both NastyFactor and LessNastyFactor are calculated below. - - The value of NastyFactor is: - - 2/3 + MaxC/363 - ((0.00167*WpnW)/MaxC) + (speed/5) + ((Dex-14)/28) - - where MaxC is the maximum carrying limit of the character, WpnW is the weapon weight. Weapon weight can be determined from examining the given weapon (i.e. look at the number to the right side of the weapon icon in the inventory window). - - The value of LessNastyFactor is: - - 2 - ((WpnF - magic/2)/10) - - where WpnF is the "weapon factor" and magic is the value of the enchantment on the weapon (i.e. +1, +2, etc.). Weapon factor is given for some weapons in the table below: - - Weapon Factor Weapon - 1.6 nunchacu - 1.5 dagger - 1.4 Sting, katana, shortsword, taifu - 1.3 Belzebub's sword, Darkblade, Excalibur - 1.2 Firebrand, Frostbrand, Mjoellnir, Mournblade, Stormbringer, broadsword, falchion, light sword, long sword, quarterstaff, sabre, sword, trident - 1.1 Deathbringer, Demonbane, Dragonslayer, Holy Avenger club, hammer, mace, unicorn horn - 1.0 axe, stonehammer - 0.9 Skullcleaver, morningstar, stake, stoneaxe - 0.8 large morningstar - 0.5 Bonecrusher, Gram, shovel - 0.3 large club - 0.1 - 0.4 chair - 0.1 bed - Damage (Dam) - Current weapon, character race (race table) and STR (DmBin table primary stat effects) all effect the value of Dam. - - The calculation for Dam is: - - Class bonus + DmB + Weapon damage + Skill damage - - In addition, for every 4 levels of fighting expertise (physique experience category level) 1+(Dmb/5)) is added to Dam. Some skills (namely the hand-to-hand, or martial arts skills) can add significant damage to the overall total. The amount that is added depends on the user's level in that skill. Note that weapon damage is automatically added to your damage rating in the stat window when you wield any weapon. - - Armour class (Ac) - For characters that cannot wear armour (ex. Fireborn), their Ac can improve as their score increases. The calculation for Ac is then: - - Class Ac - level/3 - - The value of the character Ac may decrease to the value of -10. After that, no more improvement is made regardless of earned experience. The overall level is always used for this calculation. - - Hit points (Hp) - A character will gain the following number of Hp for each new overall level gained between levels 1-10: - - (HpB)/2 + D4 + D4 + 1 + 1/every even level if HpB is even. - - Where D4 is a random number between 1 and 4 and you always get 1 hit point gained per level, regardless of HpBM. For levels after 10th, Hp grow 2 per level. The overall level provides the correct value for level in the calculation. - - Mana (Sp) - A character will gain the following number of Sp for each new magic experience category level gained between levels 1-10: - - (MgB(POW))/2 + D3 + D3 + 1 every even level if MgB is even. - - Where D3 is a random number between 1 and 3 and you always get 1 mana gained per new level. For magic levels past the 10th, mana grows 2 per level. - - Grace (Gr) - A character will gain the following number of Gr for each new wisdom experience category level gained between levels 1-10: - - (MgB(WIS) + MgB(POW))/8 + D3 - - Where D3 is a random number between 1 and 3 and you always get 1 grace gained per new level. For levels past the 10th, grace grows 1 per wisdom level. Death --- the ultimate penalty? Should your hit point total drop below 0 you will die gravestoneWhat happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and allof his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." For each time you die, your character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse corpseof the character that is to be resurrected! - 3.3 Some advanced stuff - 3.3.1 Some useful advanced commands - Meta-command (') + ====Important commands==== + Some of the important commands to master follow. For a list of all commands visit [[:player_commands]] + + ===Meta-command (')=== Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. - Binding commands ('bind and 'unbind) - You may bind any key with a complex command. For example, you could bind the use of the meditation skill to the key "m." To do this first type: + ===Bind=== + You may bind any key with a complex command using the binding commands ('[[:player_commands#bind]] and '[[:player_commands#unbind]]). For example, you could bind the use of the meditation skill to the key "m." To do this first type: - 'bind use_skill meditation + 'bind use_skill meditation then press . The game will then ask you for a key to bind the command to, you then hit m. You can also rebind this key to something else later if you wish too. Issue the command: - 'unbind reset + 'unbind - To totally reset bindings on keys. + then press . The game will then ask you for a key to unbind, you then hit m. - Pick up toggle (@) - This allows you to change your pickup status. Ten different modes for pick up exist: + ===Pick up=== + The command [[:player_commands#pickup]] allows you to change your pickup status. Ten different modes for pick up exist: Mode 1: Pick up one item Mode 2: Pickup up one item and stop Mode 3: Stop before picking up items @@ -221,34 +124,36 @@ Modes above 7: Pickup items with a value density greater than the pickup mode. Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66. Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. Whenever you move over a pile of stuff your pickup mode controls if and what you collect. You can always pickup stuff using the pickup command (,) regardless of your current pickup mode. - Invoke ('invoke) + ===Invoke=== A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: `bind invoke to any key. Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. - 3.3.2 Playing with other people + ====Playing with other people==== As a general rule, other Crossfire players will prefer to cooperate or at least leave each other alone. If you go about killing other player's characters you may not only risk their continued wrath, but the anger of the server administrator as well. Check out the house rules before you start slaying players. Useful multi-player commands Here are some useful commands for playing with other players: - shout This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say. + ===Shout=== + This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say. who This will give you a listing of all the current players and the maps they are on currently. Invoke this command as 'who. tell Will send your message only to the player indicated. It is invoked as: 'tell . - The simple party system + + ===The simple party system=== If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: 1) To form a party issue the command: - 'party form + 'party form 2) To join a party, type: - 'party join - + 'party join + Note: creating a party does not automatically make you a member, you still have to type 'party join - To see all of the options, type 'party help. + To see all of the options, visit [[:player_commands#party]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412297831 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:23:33 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:23:33 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:weapon_speed Message-ID: <1412310213.859604.17343.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:23 User : saru Edit Summary: @@ -44,4 +44,38 @@ | 27 | 5 | | 28 | 6 | | 29 | 6 | | 30 | 7 | + + ===From old handbook=== + The calculation for weapon speed is quite complex (but here it is!). The value for the weapon speed is: + + speed/(LF * NastyFactor * LessNastyFactor) + + where LF ("level factor") is a number between 0.8 and 1.2 that increases with the level as (4+level)/(6+level)*1.2, (the level is taken from the overall level), and both NastyFactor and LessNastyFactor are calculated below. + + The value of NastyFactor is: + + 2/3 + MaxC/363 - ((0.00167*WpnW)/MaxC) + (speed/5) + ((Dex-14)/28) + + where MaxC is the maximum carrying limit of the character, WpnW is the weapon weight. Weapon weight can be determined from examining the given weapon (i.e. look at the number to the right side of the weapon icon in the inventory window). + + The value of LessNastyFactor is: + + 2 - ((WpnF - magic/2)/10) + + where WpnF is the "weapon factor" and magic is the value of the enchantment on the weapon (i.e. +1, +2, etc.). Weapon factor is given for some weapons in the table below: + + Weapon Factor Weapon + 1.6 nunchacu + 1.5 dagger + 1.4 Sting, katana, shortsword, taifu + 1.3 Belzebub's sword, Darkblade, Excalibur + 1.2 Firebrand, Frostbrand, Mjoellnir, Mournblade, Stormbringer, broadsword, falchion, light sword, long sword, quarterstaff, sabre, sword, trident + 1.1 Deathbringer, Demonbane, Dragonslayer, Holy Avenger club, hammer, mace, unicorn horn + 1.0 axe, stonehammer + 0.9 Skullcleaver, morningstar, stake, stoneaxe + 0.8 large morningstar + 0.5 Bonecrusher, Gram, shovel + 0.3 large club + 0.1 - 0.4 chair + 0.1 bed IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:weapon_speed?rev=1410132889 New Revision: http://wiki.metalforge.net/doku.php/characters:weapon_speed -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:24:07 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:24:07 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:ac Message-ID: <1412310247.836831.17346.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:24 User : saru Edit Summary: @@ -36,4 +36,12 @@ | 27 | 5 | | 28 | 6 | | 29 | 6 | | 30 | 7 | + + ===From old handbook=== + Armour class (Ac) + For characters that cannot wear armour (ex. Fireborn), their Ac can improve as their score increases. The calculation for Ac is then: + + Class Ac - level/3 + + The value of the character Ac may decrease to the value of -10. After that, no more improvement is made regardless of earned experience. The overall level is always used for this calculation. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:ac?rev=1383486359 New Revision: http://wiki.metalforge.net/doku.php/characters:ac -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:24:48 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:24:48 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:hp Message-ID: <1412310288.661570.17349.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:24 User : saru Edit Summary: @@ -51,5 +51,13 @@ | 27 | 12.5 | | 28 | 15 | | 29 | 20 | | 30 | 25 | + + ===From old handbook=== + Hit points (Hp) + A character will gain the following number of Hp for each new overall level gained between levels 1-10: + + (HpB)/2 + D4 + D4 + 1 + 1/every even level if HpB is even. + + Where D4 is a random number between 1 and 4 and you always get 1 hit point gained per level, regardless of HpBM. For levels after 10th, Hp grow 2 per level. The overall level provides the correct value for level in the calculation. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:hp?rev=1383487883 New Revision: http://wiki.metalforge.net/doku.php/characters:hp -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:25:23 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:25:23 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:mana Message-ID: <1412310323.109599.17354.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:25 User : saru Edit Summary: @@ -54,4 +54,12 @@ | 27 | 10 | | 28 | 12.5 | | 29 | 17.5 | | 30 | 25 | + + ===From old handbook=== + Mana (Sp) + A character will gain the following number of Sp for each new magic experience category level gained between levels 1-10: + + (MgB(POW))/2 + D3 + D3 + 1 every even level if MgB is even. + + Where D3 is a random number between 1 and 3 and you always get 1 mana gained per new level. For magic levels past the 10th, mana grows 2 per level. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:mana?rev=1383482447 New Revision: http://wiki.metalforge.net/doku.php/characters:mana -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:25:58 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:25:58 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:grace Message-ID: <1412310358.159560.17357.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:25 User : saru Edit Summary: @@ -52,4 +52,12 @@ | 27 | 10 | | 28 | 12.5 | | 29 | 17.5 | | 30 | 25 | + + ===From old handbook=== + Grace (Gr) + A character will gain the following number of Gr for each new wisdom experience category level gained between levels 1-10: + + (MgB(WIS) + MgB(POW))/8 + D3 + + Where D3 is a random number between 1 and 3 and you always get 1 grace gained per new level. For levels past the 10th, grace grows 1 per wisdom level. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:grace?rev=1383814496 New Revision: http://wiki.metalforge.net/doku.php/characters:grace -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:26:40 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:26:40 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: characters:dam Message-ID: <1412310400.824735.17360.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:26 User : saru Edit Summary: created ===From old handbook=== Damage (Dam) Current weapon, character race (race table) and STR (DmBin table primary stat effects) all effect the value of Dam. The calculation for Dam is: Class bonus + DmB + Weapon damage + Skill damage In addition, for every 4 levels of fighting expertise (physique experience category level) 1+(Dmb/5)) is added to Dam. Some skills (namely the hand-to-hand, or martial arts skills) can add significant damage to the overall total. The amount that is added depends on the user's level in that skill. Note that weapon damage is automatically added to your damage rating in the stat window when you wield any weapon. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/characters:dam -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:27:32 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:27:32 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412310452.319252.17363.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:27 User : saru Edit Summary: Moved mechanics into appropriate mechanics pages @@ -15,10 +15,54 @@ The main ones are magic, weapons, and praying. There are many more. Some you will use like this: use_skill alchemy Others, like praying, weapons, and magic are automatic. + + 3.2.2 Experience + Accumulation of experience will result in increasing the level of the player's character. In a Crossfire game where skills are not present, experience is only gained for removing traps and killing monsters. A player will gain a new level when their experience total reaches a new amount in the hierarchy shown in the following table: + + Relationship between experience and level for the first 10 levels. + + Level Experience + 1 0 + 2 1,000 + 3 2,000 + 4 4,000 + 5 8,000 + 6 16,000 + 7 32,000 + 8 64,000 + 9 125,000 + 10 250,000 + In the skills-based game, several kinds of experience exist. The score represents the "overall" proficiency of the player and is the sum of all the differing kinds of experience possessed. + + The player accumulates experience into various "experience categories" according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on. + + Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience. + + As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! =====Combat===== + 3.2 Matters of life and death + 3.2.1 Attack system + Every time you make an attack, your attack is classified with one or more "attacktypes.". For example, an attack made with a ordinary sword results in the attack being made with the attack type of "physical." For another example, if a Mage attacks with a fireball spell the attack is made with the "magic" and "fire" attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. + + Here is a summary of the attack system; in fact, its a bit more complicated. + + Hitting an opponent + Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower). + + Damaging a hit opponent + Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "slay" various races of creatures. If the weapon slays the defender, the attack damage is tripled. + + 3.2.3 Calculation of selected secondary stats + Both the primary stats and level of the character will influence the secondary stats given below. In the skills-based game, the appropriate experience category is identified for purposes of determining which level is used in the calculation. In the non-skills game, the overall level is always used. + + Note: categories are given for the default settings, and this can be changed by the server administrator + + Refer to table primary stat effects if a quantity in a calculation is left unexplained. + + ==Attacking with weapons or fists.== If you want to physically strike a monster, all you need to do is run into him with your player, many times quickly. To do this best, you should learn the keyboard commands for running, and indeed, for moving in general. For moving with the keyboard: yku h l IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412301134 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:43:31 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:43:31 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: spells:praying Message-ID: <1412311411.159629.17381.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:43 User : saru Edit Summary: Added Diseases @@ -619,8 +619,239 @@ * Perceive Self (and maybe others) can't be obtained in a prayerbook (unless i'm totally wrong) :) //Ryo 2006/12/19 07:25// * How is this determined? I'm trying to find the code which selects spells for spellbooks, but not having much luck so far. * Never mind; I found the *_book.trs files in the arch directory. + + ===== Diseases ===== + 7.3 Diseases + Diseases are, well, diseases. They can be contageous or not, and can be contracted in a number of ways, and they vary greatly in their symptoms and dangerousness. + + Diseases have "levels". If you contract a disease and recover naturally, you're immune to that disease forever, provided the instance of the disease is of equal or lower level than your immunity. + + For example, you get a case of the flu cast by yourself at level 15. When you get over it, you're immune to any flu of level less than 16. When you become level 16 and cast the flu again, you are NOT immune. + + Spells such as "cure disease" or "restoration" will remove a disease, but will not grant immunity. + + When cast as a spell, diseases's severity is level dependent. A 30th level cold is a LOT more severe than a level 2 cold. + + Undead are NEVER affected by any disease. + + Any priest player who is not PATH_DENIED_WOUNDING may learn and cast: cold, flu, typhoid, anthrax, leprosy + + Any priest with a high enough Wis and with a religion PATH_ATTUNED_WOUNDING may learn: smallpox, white death, red death by praying at his altar. + + Black death is currently disabled. (which is odd, since it is less powerful than White Death). + + Also, diseases were recently modified so that the DAMAGE caused each round varied between 0 and the maximum listed. So you can inflict a MILD case of ebola, which would NOT kill a monster, or a severe one capable of killing it. + + ==== Types of Diseases==== + ===Mostly harmless diseases:=== + + Athlete's Foot + Symptom: Your feet itch, burn. + Result: Dex -1 + Affects: anyone + Contracted by: diseased needle only, or close contact (next square) with someone infected + Cured in: 10 disease rounds. + Contagious Range: 1 square + Contagiousness: very, very low + + + Egg Laying Disease + Symptom: You lay an egg. + Result: + Affects: anyone + Contracted by: diseased needle only + Cured in: 5 disease rounds + Contagious Range: + Contagiousness: + + + Flaming Fart Disease + Symptom: You blow a great fart, which ignites and stinks. + Result: + Affects: anyone + Contracted by: diseased needle only + Cured in: 10 disease rounds + Contagious Range: + Contagiousness: + + + Incontinence + Symptom: "you have a messy accident", a stinking puddle of urine + Result: + Affects: anyone + Contracted by: diseased needle only + Cured in: 10 disease rounds. + Contagious Range: + Contagiousness: + + + Scurvy + Symptom: tooth falls out along with a message about vitamin C + Result: Con -1 + Affects: anyone + Contracted by: diseased needle only + Cured in: 15 disease rounds + Contagious Range: + Contagiousness: + + + Diarrhea + Symptom: "you can't control your sphincter", a stinking puddle of diahhrea + Result: + Affects: anyone + Contracted by: diseased needle only + Cured in: 10 disease rounds + Contagious Range: + Contagiousness: + + + Tapeworms + Symptom: "You feel more hungry than usual. You also feel an urge to refer to yourself in the plural." + Result: food use is increased + Affects: anyone + Contracted by: diseased needle, close contact with infected host + Cured in: Requires "cure disease". No immunity. + Contagious Range: 1 + Contagiousness: very, very low + + + Warts + Symptom: "You have warts. They are ugly and annoying." + Result: Cha -1 + Affects: anyone + Contracted by: diseased needle, close contact with infected host + Cured in: 50 disease rounds + Contagious Range: 1 + Contagiousness: very, very low + + + ===Nasty diseases that players can cause:=== + + Cold + Symptom: "You develep a sniffle" + Result: Con -1, Cha -1, one hp of damage, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 50% + Attacktype: Godpower + Affects: anyone + Contracted by: infliction by player, proximity to something infected or a region where something infected died. + Cured in: 6 disease rounds + Contagious Range: 3 + Contagiousness: High + + + Flu + Symptom: "You have aches and fever, and you feel nauseous." + Result: Con -1, Cha -1, Str -1, Dex -1, Wis -1, Int -1, one hp of damage, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 50% + Attacktype: Godpower + Affects: anyone + Contracted by: infliction by player, proximity to something infected or a region where something infected died. + Cured in: 6 disease rounds + Contagious Range: 3 + Contagiousness: High + + + Leprosy + Symptom: "Splotches are spreading around your body. You feel disgusted with yourself. A piece of skin flakes off and falls to the ground." + Result: Con -1, Cha -2, Str -1, Dex -1, one hp of damage, reduce hp regen by 1, reduce sp regen by 1. + This disease progresses in severity until cure or death. + Attacktype: Godpower + Affects: anyone + Contracted by: Touch of a lich or spell infliction + Cured in: by cure disease only + Contagious Range: by touch or infliction by player only + Contagiousness: Touch or spell only + + + Anthrax + Symptom: "You feel feverish. Your muscles spasm oddly.... Breathing is difficult." + Result: Con -4, Str -3, Dex -3, up to 5% of a creatures hitpoints each disease move, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 50% + Attacktype: Godpower + Affects: animals only + Contracted by: spell, or close contact with contaminated ground or diseased + Cured in: 23 disease rounds (i.e., if the animal doesn't regen, it'll die.) + Contagious Range: 1 square + Contagiousness: very low + + + Red Death (Ebola) + Symptom: "Blood leaks out of your eyes and your pores!" + Result: Str -3, Con -4, Dex -2, Wis -2, Int -4, Cha -7, up to 10% of a creatures hitpoints each disease move, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 50% + Attacktype: Godpower + Affects: anything + Contracted by: spell, or close contact with contaminated ground or diseased victim + Cured in: 15 disease rounds (i.e., if the animal doesn't regen, it'll die.) + Contagious Range: 1 square + Contagiousness: fairly high, however, each generation is less contageous + + + Black Death (Plague) + Symptom: You have aches and fever, and you feel nauseous. + Result: Str -3, Con -4, Dex -3, Cha -4, up to 11% of a creatures hitpoints each disease move, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 50% + Attacktype: Godpower + Affects: human, goblin, giant, troll, animal, insect + Contracted by: spell, or close contact with contaminated ground or diseased victim + Cured in: 10 disease rounds (i.e., if the victim doesn't regen, it'll die.) + Contagious Range: 1 square + Contagiousness: fairly high + + + White Death (Pneumonic Plague) + Symptom: You cough up some nasty green phlegm. + Result: Str -3, Con -4, Dex -3, Cha -4, up to 11% of a creatures hitpoints each disease move, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 50% + Attacktype: Godpower + Affects: anyone + Contracted by: spell, or close contact with contaminated ground or diseased victim + Cured in: 15 disease rounds (i.e., if the victim doesn't regen, it'll die.) + Contagious Range: 4 square + Contagiousness: fairly high + + + Smallpox + Symptom: "You have a nasty rash all over you. Are those pustules?" + Result: Str -1, Con -4, Dex -1, up to 10% of a creatures hitpoints each disease move, reduce hp regen by 1, reduce sp regen by 1 + Attacktype: Godpower + Affects: human, dwarf, goblin, giant, troll + Contracted by: spell, or close contact with contaminated ground or diseased victim + Cured in: 12 disease rounds (i.e., if the victim doesn't regen, it'll die.) + Contagious Range: 3 square + Contagiousness: fairly high + + + typhoid + Symptom: "You feel feverish. Your muscles spasm oddly.... Breathing is difficult." + Result: Str -3, Con -4, Dex -3, up to 7% of a creatures hitpoints each disease move, reduce hp regen by 1, reduce sp regen by 1, reduce speed by 30% + Attacktype: Godpower + Affects: human, dwarf, goblin, giant, troll + Contracted by: spell, or close contact with contaminated ground or diseased victim + Cured in: 16 disease rounds (i.e., if the victim doesn't regen, it'll die.) + Contagious Range: 3 square + Contagiousness: fairly high + + + ===Other diseases:=== + + Arthritis + Symptom: "Your joints are swollen. You feel less dextrous and weaker." + Result: Str -1, Dex -2 + THIS DISEASE WILL PROGRESS IF NOT CURED. I.e., Str -2, Dex -4.... + Attacktype: stat depletion only + Affects: anyone + Contracted by: physical attack of a spectre only + Cured in: cured by spell only + Contagious Range: + Contagiousness: + + + Insanity + Symptom: "You start gibbering incoherently. You forget where you are and what you were doing." + Result: Wis -1, Int -1, 1 hp damage + Attacktype: confusion. The victim may suffer a bout of madness every time symptoms recur + Affects: anyone + Contracted by: physical attack of a demilich only + Cured in: cured ONLY by spell + Contagious Range: + Contagiousness: ===== Credits ===== * All information retrieved from the archetype files in the [[http://crossfire.real-time.com/svn/index.html|SVN repository]], or from the [[http://crossfire.real-time.com/spoiler/spells/index.html|Spells]] section of the main Crossfire site. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/spells:praying?rev=1382791758 New Revision: http://wiki.metalforge.net/doku.php/spells:praying -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:44:19 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:44:19 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412311459.989546.17386.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:44 User : saru Edit Summary: @@ -156,4 +156,26 @@ Note: creating a party does not automatically make you a member, you still have to type 'party join To see all of the options, visit [[:player_commands#party]]. + + =====Hints on Playing Crossfire===== + 7.1 Beginning players + 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. + + For beginners, there are several maps designed for them. Find these areas and clear them out. All throughout these levels, a player can find signs and books which they can read by stepping onto them and hitting "A" to apply the book/sign. These messages will help the player to learn the system. Probably the first, best area for a beginning player to start out in is "Beginners." This area is a small house located southwest of your starting location. + + Flailing about with spells + Some items are perishable. If you shoot a fireball into a room full of scrolls, you will notice them going up in smoke! So be careful not to destroy valuable items. + + Tips on surviving + Crossfire is populated with a wealth of different monsters. These monsters can have varying immunities and attacktypes. In addition, some of them can be quite a bit smarter than others. It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them. + + Most monsters in the game are out to mindlessly kill and destroy the players. Killing monsters will help boost a player's score. When fighting a large amount of monsters in a single room, attempt to find a narrower hallway so that you are not being attacked from all sides. Charging into a room full of Beholders would not be wise, instead, open the door and fight them one at a time. + + More advice can be found in the Survival Guide + + 7.2 Priorities for low-level characters + The priority for characters below about 5th level is to gain some basic items. In this regard, better armour and better spells are best. Look for a quest among the various islands that will allow you to obtain mithril mail. Whenever you scrape together ~100-200 platinum pieces go shopping for armour and weapons (or spells). If you are a fighter type, try to have at least a +2 weapon, +2 helmet, +2 suit of armour, and +2 shield before you reach 5th level. For wizards, attempt to recover enough treasure to be able to buy up good attack spells. For priests, first thing to do is worship a god! Try to get the holy word prayer as soon as possible. Make sure your current god allows good potential use of this spell. + + For all classes, get access to the detect magic incantation as soon as possible. This will allow you to sort through the treasure you find while you're in the dungeon, and will save you time and money at the shops. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412308736 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:48:28 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:48:28 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412311708.659539.17391.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:48 User : saru Edit Summary: rolled in all handbook skills information. @@ -39,8 +39,166 @@ Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. See chapter 5 (Skills) for more information about skills and skill-based experience. As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! + + ===From Chapter 5=== + Under the skills system the flow of play changes dramatically. Instead of gaining experience for basically just killing monsters (and disarming traps) players will now gain a variety of experience through the use of skills. Some skills replicate old functions in the game (e.g. melee weapons skill, missile weapon skill) while others add new functionality (e.g. stealing, hiding, writing, etc). A complete list of the available skills can be found in table skill statistics. Appendix B (skills) contains descriptions for many of the skills. + + Note: The skills system is enabled as the default option as of version 0.92.0 + + Note2: The new skills/experience system is compatible with character files from at least version 0.91.1 onward. + + Skill Experience Category Associated Stats + Stat 1 Stat 2 Stat 3 + Achemy Mental Int Dex Wis + Bargaining NONE n/a n/a n/a + Bowyer Mental Int Dex Wis + Clawing Physique Str Dex n/a + Disarm Traps Agility Dex Int Str + Find Traps Mental Int Dex n/a + Flame Touch Physique Str Dex Int + Hiding Agility Dex Int n/a + Inscription Mental Int Dex n/a + Jeweler Mental Int Wis Dex + Jumping Physique Str Dex n/a + Karate Physique Str Dex n/a + Literacy Mental Int Wis n/a + Lockpicking Agility Dex Int n/a + Meditation NONE Int Wis Pow + Melee Weapons Physique Str Dex n/a + Missile Weapons Physique Str Dex n/a + Mountaineer NONE n/a n/a n/a + Oratory Personality Cha Int n/a + Praying Wisdom Wis Pow n/a + Punching Physique Str Dex n/a + Sense Curse Wisdom Pow Wis n/a + Sense Magic Magic Pow Int n/a + Set Traps Mental Int Dex Str + Singing Personality Cha Int n/a + Smithery Mental Int Str Dex + Stealing Agility Dex Int n/a + Thaumaturgy Mental Int Wis n/a + Throwing Physique Str Dex n/a + Use Magic Item NONE Pow Int n/a + Wizardry Magic Pow Int n/a + Woodsman Mental Int Dex Wis + 5.2 About experience and skills + 5.2.1 Associated and miscellaneous skills + In Crossfire two types of skills exist; The first kind, "associated" skills, are those skills which are associated with a category of experience. The other kind of skill, "miscellaneous" skills, are not related to any experience category. + + The main difference between these two kinds of skills is in the result of their use. When associated skills are used successfully experience is accrued in the experience category associated with that skill. In contrast, the use of miscellaneous skills never gains the player any experience regardless of the success in using it. + + Both miscellaneous and associated skills can fail. This means that the attempt to use the skill was unsuccessful. Both miscellaneous and associated skills can have certain primary stats associated with them. These associated stats can help to determine if the use of a skill is successful and to what degree it is successful. + + All gained experience is modified by the associated stats for that skill (table skill statistics) and then the appropriate experience category automatically updated as needed. + + 5.2.2 Restrictions on skills use and gaining experience + Neither a character's stats nor the character class restricts the player from gaining experience in any of the experience categories. Also, there are no inherent restrictions on character skill use-any player may use any acquired skill. + + Average of Associated Stats Experienced Gain Multiplier + 1 0.01 + 2 0.1 + 3 0.3 + 4 0.5 + 5 0.6 + 6 0.7 + 7 0.8 + 8 0.85 + 9 0.9 + 10 0.95 + 11 0.96 + 12 0.97 + 13 0.98 + 14 0.99 + 15 1.0 + 16 1.01 + 17 1.02 + 18 1.03 + 19 1.04 + 20 1.05 + 21 1.07 + 22 1.09 + 23 1.12 + 24 1.15 + 25 1.2 + 26 1.3 + 27 1.4 + 28 1.5 + 29 1.7 + 30 2.0 + 5.2.3 Algorithm for Experience Gain under the skills system + Here we take the view that a player must "overcome an opponent" in order to gain experience. Examples include foes killed in combat, finding/disarming a trap, stealing from some being, identifying an object, etc. + + Gained experience is based primarily on the difference in levels between "opponents," experience point value of a "vanquished foe," the values of the associated stats of the skill being used and two factors that are set internally. (Note: If you want to know more about this, check out the skills_developers.doc.) + + Below the algorithm for experience gain is given where player "pl" has "vanquished" opponent "op" using skill "sk:" + + EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult + + where EXP(sk) is a constant award based on the skill used, EXP(op) is the base experience award for "op" which depends on what op is (see below), stat_mult is taken from table experience modification, and lvl_mult is: + + For level(pl) < level(op):: + + lvl_mult = FACTOR(sk) * (level(op) - level(pl)) + + For level(pl) = level(op):: + + lvl_mult = FACTOR(sk) + + For level(pl) > level(op):: + + lvl_mult = (level(op)/level(pl)); + + where level(op) is the level of "op," level (pl) is the level of the player, and FACTOR(sk) is an internal factor based on the skill used by "pl." + + There are three different cases for how EXP (op) can be computed: + + op is a living creature: EXP(op) is just the base experience award given in the spoiler. + op is a trap: EXP(op) = 1/(fraction of the time which the trap is visible). Thus, traps which are highly visible get lower values. + op is not a trap but is non-living: EXP(op) = internal experience award of the item. Also, the lvl_mult is multiplied by any magic enchantment on the item. + 5.3 How skills are used + skills This command lists all the player's current known skills, their level of use and the associated experience category of each skill. + ready_skill This command changes the player's current readied skill to . + use_skill This command changes the player's current readied skill and then executes it in the facing direction of the player. Similar in action to the invoke command. + Three player commands are related to skills use: ready_skill, use_skill, and skills (see table skill commands). Generally, a player will use a skill by first readying the right one, with the ready_skill command and then making a ranged "attack" to activate the skill; using most skills is just like firing a wand or a bow. In a few cases however, a skill is be used just by having it readied. For example, the mountaineer skill allows favorable movement though hilly terrain while it is readied. + + To change to a new skill, a player can use either the use_skill or ready_skill commands, but note that the use of several common items can automatically change the player's current skill too. Examples of this include readying a bow (which will cause the code to make the player's current skill missile_weapons) or readying a melee weapon (current skill auto-matically becomes melee weapons). Also, some player actions can cause a change in the current skill. Running into a monster while you have a readied weapon in your inventory causes the code to automatically make our current skill melee weapons. As another example of this-casting a spell will cause the code to switch the current skill to wizardry or praying (as appropriate to the spell type). + + It is not possible to use more than one skill at a time. + + 5.3.1 Inscription + How to Write Spell Scrolls (by Galahad the Paladin) + Writing spell scrolls requires three things: a known spell, a spell scroll and inscription skill. Inscription skill comes with having a "pen" in inventory and using the skill. One uses the inscription skill with - + + 'use_skill inscription + + - where gets replaced with the actual message to write. Example: + + 'use_skill inscription Log: hit level 9 summoning today! + + Use this skill to write in blank books and scrolls found on adventures. + + Writing spell scrolls uses the same skill but in a different manner. + + To write a new spell scroll one needs an existing spell scroll that is a lower level than one's current inscription level. The lower the scroll level the better. Spell scrolls that are marked (lvl 1) are best. + Then one marks the scroll with one of the following: + shift+ middle-click on the scroll you wish to over write + The keyboard command: 'mark scroll of + (Be careful not to overwrite the last spell that you scribed!) + The player readies a spell to cast ('cast detect magic) + And then types 'use_skill inscription. Where means press the [Enter] key. + That is it. + Caution: Magic spell writing can be risky to one's health. There can be some negative effects if one fails to write a spell scroll. The most benign is that one becomes confused for a short time. Other effects are more severe and can even be dangerous. + + 5.4 Acquiring skills + Skills may be gained in two ways. In the first, new skills may learned. This is done by reading a "skill scroll" and the process is very similar to learning a spell. Just as in attempts to learn incantations, success in learning skills is dependent on a random test based on the learner's INT. Using your INT stat, look in the learn% column in table primary stat effects to find your % chance of learning a skill. Once you hit 100%, you will always be successfull in learning new skills. + + The acquisition of a skill tool will also allow the player to use a new skill. An example of a skill tool is "lockpicks" lockpicks (which allow the player to pick door locks). The player merely applies the skill tool in order to gain use of the new skill. If the tool is unapplied, the player loses the use of the skill associated with the tool. + + After a new skill is gained (either learned or if player has an applied skill tool) it will appear on the player's skill roster (use the 'skills command to view its status). If the new skill is an associated skill, then it will automatically be gained at the player's current level in the appropriate experience category. + + For example, Stilco the Wraith, who is 5th level in agility, buys a set of lockpicks and applies them. He may now use the skill lockpicking at 5th level of ability since that is an agility associated skill. =====Combat===== 3.2 Matters of life and death 3.2.1 Attack system @@ -69,19 +227,137 @@ bjn Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. =====Magic===== + Chapter 4 - Magic System + 4.1 Description + Two broad categories of magic exist in Crossfire: "wizardry" and "divine magic." The fundamental difference between the two comes down to the source that powers the magic of each. + + In divine magic the practitioners, "priests," do not use their own power but rather channel power from divine entities ("gods.") They utilize various "prayers" to cast their magic and grace is the measure of how much magic the priest may channel. The higher the level of the priest and the better his wisdom and power, the more grace the priest will have in the eyes of his god. In the practice of wizardry a "wizard" calls upon his own life-force (or "mana") to power his arcane incantations. Mana is based on of the wizard's innate power but may be increased through his skill in wizardry. + + The scope and sphere of these two magics are different. Through the use of divine magic the priest has access to powerful spells of protection, healing, and of slaying unholy creatures. (Note: A "spell" is a common name referring to both prayers and incantations.) If the multiple gods option is used (Note: this is the default), the god a priest worships will have other impacts on the priest's magic and abilities (see section multiple gods). In contrast, wizardry is more oriented towards the harnessing of elemental forces of creation, alteration and destruction. There are two minor variants of wizardry: alchemy and rune magic. + + Each form of magic is orthogonal to the other. In some no magic areas, the wizard is blocked from accessing his store of mana, but the priest may operate his magic normally. Similarly, there are unholy areas in which the priest loses his contact with his god and cannot cast magic; in unholy areas the wizard is unhindered. Of course, no magic and unholy areas can sometimes coincide. + + In addition, wizards have the handicap that if they are encumbered with 'stuff', they are less effective at incantations. Heavy weapons and heavy armour are the main cause of spell-failures. See the section on encumbrance for details. Weapons and armour have no effect on the practice of divine magic but grace regenerates slower than mana, and the amount of grace that a priest possesses helps to determine the success of their prayers. + + 4.2 Learning Spells + Both types of spells may be learned by reading books (see section items). The overall chance of learning a spell uses the following formula: + + % chance to learn = (base chance + (2 * level))/1.5 + + The base chance that a prayer/incantation will be learnt is based on WIS/INT respectively. Look at table primary stat effects to find your base chance in the learn% column. If you are attempting to learn a prayer, you would use your WIS stat to find the base chance. Likewise, the level used in the formula is related to the type of spell. If you are attempting to learn an incantation, the value of level to use is your wizardry experience (and you use the praying experience level for learning prayers.) Once your chance to learn a spell exceeds 100%, you always succeed in all attempts to learn spells. + + 4.3 Magic paths + Long ago a number of archmages discovered patterns in the web that spells weave in the aether. They found that some spells had structural similarities to others and some of the mages took to studying particular groups of spells. These mages found that by molding their thought patterns to match the patterns of the spells they could better utilize all the spells of the group. Because of their disciplined approach, the mages were described as following spell Paths. As they attuned themselves to particular spell Paths they found that they would become repelled from others, and in some cases found they were denied any access to some paths. The legacy of these mages remains in some of the magical items to be found around the world. Use of these "attuned" items will strongly effect the quality of the incantations and prayers cast by the magician. See section multiple gods to see how the worship of a god might effect the spell casting of the magician. + + 4.3.1 Technical details + The Paths themselves are given in table spellpaths. + + A character (or NPC) that is attuned to a Path can cast incantations/prayers from that Path at 80% of the mana/grace cost and in addition receives duration/damage bonuses as if the caster were five levels higher. A person that is repelled from a Path casts incantations/prayers from that Path at 125% of the mana/grace cost and receives duration/damage bonuses as if the caster were five levels lower (minimum of first level). The casting time is also modified by 80% and 125% respectively. If a wizard or priest is denied access to a Path they cannot cast any spells from it. + + Mind Creation Teleportation Information Transmutation + Protection Fire Frost Electricity Missiles + Self Summoning Abjuration Restoration Detonation + Transferrence Turning Wounding Death Light + Paths are quite powerful; they don't come cheaply. Most magical items with path_attuned attributes will have path_repelled and path_denied attributes as well, to balance them out. + + ====Wizardry==== + 4.6 Rune magic + Runes are another special form of wizardry; essentially runes are magical inscriptions on the dungeon floor which cast a spell (or "detonate") when something steps on them. Flying objects don't detonate runes. Beware! Runes are invisible most of the time! + + There are several runes which are specialized; these can be set as your range spell. Some of these are: + + Rune of Fire + + rune-fire_111 Fire damage when it detonates + Rune of Frost rune-frost_111 Cold damage when it detonates + Rune of Blasting rune-blast_111 Physical damage when it detonates + Rune of Shocking rune-shock_111(1) Electrical damage when it detonates + Rune of Death rune-death_111 Atacks with attacktype "death" at caster level + The spell 'disarm' may be used to try and destroy a rune you've discovered. In addition, there are some special runes which may only be called with the 'invoke' command: + + Magic Rune generic-rune_111 You may store any incantation in this rune that you know and have the mana to cast + Marking Rune rune-mark_111(1) This is basically a sign. You may store any words you like in this rune, and people may apply it to read it. Maybe useful for mazes! This rune will not detonate, nor is it ordinarily invisible. + Partial Visibility of Runes + Your runes will be partially invisible. That is, they'll be visible only part of the time. They have a 1/(your level/2) chance of being visible in any given round, so the higher your level, the better hidden the runes you make are. + + Examples of usage + Here are several examples of how you can use the runes. + + 'invoke magic rune heal + will place a magic rune of healing one square ahead of you, whichever way you're facing. + + 'invoke magic rune transfer + as above, except the rune will contain the spell of transference + + 'invoke magic rune large fireball + as above, except the spell large fireball will be cast when someone steps on the rune. The fireball will fly in the direction the caster was facing when he created the rune. + + 'cast rune of fire + prepares the rune of fire as the range spell. Use the direction keys to use up your mana and place a rune. + + 'invoke marking rune fubar + places a rune of marking, which says "fubar" when someone applies it. + + 'invoke marking rune touch my stuff and I will hunt you down! + places the marking rune warning would-be thieves of their danger. + + Restrictions on runes: + You may not place runes underneath monsters or other players. You may not place a new rune on a square which already has a rune. Any attempt to do the latter strengthens the pre-existing rune. + Players with the magic skill can cast magical spells. Magical spells are used in this way: by typing, for example: cast small lightning cast burning hands Either of these commands will set the RANGE ATTACK to that magic spell. Then, "firing" in a direction will invoke that spell in that direction. Magical energy is call mana, and it is depleted whenever a player invokes a magical spell. Mana is normally replenished slowly, but certain items may speed the process. - - ====Wizardry==== ====Worship==== ==Prayers== + 4.4 Multiple gods + Gods in Crossfire are not omnipotent beings. Each is thought of possessing a certain sphere of influence, indeed, some philosophers have thought that the gods might spring from the same mystical patterns that form the spell Paths. Certainly it appears that each of the gods embodies one or more of these Paths (but not all of them!!). Because the gods are not omnipotent, we often speak of their religions as being 'cults'. + + Under the multigod option, priests are allowed to select from an array of different gods. Worship of each god is unique, and brings differing capabilities to the priest. See Appendix C for a listing of the gods and some of the attributes/effects of worshiping of these cults. + + 4.4.1 Joining a cult + Praying at aligned altar (Altar of Devourers,Altar of Gaea,Altar of Gnarg,Altar of Gorokh,Altar of Ixalovh,Altar of Lythander,Altar of Mostrai,Altar of Ruggilli,Altar of Sorig,Altar of Valriel) is the usual way in which a priest interacts with their god/cult. Aligned altars are identified by their name (e.g. altar of ) and may be found in various maps all over the world of Crossfire . When a player prays over an aligned altar, one of three things may happen based on the players currently worshiped god: + + "Unaligned" player prays over an altar - results in that player becoming a worshiper of the god the altar is dedicated to. + + Player prays over their god's altar - results in faster grace regeneration. In addition, player may pray to gain up to twice their normal amount of grace. Also, from time to time your god might give you information, blessings, or something really good; it depends on your WIS, POW and priest experience. + + Player prays over alien god's altar - results in punishment of the player (generally they lose some of their priest experience). This action can result in the defection of the player to the alien god's cult. + + Note that once a player has joined a cult, it is impossible to go back to being "unaligned" to any god. + + Summary of benefits/penalties for joining + + The following things happen when a worshiper joins a god's cult: + + the worshiper gains access to the special flavor of magic belonging to the cult (see table priests' prayers). + the ability to cast magic is altered to reflect the powers of the worshiper's god. Some spells will be easier to cast; others will be more difficult, and some spell Paths will be forbidden. It is impossible to regain forbidden spells by any means except leaving the cult. + the worshiper becomes protected and/or vulnerable to certain attacks. + Note that a player can belong to only one cult at any one time. + + Prayer Description + Bless Enhances the recipients combat ability and confers some of the gods special sphere of protection. + Banishment An AT_DEATH? attack is made versus enemies of the caster's god. + Call holy servant Weaker version of an avatar is summoned. + Cause wounds These prayers use the attacktype of "godpower." This means they will effect magic immune creatures AND each prayer has the special attacktype(s) of the priest's god. + Consecrate Dedicates an altar to the caster's god. + Curse Decreases the recipients combat ability and confers some vulnerabilities particular to the caster's god. + Holy orb Its like a fireball, but has the same effect as holy word?. This prayer is most effective against single creatures. + Holy word? This prayer shoots forth a cone of power that will damage only enemies of the caster's god. + Holy wrath Currently the most powerful "holy word"? prayer available. + Summon avatar Summons a "golem" that is tailored to the powers of the worshiped god. This prayer is more powerful (in general) than a summoned elemental and is one of the priest's most potent attack spells. + Summon cult monsters Summons creatures friendly to the priest's god. Depending on the god this can be a powerful or wimpy prayer. + ? The target and caster's levels are compared. If the caster's level is higher, then the creature will probably be destroyed. + ? "holy word" also defines a class of prayers. These spells are all designed to slay only the enemies of the priest's god. + + 4.4.2 Example god + Lets create an example god - the "god of the undead." If you worship the god of the undead, don't expect to be able to gain priest experience (Note: i.e. experience for the wisdom experience category) for killing the undead! But you might gain, as a priest of the undead, greater powers of commanding undead, and experience for killing certain (living) creatures that serve an enemy god. Each priest takes on a portion of the "aura" of their god; this means that our priest will probably become protected to life-damaging magic like draining and death, while conversely becoming more vulnerable to fire. Such a priest, because their god's domain does not include the living, probably won't be capable of healing either. + Players with the praying skill can ask help of their gods, and get it. Prayers and magical spells are used in much the same way, for example, by typing: cast holy word cast burning hands Either of these commands will set the RANGE ATTACK to that praying skill. Then, "firing" in a direction will invoke that prayer in that direction. @@ -96,9 +372,46 @@ When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. ====Crafting===== + 4.5 Crafts + As well as developing skills for killing things it is possible to become skilled in a few crafts to make your adventuring easier. A craft usually involves a workplace, into which you put some ingredients and make the desired item of your choice by using the appropriate skill. + + For example for alchemy you use a cauldron, and for smithery you use a forge. You use alchemy to make potions, and smithery to make weapons and armour. Forges, tannery benches, jeweler's workbenches and similar workplaces can all be found in specially built buildings, where for a fee the owner will let you use their equipment. + + 4.5.1 Alchemy + The most widespread craft is alchemy. If you are new to crafts you are best off learning to use this skill before mastering any of the others. Alchemy can be used to make many different potions, dusts, and balms, both harmful and useful. You can use the harmful potions you make to throw at your enemies, and useful for drinking yourself. Everything you make can also be sold, so you can also earn some money :) . Once you get comfortable with alchemy you should find other craft skills easier to become proficient at as they work in a similar way. + + To develop alchemy you first need to know the alchemy skill. Some players start off knowing it, so to find out if you have it or not type 'skills, and see if alchemy is listed as one of the skills. If you fail to find it you will have to learn if before you can proceed. The skill can be learnt like any other skill, from a skill scroll. A skill scroll can be bought in most alchemy shops, and learnt by applying it. + + Now that you have the alchemy skill you can become experienced at it. You may think yourself a superhero, but as far as alchemy is concerned you are a complete novice. Should you attempt to make anything at this point you will most probably fail with the most disturbing effects. + + Before you make things you need to become familiar with ingredients. That is done by identifying unidentified items that can be used in alchemy formulae using the alchemy skill. For example if you have an item that you think may be useful type "'use_skill alchemy" and see if it gets identified. If you are lucky you will have learnt your first alchemy experience! However you are still a long way off from making anything useful. It may be a good idea to bind "use_skill alchemy" to a key at this point so you don't have to keep typing it repeatedly. + + Carry on identifying items until you reach level 10 in alchemy. It may take a long time, so it may be best to develop alchemy as a secondary skill as you are training one-handed or sorcery. Alternatively ingredients can be bought unidentified in bulk from most alchemy shops. This approach is very expensive, so unless you have good financial backing you are unlikely to get far. + + As you identify the ingredients you may want to keep them, as they can come in useful as ingredients later on! + + If you are now level 10 in the alchemy skill you can attempt to make some simple things. Before you get too enthusiastic I'll tell you right away that nothing you can make now will be of any use to you in the immediate future (except for maybe money?). To make something you will need to find a recipe. Recipes appear randomly in shops named "recipe:...", "cookbook:...", "lab book:..." or something similar. Recipes that appear in books like that are special, but more about that later. + + Now that you have a recipe for something you can collect the ingredients. The easy formulae are those that only contain one ingredient. It can most likely be bought in an alchemy shop, so you should not need to venture far. Now you have everything you need to make an item. What you need next is access to a cauldron. If you are an alchemist you will already own one. Otherwise you can use one in a lab. Labs can be found attached to an alchemy shop, or otherwise. + + Warning: If you choose to use your own caldron note that it may not last long, as alchemy failures happen to most starting alchemists, and some of them happen to be very destructive. You are also well advised to not attempt alchemy at home. It may seem like a good idea initially, as it is somewhere away from prying eyes and outside interference. Alchemy failures at home can potentially render your home unusable. You can consider yourself to have gotten away lightly if you do alchemy at home and all your belongings get burnt up, as if you are unfortunate enough to summon some monsters that are far more powerful than you, you will have a hard time exorcising them. + + It is best to practice alchemy in a specially designated lab, be it in a guild, a shop, or another place where you can take precautions. + + To make an item you should place the cauldron on the ground beneath you, and open it. Then drop the ingredients into the cauldron. Be careful to make sure that the ingredients that have count of more than one stack up together properly. For example stale mineral oil will not stack up with newly bought mineral oil, and so the alchemy will be doomed to failure before you start. + + Then use the alchemy skill as you are standing above the cauldron. If you have done everything correctly and are lucky you will be left with your alchemy target in the cauldron. If you are left with slag or your ingredients simply disappear either you have done something wrong or you are simply unlucky. The more experienced you are the more likely you are to succeed in alchemy. + + To increase the likely hood of a recipe not failing you should try to increase your luck, and alchemy level, and decrease the difficulty level of the recipe you are attempting. If the spell has failed you will experience failures of varying degrees, that depend on your Int, number of ingredients in the cauldron, length of ingredients in the cauldron, and enchantment on the cauldron. Quoting from the source code, "Using a bad device is *majorly* stupid". Therefore you are encouraged to find items that give luck bonus, become attuned to alchemy, and find yourself a Cauldron +5. + + As you carry on making simple alchemy stuff you will level up in the skill a few times. By the time you reach level 30-50 you can try some of the medium level formulae. You will know them when you see them, as they are rare to find, and generally require an item or two that are hard to find. Most alchemists never progress beyond this stage, as it is hard and takes a long time. However, if you push on you will be rewarded. I'll give you a hint: a level 100 alchemist is able to produce potions that are rare and powerful. The recipes cannot be bought, but the books that contain them have to be found. + + Alchemy can make you rich, alchemy can give you powerful items, and most importantly alchemy is fun! As I said earlier the recipes found in the books are special. Let me elaborate. There is a very large number of recipes that can produce items. The items that can be produced with alchemy have to be alchemy targets for some special formula. However, items used as ingredients can be anything you can lift and fit into a cauldron. Therefore you are welcome to experiment and find your own formulae. Before you busy yourself experimenting let me tell you that it can be dangerous, and you can never make money-using non-special formulae, as the universe would get out of balance and destroy your soul... + 4.5.2 Transmutation + Finally I'd like to explain transmutation. It is not used in alchemy, but many recipes for other crafts use transmutations to generate the desired result. In a transmutation you have an item, add some more ingredients to it, and when you use the craft skill the extra items disappear, and the original item gains some properties. Therefore all non-special recipes you find still have to have the base item that will be transmuted. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412310450 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:50:21 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:50:21 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:equipment Message-ID: <1412311821.939604.17396.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:50 User : saru Edit Summary: @@ -114,4 +114,126 @@ Gives you more Hit Points so you can sustain more damage while you run away from monsters because you've run out of Spell or Grace Points It's very frustrating to lose hard earned experience because a Goblin got lucky with an arrow right before you obliterate him with your spell It's important to learn quick moment sequences and tactical retreats to avoid monster attacks while casting spells and to position yourself for effective spell delivery - this is only learned by sending your character into melee combat + =====Equipment from old handbook===== + 6.1 Going to market.. + alchemy store armour shop general store magic shop weapon store You can find equipment for sale at easily recognizable buildings. To buy an item just pick it up and walk out of the building by stepping on a shop mat shop mat. The cost of the item will automatically be deducted from your money gold coin platinum coin silver coin. To sell an item, enter the shop and drop the item on the shop floor. Money from the sale will automatically be placed in your inventory. Use the examine command, or the cursor and left button of the mouse to examine the price of an item before you buy or sell. + + 6.1.1 Some notes about shopping + Most items will have a value based on their "standard" cost multiplied by a factor based on your charisma (see table primary stat effects). You can never look good enough that you can buy stuff then sell it at a profit. + + Some notable exceptions to the above: + + Gems will always be sold or bought 3% more or less their standard value. + For magic stuff value is 3 *(magic)^3 of standard value. + Unidentified items value is 2/3 of standard. + 6.1.2 Plundering shops + It is not possible to steal from shops (sorry!). If you somehow make it out of a shop with "unpaid" items, you will find that they will be unusable until paid for. On another note, if you save yourself with unpaid items in a shop, then crash the game and reload, you will find that the unpaid items will not be saved. + + 6.2 Items + In this section we detail some interesting properties of various bits of equipment which may be found in Crossfire + + Books: + book book hymnal tome + This is how players can obtain magical spells, sometimes a player can learn the spell, other times they cannot. The chance depends on the type of spell, either INT (incantations) or WIS (prayers) is used to help determine the percentage chance that the spell might be learned (see section learning a spell for details). + + There are many, many different types of books out there, as well as being spell books (grimores and prayer books), the following information can appear in books generated in shops and/or monster treasure hoards: + + Compendiums on monsters. Their powers/abilities are described as in the spoiler. + Compendiums of incantations/prayers by spell Path. Higher level texts are more complete in their description of available spells. + "Bibles:" various aspects, properties, and characteristics of a God/cult are described. Higher level texts have more/better information. + Compendiums explaining the powers of magic items. Higher level texts have more items detailed. + Alchemical Formulae. + Other randomly generated information. + Book level is assigned when the book is generated as treasure. Level is based on the difficulty of the map the book is generated on. All information is server specific. + + Scrolls and Potions: + scroll scroll report potion of charisma potion potion of constitution potion of dexterity potion potion potion of healing potion of heroism improvement potion potion of intelligence potion of invulnerability potion potion of power potion of strength potion of wisdom tear + Most of these items provide a one-shot use of a spell without making the user expend either mana or grace. Scroll use depends on the user's literacy skill and may fail. Potions always work, but are more expensive to buy. Several kinds of items are classed as "potions:" balms, figurines, and dusts. Some potions don't cast spells, but instead raise the drinker's stats. Beware of cursed potions. They can lower your stats instead! + + Wands(Staves)/Rods/Horns: + staff wand heavy rod light rod horn horn + These items provide use of spells. Wands have a limited number of charges, while horns and rods will recharge, but don't fire as much damage in a small amount of time. Horns are used at the overall level of ability of the user, while rods and wands cast spells at the item level. + + Rings: + ring ring ring + Many different types, rings can be worn to add/remove different immunities, gain/lose spell Paths and alter all types of stats. + + Food/Flesh: + apple popcorn loaf cabbage cake carrot chocolate clover orc chop coffee dead neko food fish mint mushroom onion orange pear potato roast bird waybread root red rose white rose weasel arm ant egg corpse corpse orc chop demon head dragon steak dragon wing ectoplasm big eye dragon eye eyes finger foot goblin head hand hands head heart icor stinger wing leg liver pixie wing residue serpent skin skin tongue tooth + These items provide sustenance. Food is generally more healthy to eat, while some flesh items can be sold for good cash. Both types may temporarily alter your stats, and/or be poisonous. Many flesh items inherit the properties of the monster they came from. For example, a "poisonous" monster will leave behind poisonous flesh. Don't eat it if you know what's good for you!! + + Weapons/Armour: + Tons of items, it is up to you as the player to figure out which work better then others. Take a look at weapon/armour weight in the spoiler to get an idea of how enchanted unidentified items are. + + Artifacts: + These are the real treasures of the game. There are more than 20 artifacts out there, and they are very hard to come by. + + 6.2.1 Glowing Crystals + glowing crystal + Glowing crystals store some number of spellpoints - default is approximately 500, but this can be customized on a crystal by crystal basis, so some could have fewer, some could have more. + + If you have full spellpoints and apply the crystal, half of your spellpoints are transferred to the crystal, up to the maximum amount the crystal can store. + + If you are below full spellpoints and apply it, you draw points out of the crystal up to your maximum, and limited to when the crystal gets to 0 stored points. + + You apply them just like any other item. + + The speed of the animation is a rough indicator of how charged the crystal is - the faster the animation, the more points it has. + + 6.2.1 Holy Symbols + holy symbol + A character can cast divine magic (prayers) by successfully learning the prayer through a book or manual and one of the following: + + The character has successfully learned the praying skill + The character has choosen a race or class that starts with the praying skill + The character has a holy symbol applied + However, if a character has the praying skill and a holy symbol in their inventory (even if it is _not_ applied) they will automatically apply the holy symbol when a prayer is cast. The reason for this is so all characters can take advantage of the special effects of certain holy symbols like attuned: summoning, etc. + + Note: if you have a holy symbol and do not want to use it due to denied spell paths (for instance), place it in a backpack or other container, sell it, leave it in your apartment, etc. Also, be aware of the following: + + Any new talismans picked up will be used when casting spells. This means the last talisman picked up will be the one that is used. + If the character has multiple talismans in their inventory, the talisman used after saving then rejoining the game will not be the same talisman used prior to the save. + 6.3 Encumbrance + 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. + + 6.3.1 How encumbrance is calculated + 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 + incantation level - 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. + + 6.4 Enchantments + 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. + + 6.4.1 Enchanting armour + Enchantment of armour is achieved with the enchant armour scrollscrolls. 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. + + 6.4.2 Enchanting weapons + This is done via a series of scrolls scroll 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 potion of charisma potion of constitution potion of dexterity potion of intelligence potion of power potion of strength potion of wisdom 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! IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:equipment?rev=1412306298 New Revision: http://wiki.metalforge.net/doku.php/guides:equipment -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Oct 2 23:52:22 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 02 Oct 2014 23:52:22 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: gods Message-ID: <1412311942.292128.17399.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/02 23:52 User : saru Edit Summary: added information from pantheon @@ -10,12 +10,535 @@ * [[.gods:Ruggilli]] * [[.gods:Sorig]] * [[.gods:Valkyrie]] * [[.gods:Valriel]] + + The following is a summary and description of the various cults in Crossfire. Use the command crossfire -m8 to check if the information presented here is accurate. (Note: you need to have compiled with the DUMP\_SWITCHES and MULTIPLE_GODS flags for this to work!) The boxed attributes have meaning as follows: + + Table of Contents + Definitions + Gnarg + Lythander + Mostrai + Gaea + Devourers + Ruggilli + Gorokh + Valriel + Sorig + Ixalovh + Valkyrie + Name of god Alternate titles + Name of the enemy god Self explanatory. + Race: Names of races friendly to the cult. The priest of this cult has greater power over these creatures. In some cases the prayer "summon cult monsters" will summon these monsters to help the priest. + Enemy race(s): Names of races hated by the cult. "Holy word" prayers of this god may be used to kill these creatures. + Attacktype(s): Attacktype(s) used by this god's avatar and by cult "cause wounds" prayers. + Resistance(s): 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. + Vulnerable: Given to a cult priest by the "curse" prayer. Also means the character takes double damage from the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and increases duration. + Attuned: The cult priest is attuned to these spellpaths. This means spells of this type are easier to learn, take less mana or spell points to cast, and cause more damage. + Repelled: The cult priest is repelled to these spellpaths. This is the opposite of Attuned - harder to learn, take more mana or spell points to cast, and cause less damage. + Denied: The cult priest is denied use of these spellpaths. That means you are unable to use or cast spells of this type. + Special: A cult priest has these additional benefits and/or restrictions. + Granted Spell(s): Unique spells only available to followers of this particular cult. The spells are obtained when the amount of Grace is the following: + low = 100 grace (= 50 without altar) + medium = 300 grace (= 150 without altar) + high = 600 grace (= 300 without altar) + Altar Effect(s): Special effects or abilities granted to the cult follower while praying over an altar, which are granted when Grace reaches the following: + low = 100 grace (= 50 without altar) + medium = 300 grace (= 150 without altar) + high = 600 grace (= 300 without altar) + Weapon enchantment goes by the following: + enchant_weapon_low = weapon bonus +3 is max + enchant_weapon_medium = weapon bonus +7 is max + enchant_weapon_high = weapon bonus +12 is max + Remove Curse: + Removes curse property from all cursed (but not damned) items worn or carried + + Remove Damnation: + Removes curse and damnation from all cursed or damned items worn or carried + + Remove Depletion: + Removes all depletion effects, such as stat loss from death(s) + + Starting at level 10 in praying, you can obtain twice the maximum amount of Grace by praying on an altar dedicated to your cult/god + + Holy Relic(s): Special items granted to the cult follower. Items are granted when Grace level reaches: + low = 100 grace (= 50 without altar) + medium = 300 grace (= 150 without altar) + high = 600 grace (= 300 without altar) + Rarity is a measure of the chance of obtaining the item while praying over the alter. This can be influenced by the characters Luck. + Avatar: Dimensions and stats of summoned Avatar with a link to the full stats in the Spoiler + Description: Summary of the gods overall abilities + < Top> + + Gnarg Father of Goblins, Lord Troll, Master of Poisons, Patron of Assassins, The Unclean One + Name of the enemy god: Mostrai + Race: Goblin, Giant, Troll + Enemy race(s): + Faerie + Dwarf + Attacktype(s): Poison + Resistance(s): Poison +30 + Vulnerable: Magic -20 + Attuned: + Missiles + Wounding + Repelled: + Protection + Turning + Denied: n/a + Special: n/a + Granted Spell(s): + Poison Fog (low level) + Cause Smallpox (medium level) + Cause Rabies (high level), + Altar Effect(s): + Remove Damnation + Remove Curse + Remove Depletion + Enchant Weapon, +12 + Holy Relics: Gnarg's Orc Helmet (low level, rare) + Gnarg's Orc Helmet (Dex+1)(ac+3)(item_power +2)(Spell regen penalty 1)(armour +20)(resist poison +30). + The item has a story: + This helmet good protection. From mighty Gnarg it is. + Bracers of Gnarg (medium level, rare) + Bracers of of strength of Wargs (Str +2)(armour +20)(resist cold +20)(dam +15)(regeneration +1) + The item has a story: + An exceptional pair of bracers. Not only do they provide the wearer with protection from cold, they also increase the wearer's damage and strength, and help heal the body from damage. A mighty gift from Gnarg sent to aid you in annihilating His enemies. + Avatar: + [ + Full Stats + ] 1x1, 500 hp, ac -5 wc -3 dam 50 armour 40 Attacktypes: Poison, Physical + Description: Gnarg is definitely a god for warrior-priests, suiting low-levels for granting smallpox and poison resist. At higher levels, the magic -20 might hurt, but due to poison fog and the disease Gnarg remains a good choice for a whole player's life. + < Top> + + Lythander Elven god of Luck, Huntsman of Goblins, Trollslayer, The Trickster + Name of the enemy god: Gnarg + Race: Faerie + Enemy race(s): + Goblin + Troll + Attacktype(s): + Slow + Confusion + Resistance(s): Confusion +100 + Vulnerable: + Acid -15 + Poison -30 + Attuned: Missiles + Repelled: n/a + Denied: Detonation + Special: + Spell_Regen +1 + Luck +2 + Stealth + Granted Spell(s): + Conflict (medium level) + Defense (medium level) + Altar Effect(s): + Remove Damnation + Remove Curse + Remove Depletion + Enchant Weapon, +7 + Holy Relic(s): Lythander's Elven Bow (medium level, rare) + Lythander's Elven Bow +5 (wc+3)(dam+30)(luck+1)(Attacks: physical). + The item has a story: + You look at this wonderful bow with pride. It is only granted to the best of Lythander's disciples + Lythander's Magic Pipe (low level, rare) + Lythander's Magic Pipe + The object has a story: + This pipe is the finest you have ever seen. Imagine the smoke rings you could blow with it. + Avatar: + [ + Full Stats + ] 1x1, 350 hp, ac -7 wc -1 dam 40 armour 50 Attacktypes: Confusion, Physical + Description: Lythander is an allarounder. An effective holy word (priest), increased spell-regen (wizards) and confuse-immu (warriors) are a powerful combo, especially for low level. The price to pay is denied detonation (no create bomb) and great troubles with acid/poison (Elves don't like "dirty" stuff). Real useful special-prayers for high levels are missing too. + Additional Comments: Attacktypes Slow and Confuse is a really useless attacktype on a weapon, it makes the opponent almost impossible to predict. Slow is useful, but confuse should make combat still abit tricky for the trickster. The resistances are just messed, -40 acid is stupid, and -40 poison is mean. Resist_Acid -15 (one cloak of acid resist and your items don't get destroyed, this seems alittle more reasonable). Resist_Poison -30 (not much less, but at least you can get to 0 with one low level item). Currently I will leave denied explosions, this of course denies one of the most useful spells in the game. The sp + might make up for it so I wont change this. + < Top> + + Gaea Goddess of Peace, Guardian of Life, Mother of Nature + Name of the enemy god: Devourers + Race: + Animals + Elementals + Enemy race(s): + Undead + Unnatural + Attacktype(s): NONE + Resistance(s): + Drain +100 + Depletion +100 + Death +100 + Vulnerable: Fear -100 + Attuned: + Protection + Summoning + Repelled: n/a + Denied: + Death + Wounding + Special: + Health_Regen +2 + Grace_Regen +3 + NO WEAPONS + Granted Spell(s): + Spiderweb (low level) + Wall of Thorns (low level) + Insect Plague (low level) + Ironwood Skin (low level) + Remove Damnation (medium level) + Daylight (medium level) + Sanctuary (medium level) + Nightfall (medium level) + Peace (medium level) + Raise Dead/Resurrection (medium level) + Reincarnation (high level) + Altar Effect(s): + Remove Damnation + Remove Curse + Remove Depletion + Holy Relic(s): + Gaea's Shield of Earth (high level, rare) + + Gaea's Shield of Earth (ac+4)(item_power +3)(armour +15)(resist fire +30)(resist electricity +30)(resist cold +30)(resist ghosthit -20). + The item has a story: + This shield is highly enchanted by the forces of life and nature. It is a personal gift from Gaea, to protect her beloved children. + Gaea's Tears (high level, frequently), + + Gaea's tears (healing potion) + Flowers (high level, frequently) + + Food of various nutrition + Gloves of the Sun (medium level, rare) + + Gloves of the Sun +1 (Dex+2)(wc+2)(dam+2)(ac+1)(item_power +2)(Attacks: physical, fire). + The item has a story: + This pair of gloves will aid any of Gaea's most faithful in seeing her will protected. + Avatar: + [ + Full Stats + ] 1x1, 500 hp, ac -5 wc -1 dam 50 armour 50 Attacktypes: Physical + Description: Gaea's disadvantage is well-known: "NO WEAPON". To balance this out, gaea grants a huge amount of special prayers, fast hp/grace-regen, valuable path-attunes and drain/deplete-immu. The "goddess of peace" is surely not designed for the newbies. But I think it is well possible to build a character from this cult. + Additional Comments: I have added Glove of the sun which will grant the monk the attack_type of fire (it is a pair of gloves) to make up for the massive hole there. + < Top> + + Devourers Soul Eaters, Harbingers of Death, Nameless Lords of the Tomb + Name of the enemy god: Gaea + Race: Undead + Enemy race(s): n/a + Attacktype(s): + Drain + Depletion + Death + Life Stealing + Resistance(s): + Cold +15 + Poison +30 + Ghost Hit +50 + Fear +100 + Drain +100 + Depletion +100 + Death +100 + Vulnerable: Fire -5 + Attuned: + Death + Wounding + Repelled: + Protection + Fire + Restoration + Light + Denied: + Turning + Special: + Immune Diseases + Health_Regen -1 + Sustenance +100 + Infravision + Granted Spell(s): + Nightfall (medium level) + Finger of Death (medium level) + Face of Death (medium level) + Cause Many Wounds (medium level) + Cause Red Death (medium level) + Cause Black Death (high level) + Altar Effect(s): Enchant Weapon, +7 + Holy Relic(s): n/a + Avatar: + [ + Full Stats + ] 1x1, 350 hp, ac -12 wc -1 dam 50 armour -12 Attack Type: Cold, Drain, Depletion, Death + Description: Devourers fire vuln/path_denied make them very unattractive at first glance. The question is: Will the combo of "black/red death" and disease-immu make up for that? Might this even be an exploit or does it just suck? Anyway, at low levels devourers will be hard to play yet. + Additional Comments: Black and red death are under close watch. It would appear restoration has come back as a spell for devourers. None the less, devourers is not a god for those who enjoy magic, no fire causes a massive hole. + Life stealing works like this: dam/10 = damage dealt to monster damage dealt/3 = hp given to player + NOTE: Once a player becomes a follower of Devourers, their race will change to Undead (along with all of it's penalties, specifically vulnerable to holy word spells!) Players who leave the Devourer's cult will revert back to their original race. + < Top> + + Ruggilli Chaos god of Slaughter and Terror, Consuming Worm, Greedy Gut + Name of the enemy god: Ixalovh + Race: Fire Creatures + Enemy race(s): Chaotic water creatures + Attacktype(s): + Physical + Fire + Resistance(s): + Fire +30 + Magic +30 + Armour +30 + Vulnerable: Cold -30 + Attuned: + Fire + Wounding + Repelled: + Cold + Creation + Restoration + Denied: Turning + Special: + Reflect_Missiles + Health_Regen +1 + No_Armour + Immolation - a special attack that works like poison in that the victim continues to take (fire) damage once "infected" + Granted Spell(s): + Flaming Aura (medium level) + Rage (medium level) + Retributive Strike (high level) + Altar Effect(s): + Remove Curse + Remove Depletion + Enchant Weapon, +7 + Holy Relic(s): + Burning Tail of many lashings of Ruggilli (high, rare) + + Burning Tail of many lashings of Ruggilli +15 (dam+40)(item_power +25)(weapon speed 0)(Attacks: physical, fire, paralyze)(resist fire +15)(resist cold +25). + Avatar: + [ + Full Stats + ] 1x1, 400 hp, ac -5 wc -3 dam 60 armour 40 Attack Type(s): Physical, Fire + Description: Honestly, I have no idea how that ruggilli scheme will work out. Needs some testing. + Additional Comments: Ruggilli remains a problem, I have added a temple in scorn for those who wish to experiment. I must warn that it is very hard to play and should only be tried with fire born or Qs. Immolation adds massive damage with just a touch at high levels, Rage adds excessive speed and general improvement to everything. Flaming Aura and Ret. strike should add the real meat of the attack. No idea if Ruggilli is yet comparable, many relics yet to be added. + < Top> + + Gorokh Demon King, Duke of Hell, Tempter and Tormentor + Name of the enemy god: Valriel + Race: Demon + Enemy race(s): Angel + Attacktype(s): Fear + Resistance(s): + Magic +30 + Fear +100 + Vulnerable: Cold -5 + Attuned: Wounding + Repelled: + Protection + Restoration + Denied: n/a + Special: + Health_Regen -2 + Spell_Regen -1 + Luck -1 + Granted Spell(s): + Flaming Aura (medium level) + Rage (medium level) + Vitriol (medium level) + Altar Effect(s): + Remove Curse + Remove Depletion + Enchant Weapon, +7 + Holy Relic(s): n/a + Avatar: + [ + Full Stats + ] 1x1, 350 hp, ac -5 wc -3 dam 50 armour 50, Attacktype(s): Fear, Physical + Description: Gorokh is the demon-god, and loves blood and pain. He is reluctant to answer prayers for healing or protection, but eagerly answers prayers to cause harm. Devotees receive magic resistance, and the extremely powerful vitriol spell at high levels. + Additional Comments: Recent changes: -2 hp regen (1 less than it was). + -1 sp regen (1 less than it was) and -5 cold (just to slow down a high level gorokh player a little) + < Top> + + Valriel Lord of Angels, Duke of the Heavens, Healer and Protector + Name of the enemy god: Gorokh + Race: Angel + Enemy race(s): Demon + Attacktype(s): Blinding + Resistance(s): + Fear +100 + Confusion +20 + Blinding +100 + Vulnerable: n/a + Attuned: + Mind + Protection + Light + Repelled: n/a + Denied: + Death + Wounding + Special: Permanent Glow + Granted Spell(s): + Sunspear (medium level) + Daylight (medium level) + Wrathful Eye (medium level) + Altar Effect(s): + Remove Damnation + Remove Curse + Remove Depletion + Enchant Weapon, +3 + Holy Relic(s): n/a + Avatar: + [ + Full Stats + ] 1x1, 350 hp, ac -7 wc -1 dam 50 armour 50 Attacktype(s): Blinding, Physical + Description: Valriel is the god of light and "positive aura". This god has no serious penalties, in return he won't support you much in general combat. His advantages are a mighty slaying (demon) and vision on dark maps. However, the permanent glow of Valriel's disciples is a mixed blessing, since monsters will spot these players more easily. + Additional Comments: "Wrathful eye" is a cone based blinding spell, can basically be used like paralyze. Sunspear is now given only to Valriel players, a powerful firebolt like spell. All Valriel players now glow, when they enter a cave it is as if they always have a torch alight. + < Top> + + Sorig Lord of Storms, King of Thunder and Lightning, Sky Lord + Name of the enemy god: n/a + Race: Lightning and Air Elementals + Enemy race(s): n/a + Attacktype(s): Electricity + Resistance(s): Electricity +30 + Vulnerable: n/a + Attuned: + Electricity + Wounding + Missiles + Repelled: Restoration + Denied: + Protection + Turning + Special: n/a + Granted Spell(s): + Forked Lightning (low level) + Divine Shock (low level) + Cause Critical Wounds (medium level) + Windstorm (medium level) + Cause Many Wounds (medium level) + Altar Effect(s): + Remove Curse + Remove Depletion + Enchant Weapon, +7 + Holy Relic(s): + Mithril Chainmail of Electricity (high level, rare) + + mithril chainmail of lightning of Sorig +5 (Str+1)(Dex+1)(speed +1)(ac+4)(item_power +10)(Max speed 2.70)(Spell regen penalty 2)(armour +40)(resist electricity +40). + The item has a story: + Sorig has granted you this fine mail. It grants great protection from electricity and physical attacks without reducing your mobility. Be warned that what Sorig gives, Sorig can take away. + Avatar: + [ + Full Stats + ] 1x1, 300 hp, ac -5 wc -1 dam 40 armour 40 Attack Type(s): Electricity + Description: Sorig is one mighty god when it comes to attack-spells, very suitable for the "true" priests. Cause many wounds and divine shock can kill almost anything in short time. The high elec-resist is very helpful as well. To prevent everybody playing sorig again, I left him "deny protection". Lack of protection spells hurt, especially at low levels. + Additional Comments: Sorigs "Divine shock" is a very powerful weapon, perhaps the strongest god given spell + < Top> + + Mostrai Dwarven Diety of Metal Smithing and Warcraft, Giant Basher, Delver of Secrets + Name of the enemy god: Gnarg + Race: Dwarf + Enemy race(s): Goblin, Giant + Attacktype(s): Weaponmagic + Resistance(s): Fire +20 + Vulnerable: Slow -50, Confusion -10 + Attuned: Creation, Transmutation + Repelled: Summoning + Denied: n/a + Special: n/a + Granted Spell(s): + Wall of Thorns (medium level) + Altar Effect(s): + Remove Damnation + Remove Curse + Remove Depletion + Enchant Weapon, +12 + Holy Relic(s): + Thorin's Plate Mail (low level, rare) + + Thorin's Plate Mail +2 (Str+1)(ac+3)(item_power +4)(Max speed 1.30)(Spell regen penalty 9)(armour +50)(resist fire +30). + The item has a story: + This shining plate mail is Mostrai's gift to the bravest of his warriors. It is highly enchanted, increasing the strength of the wearer and protecting against fire. + Avatar: + [ + Full Stats + ] 1x1, 350 hp, ac -10 wc -6 dam 50 armour 75 Attack Type(s): Weaponmagic + Description: Good old mostrai. Having the most powerful holy word & avatar and maybe the most desirable blessing for weapons, leveling up with Mostrai seems like a cakewalk. Even more: fire +30! Mostrai is probably the best choice for newbies. But reaching higher levels, Mostrai has some drawbacks too: Confusion -10 looks harmless, but at a certain level it starts to hurt. Also, there are no great special-spells waiting at higher levels. + Additional Comments: No longer Paralyze -20, that was too extreme. Resist Fire was lowered to 20 (from 30). + < Top> + + Ixalovh Chaos Goddess of many tentacles, Sea Serpent and Ocean Wave + Name of the enemy god: Ruggilli + Race: Ice/Water Creatures, Tenticles + Enemy race(s): Consuming fire creatures + Attacktype(s): + Cold + Physical + Resistance(s): + Cold +30 + Magic +20 + Physical (armour) +20 + Vulnerable: Fire -30 + Attuned: + Frost + Transmutation + Repelled: + Fire + Detonation + Denied: Turning + Special: n/a + Granted Spell(s): + Insect Plague (low level) + Wave (low level) + Siren Call (medium level) + Altar Effect(s): + Remove Curse + Remove Depletion + Enchant Weapon, +12 + Restores Spellpoints (this is the only god who does this) + Holy Relic(s): + horn of the Sirens (high level, rare) + horn of Ocean Waves (high level, rare) + Ixalovh's spear +12 (high level, rare) + Ixalovh's spear +12 (Pow+1)(dam+35)(item_power +20)(weapon speed 3)(magic+1)(Attacks: physical, cold)(resist magic +10)(resist fire +15) + Avatar: + 1x1, 400 hp, ac -5 wc -3 dam 60 Attack Type(s): Physical, Cold + Description: Ixalovh seems to be a god(dess) that would work for most characters. A nice weapon blessing for warriors, while the attunement to cold spells helps those spellcasters kill things a bit faster with cold spells (like icestorm). She grants many useful resistances; armour +20 really helps out those who can't use or wear good equipment, and magic +20 furthers your protection. The only downside to following this god is fire spells are reduced effectiveness, and fire -30 means that fireball might prove fatal. Fireborns should probably stay away from her, though Quetzecotls might work well if they can get 150 grace for medium spells. In all, quite powerful, she's only missing artifacts that could be a bit more useful. + Additional Comments: Keeping an eye on the horn of Sirens relic and the Siren Call spell since it's mass charm ability might be overpowered. Ruggili is also now enemy to Ixalovh with slaying set accordingly too. Neither allows turning of their enemies as they prefer to anniliate each other. + < Top> + + Valkyrie The Brave, The Just, Deathbringer + Name of the enemy god: n/a + Race: Troll, Human + Enemy race(s): Unnatural, Angel, Demon, Undead + Attacktype(s): + Weaponmagic + Physical + Resistance(s): + Magic +100 + Vulnerable: + None + Attuned: + None + Repelled: + None + Denied: + ALL spell paths - followers are unable to cast any spells + Special: + n/a + Granted Spell(s): + None + Altar Effect(s): + Remove Curse + Remove Depletion + Enchant Weapon, +12 + Holy Relic(s): + Amulet of Lifesaving (medium level, rare) + Avatar: + 1x1, 350hp, ac -5 wc 6 dam 20 Attack Type(s): Physical, Weaponmagic + Description: This stands to be the most challenging cult to play. Restrictions to spell access (not just prayers, but all spells) may prove to be interesting. In attempt to compensate for that, this cult gains the weapon enchantment ability (easily and at early levels) to slay a large selection of monsters which are very common in many maps. + Additional Comments: Followers are denied to *all* spell schools, so they'll never be able to cast *any* spells; they gain praying experience by dropping monster body parts on an altar of Valkyrie; This will likely to be very time consuming without help from another player - it's a long walk back to Scorn (the location of the only temple of Valkyrie) from most maps FIXME Expand story of the gods and add their common titles alongside the names ===== Tales of Creation ===== * The [[:Legend Of Creation|Gaean Legend Of Creation]] * The [[:Book Of Valriel]] * The [[:Book Of Gorokh]] * The [[:Dwarven Creation Tale]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/gods?rev=1166640067 New Revision: http://wiki.metalforge.net/doku.php/gods -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:11:52 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:11:52 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: classes Message-ID: <1412320312.199573.20059.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:11 User : saru Edit Summary: fixed up alignment for readability. @@ -4,23 +4,22 @@ The following table outlines the various stat modifications that each class makes to a [[:characters|character]] upon selection. For more detailed information about other traits that each brings click the link in the table: Unlike [[:races]] these stat point changes only affect the intial stat point distribution and do not affect the maximums of each type. ^ Image ^ Class ^ [[characters:Str]] ^ [[characters:Dex]] ^ [[characters:Con]] ^ [[characters:Int]] ^ [[characters:Wis]] ^ [[characters:Pow]] ^ [[characters:Cha]] ^ Net +/- ((Charisma not included in Net calculation.)) ^ Starting Equipment ^ Special Equipment ^ Starting Skills ^ ^ Religious ^^^^^^^^^^^^^ - | {{classes:monk.base.151.png}} | [[:classes:monks]] | +2 | +2 | +1 | +1 | -1 | 0 | 0 | +5 | Robe, Sack, Sandals | | Can?t use weapons, Bow, Meditation, Karate, Sense Magic, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | - | {{classes:paladin.base.151.png}} | [[:classes:paladins]] | +0 | -1 | 0 | -2 | 2 | 1 | 1 | 0 | Broadsword, Plate/Shield/Full helm, 1 Prayerbook, Holy Symbol | Holy symbol w/protective magic | Weapon, Bow, Praying, Oratory, find traps, use magic item, literacy, disarm traps | - | {{classes:priest.base.151.png}} | [[:classes:priests]] | -2 | -2 | -1 | 0 | 3 | 2 | 2 | 0 | Robe, Quarterstaff, 2 Prayerbooks | | Weapon, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | + | {{classes:monk.base.151.png}} | [[:classes:monks]] | +2 | +2 | +1 | +1 | -1 | 0 | 0 | +5 |Robe, Sack, Sandals | |Can?t use weapons, Bow, Meditation, Karate, Sense Magic, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | + | {{classes:paladin.base.151.png}} | [[:classes:paladins]] | +0 | -1 | 0 | -2 | 2 | 1 | 1 | 0 |Broadsword, Plate/Shield/Full helm, 1 Prayerbook, Holy Symbol |Holy symbol w/protective magic |Weapon, Bow, Praying, Oratory, find traps, use magic item, literacy, disarm traps | + | {{classes:priest.base.151.png}} | [[:classes:priests]] | -2 | -2 | -1 | 0 | 3 | 2 | 2 | 0 |Robe, Quarterstaff, 2 Prayerbooks | |Weapon, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | ^ Thieves ^^^^^^^^^^^^^ - | {{classes:ninja.base.151.png}} | [[:classes:ninjas]] | +1 | +2 | +1 | 0 | -2 | -2 | -1 | 0 | Nunchaku, Leather Armour, Bag, Cloak | | Weapon, Bow, Jumping, Hiding, Karate, , find traps, use magic item, literacy, disarm traps | - | {{classes:thief.base.151.png}} | [[:classes:thieves]] | 0 | +3 | -2 | +1 | -1 | -1 | -3 | 0 | Cloak, Shortsword, Lockpicks, Leather Armour | | Weapon, Bow, Stealing, Jeweler, find traps, use magic item, literacy, disarm traps | + | {{classes:ninja.base.151.png}} | [[:classes:ninjas]] | +1 | +2 | +1 | 0 | -2 | -2 | -1 | 0 |Nunchaku, Leather Armour, Bag, Cloak | |Weapon, Bow, Jumping, Hiding, Karate, , find traps, use magic item, literacy, disarm traps | + | {{classes:thief.base.151.png}} | [[:classes:thieves]] | 0 | +3 | -2 | +1 | -1 | -1 | -3 | 0 |Cloak, Shortsword, Lockpicks, Leather Armour | |Weapon, Bow, Stealing, Jeweler, find traps, use magic item, literacy, disarm traps | ^ Warriors ^^^^^^^^^^^^^ - | {{classes:barbarian.base.151.png}} | [[:classes:barbarians]] | +3 | +2 | +3 | -6 | -1 | -1 | -2 | 0 | Mace, Leather Armour, Helmet, Sack, Round Shield, Boots | | No Literacy, Weapon, Bow, Climbing, Woodsman | - | {{classes:swashbuckl.base.151.png}} | [[:classes:swashbucklers]] | +1 | +2 | +1 | -1 | -2 | -1 | +1 |0 | Lightsword, Dagger, Amulet, Sack | Weapon, Bow, Stealing, Singing, find traps, use magic item, literacy, disarm traps | - | {{classes:warrior.base.151.png}} | [[:classes:warriors]] | +2 | +1 | +1 | -2 | -1 | -1 | 0 | 0 | Sword, Chain/Shield, Sack | | Weapon, Bow, find traps, use magic item, literacy, disarm traps | + | {{classes:barbarian.base.151.png}} | [[:classes:barbarians]] | +3 | +2 | +3 | -6 | -1 | -1 | -2 | 0 |Mace, Leather Armour, Helmet, Sack, Round Shield, Boots | |No Literacy, Weapon, Bow, Climbing, Woodsman | + | {{classes:swashbuckl.base.151.png}} | [[:classes:swashbucklers]] | +1 | +2 | +1 | -1 | -2 | -1 | +1 |0 |Lightsword, Dagger, Amulet, Sack | Weapon, Bow, Stealing, Singing, find traps, use magic item, literacy, disarm traps | + | {{classes:warrior.base.151.png}} | [[:classes:warriors]] | +2 | +1 | +1 | -2 | -1 | -1 | 0 | 0 |Sword, Chain/Shield, Sack | |Weapon, Bow, find traps, use magic item, literacy, disarm traps | ^ Wizards ^^^^^^^^^^^^^ - | {{classes:alchemist.base.151.png}} | [[:classes:alchemists]] | -3 | 0 | -1 | +3 | 0 | +1 | 0 | 0 | Robe, 2 Random Spellbooks, Talisman, Dagger, Couldron | Talisman: attuned detonate, transmute | Weapon, Alchemy, Thaumaturgy (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | - | {{classes:wizard_white.base.151.png|}} | [[:classes:devotees]] | -2 | 0 | -2 | 0 | +2 | +2 | 1 | 0 | Robe, Staff, 2 Prayerbooks, 1 Spellbook | | Weapon, Magic, Praying, find traps, use magic item, literacy, disarm traps | - | {{classes:evoker.base.151.png}} | [[:classes:evokers]] | -2 | 0 | -1 | 0 | 0 | +3 | 0 | 0 | Robe, Talisman, 2 Random Spellbooks, Shorstword, Staff | Talisman: attuned fire, frost, electricity; repelled mind, summon, transfer, transmute | Weapon, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | - | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | -3 | +2 | -3 | +3 | -2 | +3 | -1 | 0 | Robe & Hat (+1 SP), 3 Random Spellbooks | Hat +1sp; | No melee weapon skill, Sense Magic, Thaumaturgy, find traps, use magic item, literacy, disarm traps | - | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | -1 | 0 | -1 | +1 | 0 | +1 | 0 | 0 | Robe, 2 Random Spellbook, Talisman, Shortsword, 1 Prayerbook | Talisman: attuned summon, repelled turning | Weapon, Praying (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | - | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | +1 | -1 | +1 | 0 | -2 | +1 | 0 | 0 | Lightsword, Leather Armour, 2 Spellbooks, Talisman | | Weapon, Bow, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | - | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | -2 | 0 | -2 | +2 | 0 | +2 | 0 | 0 | Robe, 2 Random Spellbooks, Dagger, 1 Prayerbook | | Weapon, Praying, Magic, find traps, use magic item, literacy, disarm traps | - + | {{classes:alchemist.base.151.png}} | [[:classes:alchemists]] | -3 | 0 | -1 | +3 | 0 | +1 | 0 | 0 |Robe, 2 Random Spellbooks, Talisman, Dagger, Cauldron |Talisman: attuned detonate, transmute |Weapon, Alchemy, Thaumaturgy (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:wizard_white.base.151.png|}} | [[:classes:devotees]] | -2 | 0 | -2 | 0 | +2 | +2 | 1 | 0 |Robe, Staff, 2 Prayerbooks, 1 Spellbook | |Weapon, Magic, Praying, find traps, use magic item, literacy, disarm traps | + | {{classes:evoker.base.151.png}} | [[:classes:evokers]] | -2 | 0 | -1 | 0 | 0 | +3 | 0 | 0 |Robe, Talisman, 2 Random Spellbooks, Shorstword, Staff |Talisman: attuned fire, frost, electricity; repelled mind, summon, transfer, transmute |Weapon, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | -3 | +2 | -3 | +3 | -2 | +3 | -1 | 0 |Robe & Hat (+1 SP), 3 Random Spellbooks |Hat +1sp; |No melee weapon skill, Sense Magic, Thaumaturgy, find traps, use magic item, literacy, disarm traps | + | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | -1 | 0 | -1 | +1 | 0 | +1 | 0 | 0 |Robe, 2 Random Spellbook, Talisman, Shortsword, 1 Prayerbook |Talisman: attuned summon, repelled turning |Weapon, Praying (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | +1 | -1 | +1 | 0 | -2 | +1 | 0 | 0 |Lightsword, Leather Armour, 2 Spellbooks, Talisman | |Weapon, Bow, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | + | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | -2 | 0 | -2 | +2 | 0 | +2 | 0 | 0 |Robe, 2 Random Spellbooks, Dagger, 1 Prayerbook | |Weapon, Praying, Magic, find traps, use magic item, literacy, disarm traps | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/classes?rev=1412256474 New Revision: http://wiki.metalforge.net/doku.php/classes -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:54:54 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:54:54 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:equipment Message-ID: <1412322894.682246.20096.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:54 User : saru Edit Summary: @@ -1,5 +1,27 @@ - ======Equipment====== + =====Handbook Table of Contents===== + The Crossfire Handbook provides all information to new players on navigating the complex world of Crossfire. Some information given can be considered spoilers so reader discretion is advised. + - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server + - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character + - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] + - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] + - [[:guides:character_creation#Gods|Recommendations on religion]] + - [[:guides:playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire + - [[Player Commands]] - Commands any player can use including syntax and description + - [[DM Commands]] - Commands only a DM can use + - [[:guides:Skills]] - What skills your character should learn + - [[:guides:Skills#Combat]] - Skills relating to hand to hand combat + - [[:guides:Skills#Magic]] - Skills related to spellcraft + - [[:guides:Skills#Crafting]] and other skills - Other skills + * [[guides:Alchemy Guide]] + * [[guides:Cooking Guide]] + * [[guides:Smithing Guide]] + * [[guides:Praying Guide]] + - [[:guides:Equipment]] - What equipment should you try and find <- //You are here// + - [[Store Guide]] (the best stores for buying and selling) + - [[:guides:Maps]] - Where you should go exploring + - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. + =====Finding and inspecting equipment===== After you have picked up items, you will want to know about their properties. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:equipment?rev=1412311819 New Revision: http://wiki.metalforge.net/doku.php/guides:equipment -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:56:02 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:56:02 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412322962.173568.20101.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:56 User : saru Edit Summary: @@ -1,15 +1,30 @@ ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on exploring the world of Crossfire. + =====Handbook Table of Contents===== [[:Guides]] - Back to guides index - - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] - - [[:guides:character_creation#Creating a character]] - - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] + - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server + - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character + - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] + - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - - [[:guides:Playing_crossfire|Playing Crossfire]] <- You are here + - [[:guides:playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire + - [[Player Commands]] - Commands any player can use including syntax and description + - [[DM Commands]] - Commands only a DM can use + - [[:guides:Skills]] - What skills your character should learn <- //You are here// + - [[:guides:Skills#Combat]] - Skills relating to hand to hand combat + - [[:guides:Skills#Magic]] - Skills related to spellcraft + - [[:guides:Skills#Crafting]] and other skills - Other skills + * [[guides:Alchemy Guide]] + * [[guides:Cooking Guide]] + * [[guides:Smithing Guide]] + * [[guides:Praying Guide]] + - [[:guides:Equipment]] - What equipment should you try and find + - [[Store Guide]] (the best stores for buying and selling) + - [[:guides:Maps]] - Where you should go exploring + - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. =====Skills===== Crossfire players can have many skills. Type in the command "skills" to see which ones you have. Right now you have few or none. Soon, you will be able to choose your beginning skills, which are determined by your choice of class. The main ones are magic, weapons, and praying. There are many more. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412311704 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:56:11 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:56:11 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:equipment Message-ID: <1412322971.563377.20104.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:56 User : saru Edit Summary: @@ -1,6 +1,6 @@ =====Handbook Table of Contents===== - The Crossfire Handbook provides all information to new players on navigating the complex world of Crossfire. Some information given can be considered spoilers so reader discretion is advised. + [[:Guides]] - Back to guides index - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:equipment?rev=1412322891 New Revision: http://wiki.metalforge.net/doku.php/guides:equipment -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:57:20 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:57:20 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412323040.532984.20107.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:57 User : saru Edit Summary: @@ -1,15 +1,30 @@ ======Crossfire Handbook - Character Creation====== This chapter outlines useful information for beginning players on exploring the world of Crossfire. + =====Handbook Table of Contents===== [[:Guides]] - Back to guides index - - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] - - [[:guides:character_creation#Creating a character]] - - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] + - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server + - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character + - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] + - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - - [[:guides:Playing_crossfire|Playing Crossfire]] <- You are here + - [[:guides:playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire <- //You are here// + - [[Player Commands]] - Commands any player can use including syntax and description + - [[DM Commands]] - Commands only a DM can use + - [[:guides:Skills]] - What skills your character should learn + - [[:guides:Skills#Combat]] - Skills relating to hand to hand combat + - [[:guides:Skills#Magic]] - Skills related to spellcraft + - [[:guides:Skills#Crafting]] and other skills - Other skills + * [[guides:Alchemy Guide]] + * [[guides:Cooking Guide]] + * [[guides:Smithing Guide]] + * [[guides:Praying Guide]] + - [[:guides:Equipment]] - What equipment should you try and find + - [[Store Guide]] (the best stores for buying and selling) + - [[:guides:Maps]] - Where you should go exploring + - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. ===== Playing Crossfire ===== In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412311457 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:58:09 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:58:09 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:character_creation Message-ID: <1412323090.001738.20110.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:58 User : saru Edit Summary: @@ -1,15 +1,31 @@ ======Crossfire Handbook - Character Creation====== This handbook outlines useful information (and some spoilers) for beginning players on creating new characters. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. + =====Handbook Table of Contents===== - - [[:guides:Connecting_to_Crossfire|Connecting to Crossfire]] - - [[:guides:character_creation#Creating a character]] <- You are here - - [[:guides:character_creation#Races|Guides on the strengths and weaknesses of various races]] - - [[:guides:character_creation#Classes|Guides on the strengths and weaknesses of various classes]] + [[:Guides]] - Back to guides index + - [[:guides:connecting to crossfire|Connecting to Crossfire]] - How to connect to a Crossfire Server + - [[:guides:character_creation|Creating a character]] - What to consider when creating a new character <- //You are here// + - [[:guides:character_creation#Races|Strengths and weaknesses of various races]] + - [[:guides:character_creation#Classes|Strengths and weaknesses of various classes]] - [[:guides:character_creation#Gods|Recommendations on religion]] - - [[:guides:Playing_crossfire|Playing Crossfire]] + - [[:guides:playing_crossfire|Playing Crossfire]] - General information about moving and interacting in Crossfire + - [[Player Commands]] - Commands any player can use including syntax and description + - [[DM Commands]] - Commands only a DM can use + - [[:guides:Skills]] - What skills your character should learn + - [[:guides:Skills#Combat]] - Skills relating to hand to hand combat + - [[:guides:Skills#Magic]] - Skills related to spellcraft + - [[:guides:Skills#Crafting]] and other skills - Other skills + * [[guides:Alchemy Guide]] + * [[guides:Cooking Guide]] + * [[guides:Smithing Guide]] + * [[guides:Praying Guide]] + - [[:guides:Equipment]] - What equipment should you try and find + - [[Store Guide]] (the best stores for buying and selling) + - [[:guides:Maps]] - Where you should go exploring + - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. =====Creating a character===== Once you connect to a server, you will be asked for a character name followed by a password. If you are playing for the first time, type any name you like; this will be your character name for the rest of the life of that character. Next, type in any password. Remember!: you will need to type the same password again to play that character again! One more note: its not a good idea to use "real" passwords to your computer accounts! Doing so may make your system vulnerable to unscrupulous Crossfire server administrators. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:character_creation?rev=1412298901 New Revision: http://wiki.metalforge.net/doku.php/guides:character_creation -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:59:29 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:59:29 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412323169.009567.20113.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:59 User : saru Edit Summary: @@ -1,6 +1,6 @@ ======Crossfire Handbook - Character Creation====== - This chapter outlines useful information for beginning players on exploring the world of Crossfire. + This chapter outlines useful information (and some spoilers) for beginning players on the various skills that exist in Crossfire. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. =====Handbook Table of Contents===== [[:Guides]] - Back to guides index IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412322959 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 02:59:49 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 02:59:49 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412323189.819589.20116.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 02:59 User : saru Edit Summary: @@ -1,5 +1,5 @@ - ======Crossfire Handbook - Character Creation====== + ======Crossfire Handbook - Skills====== This chapter outlines useful information (and some spoilers) for beginning players on the various skills that exist in Crossfire. If you are interested purely in the mechanics of crossfire please visit the //[[:mechanics|sworn book of scorn]]// instead. =====Handbook Table of Contents===== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412323165 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 03:11:29 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 03:11:29 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:alchemy_guide Message-ID: <1412323889.939577.20256.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 03:11 User : saru Edit Summary: Merged original wiki alchemy guide with handbook alchemy info @@ -19,10 +19,34 @@ (I'm skipping the story, saving it for later, and going on to the actual guide.) Alchemy is a very easy skill. You only need: - The alchemy skill. This is a very nice skill to have, and well worthwhile for both money-making and making yourself invulnerable when you feel like it. There is no talisman, as it is not an attack skill. Instead, you can get the scroll. 500 plat. Easy, but expect to stalk shops for quite a bit. (Unless you know one of two places...) + The alchemy skill. This is a very nice skill to have, and well worthwhile for both money-making and making yourself invulnerable when you feel like it. Some players start off knowing it, so to find out if you have it or not type 'skills, and see if alchemy is listed as one of the skills. If you fail to find it you will have to learn if before you can proceed. The skill can be learnt like any other skill, from a skill scroll. A skill scroll can be bought in most alchemy shops, and learnt by applying it but expect to stalk shops for quite a bit. + Now that you have the alchemy skill you can become experienced at it. You may think yourself a superhero, but as far as alchemy is concerned you are a complete novice. Should you attempt to make anything at this point you will most probably fail with the most disturbing effects. + + Before you make things you need to become familiar with ingredients. That is done by identifying unidentified items that can be used in alchemy formulae using the alchemy skill. For example if you have an item that you think may be useful type "'use_skill alchemy" and see if it gets identified. If you are lucky you will have learnt your first alchemy experience! However you are still a long way off from making anything useful. It may be a good idea to bind "use_skill alchemy" to a key at this point so you don't have to keep typing it repeatedly. + + Carry on identifying items until you reach level 10 in alchemy. It may take a long time, so it may be best to develop alchemy as a secondary skill as you are training one-handed or sorcery. Alternatively ingredients can be bought unidentified in bulk from most alchemy shops. This approach is very expensive, so unless you have good financial backing you are unlikely to get far. + + As you identify the ingredients you may want to keep them, as they can come in useful as ingredients later on! + + If you are now level 10 in the alchemy skill you can attempt to make some simple things. Before you get too enthusiastic I'll tell you right away that nothing you can make now will be of any use to you in the immediate future (except for maybe money?). To make something you will need to find a recipe. Recipes appear randomly in shops named "recipe:...", "cookbook:...", "lab book:..." or something similar. Recipes that appear in books like that are special, but more about that later. + + Now that you have a recipe for something you can collect the ingredients. The easy formulae are those that only contain one ingredient. It can most likely be bought in an alchemy shop, so you should not need to venture far. Now you have everything you need to make an item. What you need next is access to a cauldron. If you are an alchemist you will already own one. Otherwise you can use one in a lab. Labs can be found attached to an alchemy shop, or otherwise. + + To make an item you should place the cauldron on the ground beneath you, and open it. Then drop the ingredients into the cauldron. Be careful to make sure that the ingredients that have count of more than one stack up together properly. For example stale mineral oil will not stack up with newly bought mineral oil, and so the alchemy will be doomed to failure before you start. Then use the alchemy skill as you are standing above the cauldron. If you have done everything correctly and are lucky you will be left with your alchemy target in the cauldron. If you are left with slag or your ingredients simply disappear either you have done something wrong or you are simply unlucky. The more experienced you are the more likely you are to succeed in alchemy. + + + Warning: If you choose to use your own cauldron note that it may not last long, as alchemy failures happen to most starting alchemists, and some of them happen to be very destructive. You are also well advised to not attempt alchemy at home. It may seem like a good idea initially, as it is somewhere away from prying eyes and outside interference. Alchemy failures at home can potentially render your home unusable. You can consider yourself to have gotten away lightly if you do alchemy at home and all your belongings get burnt up, as if you are unfortunate enough to summon some monsters that are far more powerful than you, you will have a hard time exorcising them. + + It is best to practice alchemy in a specially designated lab, be it in a guild, a shop, or another place where you can take precautions. + + To increase the likely hood of a recipe not failing you should try to increase your luck, and alchemy level, and decrease the difficulty level of the recipe you are attempting. If the spell has failed you will experience failures of varying degrees, that depend on your Int, number of ingredients in the cauldron, length of ingredients in the cauldron, and enchantment on the cauldron. Quoting from the source code, "Using a bad device is *majorly* stupid". Therefore you are encouraged to find items that give luck bonus, become attuned to alchemy, and find yourself a Cauldron +5. + + As you carry on making simple alchemy stuff you will level up in the skill a few times. By the time you reach level 30-50 you can try some of the medium level formulae. You will know them when you see them, as they are rare to find, and generally require an item or two that are hard to find. Most alchemists never progress beyond this stage, as it is hard and takes a long time. However, if you push on you will be rewarded. I'll give you a hint: a level 100 alchemist is able to produce potions that are rare and powerful. The recipes cannot be bought, but the books that contain them have to be found. + + Alchemy can make you rich, alchemy can give you powerful items, and most importantly alchemy is fun! As I said earlier the recipes found in the books are special. Let me elaborate. There is a very large number of recipes that can produce items. The items that can be produced with alchemy have to be alchemy targets for some special formula. However, items used as ingredients can be anything you can lift and fit into a cauldron. Therefore you are welcome to experiment and find your own formulae. Before you busy yourself experimenting let me tell you that it can be dangerous, and you can never make money-using non-special formulae, as the universe would get out of balance and destroy your soul... A cauldron. Get spares. You WILL set a few on fire and such. Some are enchanted, and work better. A +1 cauldron is nice. I've seen up to a +3, though I suspect the code allows +5. Remember, these +es are rare. A +1 cauldron is rarer than any +4 standard weapon, and most artifacts. A +2 is something you can show off. A +3 is a sign of power. A +4 will almost get you a ring of Ruling. A +5? Well, then I begin to become suspicious. Ingredients. Go figure. The alchemy skill requires things to be put into cauldrons. There are the standard reagents and monster parts. You'll only work with a few early on. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:alchemy_guide?rev=1399847654 New Revision: http://wiki.metalforge.net/doku.php/guides:alchemy_guide -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 03:34:43 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 03:34:43 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:equipment Message-ID: <1412325283.769565.20270.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 03:34 User : saru Edit Summary: formatting, endless formatting. @@ -135,8 +135,24 @@ Gives you more Hit Points so you can sustain more damage while you run away from monsters because you've run out of Spell or Grace Points It's very frustrating to lose hard earned experience because a Goblin got lucky with an arrow right before you obliterate him with your spell It's important to learn quick moment sequences and tactical retreats to avoid monster attacks while casting spells and to position yourself for effective spell delivery - this is only learned by sending your character into melee combat + + ===Guide to Inspecting items using a scroll, wand or rod=== + Find a scroll of identify + apply it + + ===Guide to Inspecting items using a skill=== + Characters with sorcery can cast the spells; detect magic, detect curse and identify + Characters can detect magic and curse if they have the requisite skills //detect magic// and //detect curse//. + Characters with the requisite skills have a chance identify items using the associated skill which improves with skill level: + ^ Skill ^ Items that can be identified ^ + | Bowyer | Bows, Crossbows, Missile Weapons, Projectiles | + | Smithery | Armour, Weapons | + | Jeweler | Rings, Amulets, Talismans, Gems | + | Woodsman | Flesh, Food | + | Literacy | Books and scrolls | + | Thaumaturgy | Rods, Wands and Horns | =====Equipment from old handbook===== 6.1 Going to market.. alchemy store armour shop general store magic shop weapon store You can find equipment for sale at easily recognizable buildings. To buy an item just pick it up and walk out of the building by stepping on a shop mat shop mat. The cost of the item will automatically be deducted from your money gold coin platinum coin silver coin. To sell an item, enter the shop and drop the item on the shop floor. Money from the sale will automatically be placed in your inventory. Use the examine command, or the cursor and left button of the mouse to examine the price of an item before you buy or sell. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:equipment?rev=1412322969 New Revision: http://wiki.metalforge.net/doku.php/guides:equipment -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 03:37:50 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 03:37:50 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412325470.719620.20275.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 03:37 User : saru Edit Summary: @@ -387,46 +387,9 @@ When you first begin the game, you will be unable to use any prayers because you have no god to grant them as yet. Religions are acquired by praying at an altar. Any player with the praying skill may pray at an altar and become a devotee of that god. The various deities are very different from each other. Beginning players should probably choose either Mostrai or Valriel, and avoid Gaea and Rugilli. Temples for most of the religions are in the town Scorn, where you will appear after you choose a class. ====Crafting===== - 4.5 Crafts - As well as developing skills for killing things it is possible to become skilled in a few crafts to make your adventuring easier. A craft usually involves a workplace, into which you put some ingredients and make the desired item of your choice by using the appropriate skill. - - For example for alchemy you use a cauldron, and for smithery you use a forge. You use alchemy to make potions, and smithery to make weapons and armour. Forges, tannery benches, jeweler's workbenches and similar workplaces can all be found in specially built buildings, where for a fee the owner will let you use their equipment. - - 4.5.1 Alchemy - The most widespread craft is alchemy. If you are new to crafts you are best off learning to use this skill before mastering any of the others. Alchemy can be used to make many different potions, dusts, and balms, both harmful and useful. You can use the harmful potions you make to throw at your enemies, and useful for drinking yourself. Everything you make can also be sold, so you can also earn some money :) . Once you get comfortable with alchemy you should find other craft skills easier to become proficient at as they work in a similar way. - - To develop alchemy you first need to know the alchemy skill. Some players start off knowing it, so to find out if you have it or not type 'skills, and see if alchemy is listed as one of the skills. If you fail to find it you will have to learn if before you can proceed. The skill can be learnt like any other skill, from a skill scroll. A skill scroll can be bought in most alchemy shops, and learnt by applying it. - - Now that you have the alchemy skill you can become experienced at it. You may think yourself a superhero, but as far as alchemy is concerned you are a complete novice. Should you attempt to make anything at this point you will most probably fail with the most disturbing effects. - - Before you make things you need to become familiar with ingredients. That is done by identifying unidentified items that can be used in alchemy formulae using the alchemy skill. For example if you have an item that you think may be useful type "'use_skill alchemy" and see if it gets identified. If you are lucky you will have learnt your first alchemy experience! However you are still a long way off from making anything useful. It may be a good idea to bind "use_skill alchemy" to a key at this point so you don't have to keep typing it repeatedly. - - Carry on identifying items until you reach level 10 in alchemy. It may take a long time, so it may be best to develop alchemy as a secondary skill as you are training one-handed or sorcery. Alternatively ingredients can be bought unidentified in bulk from most alchemy shops. This approach is very expensive, so unless you have good financial backing you are unlikely to get far. - - As you identify the ingredients you may want to keep them, as they can come in useful as ingredients later on! - - If you are now level 10 in the alchemy skill you can attempt to make some simple things. Before you get too enthusiastic I'll tell you right away that nothing you can make now will be of any use to you in the immediate future (except for maybe money?). To make something you will need to find a recipe. Recipes appear randomly in shops named "recipe:...", "cookbook:...", "lab book:..." or something similar. Recipes that appear in books like that are special, but more about that later. - - Now that you have a recipe for something you can collect the ingredients. The easy formulae are those that only contain one ingredient. It can most likely be bought in an alchemy shop, so you should not need to venture far. Now you have everything you need to make an item. What you need next is access to a cauldron. If you are an alchemist you will already own one. Otherwise you can use one in a lab. Labs can be found attached to an alchemy shop, or otherwise. - - Warning: If you choose to use your own caldron note that it may not last long, as alchemy failures happen to most starting alchemists, and some of them happen to be very destructive. You are also well advised to not attempt alchemy at home. It may seem like a good idea initially, as it is somewhere away from prying eyes and outside interference. Alchemy failures at home can potentially render your home unusable. You can consider yourself to have gotten away lightly if you do alchemy at home and all your belongings get burnt up, as if you are unfortunate enough to summon some monsters that are far more powerful than you, you will have a hard time exorcising them. - - It is best to practice alchemy in a specially designated lab, be it in a guild, a shop, or another place where you can take precautions. - - To make an item you should place the cauldron on the ground beneath you, and open it. Then drop the ingredients into the cauldron. Be careful to make sure that the ingredients that have count of more than one stack up together properly. For example stale mineral oil will not stack up with newly bought mineral oil, and so the alchemy will be doomed to failure before you start. - - Then use the alchemy skill as you are standing above the cauldron. If you have done everything correctly and are lucky you will be left with your alchemy target in the cauldron. If you are left with slag or your ingredients simply disappear either you have done something wrong or you are simply unlucky. The more experienced you are the more likely you are to succeed in alchemy. - - To increase the likely hood of a recipe not failing you should try to increase your luck, and alchemy level, and decrease the difficulty level of the recipe you are attempting. If the spell has failed you will experience failures of varying degrees, that depend on your Int, number of ingredients in the cauldron, length of ingredients in the cauldron, and enchantment on the cauldron. Quoting from the source code, "Using a bad device is *majorly* stupid". Therefore you are encouraged to find items that give luck bonus, become attuned to alchemy, and find yourself a Cauldron +5. - - As you carry on making simple alchemy stuff you will level up in the skill a few times. By the time you reach level 30-50 you can try some of the medium level formulae. You will know them when you see them, as they are rare to find, and generally require an item or two that are hard to find. Most alchemists never progress beyond this stage, as it is hard and takes a long time. However, if you push on you will be rewarded. I'll give you a hint: a level 100 alchemist is able to produce potions that are rare and powerful. The recipes cannot be bought, but the books that contain them have to be found. - - Alchemy can make you rich, alchemy can give you powerful items, and most importantly alchemy is fun! As I said earlier the recipes found in the books are special. Let me elaborate. There is a very large number of recipes that can produce items. The items that can be produced with alchemy have to be alchemy targets for some special formula. However, items used as ingredients can be anything you can lift and fit into a cauldron. Therefore you are welcome to experiment and find your own formulae. Before you busy yourself experimenting let me tell you that it can be dangerous, and you can never make money-using non-special formulae, as the universe would get out of balance and destroy your soul... - - 4.5.2 Transmutation - Finally I'd like to explain transmutation. It is not used in alchemy, but many recipes for other crafts use transmutations to generate the desired result. In a transmutation you have an item, add some more ingredients to it, and when you use the craft skill the extra items disappear, and the original item gains some properties. Therefore all non-special recipes you find still have to have the base item that will be transmuted. - - + As well as developing skills for killing things it is possible to become skilled in a few crafts to make your adventuring easier. A craft usually involves a workplace, into which you put some ingredients and make the desired item of your choice by using the appropriate skill. For example for alchemy you use a cauldron, and for smithery you use a forge. You use alchemy to make potions, and smithery to make weapons and armour. Forges, tannery benches, jeweler's workbenches and similar workplaces can all be found in specially built buildings, where for a fee the owner will let you use their equipment. Crafts enable players to transmute an item, by combining ingredients and materials and utilising the appropriate craft skill, to add new properties to the original item. They also enable players to identify items more efficiently + ===Alchemy=== + The most widespread craft is alchemy. If you are new to crafts you are best off learning to use this skill before mastering any of the others. Alchemy can be used to make many different potions, dusts, and balms, both harmful and useful. You can use the harmful potions you make to throw at your enemies, and useful for drinking yourself. Everything you make can also be sold, so you can also earn some money :) . Once you get comfortable with alchemy you should find other craft skills easier to become proficient at as they work in a similar way. For more information visit the [[:guides:alchemy_guide|Alchemy Guide]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412323185 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 3 03:41:35 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 03 Oct 2014 03:41:35 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: skills Message-ID: <1412325695.139564.20289.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/03 03:41 User : saru Edit Summary: @@ -34,15 +34,12 @@ * [[skills:Bowyer]] * [[skills:Inscription]] * [[skills:Jeweler]] * [[skills:Literacy]] - * [[skills:Oratory]] - * [[skills:Singing]] * [[skills:Smithery]] * [[skills:Thaumaturgy]] * [[skills:Woodsman]] - * [[skills:Sense Curse]] - * [[skills:Sense Magic]] + * [[skills:Writing]] ==== General Skills ==== These skills provide denizens of Crossfire with diverse means of survival: @@ -56,8 +53,12 @@ * [[skills:Levitation]] * [[skills:Lockpicking]] * [[skills:Meditation]] * [[skills:Mountaineer]] + * [[skills:Oratory]] * [[skills:Set Traps]] + * [[skills:Sense Curse]] + * [[skills:Sense Magic]] + * [[skills:Singing]] * [[skills:Stealing]] * [[skills:Throwing]] - * [[skills:Writing]] + IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/skills?rev=1383814575 New Revision: http://wiki.metalforge.net/doku.php/skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 4 02:53:18 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 04 Oct 2014 02:53:18 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_traffic Message-ID: <1412409198.359577.24592.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/04 02:53 User : leaf Edit Summary: Traffic updates for July-2014 @@ -4,8 +4,15 @@ Please put most recent on bottom for month. Unless specified otherwise, changes are in [[trunk]] only. ===== 2014 ===== + + ==== July 2014 ==== + * Closed off west side of South Scorn with mountains (r19594) + * Layout updates to Beginners Entry (scorn/misc/beginners_entry) in Scorn to make the map less crowded (r19595) + + === GTK Client === + * Allow the player to run by clicking and holding down the right mouse button (r19593) ==== June 2014 ==== * Archetype name updates to bungalow and ruined statue (r19502) * Archetype name update to ball lightning (r19503) IP-Address : 65.193.16.99 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic?rev=1407481410 New Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 4 03:20:38 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 04 Oct 2014 03:20:38 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_traffic Message-ID: <1412410838.040189.24738.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/04 03:20 User : leaf Edit Summary: Traffic update, 2014-august @@ -4,8 +4,15 @@ Please put most recent on bottom for month. Unless specified otherwise, changes are in [[trunk]] only. ===== 2014 ===== + + ==== August 2014 ==== + * Tweak and balance food items - adjust nutrition, value and weight of all food items (r19598) + * Added flagstone tiles beneath the exterior walls to One-Eye Mike's Department store (wolfsburg/shops/dept_store_*) maps in Wolfsburg (r19603) + * New leather items can now be crafted on a tanning bench and using troll hide (r19607 - r19609) + * New item and graphic, steel shortsword, can now be crafted at the smithery (r19610) + * Enlarged the floor plan to City de Clouds General Shop (mlab/citydeclouds/shops/cwdcgenshop1) in City de Clouds by two rows of tiles and added some windows (r19620) ==== July 2014 ==== * Closed off west side of South Scorn with mountains (r19594) * Layout updates to Beginners Entry (scorn/misc/beginners_entry) in Scorn to make the map less crowded (r19595) IP-Address : 65.193.16.99 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic?rev=1412409188 New Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 4 03:52:16 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 04 Oct 2014 03:52:16 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: crossfire_traffic Message-ID: <1412412736.799572.24762.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/04 03:52 User : leaf Edit Summary: Traffic updates, 2014-September @@ -4,8 +4,23 @@ Please put most recent on bottom for month. Unless specified otherwise, changes are in [[trunk]] only. ===== 2014 ===== + + ==== September 2014 ==== + * Add surrounding clouds outside the walls of City de Clouds General Shop (mlab/citydeclouds/shops/cwdcgenshop1) to match the appearance of the world map (r19632) + * Enlarged the floor plan to City de Clouds Kitchen (mlab/citydeclouds/shops/cwdckitchen) in City de Clouds by two rows of tiles (r19637) + * Cosmetic changes to include windows and a working door to City de Clouds Kitchen (mlab/citydeclouds/shops/cwdckitchen) in City de Cloud (19638) + * Match interior walls with exterior appearance to Scorn Prison (scorn/misc/prison, prison.1) in Scorn (r19646) + * New graphic faces for quiver of Holding Arrows and Holding Bolts (r19649) + * Enlarged the floor plan to Potion Shop (mlab/citydeclouds/shops/cwdcpotionshop1) in City de Clouds by two rows of tiles, and arranged the shop to better match it's shop face (r19653) + * New graphic faces for Potion of Freezing, Potion of Healing, Potion of Shock (r19654) + * Bug Fix #784, Character names are case unsensitive, so compare without case (r19657) + + === GTK Client === + * Removed metaserver1 support (r19641) + * Correctly show which items are applied in icon view (r19663) + * Rename the "Client" menu to "Edit", rename "Quit Character" to "Delete" with a tooltip under the "Player" menu, remove trailing period (r19669) ==== August 2014 ==== * Tweak and balance food items - adjust nutrition, value and weight of all food items (r19598) * Added flagstone tiles beneath the exterior walls to One-Eye Mike's Department store (wolfsburg/shops/dept_store_*) maps in Wolfsburg (r19603) IP-Address : 65.193.16.99 Old Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic?rev=1412410827 New Revision: http://wiki.metalforge.net/doku.php/crossfire_traffic -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:13:11 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:13:11 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412485991.199581.32120.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:13 User : saru Edit Summary: Clarified links that are guides vs mechanics. @@ -50,23 +50,23 @@ ==Cast a spell== In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" talismanor a "holy symbol" holy symbolwill also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. Issue the meta-command `cast to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic). - More about the combat system is in the [[:guides:skills]] section under [[:guides:skills#combat]]. + More about the combat system is in the [[:guides:skills]] guide section under [[:guides:skills#combat]]. ===Use a Skill=== In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). - To learn more about the skills system see [[:guides:Skills]]. + To learn more about the skills system see [[:guides:Skills]] guide. ===Applying stuff: wear armour, wield a weapon, eat, and so on=== Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. You will want to ensure you have weapons and armour equipped before [[:guides:skills#combat]] by applying them until a small A is shown next to the item. FIXME Insert example image of applied item. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include [[:guides:equipment#food]], [[:guides:equipment#potions]], and, [[:guides:equipment#scrolls]]". - To learn more about the uses of various items see [[:guides:Equipment]]. + To learn more about the uses of various items see [[:guides:Equipment]] guide. ===Enter a building, boat, teleporter=== Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the 'A' key to issue the [[:player_commands#apply]] command. If there is a way to get "inside" you will be taken there. If no link exists, you will get the message "the is closed." Some buildings have additional requirements to enter. @@ -74,16 +74,16 @@ A special type of link is the Bed to Reality. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. The [[:player_commands#save]] command is to provide an emergency backup in case of a game crash. <> - To learn more see [[:guides:Maps]]. + To learn more see [[:guides:Maps]] guide. ===Picking up items=== To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. - For more information see [[:guides:equipment]] + For more information see [[:guides:equipment]] guide. ====Conversation==== ===NPCs=== Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412323037 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:18:08 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:18:08 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:skills Message-ID: <1412486288.659826.32128.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:18 User : saru Edit Summary: Merged survival guide info @@ -240,8 +240,9 @@ yku h l bjn Running in a direction is done by direction. Firing in a direction is direction. It's generally better to hit a monster with a weapon besides your fists. Click on your inventory until you figure out how to get a weapon to be marked "wielded". Then, you'll be able to hit the monster with the weapon when you run into him. + =====Magic===== Chapter 4 - Magic System 4.1 Description @@ -274,8 +275,47 @@ Protection Fire Frost Electricity Missiles Self Summoning Abjuration Restoration Detonation Transferrence Turning Wounding Death Light Paths are quite powerful; they don't come cheaply. Most magical items with path_attuned attributes will have path_repelled and path_denied attributes as well, to balance them out. + + From the Survival Guide + Magic and Religion + If a spell path is repelled for a particular god (or item) that means your effective casting level is 5 levels lower then usual. Example: a level 5 priest of Mostrai (Denied: Summoning) is trying to cast summon cult monster. In this case, the effective level (which is zero) is lower than lowest level of all creatures that might be summoned, so the priest can't summon anything. + [J.E.] + + The spells that do work against magic-immune creatures are: summon golem, summon air elemental, summon fire elemental, summon water elemental, summon earth elemental, summon pet monster, build bullet wall, build lightning wall, build fireball wall, and soon dancing sword and animate weapon. + [D.N.] + + There are even two commands that will give you the full list of Alchemy formulae that you can use: + crossfire -m7 will dump the alchemy table in a compact format + crossfire -m9 will give you a more detailed list, comparing the costs of the result with the cost of the ingredients. + [R.Q.] + + Talisman = magic, Holy Symbol = wisdom. Some characters have those skills without these objects (you can learn these, too --- read a scroll of piety for praying, legerdermain for wizardry). Not a good idea for experienced players. + [C.S.] + + Spells = magic, prayer = wisdom. Addition: you should mention the holy word prayer to kill enemies of your god. There aren't very many offensive prayers. Another lowlevel one is cause light wounds (followers of either Valriel or Gaea cannot cast this). + [C.S.] + + You get wisdom experience by killing monsters with prayers [ed. same goes for wizardry with spells]. The usual way to get the first few levels is to use the holy word prayer to kill enemies of your god. A good thing to do is to make a keybinding like this: "invoke holy word;use_skill pr;stay fire;stay fire;stay fire" This will cast a holy word into the direction your are facing and restore your grace afterwards (assuming you are still level 1 in praying --- you'll need more "stay fire" for higher levels). + [C.S.] + + The difference between "cursed" and "damned": Damned is harder to get rid of (Scrolls of remove damnation are harder to come by). Generally, only the worst items (items of woe) are actually damned. + [M.W.] + + The things that are probably the closest to being a "guild" are the cults. You have to join a cult by praying on an altar of the god, and you can join only one cult (for low/midlevel characters changing the cult is costly since you loose experience). Beginners should always join Valriel --- Mostrai looks good, too, but is more difficult to play. ... The important thing are the enemies. Valriel has undead and demon as enemies, which means there are low-, mid- and highlevel enemies. Valriel doesn't have a real disadvantage either. Holy possession of Valriel grants immunity to confusion, which is not that useful, but usually helpful for lowlevel characters. + [C.S.] + + Finding a god's altar: There are temples to various gods scattered throughout the crossfire world. Several can be found in temple row in scorn, and a similar cluster exists near navar market. For some of the gods that do not have a temple placed that conveniently, you will have to go exploring. In general temples can be found in places that match with a god's personality. + [C.S., B.L.] + + Response to some questions about Lythander: (read more about the gods in Appendix C ) When you start to worship Lythander you automatically become protected against confusion, but you only gain the immunity when you cast the holy possession prayer on yourself (the same applies to the other cults that have an immunity - priests only gain it whenever they cast that prayer). + And + ... cause wounds and holy word are both lvl 1 prayers, holy word only works against the enemies of your god (goblins and trolls in your case), while wounding works against anyone. However, holy word is an area spell,so it affects more enemies at once. At higher lvls there are the higher cause wounds spells, banishment instead of holy word, and you can use the holy servant or the avatar against opponents (again, this works against all opponents, not just the enemies - however, the allies are exempt). + [Gorlin] + + When praying over a god?s alter to "enchant" your weapon, ... the maximum plus your weapon can get this way is "wisdom level/5". So you need to be wisdom-level 5 to get to +1, wisdom-level 10 to get to +2 and so on. + [C.S.] ====Wizardry==== 4.6 Rune magic Runes are another special form of wizardry; essentially runes are magical inscriptions on the dungeon floor which cast a spell (or "detonate") when something steps on them. Flying objects don't detonate runes. Beware! Runes are invisible most of the time! IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:skills?rev=1412325467 New Revision: http://wiki.metalforge.net/doku.php/guides:skills -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:22:22 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:22:22 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412486542.670337.32133.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:22 User : saru Edit Summary: @@ -26,8 +26,9 @@ - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. ===== Playing Crossfire ===== In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. + ====How to do simple stuff==== ===Movement=== Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. The move command is broken up into specific commands for each [[:player_commands#directional|direction]]. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of the default movement [[#bind|bindings]]: @@ -63,8 +64,10 @@ FIXME Insert example image of applied item. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include [[:guides:equipment#food]], [[:guides:equipment#potions]], and, [[:guides:equipment#scrolls]]". + + 'apply -a' is "always apply", if the object is already applied then nothing happens, otherwise it is applied. Similarly 'apply -u' is "always unapply". This is can be useful for keybindings since there is no scripting language to check whether an object is applied or not. To learn more about the uses of various items see [[:guides:Equipment]] guide. ===Enter a building, boat, teleporter=== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412485986 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:36:55 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:36:55 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412487415.113676.32142.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:36 User : saru Edit Summary: @@ -26,9 +26,8 @@ - [[guides:beginners_atlas|Beginner's Atlas]] - A [uncompleted] guide to the default mapset. ===== Playing Crossfire ===== In this section, several basic bits of information are detailed in a concise way in rough order of importance. Various pointers to other sections of this document will help you to round out your knowledge if you want to. All of the available player commands are concisely explained in appendix A (commands). You can always get a summary of available commands while playing the game; hit "?" for help. - ====How to do simple stuff==== ===Movement=== Movement is accomplished with the mouse, or with the same keys that some rouge-like computer games use. The move command is broken up into specific commands for each [[:player_commands#directional|direction]]. To move using the mouse, position the cursor over a square you wish to move to in the view window then click the right hand button. If you want to use the keys, here's a simple diagram of the default movement [[#bind|bindings]]: @@ -63,11 +62,11 @@ Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. You will want to ensure you have weapons and armour equipped before [[:guides:skills#combat]] by applying them until a small A is shown next to the item. FIXME Insert example image of applied item. - By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include [[:guides:equipment#food]], [[:guides:equipment#potions]], and, [[:guides:equipment#scrolls]]". + By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include [[:guides:equipment#food]], [[:guides:equipment#potions]], and, [[:guides:equipment#scrolls]]. - 'apply -a' is "always apply", if the object is already applied then nothing happens, otherwise it is applied. Similarly 'apply -u' is "always unapply". This is can be useful for keybindings since there is no scripting language to check whether an object is applied or not. + ?apply -a? is ?always apply?, if the object is already applied then nothing happens, otherwise it is applied. Similarly ?apply -u? is ?always unapply?. This is can be useful for keybindings since there is no scripting language to check whether an object is applied or not. To learn more about the uses of various items see [[:guides:Equipment]] guide. ===Enter a building, boat, teleporter=== @@ -148,32 +147,36 @@ `bind invoke to any key. Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. + ====Playing with other people==== As a general rule, other Crossfire players will prefer to cooperate or at least leave each other alone. If you go about killing other player's characters you may not only risk their continued wrath, but the anger of the server administrator as well. Check out the house rules before you start slaying players. Useful multi-player commands - Here are some useful commands for playing with other players: + Here are some useful [[:player_commands#commands for playing with other players: + + [[:player_commands#Shout]] - This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say + + [[:player_commands#who]] - This will give you a listing of all the current players and the maps they are on currently. Invoke this command as '[[:player_commands#who]]. + + [[:player_commands#maps]] - This command can be a good way to find out where other players are. - ===Shout=== - This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say. - who This will give you a listing of all the current players and the maps they are on currently. Invoke this command as 'who. - tell Will send your message only to the player indicated. It is invoked as: 'tell . + [[:player_commands#tell]] - Will send your message only to the player indicated. It is invoked as: '[[:player_commands#tell]] . ===The simple party system=== If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: 1) To form a party issue the command: - 'party form + '[[:player_commands#party]] form 2) To join a party, type: - 'party join + '[[:player_commands#party]] join - Note: creating a party does not automatically make you a member, you still have to type 'party join + Note: creating a party does not automatically make you a member, you still have to type '[[:player_commands#party]] join To see all of the options, visit [[:player_commands#party]]. =====Hints on Playing Crossfire===== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412486539 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:37:26 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:37:26 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412487446.072381.32145.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:37 User : saru Edit Summary: @@ -1,5 +1,5 @@ - ======Crossfire Handbook - Character Creation====== + ======Crossfire Handbook - Playing Crossfire====== This chapter outlines useful information for beginning players on exploring the world of Crossfire. =====Handbook Table of Contents===== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412487409 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:41:13 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:41:13 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: player_commands Message-ID: <1412487673.484776.32161.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:41 User : saru Edit Summary: @@ -1,9 +1,9 @@ ====== Player Commands ====== * See also: [[dm_commands]] - Much of this information is copied from the server files (server/lib/help). + Much of this information is copied from the server files (server/lib/help). All commands can be issued by using the meta-command "'" from a client. =====General===== ==== afk ==== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/player_commands?rev=1349034260 New Revision: http://wiki.metalforge.net/doku.php/player_commands -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 00:44:08 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 00:44:08 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412487848.356281.32164.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 00:44 User : saru Edit Summary: Cross referenced to player_commands and tidied formatting @@ -103,50 +103,46 @@ Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. - Death --- the ultimate penalty? - Should your hit point total drop below 0 you will die gravestoneWhat happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and allof his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." + ====Death --- the ultimate penalty?==== + Should your hit point total drop below 0 you will die. What happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and all of his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." For each time you die, your character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. - If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse corpseof the character that is to be resurrected! + If the server administrator has made death permanent, there is still hope for your character. When the RESURRECTION option is enabled (the default option when NOT_PERMDEATH is not being used) other characters may bring you back from the beyond. There are 3 spells that are capable of doing this, but remember to retrieve the corpse of the character that is to be resurrected! ====Important commands==== Some of the important commands to master follow. For a list of all commands visit [[:player_commands]] - ===Meta-command (')=== - Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. + * [[:player_commands|Meta-command (')]] - Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. - ===Bind=== - You may bind any key with a complex command using the binding commands ('[[:player_commands#bind]] and '[[:player_commands#unbind]]). For example, you could bind the use of the meditation skill to the key "m." To do this first type: + * [[:player_commands#Bind]] - You may bind any key with a complex command using the binding commands ('[[:player_commands#bind]] and '[[:player_commands#unbind]]). For example, you could bind the use of the meditation skill to the key "m." To do this first type: - 'bind use_skill meditation + * '[[:player_commands#bind]] use_skill meditation then press . The game will then ask you for a key to bind the command to, you then hit m. You can also rebind this key to something else later if you wish too. Issue the command: - 'unbind + * '[[:player_commands#unbind]] then press . The game will then ask you for a key to unbind, you then hit m. - ===Pick up=== - The command [[:player_commands#pickup]] allows you to change your pickup status. Ten different modes for pick up exist: + * [[:player_commands#Pick up]] - The command [[:player_commands#pickup]] allows you to change your pickup status. Ten different modes for pick up exist: - Mode 1: Pick up one item - Mode 2: Pickup up one item and stop - Mode 3: Stop before picking up items - Mode 4: Pick up all items - Mode 5: Pick up all items and stop - Mode 6: Pick up all magical items - Mode 7: Pick up all coins and gems - Modes above 7: Pickup items with a value density greater than the pickup mode. + * Mode 1: Pick up one item + * Mode 2: Pickup up one item and stop + * Mode 3: Stop before picking up items + * Mode 4: Pick up all items + * Mode 5: Pick up all items and stop + * Mode 6: Pick up all magical items + * Mode 7: Pick up all coins and gems + * Modes above 7: Pickup items with a value density greater than the pickup mode. Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66. Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. Whenever you move over a pile of stuff your pickup mode controls if and what you collect. You can always pickup stuff using the pickup command (,) regardless of your current pickup mode. - ===Invoke=== - A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: + * [[:player_commands#Invoke]] - A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: - `bind invoke to any key. + * [[:player_commands#bind]] [[:player_commands#invoke]] to any key. Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. @@ -155,26 +151,26 @@ Useful multi-player commands Here are some useful [[:player_commands#commands for playing with other players: - [[:player_commands#Shout]] - This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say + * [[:player_commands#Shout]] - This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say - [[:player_commands#who]] - This will give you a listing of all the current players and the maps they are on currently. Invoke this command as '[[:player_commands#who]]. + * [[:player_commands#who]] - This will give you a listing of all the current players and the maps they are on currently. Invoke this command as '[[:player_commands#who]]. - [[:player_commands#maps]] - This command can be a good way to find out where other players are. + * [[:player_commands#maps]] - This command can be a good way to find out where other players are. - [[:player_commands#tell]] - Will send your message only to the player indicated. It is invoked as: '[[:player_commands#tell]] . + * [[:player_commands#tell]] - Will send your message only to the player indicated. It is invoked as: '[[:player_commands#tell]] . ===The simple party system=== If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: 1) To form a party issue the command: - '[[:player_commands#party]] form + * '[[:player_commands#party]] form 2) To join a party, type: - '[[:player_commands#party]] join + * '[[:player_commands#party]] join Note: creating a party does not automatically make you a member, you still have to type '[[:player_commands#party]] join To see all of the options, visit [[:player_commands#party]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412487443 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 01:08:36 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 01:08:36 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412489316.579557.27993.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 01:08 User : saru Edit Summary: Tidied up apply @@ -48,42 +48,80 @@ ==Shoot a Ranged Weapon== Apply the desired [[:guides:Equipment#Ranged Weapons]] (e.g. bows, wands etc), then check to see that the Range: slot in the status window indicates that item is "readied" (yes... you can have something applied but not readied). If its not ready, use either the plus or minus keys to rotate though all of the slots. Once readied, hold down the key followed by a movement key to fire the object in that direction. Alternatively, place the cursor in the view window, then hit the middle mouse button to fire. ==Cast a spell== - In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" talismanor a "holy symbol" holy symbolwill also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. Issue the meta-command `cast to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack. Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see chapter 4 (Magic). + [[:player_commands#cast]] - In order to "cast" spells (either incantations or prayers), you must have the skills of wizardry (incantations) or praying (prayers). Possession of a "talisman" or a "holy symbol" will also allow you to respectively cast incantations or prayers. You can only cast those spells you have learned. + + * '[[:player_commands#cast]] + + to ready a spell in the Range: slot. To "fire" the spell, make a ranged attack by holding shift and pressing the desired movement key. + + Note: if you don't have enough mana an incantation will fail. If you don't have enough grace a prayer may work. For more information concerning the magic system see the [[:guides:skills#wizardry]] guide. More about the combat system is in the [[:guides:skills]] guide section under [[:guides:skills#combat]]. + + [[:player_commands#Invoke]] - A useful way to quickly cast both incantations and prayers is via the invoke command. Invoke will instantly cast magic in the direction you're currently facing. Invoke can also replace cast and achieve the same effect. + + * [[:player_commands#invoke]] ===Use a Skill=== - In order to use a skill, it must first be readied. You can ready any skill you have with the ready_skill command. Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). + [[:player_commands#Ready_skill]] - In order to use a skill, it must first be readied. A ready skill will show up in the stat window in the Range: slot. If a skill doesn't appear in the slot, rotate the range slot to check for the skill. When a skill is readied, the range slot will appear as "Skill: '' (otherwise it appears as "Skill: none") To use the skill, make a "ranged attack" (i.e. hit the same keys or mouse button as for firing a wand). You can ready any skill you have with + + * '[[:player_commands#ready_skill]] + + [[:player_commands#Use_skill]] - This will instantly use the specified skill, such as smithery with: + + * '[[:player_commands#use_skill]] smithery + + Also, some skills will automatically be readied when you undertake certain actions. For example, if you run into a hostile monster with a wielded weapon the melee weapons skill is readied. To learn more about the skills system see [[:guides:Skills]] guide. - ===Applying stuff: wear armour, wield a weapon, eat, and so on=== - Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. You will want to ensure you have weapons and armour equipped before [[:guides:skills#combat]] by applying them until a small A is shown next to the item. + ===Applying an item=== + [[:player_commands#Apply]] - Most of the time, in order to manipulate or "apply" items you have to be holding them. Move the cursor over to the desired item in the inventory window. You will want to ensure you have weapons and armour equipped before [[:guides:skills#combat]] by applying them until a small A is shown next to the item. Alternatively you can use the apply command and specify the item you wish to equip such as a bow: + + * [[:player_commands#Apply]] Bow - FIXME Insert example image of applied item. + FIXME Insert example image of applied bow. By using the middle button on the mouse, you may toggle the status (i.e. between "applied" or "unapplied") of items. Note that some items when applied will be used up (they disappear from the inventory window). Examples of these kind of items include [[:guides:equipment#food]], [[:guides:equipment#potions]], and, [[:guides:equipment#scrolls]]. ?apply -a? is ?always apply?, if the object is already applied then nothing happens, otherwise it is applied. Similarly ?apply -u? is ?always unapply?. This is can be useful for keybindings since there is no scripting language to check whether an object is applied or not. To learn more about the uses of various items see [[:guides:Equipment]] guide. - ===Enter a building, boat, teleporter=== + ===Applying a building, boat, teleporter=== Move over on top of the desired structure. Then hit either middle mouse button while the cursor is on the icon of the structure in the look window, or hit the 'A' key to issue the [[:player_commands#apply]] command. If there is a way to get "inside" you will be taken there. If no link exists, you will get the message "the is closed." Some buildings have additional requirements to enter. - ===Saving the game and ending the Crossfire session:=== + === Applying a Bed to Reality or Saving the game and ending the Crossfire session=== A special type of link is the Bed to Reality. To save your player at the end of your game session you must find a "Bed to reality" save bed, move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. The [[:player_commands#save]] command is to provide an emergency backup in case of a game crash. - <> + FIXME <> To learn more see [[:guides:Maps]] guide. ===Picking up items=== To pickup items, move over the item, then either hit the "," key or move the cursor over to the look window, position it over the desired item and click the right mouse button. You will see the item appear in your inventory window. If you pick up too much stuff, you won't be able to see it all at once. Use the "<" and ">" keys to rotate through the inventory list. In particular, learn not to drop things you don't want to. Some things are gone forever if you drop them onto the ground. You can use the command "help" to learn more about other commands. The ',' (comma) key also picks up objects below you. Another important key is the ' key, which tells your client that you're about to begin a text command. On some clients you can click in a window to type in a text command. + + ===Examining and Identifying Items=== + Examination means learning about some of the properties of an item. Many items are not what they seem and require closer examination to be sure. Some items are more powerful than normal but some items are cursed or even damned. + To check if you have a magical item you must either: + - use the skill detect magic (e.g. '[[:player_commands#use_skill]] detect magic) + - use a scroll of detect magic (e.g. '[[:player_commands#Apply]] Scroll of detect magic) + - use a table of detect magic in a shop by paying the required fee + + To make sure you don't have a cursed item you must either: + - use the skill sense curse (e.g. '[[:player_commands#use_skill]] sense curse) + - use a scroll of sense curse (e.g. '[[:player_commands#Apply]] Scroll of Sense Curse) + - use a table of sense curse in a shop by paying the required fee + + Identification means a complete understanding of the properties of an item. If you have an item of interest and wish to understand all of its properties you must either: + - use a scroll of identify (e.g. '[[:player_commands#Apply]] Scroll of detect magic) + - use a table of identify in a shop by paying the required fee + - use an appropriate [[:guides:skills#crafting]] skill on the item + - cast identify (e.g. '[[:player_commands#invoke]] identify), note this is a relatively high level spell For more information see [[:guides:equipment]] guide. ====Conversation==== @@ -94,16 +132,15 @@ ===Messages and Notices=== There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. - Signs: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. - Handles and Buttons: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. - Gates and locked doors: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. + * //Signs//: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. + * //Handles and Buttons//: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. + * //Gates and locked doors//: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." - Fire walls: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. - Spinners and Directors: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. - + * //Fire walls//: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. + * //Spinners and Directors//: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. ====Death --- the ultimate penalty?==== Should your hit point total drop below 0 you will die. What happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and all of his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." @@ -113,11 +150,11 @@ ====Important commands==== Some of the important commands to master follow. For a list of all commands visit [[:player_commands]] - * [[:player_commands|Meta-command (')]] - Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. + [[:player_commands|Meta-command (')]] - Any command listed by the use of help (? key) can be used by spelling it out after the meta-command is issued. For example, you can use the command say either by hitting the double-q (" key) or by issuing the command string 'say. - * [[:player_commands#Bind]] - You may bind any key with a complex command using the binding commands ('[[:player_commands#bind]] and '[[:player_commands#unbind]]). For example, you could bind the use of the meditation skill to the key "m." To do this first type: + [[:player_commands#Bind]] - You may bind any key with a complex command using the binding commands ('[[:player_commands#bind]] and '[[:player_commands#unbind]]). For example, you could bind the use of the meditation skill to the key "m." To do this first type: * '[[:player_commands#bind]] use_skill meditation then press . The game will then ask you for a key to bind the command to, you then hit m. You can also rebind this key to something else later if you wish too. Issue the command: @@ -125,9 +162,9 @@ * '[[:player_commands#unbind]] then press . The game will then ask you for a key to unbind, you then hit m. - * [[:player_commands#Pick up]] - The command [[:player_commands#pickup]] allows you to change your pickup status. Ten different modes for pick up exist: + [[:player_commands#Pick up]] - The command [[:player_commands#pickup]] allows you to change your pickup status. Ten different modes for pick up exist: * Mode 1: Pick up one item * Mode 2: Pickup up one item and stop * Mode 3: Stop before picking up items @@ -137,29 +174,23 @@ * Mode 7: Pick up all coins and gems * Modes above 7: Pickup items with a value density greater than the pickup mode. Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66. Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. Whenever you move over a pile of stuff your pickup mode controls if and what you collect. You can always pickup stuff using the pickup command (,) regardless of your current pickup mode. - - * [[:player_commands#Invoke]] - A useful way to quickly cast both incantations and prayers is via the invoke command. To use it effectively type: - - * [[:player_commands#bind]] [[:player_commands#invoke]] to any key. - - Then, when that bound key is pressed, your character will cast that magic in the direction they're currently facing. Invoke can also replace cast and achieve the same effect. - ====Playing with other people==== As a general rule, other Crossfire players will prefer to cooperate or at least leave each other alone. If you go about killing other player's characters you may not only risk their continued wrath, but the anger of the server administrator as well. Check out the house rules before you start slaying players. Useful multi-player commands Here are some useful [[:player_commands#commands for playing with other players: - * [[:player_commands#Shout]] - This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say + [[:player_commands#Shout]] - This meta-command will broadcast your message to every player currently logged in. The say command only sends messages to players who share your current map. Invoke this command just like 'say - * [[:player_commands#who]] - This will give you a listing of all the current players and the maps they are on currently. Invoke this command as '[[:player_commands#who]]. + [[:player_commands#who]] - This will give you a listing of all the current players and the maps they are on currently. Invoke this command as '[[:player_commands#who]]. - * [[:player_commands#maps]] - This command can be a good way to find out where other players are. + [[:player_commands#maps]] - This command can be a good way to find out where other players are. - * [[:player_commands#tell]] - Will send your message only to the player indicated. It is invoked as: '[[:player_commands#tell]] . + [[:player_commands#tell]] - Will send your message only to the player indicated. It is invoked as: + * '[[:player_commands#tell]] . ===The simple party system=== If the SIMPLE_PARTY_SYSTEM has been enabled on your server you can use this to adventure with other players. All experience gained by members of the party is split equally, and in addition, party members are always peaceful towards each other. Here's 2 useful party commands: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412487845 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 01:09:15 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 01:09:15 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412489355.575368.28005.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 01:09 User : saru Edit Summary: @@ -122,8 +122,9 @@ - use an appropriate [[:guides:skills#crafting]] skill on the item - cast identify (e.g. '[[:player_commands#invoke]] identify), note this is a relatively high level spell For more information see [[:guides:equipment]] guide. + ====Conversation==== ===NPCs=== Non Player Characters are special "monsters" which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-q, i.e. ". Enter your message, and press . You can also use the meta-command 'say if you feel like typing a little extra. @@ -135,9 +136,9 @@ * //Signs//: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. * //Handles and Buttons//: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. * //Gates and locked doors//: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. - Pits: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! + * //Pits//: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." * //Fire walls//: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. * //Spinners and Directors//: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412489313 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 5 08:06:14 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 05 Oct 2014 08:06:14 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: guides:playing_crossfire Message-ID: <1412514374.389558.32054.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/05 08:06 User : saru Edit Summary: @@ -122,8 +122,9 @@ - use an appropriate [[:guides:skills#crafting]] skill on the item - cast identify (e.g. '[[:player_commands#invoke]] identify), note this is a relatively high level spell For more information see [[:guides:equipment]] guide. + ====Conversation==== ===NPCs=== @@ -133,14 +134,14 @@ ===Messages and Notices=== There are many special items which can be found in Crossfire, of those shown below, the most important may be the signs. - * //Signs//: monument rune of marking sign - east sign - west sign Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. - * //Handles and Buttons//: button, big button, small handle lever These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. - * //Gates and locked doors//: door door door guard gate grate grate grate iron gate wall Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. - * //Pits//: trap door Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! - Break away walls: earthwall hedge Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." - * //Fire walls//: bullet wall large bullet wall lightning wall speedwall Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. + * //Signs//: Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. + * //Handles and Buttons//: These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. + * //Gates and locked doors//: Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door, by using keys key key which can be found throughout the game, or by picking the lock. + * //Pits//: Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out! + * //Break away walls//: Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." + * //Fire walls//: Will shoot missiles (including bullets, lightning, etc.) at players. Some firewalls can be destroyed while others cannot. * //Spinners and Directors//: spinner director These odd items will change the direction of any item flying over them, such as missile weapons and spells. ====Death --- the ultimate penalty?==== Should your hit point total drop below 0 you will die. What happens next depends on how the game is compiled. If the NOT_PERMDEATH option is being used (this is the default) then your character (and all of his carried equipment at the instant of death) will appear in the last room the character applied a "bed of reality." IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire?rev=1412489352 New Revision: http://wiki.metalforge.net/doku.php/guides:playing_crossfire -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 03:15:05 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 03:15:05 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:object_types Message-ID: <1412756105.199617.11903.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 03:15 User : saru Edit Summary: @@ -1,15 +1,17 @@ ======Notice====== * This content was extracted from source code and may not be up-to-date. * SVN Revision 8051; 2007-12-27 18:17:01 -0600 (Thu, 27 Dec 2007) + ======See Also====== * Wiki * [[dev:objects#Types (type) & Subtypes (subtype)|dev:objects Types (type) & Subtypes (subtype)]] * SVN - * [[http://crossfire.svn.sourceforge.net/viewvc/crossfire/server/trunk/include/define.h|server/include/define.h]] + * If you have a copy of the source, the define.h file can be found in server/include/define.h, or + * [[http://sourceforge.net/p/crossfire/code/HEAD/tree/server/trunk/include/define.h|server/include/define.h]] ======Type Information====== ===== List of object types, their attributes and functionality:= ==== IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/dev:object_types?rev=1249778063 New Revision: http://wiki.metalforge.net/doku.php/dev:object_types -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 08:38:01 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 08:38:01 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412775481.159557.14549.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 08:37 User : saru Edit Summary: Item drop probability mechanism that factors in iLevel and MonsterLevel @@ -182,15 +182,66 @@ |Counterspell | Counterspell | Stops a spell effect | Once again, this is an effect, can get removed. | Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly. - ==== itemisation ==== - Currently items are split largely into 3 piles, general items, items with magical enhancement (+1, +2, of mostrai etc.), artifacts. Whilst this creates a large array of items to choose from, it is very difficult to know without a lot of pocking around, where a suitable level of balance for a new item is. e.g. + ==== Equipment==== + Equipment refers to items players use such as weapons and armour. - ===armour=== - general body armour sits around +1 - +5 AC - magical armour can get up to +9 AC - artifact armour is generally around +5 AC + ===Method of finding equipment=== + Items of value can be found in 5 ways: + ==Generic== + - generic monster loot + - generic Random Treasure + - treasure chests + - map placement + ==Skill granted== + - crafted items + - god granted items + ==Map specific== + - specific map based items + - specific monster drop + + Generic items exist in the archetypes are get handed out via monster loot, treasure chests, or placed by random loot generators. Currently these loot tables specify individual items that are included in the drop chance such as broad_sword or buckler. In the case of chests this is a very large loot table. + + Skill granted items are obtainable only by meeting specific requirements of the skill such as maximum number of grace points or particular materials to craft from. This equipment should usually be 'god granted' items to avoid farming items out. + + Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. + + Each of these mechanics needs to provide useful items whilst not making highly powerful items easily accessible. + + Items can appear quite similar but provide vastly different levels of power. One important aspect of crossfire is the diversity in equipment value. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). + + To enable developers to provide consistency, items should use the level value to inform other developers of where the creator intended on allowing players access to their weapon (obviously, trading between players can overcome this). Items should also flag what the means of access is to avoid accidentally including items in random treasure when it is only intended to be offered upon completion of a specific challenge. A similar system to attacktype could be used to implement this such that: + + ^ Method of acquisition ^ Flag ^ + | generic equipment | 1 | + | skill granted equipment | 2 | + | specific map based items | 4 | + + ===Generic monster & random treasure loot=== + The current treasurelist system allows for interesting diversity in what items players may encounter. However the requirement to list every possible item that a particular treasure list may drop is very time consuming and would be extremely difficult to update. Secondly it doesn't work at all for modified creatures so map makers must instead either create whole new archetypes (and the associated even longer treasurelist) Instead generic treasure lists for classes of items should probably be maintained (such as what currently exist inside the chests treasurelist). If we factor in a method of acquisition flag to avoid handing over specific items, then this list is probably just the item type. Now we can simply say that orcs should drop axes, maces, shields, body armour, and occasionally food and the treasurelists can automatically include any items from within those set. We can also set each set of items with different probabilities for example orcs might have a 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts. + + The problem with this would be that far more consistency in what dropped would occur (boring) and that players are likely to be exposed to more items sooner meaning they will quickly determine the better items (boring). To avoid this, we could consider the item level against the level of the drop mechanism (monster, chest etc) and determined a likelihood. For example when a level 8 orc is killed, the first roll occurs and determines that the orc has successfully dropped an axe type item. The new system would then roll to determine which axe from within the treasurelist of axes it drops. For example the axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 but a Battle Axe might be level 15. Using a normal distribution, we can use standard deviation to set how much variation from the monster level there is. This limits orcs from dropping too many very low or very high level items. For example with a SD of 4, the likelihoods would be: + + ^ item type ^ item level ^ likelihood ^ + | stone axe | 5 | 22.7% | + | axe | 8 | 73.3% | + | battle axe | 15 | 4% | + + if we wanted less variability we could set the SD to 1, such that: + + ^ item type ^ item level ^ likelihood ^ + | stone axe | 5 | 0.0135% | + | axe | 8 | 98.6% | + | battle axe | 15 | 0.0003% | + + A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.). + + ===generic armour=== + Currently: + * generic body armour sits around +1 - +5 AC - (chainmail, platemail, leather armour etc) + * magical armour can get up to +9 AC - platemail +4 etc + * artifact armour is generally around +5 AC - (dragonmail, mithril chainmail etc) By pulling out the .arcs the following table the general armour can be documented as: ^Name ^robe ^armour ^chain mail ^ring mail ^hauberk ^scale mail ^scale mail ^plate mail ^plate mail^ |last_sp |12 |13 |10 |11 |10 |9 |9 |7 |7| @@ -202,9 +253,8 @@ If we create an arbitrary formula to model how 'good' each item is it might look something like this: {{user:saru:image.png|}} - we can see that the items appear to progress fairly linearly with the exception of one of the types of platemail which is clearly a lot worse. This item is the bronze variant of platemail listed last on the above table. One approach might be to move it back into line, however, items will all start to feel the same. Instead I intend on creating different 'tiers' of armour balanced on the level of the user. This would result in poorier quality items being readily available at low levels whilst much more powerful types of armour only available at higher levels. A formula for generating items out of treasure classes should be created. This would result in a table of general armour more like this: ^Armour group^ light - casters^ scales - thief^ Composite - barbarian^ full plate - warriors^ IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1410737278 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 09:13:49 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 09:13:49 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412777629.209608.14705.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 09:13 User : saru Edit Summary: @@ -186,42 +186,45 @@ ==== Equipment==== Equipment refers to items players use such as weapons and armour. ===Method of finding equipment=== - Items of value can be found in 5 ways: + The current Items of value can be classified in 3 ways: ==Generic== + Generic items exist in the archetypes are get handed out via monster loot, treasure chests, or placed by random loot generators. Currently these loot tables specify individual items that are included in the drop chance such as broad_sword or buckler. In the case of chests this is a very large loot table. These items can have random enhancement modifiers added to them such as +1 or of Mostrai. - generic monster loot - generic Random Treasure - treasure chests - map placement ==Skill granted== + Skill granted items are obtainable only by meeting specific requirements of the skill such as maximum number of grace points or particular materials to craft from. This equipment should usually be 'god granted' items to avoid farming items out. These items are currently all exactly as specified (no variation) - crafted items - god granted items ==Map specific== + Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop - Generic items exist in the archetypes are get handed out via monster loot, treasure chests, or placed by random loot generators. Currently these loot tables specify individual items that are included in the drop chance such as broad_sword or buckler. In the case of chests this is a very large loot table. + Each of these mechanics needs to provide useful items whilst not making highly powerful items easily accessible. - Skill granted items are obtainable only by meeting specific requirements of the skill such as maximum number of grace points or particular materials to craft from. This equipment should usually be 'god granted' items to avoid farming items out. + Items can appear quite similar but provide vastly different levels of power. One important aspect of crossfire is the diversity in equipment value. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). - Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. + Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given'. - Each of these mechanics needs to provide useful items whilst not making highly powerful items easily accessible. + ===Generic monster & random treasure loot=== + Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: + - collecting particular items can be very simple, bonecrushers off Titans for example. + - some monsters are completely uninteresting to kill due to lack of reward. + - some monsters extremely profitable to kill. + To add to this, the requirement to list every possible item that a particular treasurelist may drop is very time consuming and would be extremely difficult to update. Secondly it doesn't work at all for modified creatures so map makers must instead either create whole new archetypes (and the associated even longer treasurelist) - Items can appear quite similar but provide vastly different levels of power. One important aspect of crossfire is the diversity in equipment value. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). + While each of these problems could be addressed individually, I want to propose a more general approach to fixing this effect that should be more tune-able, more easily. - To enable developers to provide consistency, items should use the level value to inform other developers of where the creator intended on allowing players access to their weapon (obviously, trading between players can overcome this). Items should also flag what the means of access is to avoid accidentally including items in random treasure when it is only intended to be offered upon completion of a specific challenge. A similar system to attacktype could be used to implement this such that: + I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). If we factor in a 'is_artifact' flag to avoid handing over specific items, then the most obvious generic treasure list would probably be each item type. With generic treasurelists, instead of listing each possible item, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This makes it far easier for developers to add new generic items to the game without requiring extensive time adding them to each monster treasurelists. - ^ Method of acquisition ^ Flag ^ - | generic equipment | 1 | - | skill granted equipment | 2 | - | specific map based items | 4 | - - ===Generic monster & random treasure loot=== - The current treasurelist system allows for interesting diversity in what items players may encounter. However the requirement to list every possible item that a particular treasure list may drop is very time consuming and would be extremely difficult to update. Secondly it doesn't work at all for modified creatures so map makers must instead either create whole new archetypes (and the associated even longer treasurelist) Instead generic treasure lists for classes of items should probably be maintained (such as what currently exist inside the chests treasurelist). If we factor in a method of acquisition flag to avoid handing over specific items, then this list is probably just the item type. Now we can simply say that orcs should drop axes, maces, shields, body armour, and occasionally food and the treasurelists can automatically include any items from within those set. We can also set each set of items with different probabilities for example orcs might have a 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts. + The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky. - The problem with this would be that far more consistency in what dropped would occur (boring) and that players are likely to be exposed to more items sooner meaning they will quickly determine the better items (boring). To avoid this, we could consider the item level against the level of the drop mechanism (monster, chest etc) and determined a likelihood. For example when a level 8 orc is killed, the first roll occurs and determines that the orc has successfully dropped an axe type item. The new system would then roll to determine which axe from within the treasurelist of axes it drops. For example the axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 but a Battle Axe might be level 15. Using a normal distribution, we can use standard deviation to set how much variation from the monster level there is. This limits orcs from dropping too many very low or very high level items. For example with a SD of 4, the likelihoods would be: + ==Example== + A player kills an orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. With a normal distribution and a standard deviation (SD) of 4, the likelihoods would be: ^ item type ^ item level ^ likelihood ^ | stone axe | 5 | 22.7% | | axe | 8 | 73.3% | @@ -233,9 +236,9 @@ | stone axe | 5 | 0.0135% | | axe | 8 | 98.6% | | battle axe | 15 | 0.0003% | - A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.). + A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). ===generic armour=== Currently: * generic body armour sits around +1 - +5 AC - (chainmail, platemail, leather armour etc) IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412775474 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 09:16:27 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 09:16:27 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412777787.088356.14710.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 09:16 User : saru Edit Summary: @@ -181,8 +181,9 @@ |Chaos | Chaos | Randomized attack | This is really an administrative/effect - it is supposed to randomize for one of the other attacktypes, so characters should never be facing chaos itself. | |Counterspell | Counterspell | Stops a spell effect | Once again, this is an effect, can get removed. | Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly. + ==== Equipment==== Equipment refers to items players use such as weapons and armour. @@ -206,9 +207,9 @@ Each of these mechanics needs to provide useful items whilst not making highly powerful items easily accessible. Items can appear quite similar but provide vastly different levels of power. One important aspect of crossfire is the diversity in equipment value. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). - Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given'. + Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given' and could be donated with a different background colour (like blessed items). ===Generic monster & random treasure loot=== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: - collecting particular items can be very simple, bonecrushers off Titans for example. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412777622 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 09:24:19 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 09:24:19 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412778259.569390.14718.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 09:24 User : saru Edit Summary: @@ -183,13 +183,17 @@ Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly. - ==== Equipment==== - Equipment refers to items players use such as weapons and armour. - ===Method of finding equipment=== - The current Items of value can be classified in 3 ways: + ===== Equipment===== + Equipment refers to items players use such as weapons and armour. Balance should occur around two main fields, how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). + + ====Method of finding equipment==== + This section unpacks the current ways in which players can gain access to equipment and proposes an additional process to automate the probability of finding 'generic' equipment. + + ===Vectors for generating equipment=== + The current systems for generating equipment can be classified in 3 ways: ==Generic== Generic items exist in the archetypes are get handed out via monster loot, treasure chests, or placed by random loot generators. Currently these loot tables specify individual items that are included in the drop chance such as broad_sword or buckler. In the case of chests this is a very large loot table. These items can have random enhancement modifiers added to them such as +1 or of Mostrai. - generic monster loot - generic Random Treasure @@ -203,15 +207,13 @@ Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop - Each of these mechanics needs to provide useful items whilst not making highly powerful items easily accessible. - - Items can appear quite similar but provide vastly different levels of power. One important aspect of crossfire is the diversity in equipment value. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). + One important aspect of crossfire is the diversity in equipment value. Items can appear quite similar but provide vastly different levels of power. Each of the mechanics for giving players access to equipment needs to provide useful items whilst not making highly powerful items too easy to find. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given' and could be donated with a different background colour (like blessed items). - ===Generic monster & random treasure loot=== + ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: - collecting particular items can be very simple, bonecrushers off Titans for example. - some monsters are completely uninteresting to kill due to lack of reward. - some monsters extremely profitable to kill. @@ -222,9 +224,9 @@ I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). If we factor in a 'is_artifact' flag to avoid handing over specific items, then the most obvious generic treasure list would probably be each item type. With generic treasurelists, instead of listing each possible item, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This makes it far easier for developers to add new generic items to the game without requiring extensive time adding them to each monster treasurelists. The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky. - ==Example== + ===Example=== A player kills an orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. With a normal distribution and a standard deviation (SD) of 4, the likelihoods would be: ^ item type ^ item level ^ likelihood ^ | stone axe | 5 | 22.7% | @@ -239,9 +241,12 @@ | battle axe | 15 | 0.0003% | A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). - ===generic armour=== + ====Adding and Re-balancing Generic Equipment==== + The following is thoughts on ways to identify items that are significant out of balance without solely relying on 'gut feel' and also be able to add more generic armour without disrupting existing balance too much. + + ===body armour=== Currently: * generic body armour sits around +1 - +5 AC - (chainmail, platemail, leather armour etc) * magical armour can get up to +9 AC - platemail +4 etc * artifact armour is generally around +5 AC - (dragonmail, mithril chainmail etc) IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412777781 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 09:26:15 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 09:26:15 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412778375.090778.14723.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 09:26 User : saru Edit Summary: @@ -186,13 +186,13 @@ ===== Equipment===== Equipment refers to items players use such as weapons and armour. Balance should occur around two main fields, how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). + ====Method of finding equipment==== - This section unpacks the current ways in which players can gain access to equipment and proposes an additional process to automate the probability of finding 'generic' equipment. + This section unpacks the current ways in which players can gain access to equipment and proposes an additional step to better identify which methodology a developer intends an item be associated with. - ===Vectors for generating equipment=== The current systems for generating equipment can be classified in 3 ways: ==Generic== Generic items exist in the archetypes are get handed out via monster loot, treasure chests, or placed by random loot generators. Currently these loot tables specify individual items that are included in the drop chance such as broad_sword or buckler. In the case of chests this is a very large loot table. These items can have random enhancement modifiers added to them such as +1 or of Mostrai. - generic monster loot IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412778251 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 09:31:18 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 09:31:18 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412778678.839874.14728.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 09:31 User : saru Edit Summary: @@ -186,8 +186,9 @@ ===== Equipment===== Equipment refers to items players use such as weapons and armour. Balance should occur around two main fields, how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). + ====Method of finding equipment==== This section unpacks the current ways in which players can gain access to equipment and proposes an additional step to better identify which methodology a developer intends an item be associated with. @@ -207,10 +208,12 @@ Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop - One important aspect of crossfire is the diversity in equipment value. Items can appear quite similar but provide vastly different levels of power. Each of the mechanics for giving players access to equipment needs to provide useful items whilst not making highly powerful items too easy to find. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). + ===Potential Problems=== + One important aspect of crossfire is the diversity in equipment value. Items can appear quite similar but provide vastly different levels of power. Each of the mechanics for giving players access to equipment needs to provide useful items whilst not making highly powerful items too easy to find. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). Therefore knowing which method to give an item is imperative in making sure that items are awarded for the right reasons. Currently this is well implemented in crossfire but has been created on an ad-hoc basis which limits ongoing development. It also has the effect a lot of items are 'map specific' and may be under utilised. + ===Suggestion=== Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given' and could be donated with a different background colour (like blessed items). ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412778369 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 10:07:59 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 10:07:59 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412780879.729584.14947.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 10:07 User : saru Edit Summary: @@ -181,15 +181,12 @@ |Chaos | Chaos | Randomized attack | This is really an administrative/effect - it is supposed to randomize for one of the other attacktypes, so characters should never be facing chaos itself. | |Counterspell | Counterspell | Stops a spell effect | Once again, this is an effect, can get removed. | Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly. - ===== Equipment===== Equipment refers to items players use such as weapons and armour. Balance should occur around two main fields, how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). - - ====Method of finding equipment==== This section unpacks the current ways in which players can gain access to equipment and proposes an additional step to better identify which methodology a developer intends an item be associated with. @@ -207,14 +204,8 @@ ==Map specific== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop - - ===Potential Problems=== - One important aspect of crossfire is the diversity in equipment value. Items can appear quite similar but provide vastly different levels of power. Each of the mechanics for giving players access to equipment needs to provide useful items whilst not making highly powerful items too easy to find. Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). Therefore knowing which method to give an item is imperative in making sure that items are awarded for the right reasons. Currently this is well implemented in crossfire but has been created on an ad-hoc basis which limits ongoing development. It also has the effect a lot of items are 'map specific' and may be under utilised. - - ===Suggestion=== - Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given' and could be donated with a different background colour (like blessed items). ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: - collecting particular items can be very simple, bonecrushers off Titans for example. @@ -223,9 +214,9 @@ To add to this, the requirement to list every possible item that a particular treasurelist may drop is very time consuming and would be extremely difficult to update. Secondly it doesn't work at all for modified creatures so map makers must instead either create whole new archetypes (and the associated even longer treasurelist) While each of these problems could be addressed individually, I want to propose a more general approach to fixing this effect that should be more tune-able, more easily. - I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). If we factor in a 'is_artifact' flag to avoid handing over specific items, then the most obvious generic treasure list would probably be each item type. With generic treasurelists, instead of listing each possible item, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This makes it far easier for developers to add new generic items to the game without requiring extensive time adding them to each monster treasurelists. + I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). Items that are not generic should be flagged to avoid being accidently included in these treasure lists via something like an 'is_artifact' flag. Then the most basic generic treasure list would probably be each item type. With a generic treasurelists, instead of listing each possible item for a monster treasure list, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This should make it far easier for developers to add new generic items to the game without requiring extensive time additional to creating generic items in adding these items into each monster's treasurelists. The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky. ===Example=== @@ -243,13 +234,31 @@ | axe | 8 | 98.6% | | battle axe | 15 | 0.0003% | A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). + + ====Map specific items and skill based items==== + Non-generic items can be added to crossfire by directly modifying the stats of an archetypal (generic) item. In part perhaps due to the complexity in adding new archetypes to crossfire a large array of unique equipment exists embedded within maps. This variety is one of the strengths of crossfire but it does make changing balance within the game by adding new items or simplifying existing systems very difficult. This is because + + * changing generic items directly affects non-generic items due to the way in which map-specific items are based on an existing archetype. (e.g. removing the fire resistance from the dragonshield would then affect the non-generic dragonshield +4). + * changing generic items also indirectly affects non-generic items because any changes to the balance of generic items will devalue or increase the value un-linked non-generic items. This effect has a much more significant impact on balance projects as changes can have severe, unforeseen or unintended balance ramifications. + * map embed non-generic items can simply be really hard to find and so players can hit the wall in progression just because they didn't know of a certain map that has a really sweet reward at the end. This is arguably a map design issue. Skill-based items suffer from similar problems, however, they are usually based on archetypal items so they are slightly easier to find and consider. + + I don't have a specific solution for map based items except to continue review these items as crossfire continues to evolve. This highlights that these problems are all important considerations for why map specific items should be treated with caution and only be used for the right reasons. These items should definitely have a target level attribute so that items can be re-evaluated long after the original author has stopped contributing to the game. ====Adding and Re-balancing Generic Equipment==== - The following is thoughts on ways to identify items that are significant out of balance without solely relying on 'gut feel' and also be able to add more generic armour without disrupting existing balance too much. + Players should be forced to make decisions about equipment based on strengths and weaknesses as they perceive them. This is created by adding a variety of attributes to various equipment to force the player to choose between a light weight robe or a protective platemail. For example the use of negative resistances on items is a fantastic way to make that uber item still have situations where an alternate item is a better choice. The down side to this is that analyzing item value is extremely difficult for anything other than basic or simple items (e.g. a weapon with 10 damage is better than a weapon with 5 damage, when damage is the only attribute). Non-generic equipment is a great way to add unique and complicated items to the game but can become to 'hodge-podge' if there isn't enough 'generic' equipment to base its value off. - ===body armour=== + One problem is that some generic equipment really shouldn't be generic at all (chaos sword). Items should flag what the means of access is intended to avoid including items in random treasure when it is only intended to be offered upon completion of a specific challenge. It is probably simply whether the item is 'generic' and can be included in standard systems or is considered an 'artifact' and should only be used for specific applications such as completing a map or completing a complex crafted item. Artifacts should probably generally be 'god-given' and could be donated with a different background colour (like blessed items). + + ===Potential Problems=== + One important aspect of crossfire is the diversity in equipment value. Items can appear quite similar but provide vastly different levels of power. Generic equipment currently feels very 'samey' with 45 different varients of 'sword' and 'shield' but little to distinguish them except that, for example, sickles are currently the best generic one handed weapon and mithril chainmail one of the best generic armours. + + ===Suggestion=== + Different 'tiers' of equipment could be adopted to provide more variety within generic items whilst still providing many points of difference. By factoring in item level, items that are poorier quality items can be readily available at low levels whilst much more powerful types of items only available at higher levels. + + ====Body Armour==== + The following is thoughts on ways to identify items that are significant out of balance without solely relying on 'gut feel' and also be able to add more generic armour without disrupting existing balance too much. Currently: * generic body armour sits around +1 - +5 AC - (chainmail, platemail, leather armour etc) * magical armour can get up to +9 AC - platemail +4 etc * artifact armour is generally around +5 AC - (dragonmail, mithril chainmail etc) @@ -262,43 +271,45 @@ |weight |10000 |20000 |60000 |40000 |50000 |20000 |20000 |100000 |100000| |value |30 |40 |75 |85 |60 |8 |30 |100 |25| |gen_sp_armour |0 |8 |15 |15 |15 |10 |10 |30 |30| - If we create an arbitrary formula to model how 'good' each item is it might look something like this: + we can see that the items appear to progress fairly linearly with the exception of one of the types of platemail which is clearly a lot worse. This item is the bronze variant of platemail listed last on the above table. One approach might be to move it back into line, however, items will all start to feel the same. + + If we create an arbitrary formula to model how 'good' each type of armour currently is it we can end up with a scatter plot like this: {{user:saru:image.png|}} - we can see that the items appear to progress fairly linearly with the exception of one of the types of platemail which is clearly a lot worse. This item is the bronze variant of platemail listed last on the above table. One approach might be to move it back into line, however, items will all start to feel the same. Instead I intend on creating different 'tiers' of armour balanced on the level of the user. This would result in poorier quality items being readily available at low levels whilst much more powerful types of armour only available at higher levels. A formula for generating items out of treasure classes should be created. This would result in a table of general armour more like this: + If we instead add item tiers for armour the table might now look something like this: ^Armour group^ light - casters^ scales - thief^ Composite - barbarian^ full plate - warriors^ - ^leveling range 0-10^^^^^ + ^Item level range 5^^^^^ |Name |robe |leather scale mail |leather segmented armour |leather cuirass| |last_sp |20 |18 |17 |16| |materialname |cloth |leather |leather |leather| |ac |1 |2 |3 |4| |resist_physical |0 |10 |15 |20| |weight |1000 |2000 |3000 |3500| |value |10 |15 |20 |25| |gen_sp_armour |0 |5 |10 |15| - ^level range: 10 - 20^^^^^ + ^Item level range 15^^^^^ |Name |lorica segmentata |ring mail |splint mail |plate mail| |last_sp |17 |16 |15 |14| |materialname |leather |iron |steel |steel| |ac |3 |4 |5 |6| |resist_physical |10 |20 |30 |30| |weight |8000 |15000 |15000 |18000| |value |30 |35 |40 |45| |gen_sp_armour |0 |10 |20 |30| - ^level range: 20 - 40^^^^^ + ^Item level range 35^^^^^ |Name |breastplate |hauberk |brigandine |fluted mail| |last_sp |12 |10 |8 |6| |materialname |steel |steel |steel |steel| |ac |5 |6 |8 |10| |resist_physical |20 |25 |30 |50| |weight |10000 |14000 |15000 |25000| |value |50 |55 |60 |65| |gen_sp_armour |0 |15 |25 |40| - ^level range: 40 - max ^^^^^ + ^Item level range 75^^^^^ |name |mithril splint|mithril chainmail |mithril coat of plates |mithril harness | |materialname |mithril |mithril |mithril |mithril | |ac |8 |10 |14 |18| |resist_physical |30 |40 |50 |60| @@ -306,8 +317,10 @@ |weight |5000 |8000 |9000 |12000| |value |7000 |8000 |10000 |15000| |gen_sp_armour |0 |10 |20 |30| |item_power |1 |2 |3 |4| + + This now means that as players level and develop, new armour will continue to become available to them through killing monsters and opening chests without needing to heavily depend on customized non-generic items for variety. === Weapons === Table comparing DPS of various common items in crossfire IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412778672 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 10:11:54 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 10:11:54 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412781114.359556.14962.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 10:11 User : saru Edit Summary: @@ -255,9 +255,10 @@ ===Suggestion=== Different 'tiers' of equipment could be adopted to provide more variety within generic items whilst still providing many points of difference. By factoring in item level, items that are poorier quality items can be readily available at low levels whilst much more powerful types of items only available at higher levels. - ====Body Armour==== + + === Body Armour === The following is thoughts on ways to identify items that are significant out of balance without solely relying on 'gut feel' and also be able to add more generic armour without disrupting existing balance too much. Currently: * generic body armour sits around +1 - +5 AC - (chainmail, platemail, leather armour etc) * magical armour can get up to +9 AC - platemail +4 etc IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412780874 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 19:49:55 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 19:49:55 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412815795.299676.17500.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 19:49 User : saru Edit Summary: @@ -204,8 +204,9 @@ ==Map specific== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop + ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: - collecting particular items can be very simple, bonecrushers off Titans for example. @@ -217,11 +218,28 @@ I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). Items that are not generic should be flagged to avoid being accidently included in these treasure lists via something like an 'is_artifact' flag. Then the most basic generic treasure list would probably be each item type. With a generic treasurelists, instead of listing each possible item for a monster treasure list, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This should make it far easier for developers to add new generic items to the game without requiring extensive time additional to creating generic items in adding these items into each monster's treasurelists. The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky. + + If we add a process to calculate the drop table during compile by creating treasurelists per item type based on item level from 1 - 110. For example, for armour we might see something like: + + ^Name ^ Item Level ^ range of values which drop this item ^ Probability ^ + |robe | 1 | 1< = robe <3 | 100% | + |armour | 4 | 4< = armour <6 | 50% | + |bronze plate mail | 4 | 4< = bronze plate mail <6 | 50% | + |scale mail | 6 | 6< = scale mail<7 | 50% | + |chain mail | 6 | 6< = chain mail<7 | 50% | + |ring mail | 7 | 7< = ring mail<8 | 100% | + |full scale mail | 8 | 8< = full scale mail<10 | 100% | + |plate mail | 10 | 10< = plate mail<15 | 100% | + |hauberk | 15 | 15< = hauberk <110 | 100% | + + This must be run for all treasurelists of generic items. + + We can now roll a dice and calculate a roll for an item. ===Example=== - A player kills an orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. With a normal distribution and a standard deviation (SD) of 4, the likelihoods would be: + A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be: ^ item type ^ item level ^ likelihood ^ | stone axe | 5 | 22.7% | | axe | 8 | 73.3% | @@ -233,9 +251,20 @@ | stone axe | 5 | 0.0135% | | axe | 8 | 98.6% | | battle axe | 15 | 0.0003% | - A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). + SD should probably be configurable for each drop type but can be approximated in general as something like: + SD = k * (level of mechanism/110) + + so a possible value for k might be, 5 resulting a change in SD of: + + {{user:saru:sdvariation.png|}} + + To offset really boring tables low it might be worth adding +1 to this equation: + SD = (k * (level of mechanism/110)) + 1 + + + A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). This same approach could also be used to make monster generators generate more than 1 single type of monster, so orc generates could create generic orcs at level 6 with a rare chance of champions but a level 10 orc generator might create orc champions with a low chance of regular orcs and a low chance of orcish beserkers. This could even be extended to placing generic monsters so instead of placing specific archetypal monsters, map makers use 'monsterlists' which are similar to treasurelists. ====Map specific items and skill based items==== Non-generic items can be added to crossfire by directly modifying the stats of an archetypal (generic) item. In part perhaps due to the complexity in adding new archetypes to crossfire a large array of unique equipment exists embedded within maps. This variety is one of the strengths of crossfire but it does make changing balance within the game by adding new items or simplifying existing systems very difficult. This is because IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412781108 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 19:56:54 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 19:56:54 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412816214.911512.17508.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 19:56 User : saru Edit Summary: @@ -204,8 +204,9 @@ ==Map specific== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop + ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: @@ -215,13 +216,16 @@ To add to this, the requirement to list every possible item that a particular treasurelist may drop is very time consuming and would be extremely difficult to update. Secondly it doesn't work at all for modified creatures so map makers must instead either create whole new archetypes (and the associated even longer treasurelist) While each of these problems could be addressed individually, I want to propose a more general approach to fixing this effect that should be more tune-able, more easily. - I propose that generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). Items that are not generic should be flagged to avoid being accidently included in these treasure lists via something like an 'is_artifact' flag. Then the most basic generic treasure list would probably be each item type. With a generic treasurelists, instead of listing each possible item for a monster treasure list, we can now simply list axes, maces, shields, body armour, food, body parts and money. We can set each generic treasurelist for the orc to have different probabilities (e.g. 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). This should make it far easier for developers to add new generic items to the game without requiring extensive time additional to creating generic items in adding these items into each monster's treasurelists. + === Generic treasurelists === + A generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). Items that are not generic should be flagged to avoid being accidentally included in these treasure lists via something like an 'is_artifact' flag. The most basic/important generic treasure list would probably be each item type. With a generic treasurelists, instead of listing each possible item for a monster treasure list, we can now simply create these treasurelists on compile based on type such as axes, maces, shields, body armour, food, body parts and money. Each generic treasurelist can be customized inside a specific item dropping object. Orcs might have a 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). By automating the inclusion of new generic items, it should be far easier for developers to add new generic items to the game without requiring extensive time additional to creating generic items in adding these items into each monster's treasurelists. + === Item Level === The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky. - If we add a process to calculate the drop table during compile by creating treasurelists per item type based on item level from 1 - 110. For example, for armour we might see something like: + === Combining a generic treasurelist with item level === + If we add a process to calculate the drop table during compile by creating generic treasurelists per item type and distributing each item within a generic treasurelist based item level from 1 - 110. For example, for armour we might see something like: ^Name ^ Item Level ^ range of values which drop this item ^ Probability ^ |robe | 1 | 1< = robe <3 | 100% | |armour | 4 | 4< = armour <6 | 50% | @@ -232,11 +236,9 @@ |full scale mail | 8 | 8< = full scale mail<10 | 100% | |plate mail | 10 | 10< = plate mail<15 | 100% | |hauberk | 15 | 15< = hauberk <110 | 100% | - This must be run for all treasurelists of generic items. - - We can now roll a dice and calculate a roll for an item. + We can now use a loaded (normal distribution) dice roll to calculate the probability for a specific item dropping. ===Example=== A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412815788 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 19:58:58 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 19:58:58 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412816338.696100.17511.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 19:58 User : saru Edit Summary: @@ -204,8 +204,9 @@ ==Map specific== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop + ====Generic monster & random treasure loot==== @@ -225,9 +226,9 @@ === Combining a generic treasurelist with item level === If we add a process to calculate the drop table during compile by creating generic treasurelists per item type and distributing each item within a generic treasurelist based item level from 1 - 110. For example, for armour we might see something like: - ^Name ^ Item Level ^ range of values which drop this item ^ Probability ^ + ^Name ^ Item Level ^ range of rolls which drop this item ^ Probability if a successful roll ^ |robe | 1 | 1< = robe <3 | 100% | |armour | 4 | 4< = armour <6 | 50% | |bronze plate mail | 4 | 4< = bronze plate mail <6 | 50% | |scale mail | 6 | 6< = scale mail<7 | 50% | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412816208 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 20:08:37 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 20:08:37 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1412816917.883090.17710.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 20:08 User : saru Edit Summary: @@ -183,10 +183,11 @@ Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly. - ===== Equipment===== - Equipment refers to items players use such as weapons and armour. Balance should occur around two main fields, how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). + + ===== Itemisation ===== + Itemisation refers to both how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). These two proporties must be linked carefully such that players receive diverse and interesting items whilst not being overloaded with junk or being able to find too powerful an item too quickly. ====Method of finding equipment==== This section unpacks the current ways in which players can gain access to equipment and proposes an additional step to better identify which methodology a developer intends an item be associated with. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412816333 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 20:15:16 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 20:15:16 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1412817316.282350.17728.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 20:15 User : saru Edit Summary: added encumbrance @@ -35,8 +35,9 @@ * [[characters:INT|Intelligence (INT)]] - measures ability to learn skills and incantations (both prayers and magic). * [[characters:WIS|Wisdom (WIS)]] - measures the ability to learn/use divine magic. Affects Maximum Grace. * [[characters:POW|Power (POW)]] - measures magical potential. Affects the maximum Spell Points and Grace gained per level. * [[characters:CHA|Charisma (CHA)]] - measures social and leadership abilities. Affects the prices when buying and selling items. + @@ -59,8 +60,9 @@ * [[characters:Resistance]] - How much damage will be subtracted from successful hits made upon the character by the listed [[:attack_types|attack type]]. For non damaging [[:attack_types|attack types]], the resistance value affects saving throw and reduces duration. Higher values are better. * [[characters:Luck]] * [[characters:Food]] - How full the character?s stomach is. Ranges between 0 (starving) and 999 (satiated). At a value of 0 the character begins to die. Some magic can speed up or slow down the character digestion. Healing wounds will speed up digestion too. * [[characters:Sustenance]] - The rate at which food is consumed. + * [[characters:Encumbrance]] - The likelihood of a wizardry spell cast failing due to equipment getting in the way IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1410416795 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Wed Oct 8 20:50:45 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Wed, 08 Oct 2014 20:50:45 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: characters:encumbrance Message-ID: <1412819445.514689.17757.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/08 20:50 User : saru Edit Summary: created =====Encumbrance==== 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. ====How encumbrance is calculated==== 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 + incantation level - 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 - 35 = 121 or over 50% failure rate. Some examples of encumbrance are: ^Character Level ^Incantation Level ^Weapon Weight ^Shield Weight ^Combined other armour weight ^Encumbrance ^Offset constant ^combined score ^probability of failure ^ |5 |1 |10 |5 |10 |42.5 |35 |3.5 |2% | |10 |10 |20 |10 |50 |115 |35 |80 |40% | |30 |30 |30 |20 |100 |200 |35 |165 |83% | |110 |110 |20 |15 |100 |167.5 |35 |132.5 |66% | |110 |10 |50 |0 |250 |400 |35 |265 |133% | |50 |15 |10 |20 |50 |90 |35 |20 |10% | There is no special bonuses for using magical equipment, although, it is clear that magical armour and weapons make things better through their weight. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/characters:encumbrance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 18:58:29 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 18:58:29 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:dex Message-ID: <1412985509.601084.26262.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 18:58 User : saru Edit Summary: added speed bonus @@ -8,37 +8,39 @@ * [FIXME] <- lots more to add here A [[:characters]] dexterity can be permanently improved by using: * Dexterity [[equipment:potions|Potions]] + ==== Dex Bonus ==== - ^ Dex stat points ^ Dex Bonus ^ - | 1 | -3 | - | 2 | -2 | - | 3 | -2 | - | 4 | -1 | - | 5 | -1 | - | 6 | -1 | - | 7 | 0 | - | 8 | 0 | - | 9 | 0 | - | 10 | 0 | - | 11 | 0 | - | 12 | 0 | - | 13 | 0 | - | 14 | 1 | - | 15 | 1 | - | 16 | 1 | - | 17 | 2 | - | 18 | 2 | - | 19 | 2 | - | 20 | 3 | - | 21 | 3 | - | 22 | 3 | - | 23 | 4 | - | 24 | 4 | - | 25 | 4 | - | 26 | 5 | - | 27 | 5 | - | 28 | 6 | - | 29 | 6 | - | 30 | 7 | + ^ Dex stat points ^ Dex Bonus ^ Speed Bonus ^ + | 0 | -4 | -0.1 | + | 1 | -3 | -0.1 | + | 2 | -2 | -0.09 | + | 3 | -2 | -0.08 | + | 4 | -1 | -0.07 | + | 5 | -1 | -0.06 | + | 6 | -1 | -0.05 | + | 7 | 0 | -0.025 | + | 8 | 0 | 0.00 | + | 9 | 0 | 0.00 | + | 10 | 0 | 0.00 | + | 11 | 0 | 0.00 | + | 12 | 0 | 0.025 | + | 13 | 0 | 0.05 | + | 14 | 1 | 0.07 | + | 15 | 1 | 0.09 | + | 16 | 1 | 0.10 | + | 17 | 2 | 0.11 | + | 18 | 2 | 0.12 | + | 19 | 2 | 0.13 | + | 20 | 3 | 0.14 | + | 21 | 3 | 0.15 | + | 22 | 3 | 0.16 | + | 23 | 4 | 0.17 | + | 24 | 4 | 0.18 | + | 25 | 4 | 0.19 | + | 26 | 5 | 0.20 | + | 27 | 5 | 0.21 | + | 28 | 6 | 0.22 | + | 29 | 6 | 0.23 | + | 30 | 7 | 0.24 | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:dex?rev=1383569317 New Revision: http://wiki.metalforge.net/doku.php/characters:dex -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:04:57 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:04:57 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:dex Message-ID: <1412985897.761933.26387.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:04 User : saru Edit Summary: expanded upon value of Dex @@ -1,12 +1,15 @@ ====== Dexterity (DEX) ====== - Dexterity represents measures physical agility. A dexterous character call leap out of the way of incoming attacks or sprint fast. As a result it directly affects the following character stats: + Dexterity represents measures physical agility. A dexterous character call leap out of the way of incoming attacks or sprint fast. As a result it directly affects the following character secondary stats: * [[characters:weapon_speed]] + * [[characters:speed]] + * [[characters:AC]] It is also used in the following [[:skills]]: - * [FIXME] <- lots more to add here + * [[skills:missile_weapons]] - Additional bonus chance to hit with bows and thrown weapons + * stealing? A [[:characters]] dexterity can be permanently improved by using: * Dexterity [[equipment:potions|Potions]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:dex?rev=1412985504 New Revision: http://wiki.metalforge.net/doku.php/characters:dex -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:16:40 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:16:40 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: characters:speed Message-ID: <1412986600.509666.26405.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:16 User : saru Edit Summary: created How fast the player may move. The value of speed may range between nearly 0 (?very slow?) to higher than 5 (?lightning fast.?) Base speed is determined from the DEX and modified downward proportionally by the amount of weight carried which exceeds the Max Carry limit. The armour worn also sets the upper limit on speed. ^ Dex stat points ^ Speed Bonus ^ | 0 | -0.1 | | 1 | -0.1 | | 2 | -0.09 | | 3 | -0.08 | | 4 | -0.07 | | 5 | -0.06 | | 6 | -0.05 | | 7 | -0.025 | | 8 | 0.00 | | 9 | 0.00 | | 10 | 0.00 | | 11 | 0.00 | | 12 | 0.025 | | 13 | 0.05 | | 14 | 0.07 | | 15 | 0.09 | | 16 | 0.10 | | 17 | 0.11 | | 18 | 0.12 | | 19 | 0.13 | | 20 | 0.14 | | 21 | 0.15 | | 22 | 0.16 | | 23 | 0.17 | | 24 | 0.18 | | 25 | 0.19 | | 26 | 0.20 | | 27 | 0.21 | | 28 | 0.22 | | 29 | 0.23 | | 30 | 0.24 | IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/characters:speed -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:18:35 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:18:35 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:str Message-ID: <1412986715.748145.26413.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:18 User : saru Edit Summary: Added Str Bonuses Table @@ -3,9 +3,9 @@ * [[characters:Damage]] * [[characters:Speed]] * [[characters:weapon_speed|Weapon Speed]] - * [[characters:WC|Weapon Class]] + * [[characters:WC|Weapon Class]] - # renamed from thaco_bonus, since thaco (really thac0) is an acronym for 'to hit AC 0' - in old AD&D, it was a literal number. This bonus here is to hit any [[:characters:AC]]. * [[characters:carrying_capacity|Carry Capacity]] It is also used in the following [[:skills]]: @@ -14,4 +14,38 @@ * [FIXME] <- lots more to add here A [[:characters]] strength can be permanently improved by using: * Strength [[equipment:potions|Potions]] + + ==== Str Bonuses ==== + ^ Str stat points ^ str_damage_bonus ^ str_hit_bonus ^ str_weight_limit ^ + |0|-2|-2|200000| + |1|-2|-2|250000| + |2|-2|-2|300000| + |3|-1|-2|350000| + |4|-1|-1|400000| + |5|-1|-1|500000| + |6|0|-1||600000| + |7|0|-1||700000| + |8|0|0||800000| + |9|0|0||900000| + |10|0|0|1000000| + |11|0|0|1100000| + |12|1|1|1200000| + |13|1|1|1300000| + |14|1|1|1400000| + |15|2|1|1500000| + |16|2|2|1650000| + |17|2|2|1800000| + |18|3|2|1950000| + |19|3|2|2100000| + |20|3|2|2250000| + |21|4|3|2400000| + |22|4|3|2550000| + |23|5|3|2700000| + |24|5|3|2850000| + |25|6|4|3000000| + |26|6|4|3250000| + |27|7|4|3500000| + |28|8|4|3750000| + |29|9|5|4000000| + |30|10|5|4500000| IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:str?rev=1382954460 New Revision: http://wiki.metalforge.net/doku.php/characters:str -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:18:51 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:18:51 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:str Message-ID: <1412986731.753844.26416.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:18 User : saru Edit Summary: @@ -14,8 +14,9 @@ * [FIXME] <- lots more to add here A [[:characters]] strength can be permanently improved by using: * Strength [[equipment:potions|Potions]] + ==== Str Bonuses ==== ^ Str stat points ^ str_damage_bonus ^ str_hit_bonus ^ str_weight_limit ^ |0|-2|-2|200000| @@ -23,10 +24,10 @@ |2|-2|-2|300000| |3|-1|-2|350000| |4|-1|-1|400000| |5|-1|-1|500000| - |6|0|-1||600000| - |7|0|-1||700000| + |6|0|-1|600000| + |7|0|-1|700000| |8|0|0||800000| |9|0|0||900000| |10|0|0|1000000| |11|0|0|1100000| IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:str?rev=1412986713 New Revision: http://wiki.metalforge.net/doku.php/characters:str -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:19:06 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:19:06 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:str Message-ID: <1412986746.924257.26419.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:19 User : saru Edit Summary: @@ -14,8 +14,9 @@ * [FIXME] <- lots more to add here A [[:characters]] strength can be permanently improved by using: * Strength [[equipment:potions|Potions]] + ==== Str Bonuses ==== ^ Str stat points ^ str_damage_bonus ^ str_hit_bonus ^ str_weight_limit ^ @@ -26,10 +27,10 @@ |4|-1|-1|400000| |5|-1|-1|500000| |6|0|-1|600000| |7|0|-1|700000| - |8|0|0||800000| - |9|0|0||900000| + |8|0|0|800000| + |9|0|0|900000| |10|0|0|1000000| |11|0|0|1100000| |12|1|1|1200000| |13|1|1|1300000| IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:str?rev=1412986730 New Revision: http://wiki.metalforge.net/doku.php/characters:str -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:20:14 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:20:14 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:dex Message-ID: <1412986814.244232.26424.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:20 User : saru Edit Summary: @@ -13,9 +13,9 @@ A [[:characters]] dexterity can be permanently improved by using: * Dexterity [[equipment:potions|Potions]] - ==== Dex Bonus ==== + ==== Dex Bonuses ==== ^ Dex stat points ^ Dex Bonus ^ Speed Bonus ^ | 0 | -4 | -0.1 | | 1 | -3 | -0.1 | | 2 | -2 | -0.09 | IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:dex?rev=1412985894 New Revision: http://wiki.metalforge.net/doku.php/characters:dex -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:22:02 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:22:02 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: characters:carrying_capacity Message-ID: <1412986922.379585.26427.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:22 User : saru Edit Summary: created This determines how much the character can carry note that characters start to get penalties to movement before reaching their maximum. The maximum weight limit is determined based on the amount of Str a character currently has: ==== Str Bonuses ==== ^ Str stat points ^ str_weight_limit ^ |0|200000| |1|250000| |2|300000| |3|350000| |4|400000| |5|500000| |6|600000| |7|700000| |8|800000| |9|900000| |10|1000000| |11|1100000| |12|1200000| |13|1300000| |14|1400000| |15|1500000| |16|1650000| |17|1800000| |18|1950000| |19|2100000| |20|2250000| |21|2400000| |22|2550000| |23|2700000| |24|2850000| |25|3000000| |26|3250000| |27|3500000| |28|3750000| |29|4000000| |30|4500000| IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/characters:carrying_capacity -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 19:23:23 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 19:23:23 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters:sp_regen Message-ID: <1412987003.394826.26431.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 19:23 User : saru Edit Summary: @@ -1 +1 @@ - Mana reserves recharge slowly, particularly when wearing heavy [[equipment:armour]] or [[equipment:weapons]]. Monks can restore mana directly using [skills:meditation]] and the use of strange and powerful [[equipment:potions:potions]] or [[equipment:glowing_crystals|glowing crystals]] are said to be able to directly restore mana, sometimes at a cost. + Mana reserves recharge slowly, particularly when wearing heavy [[equipment:armour]] or [[equipment:weapons]]. Monks can restore mana directly using [[skills:meditation]] and the use of strange and powerful [[equipment:potions:potions]] or [[equipment:glowing_crystals|glowing crystals]] are said to be able to directly restore mana, sometimes at a cost. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters:sp_regen?rev=1383465049 New Revision: http://wiki.metalforge.net/doku.php/characters:sp_regen -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:08:31 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:08:31 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412993311.559118.26822.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:08 User : saru Edit Summary: changed to more broad 'items' rather than 'equipment' @@ -99,29 +99,32 @@ * [[skills:Stealing]] * [[skills:Throwing]] * [[skills:Writing]] - ==== Equipment ==== - The following [[equipment:weapons]] can be worn by some [[:races]] and [[:classes]] to aid in combat attacks: - * [[equipment:Melee_Weapons|Melee weapons]] - * [[equipment:Missile_Weapons|Missile weapons]] - The following [[equipment:armour]] can be worn by some [[:races]] and [[:classes]] to protect against attack: - * [[Equipment:Body_armour|Body Armour]] - * [[equipment:Shields]] - * [[Equipment:Helmets]] - * [[Equipment:Bracers]] - * [[Equipment:Gloves]] - * [[Equipment:Belts]] - * [[Equipment:Cloaks]] - * [[Equipment:Rings]] - * [[Equipment:Amulets]] - * [[Equipment:Armour]] + ==== Items ==== + * Mechanics of item drops - The following equipment can provide temporary or permanent access to new [[:skills]], [[:spells]], or improve player and equipment statistics - * [[Equipment:Wands]], [[Equipment:Rods]], [[Equipment:Horns]], [[Equipment:Glowing_crystals|Glowing Crystals]] - * [[Equipment:Scrolls]], [[Equipment:Potions]] - * [[Equipment:Books]], [[Equipment:Skill_scrolls|Skill Scrolls]], [[Equipment:Item_Enchantment:Item Enchantment]] + The following [[items:weapons]] can be worn by some [[:races]] and [[:classes]] to aid in combat attacks: + * [[items:Melee_Weapons|Melee weapons]] + * [[items:Missile_Weapons|Missile weapons]] + + The following [[items:armour]] can be worn by some [[:races]] and [[:classes]] to protect against attack: + * [[items:Body_armour|Body Armour]] + * [[items:Shields]] + * [[items:Helmets]] + * [[items:Bracers]] + * [[items:Gloves]] + * [[items:Belts]] + * [[items:Cloaks]] + * [[items:Rings]] + * [[items:Amulets]] + * [[items:Armour]] + + The following items can provide temporary or permanent access to new [[:skills]], [[:spells]], or improve player and equipment statistics + * [[items:Wands]], [[items:Rods]], [[items:Horns]], [[Eitems:Glowing_crystals|Glowing Crystals]] + * [[items:Scrolls]], [[items:Potions]] + * [[items:Books]], [[items:Skill_scrolls|Skill Scrolls]], [[items:Item_Enchantment|Item Enchantment]] ===== Geography ===== This section contains guides to help players navigate around the world in crossfire IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1410415977 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:19:26 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:19:26 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: items:item_enchantment Message-ID: <1412993966.279838.26841.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:19 User : saru Edit Summary: created ======Item Enchantments====== 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. [[:Characters]] can only use a weapon that has 5 + 1 enchantments for every 5 levels of [[:skills|physique experience]] possessed. So, a [[:Characters|character]] with 10th level in the physique experience category may only be able to use a weapon with a maximum of 7 enchantments. ====Enchanting armour==== Enchantment of armour is achieved with the enchant armour scrolls. Each time a scroll is successfully applied, the item will have an additional +1 to magic. This adds more [[:attack_types:physical|physical resistance or armour]] and [[:characters:ac]] to the piece of equipment whilst adding a fractional amount to its weight. A maximum of up to 1 + (overall level/10) (rounded down like an integer) in pluses to any one piece of armour may be added. The value of armour added to the item is also dependent on the characters overall level. Armour may never be enchanted to have an armour rating greater the character applying the enchant overall level or 99, which ever is smaller. ====Enchanting weapons==== Weapon enchanting is accomplished with a series of scrolls that can be found or bought from shops. The procedure is done in two steps. - Use the prepare weapon scroll to lay a magic matrix on your weapon. - Use any of the other scrolls to add specific enchantments. Some of these enchant weapon scrolls will also require a "sacrifice" to be made when they are read. Sacrifices are made by standing over the items to be sacrificed whilst reading the weapon enchant 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 potion of charisma potion of constitution potion of dexterity potion of intelligence potion of power potion of strength potion of wisdom 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. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/items:item_enchantment -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:23:53 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:23:53 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1412994233.859579.26846.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:23 User : saru Edit Summary: Moved race and class tables into characters section @@ -2,16 +2,46 @@ Characters are generated by players to find honour, uphold justice, make money, and grow more powerful. Characters can battle on their own or form [[characters:party|parties]]. Characters are constructed of a variety of stats including: + ===== Character Selection ===== Characters are created by the selection of: * [[:Races|Race]] + + The [[races]] of crossfire that players can choose + {{:images:dwarf_p.base.151.png}} [[races:Dwarves]] + --- {{:images:pl_dragon_r.base.151.png}} [[races:Dragons]] + --- {{:images:elf.base.151.png}} [[races:Elves]] + --- {{:images:fenx.base.150.png}} [[races:Fendrakis]] + --- {{:images:fireborn.base.111.png}} [[races:Fireborns]] + + {{:images:gnome_p.base.151.png}} [[races:Gnomes]] + --- {{:images:halfling.base.151.png}} [[races:Halfling]] + --- {{:images:pl_half_orc.base.151.png}} [[races:Half Orcs]] + --- {{:images:human.base.151.png}} [[races:Humans]] + --- {{:images:viking.base.151.png}} [[races:Northmen]] + + {{:images:quetzalcoatl.base.131.png}} [[races:Quetzalcoatls]] + --- {{:images:serpentman.base.151.png}} [[races:Serpent Men]] + --- {{:images:troll_p.base.151.png}} [[races:Trolls]] + --- {{:images:wraithp.base.151.png}} [[races:Wraiths]] + * [[:classes|Class]] + The [[classes]] of crossfire that players can choose + + ^ Religious ^ ^ Thief ^ ^ Warrior ^ ^ Wizard ^ ^ + | {{classes:monk.base.151.png}}|[[:classes:monks]]|{{classes:ninja.base.151.png}}|[[:classes:ninjas]]|{{classes:barbarian.base.151.png}}|[[:classes:barbarians]]|{{classes:alchemist.base.151.png}}|[[:classes:alchemists]] | + | {{classes:paladin.base.151.png}}|[[:classes:paladins]]|{{classes:thief.base.151.png}}|[[:classes:thieves]]|{{classes:swashbuckl.base.151.png}}|[[:classes:swashbucklers]]|{{classes:wizard_white.base.151.png|}}|[[:classes:devotees]] | + | {{classes:priest.base.151.png}} | [[:classes:priests]] | | | {{classes:warrior.base.151.png}} | [[:classes:warriors]] | {{classes:evoker.base.151.png}} | [[:classes:evokers]] | + | | | | | | | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | + | | | | | | | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | + | | | | | | | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | + | | | | | | | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | These must be selected upon creation of a character and can never be changed. These selections will impact upon your [[#Primary Stats|characters stats]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1412817313 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:28:26 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:28:26 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412994506.569563.26851.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:28 User : saru Edit Summary: expanded on characters quick links @@ -5,43 +5,19 @@ The history and changes that have occurred can be studied: [[lore|here]] ===== Character Statistics ===== * For information about the properties of characters: [[:characters]] - - ==== Races ==== - The [[races]] of crossfire that players can choose - - {{:images:dwarf_p.base.151.png}} [[races:Dwarves]] - --- {{:images:pl_dragon_r.base.151.png}} [[races:Dragons]] - --- {{:images:elf.base.151.png}} [[races:Elves]] - --- {{:images:fenx.base.150.png}} [[races:Fendrakis]] - --- {{:images:fireborn.base.111.png}} [[races:Fireborns]] - - {{:images:gnome_p.base.151.png}} [[races:Gnomes]] - --- {{:images:halfling.base.151.png}} [[races:Halfling]] - --- {{:images:pl_half_orc.base.151.png}} [[races:Half Orcs]] - --- {{:images:human.base.151.png}} [[races:Humans]] - --- {{:images:viking.base.151.png}} [[races:Northmen]] - - {{:images:quetzalcoatl.base.131.png}} [[races:Quetzalcoatls]] - --- {{:images:serpentman.base.151.png}} [[races:Serpent Men]] - --- {{:images:troll_p.base.151.png}} [[races:Trolls]] - --- {{:images:wraithp.base.151.png}} [[races:Wraiths]] - - ==== Classes ==== - The [[classes]] of crossfire that players can choose - - ^ Religious ^ ^ Thief ^ ^ Warrior ^ ^ Wizard ^ ^ - | {{classes:monk.base.151.png}}|[[:classes:monks]]|{{classes:ninja.base.151.png}}|[[:classes:ninjas]]|{{classes:barbarian.base.151.png}}|[[:classes:barbarians]]|{{classes:alchemist.base.151.png}}|[[:classes:alchemists]] | - | {{classes:paladin.base.151.png}}|[[:classes:paladins]]|{{classes:thief.base.151.png}}|[[:classes:thieves]]|{{classes:swashbuckl.base.151.png}}|[[:classes:swashbucklers]]|{{classes:wizard_white.base.151.png|}}|[[:classes:devotees]] | - | {{classes:priest.base.151.png}} | [[:classes:priests]] | | | {{classes:warrior.base.151.png}} | [[:classes:warriors]] | {{classes:evoker.base.151.png}} | [[:classes:evokers]] | - | | | | | | | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | - | | | | | | | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | - | | | | | | | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | - | | | | | | | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | + * Character selection including: + * The [[races]] of crossfire that players can choose + * The [[classes]] of crossfire that players can choose + * [[:characters#Character basics]] - After creating character players can begin to explore the world of Crossfire + * [[:characters#Primary Stats]] - The building blocks of characters + * [[:characters#Secondary Stats]] - The properties or characteristics of characters + * [[:characters#Unique Properties]] - Traits of the character + * [[:characters#Temporary Effects]] - Effects that temporarily affect how a character behaves ==== Gods ==== - There are many gods whom crave worship: + There are many [[:gods]] whom crave worship: * [[gods:Valkyrie]] * [[gods:Mostrai]] * [[gods:Gnarg]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412993308 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:31:17 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:31:17 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412994677.129558.26856.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:31 User : saru Edit Summary: @@ -3,9 +3,10 @@ ===== Lore ===== The history and changes that have occurred can be studied: [[lore|here]] - ===== Character Statistics ===== + ===== Characters ===== + ==== Character attributes ==== * For information about the properties of characters: [[:characters]] * Character selection including: * The [[races]] of crossfire that players can choose * The [[classes]] of crossfire that players can choose @@ -15,9 +16,9 @@ * [[:characters#Unique Properties]] - Traits of the character * [[:characters#Temporary Effects]] - Effects that temporarily affect how a character behaves ==== Gods ==== - There are many [[:gods]] whom crave worship: + There are many [[:gods]] whom crave the worship of characters: * [[gods:Valkyrie]] * [[gods:Mostrai]] * [[gods:Gnarg]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412994503 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:41:30 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:41:30 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1412995290.647311.26872.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:41 User : saru Edit Summary: @@ -5,14 +5,11 @@ Characters are constructed of a variety of stats including: ===== Character Selection ===== - Characters are created by the selection of: - * [[:Races|Race]] - - The [[races]] of crossfire that players can choose + The [[races|race]] of the character: {{:images:dwarf_p.base.151.png}} [[races:Dwarves]] --- {{:images:pl_dragon_r.base.151.png}} [[races:Dragons]] --- {{:images:elf.base.151.png}} [[races:Elves]] --- {{:images:fenx.base.150.png}} [[races:Fendrakis]] @@ -28,11 +25,9 @@ --- {{:images:serpentman.base.151.png}} [[races:Serpent Men]] --- {{:images:troll_p.base.151.png}} [[races:Trolls]] --- {{:images:wraithp.base.151.png}} [[races:Wraiths]] - * [[:classes|Class]] - - The [[classes]] of crossfire that players can choose + The [[classes|class]] of the character: ^ Religious ^ ^ Thief ^ ^ Warrior ^ ^ Wizard ^ ^ | {{classes:monk.base.151.png}}|[[:classes:monks]]|{{classes:ninja.base.151.png}}|[[:classes:ninjas]]|{{classes:barbarian.base.151.png}}|[[:classes:barbarians]]|{{classes:alchemist.base.151.png}}|[[:classes:alchemists]] | | {{classes:paladin.base.151.png}}|[[:classes:paladins]]|{{classes:thief.base.151.png}}|[[:classes:thieves]]|{{classes:swashbuckl.base.151.png}}|[[:classes:swashbucklers]]|{{classes:wizard_white.base.151.png|}}|[[:classes:devotees]] | @@ -41,14 +36,12 @@ | | | | | | | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | | | | | | | | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | | | | | | | | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | These must be selected upon creation of a character and can never be changed. These selections will impact upon your [[#Primary Stats|characters stats]]. - ===== Character Basics ===== - - After completing character selection players can begin to quest. The key objectives can be summarized as: + After creating character players can begin to explore the world of Crossfire. The key objectives can be summarized as: * Learn [[:skills]] and master them * Find better [[:equipment]] * Defeat in [[:combat]] difficult [[:monsters]] @@ -91,11 +84,8 @@ * [[characters:Luck]] * [[characters:Food]] - How full the character?s stomach is. Ranges between 0 (starving) and 999 (satiated). At a value of 0 the character begins to die. Some magic can speed up or slow down the character digestion. Healing wounds will speed up digestion too. * [[characters:Sustenance]] - The rate at which food is consumed. * [[characters:Encumbrance]] - The likelihood of a wizardry spell cast failing due to equipment getting in the way - - - ===== Unique Properties ===== @@ -109,9 +99,8 @@ * [[characters:Reflect_missiles|Reflect missiles]] * [[characters:Glow_radius|Glow Radius]] * [[characters:Lifesaving|Life Saving]] * [[characters:Invisible|Invisible]] - ===== Temporary Effects ===== These effects typically only last a short duration are generally associated with [[:combat]]: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1412994230 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:42:33 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:42:33 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412995353.875360.26876.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:42 User : saru Edit Summary: @@ -4,10 +4,10 @@ ===== Lore ===== The history and changes that have occurred can be studied: [[lore|here]] ===== Characters ===== + For information about the properties visit [[:characters]] or use the following quicklinks below. ==== Character attributes ==== - * For information about the properties of characters: [[:characters]] * Character selection including: * The [[races]] of crossfire that players can choose * The [[classes]] of crossfire that players can choose * [[:characters#Character basics]] - After creating character players can begin to explore the world of Crossfire IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412994674 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:49:34 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:49:34 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412995774.939549.26886.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:49 User : saru Edit Summary: @@ -5,13 +5,22 @@ The history and changes that have occurred can be studied: [[lore|here]] ===== Characters ===== For information about the properties visit [[:characters]] or use the following quicklinks below. + + ==== Character Basics ==== + Characters can: + * Learn [[:skills]] and master them + * Find better [[:equipment]] + * Defeat in [[:combat]] difficult [[:monsters]] + * Solve complex [[:quests]] + * Please your [[:gods|god]] + * Meet [[characters:party|friends]]. + ==== Character attributes ==== * Character selection including: * The [[races]] of crossfire that players can choose * The [[classes]] of crossfire that players can choose - * [[:characters#Character basics]] - After creating character players can begin to explore the world of Crossfire * [[:characters#Primary Stats]] - The building blocks of characters * [[:characters#Secondary Stats]] - The properties or characteristics of characters * [[:characters#Unique Properties]] - Traits of the character * [[:characters#Temporary Effects]] - Effects that temporarily affect how a character behaves IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412995348 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:51:07 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:51:07 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412995867.921090.26891.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:51 User : saru Edit Summary: @@ -5,16 +5,18 @@ The history and changes that have occurred can be studied: [[lore|here]] ===== Characters ===== For information about the properties visit [[:characters]] or use the following quicklinks below. + ==== Character Basics ==== Characters can: + * [[:characters|Become more powerful]] * Learn [[:skills]] and master them - * Find better [[:equipment]] * Defeat in [[:combat]] difficult [[:monsters]] - * Solve complex [[:quests]] - * Please your [[:gods|god]] + * Find [[:items]] and improve the equipment they use + * Solve [[:quests]] and explore [[:maps]] + * Please [[:gods]] * Meet [[characters:party|friends]]. ==== Character attributes ==== * Character selection including: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412995773 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:54:27 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:54:27 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412996067.793487.26894.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:54 User : saru Edit Summary: @@ -16,16 +16,16 @@ * Find [[:items]] and improve the equipment they use * Solve [[:quests]] and explore [[:maps]] * Please [[:gods]] * Meet [[characters:party|friends]]. + ==== Character attributes ==== - * Character selection including: - * The [[races]] of crossfire that players can choose - * The [[classes]] of crossfire that players can choose + The [[:Character] section details attributes or properties of characters including + * The selection of [[races|race]] and [[classes:|class]] * [[:characters#Primary Stats]] - The building blocks of characters - * [[:characters#Secondary Stats]] - The properties or characteristics of characters - * [[:characters#Unique Properties]] - Traits of the character + * [[:characters#Secondary Stats]] - The actual physical and mental characteristics + * [[:characters#Unique Properties]] - Innate Traits of the character * [[:characters#Temporary Effects]] - Effects that temporarily affect how a character behaves ==== Gods ==== There are many [[:gods]] whom crave the worship of characters: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412995866 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:55:19 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:55:19 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412996119.894296.26899.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:55 User : saru Edit Summary: @@ -16,13 +16,14 @@ * Find [[:items]] and improve the equipment they use * Solve [[:quests]] and explore [[:maps]] * Please [[:gods]] * Meet [[characters:party|friends]]. + ==== Character attributes ==== - The [[:Character] section details attributes or properties of characters including - * The selection of [[races|race]] and [[classes:|class]] + The [[:Character] section details attributes or properties of characters including: + * The selection of [[:races|race]] and [[:classes|class]] * [[:characters#Primary Stats]] - The building blocks of characters * [[:characters#Secondary Stats]] - The actual physical and mental characteristics * [[:characters#Unique Properties]] - Innate Traits of the character * [[:characters#Temporary Effects]] - Effects that temporarily affect how a character behaves IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412996066 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:55:42 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:55:42 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412996142.975866.26902.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:55 User : saru Edit Summary: @@ -16,13 +16,14 @@ * Find [[:items]] and improve the equipment they use * Solve [[:quests]] and explore [[:maps]] * Please [[:gods]] * Meet [[characters:party|friends]]. + ==== Character attributes ==== - The [[:Character] section details attributes or properties of characters including: + The [[:Character]] section details attributes or properties of characters including: * The selection of [[:races|race]] and [[:classes|class]] * [[:characters#Primary Stats]] - The building blocks of characters * [[:characters#Secondary Stats]] - The actual physical and mental characteristics * [[:characters#Unique Properties]] - Innate Traits of the character IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412996117 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 21:58:40 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 21:58:40 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1412996320.209579.26905.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 21:58 User : saru Edit Summary: @@ -88,9 +88,8 @@ * [[skills:Set Traps]] * [[skills:Stealing]] * [[skills:Throwing]] * [[skills:Writing]] - ==== Items ==== * Mechanics of item drops @@ -113,8 +112,11 @@ The following items can provide temporary or permanent access to new [[:skills]], [[:spells]], or improve player and equipment statistics * [[items:Wands]], [[items:Rods]], [[items:Horns]], [[Eitems:Glowing_crystals|Glowing Crystals]] * [[items:Scrolls]], [[items:Potions]] * [[items:Books]], [[items:Skill_scrolls|Skill Scrolls]], [[items:Item_Enchantment|Item Enchantment]] + + ===== Combat ===== + [[:Combat]] can occur between any [[:monsters]] and [[:characters]]. ===== Geography ===== This section contains guides to help players navigate around the world in crossfire IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412996141 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 22:02:50 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 22:02:50 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1412996570.889589.27029.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 22:02 User : saru Edit Summary: @@ -36,19 +36,8 @@ | | | | | | | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | | | | | | | | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | | | | | | | | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | These must be selected upon creation of a character and can never be changed. These selections will impact upon your [[#Primary Stats|characters stats]]. - - - ===== Character Basics ===== - After creating character players can begin to explore the world of Crossfire. The key objectives can be summarized as: - - * Learn [[:skills]] and master them - * Find better [[:equipment]] - * Defeat in [[:combat]] difficult [[:monsters]] - * Solve complex [[:quests]] - * Please your [[:gods|god]] - * Meet [[characters:party|friends]]. ===== Primary Stats ===== These stats play a critical role in determining the output of a characters application of skills and the values of secondary stats. @@ -58,11 +47,8 @@ * [[characters:INT|Intelligence (INT)]] - measures ability to learn skills and incantations (both prayers and magic). * [[characters:WIS|Wisdom (WIS)]] - measures the ability to learn/use divine magic. Affects Maximum Grace. * [[characters:POW|Power (POW)]] - measures magical potential. Affects the maximum Spell Points and Grace gained per level. * [[characters:CHA|Charisma (CHA)]] - measures social and leadership abilities. Affects the prices when buying and selling items. - - - ===== Secondary Stats ===== These stats are sort of like 'meters' that define how much power, life, ability etc. your character has. They are often heavily based off the [[#primary stats]]. They tend to fluctuate as the player progresses. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1412995286 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 22:06:59 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 22:06:59 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1412996819.989547.27035.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 22:06 User : saru Edit Summary: @@ -2,13 +2,17 @@ Characters are generated by players to find honour, uphold justice, make money, and grow more powerful. Characters can battle on their own or form [[characters:party|parties]]. Characters are constructed of a variety of stats including: + ===== Character Selection ===== + Race and Class must be selected upon creation of a character and can never be changed. These selections will impact upon your starting [[#Primary Stats]]. Race modifies the maximum stat bonus permanently whilst class only impacts on the starting stat bonus. + Characters are created by the selection of: + ====Races==== The [[races|race]] of the character: {{:images:dwarf_p.base.151.png}} [[races:Dwarves]] --- {{:images:pl_dragon_r.base.151.png}} [[races:Dragons]] --- {{:images:elf.base.151.png}} [[races:Elves]] @@ -25,8 +29,9 @@ --- {{:images:serpentman.base.151.png}} [[races:Serpent Men]] --- {{:images:troll_p.base.151.png}} [[races:Trolls]] --- {{:images:wraithp.base.151.png}} [[races:Wraiths]] + ====Classes==== The [[classes|class]] of the character: ^ Religious ^ ^ Thief ^ ^ Warrior ^ ^ Wizard ^ ^ | {{classes:monk.base.151.png}}|[[:classes:monks]]|{{classes:ninja.base.151.png}}|[[:classes:ninjas]]|{{classes:barbarian.base.151.png}}|[[:classes:barbarians]]|{{classes:alchemist.base.151.png}}|[[:classes:alchemists]] | @@ -35,9 +40,9 @@ | | | | | | | {{classes:sorcerer.base.151.png}} | [[:classes:sorcerers]] | | | | | | | | {{classes:wizard_yellow.base.151.png|}} | [[:classes:summoners]] | | | | | | | | {{classes:mage.base.151.png}} | [[:classes:warlocks]] | | | | | | | | {{classes:wizard.base.151.png}} | [[:classes:wizards]] | - These must be selected upon creation of a character and can never be changed. These selections will impact upon your [[#Primary Stats|characters stats]]. + ===== Primary Stats ===== These stats play a critical role in determining the output of a characters application of skills and the values of secondary stats. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1412996568 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Oct 10 22:13:34 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 10 Oct 2014 22:13:34 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1412997214.189555.27051.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/10 22:13 User : saru Edit Summary: @@ -9,27 +9,26 @@ ===== Character Selection ===== Race and Class must be selected upon creation of a character and can never be changed. These selections will impact upon your starting [[#Primary Stats]]. Race modifies the maximum stat bonus permanently whilst class only impacts on the starting stat bonus. Characters are created by the selection of: + ====Races==== The [[races|race]] of the character: - {{:images:dwarf_p.base.151.png}} [[races:Dwarves]] - --- {{:images:pl_dragon_r.base.151.png}} [[races:Dragons]] - --- {{:images:elf.base.151.png}} [[races:Elves]] - --- {{:images:fenx.base.150.png}} [[races:Fendrakis]] - --- {{:images:fireborn.base.111.png}} [[races:Fireborns]] - - {{:images:gnome_p.base.151.png}} [[races:Gnomes]] - --- {{:images:halfling.base.151.png}} [[races:Halfling]] - --- {{:images:pl_half_orc.base.151.png}} [[races:Half Orcs]] - --- {{:images:human.base.151.png}} [[races:Humans]] - --- {{:images:viking.base.151.png}} [[races:Northmen]] - - {{:images:quetzalcoatl.base.131.png}} [[races:Quetzalcoatls]] - --- {{:images:serpentman.base.151.png}} [[races:Serpent Men]] - --- {{:images:troll_p.base.151.png}} [[races:Trolls]] - --- {{:images:wraithp.base.151.png}} [[races:Wraiths]] + |{{:images:dwarf_p.base.151.png}}|[[races:Dwarves]]| + |{{:images:pl_dragon_r.base.151.png}}|[[races:Dragons]]| + |{{:images:elf.base.151.png}}|[[races:Elves]]| + |{{:images:fenx.base.150.png}}|[[races:Fendrakis]]| + |{{:images:fireborn.base.111.png}}|[[races:Fireborns]]| + |{{:images:gnome_p.base.151.png}}|[[races:Gnomes]]| + |{{:images:halfling.base.151.png}}|[[races:Halfling]]| + |{{:images:pl_half_orc.base.151.png}}|[[races:Half Orcs]]| + |{{:images:human.base.151.png}}|[[races:Humans]]| + |{{:images:viking.base.151.png}}|[[races:Northmen]]| + |{{:images:quetzalcoatl.base.131.png}}|[[races:Quetzalcoatls]]| + |{{:images:serpentman.base.151.png}}|[[races:Serpent Men]]| + |{{:images:troll_p.base.151.png}}|[[races:Trolls]]| + |{{:images:wraithp.base.151.png}}|[[races:Wraiths]]| ====Classes==== The [[classes|class]] of the character: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1412996816 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:02:50 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:02:50 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1413018170.488055.25607.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:02 User : saru Edit Summary: @@ -16,14 +16,15 @@ * Find [[:items]] and improve the equipment they use * Solve [[:quests]] and explore [[:maps]] * Please [[:gods]] * Meet [[characters:party|friends]]. + ==== Character attributes ==== - The [[:Character]] section details attributes or properties of characters including: + The [[:Characters]] section details attributes or properties of characters including: * The selection of [[:races|race]] and [[:classes|class]] * [[:characters#Primary Stats]] - The building blocks of characters * [[:characters#Secondary Stats]] - The actual physical and mental characteristics * [[:characters#Unique Properties]] - Innate Traits of the character IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1412996317 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:16:36 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:16:36 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1413018996.059634.25625.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:16 User : saru Edit Summary: @@ -89,17 +89,20 @@ * [[skills:Set Traps]] * [[skills:Stealing]] * [[skills:Throwing]] * [[skills:Writing]] + ==== Items ==== - * Mechanics of item drops + ===Treasurelists=== + [[items:Treasurelists]] determine what items can be dropped by monsters, chests and created from skills + ===Equipment=== The following [[items:weapons]] can be worn by some [[:races]] and [[:classes]] to aid in combat attacks: * [[items:Melee_Weapons|Melee weapons]] * [[items:Missile_Weapons|Missile weapons]] - The following [[items:armour]] can be worn by some [[:races]] and [[:classes]] to protect against attack: + The following [[items:armour]] can be worn on particular specific locations on the [[characters:body]], if the [[:races|race]] or has them or their [[:gods]] allow it, to [[:characters:Resistances|protect]] against [[:attack_types|attack]]: * [[items:Body_armour|Body Armour]] * [[items:Shields]] * [[items:Helmets]] * [[items:Bracers]] @@ -109,12 +112,33 @@ * [[items:Rings]] * [[items:Amulets]] * [[items:Armour]] - The following items can provide temporary or permanent access to new [[:skills]], [[:spells]], or improve player and equipment statistics - * [[items:Wands]], [[items:Rods]], [[items:Horns]], [[Eitems:Glowing_crystals|Glowing Crystals]] - * [[items:Scrolls]], [[items:Potions]] - * [[items:Books]], [[items:Skill_scrolls|Skill Scrolls]], [[items:Item_Enchantment|Item Enchantment]] + Equipment that grants access to [[:spells]], or improve player and equipment statistics + * [[items:Rods]] + * [[items:Horns]] + + Equipment that temporarily grants [[:characters#Secondary Stats]]: + * [[items:Glowing_crystals|Glowing Crystals]] + + ===Consumables=== + * [[items:Wands]] + * [[items:Scrolls]] + * [[items:Potions]] + * [[items:Skill_scrolls|Skill Scrolls]] - Teach new skills + * [[items:Books]] - Teaches specific spells + * [[items:Recipes]] + * [[items:Lore]] + * [[items:Item_Enchantment|Item Enchantment]] + * [[:items:Reagents]] + * [[:items:Foods]] + * [[:items:Flesh]] + * [[:items:Flints]] + + The following items can access to new [[:skills]] + * [[Items:Talismans]] + * [[Items:Lockpicks]] + * [[Items:Holy_Symbols|Holy Symbols]] ===== Combat ===== [[:Combat]] can occur between any [[:monsters]] and [[:characters]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1413018165 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:19:12 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:19:12 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: items:glowing_crystals Message-ID: <1413019152.869543.25631.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:19 User : saru Edit Summary: created - copied from website ====Glowing Crystals==== Glowing crystals store some number of [[:characters:sp|spellpoints]] - default is approximately 500, but this can be customized on a crystal by crystal basis, so some could have fewer, some could have more. When a player has full spellpoints by applying the glowing crystal, half of their spellpoints are transferred to the crystal, up to the maximum amount the crystal can store. If a player is below full spellpoints and applies it, instead the character draw points out of the crystal and into their SP up to their sp maximum or when the crystal runs out of stored points. You apply them just like any other item. The speed of the animation is a rough indicator of how charged the crystal is - the faster the animation, the more points it has. IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/items:glowing_crystals -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:22:26 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:22:26 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: items:glowing_crystals Message-ID: <1413019346.649611.25639.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:22 User : saru Edit Summary: @@ -1,10 +1,6 @@ ====Glowing Crystals==== - Glowing crystals store some number of [[:characters:sp|spellpoints]] - default is approximately 500, but this can be customized on a crystal by crystal basis, so some could have fewer, some could have more. + Glowing crystals store some number of [[:characters:mana|spellpoints]] and then return them to the character when needed by applying them just like any other item. - When a player has full spellpoints by applying the glowing crystal, half of their spellpoints are transferred to the crystal, up to the maximum amount the crystal can store. - - If a player is below full spellpoints and applies it, instead the character draw points out of the crystal and into their SP up to their sp maximum or when the crystal runs out of stored points. - - You apply them just like any other item. + When a [[:characters|character]] has full [[:characters:mana|spellpoints]], applying the glowing crystal results in half of that characters maximum [[:characters:mana|spellpoints]] being transferred to the crystal, up to the maximum amount the crystal can store (the default is approximately 500, but various crystals could have fewer while some could have more). If a player is below full [[:characters:mana|spellpoints]] and applies it, instead the character draw points out of the crystal and into their SP up to their maximum [[:characters:mana|spellpoints]] or when the crystal runs out of stored points. The speed of the animation is a rough indicator of how charged the crystal is - the faster the animation, the more points it has. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/items:glowing_crystals?rev=1413019150 New Revision: http://wiki.metalforge.net/doku.php/items:glowing_crystals -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:22:42 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:22:42 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: items:glowing_crystals Message-ID: <1413019362.696805.25642.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:22 User : saru Edit Summary: @@ -1,6 +1,6 @@ - ====Glowing Crystals==== + ======Glowing Crystals====== Glowing crystals store some number of [[:characters:mana|spellpoints]] and then return them to the character when needed by applying them just like any other item. When a [[:characters|character]] has full [[:characters:mana|spellpoints]], applying the glowing crystal results in half of that characters maximum [[:characters:mana|spellpoints]] being transferred to the crystal, up to the maximum amount the crystal can store (the default is approximately 500, but various crystals could have fewer while some could have more). If a player is below full [[:characters:mana|spellpoints]] and applies it, instead the character draw points out of the crystal and into their SP up to their maximum [[:characters:mana|spellpoints]] or when the crystal runs out of stored points. The speed of the animation is a rough indicator of how charged the crystal is - the faster the animation, the more points it has. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/items:glowing_crystals?rev=1413019344 New Revision: http://wiki.metalforge.net/doku.php/items:glowing_crystals -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:28:23 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:28:23 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: characters Message-ID: <1413019703.649717.25647.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:28 User : saru Edit Summary: @@ -74,13 +74,15 @@ * [[characters:Luck]] * [[characters:Food]] - How full the character?s stomach is. Ranges between 0 (starving) and 999 (satiated). At a value of 0 the character begins to die. Some magic can speed up or slow down the character digestion. Healing wounds will speed up digestion too. * [[characters:Sustenance]] - The rate at which food is consumed. * [[characters:Encumbrance]] - The likelihood of a wizardry spell cast failing due to equipment getting in the way + ===== Unique Properties ===== These properties changed how a character inherently behaves. + * [[characters:attunement]] * [[characters:can_see_in_dark|Can See In The Dark]] * [[characters:cant_use_armour|Can't Use Armour]] * [[characters:Undead]] * [[characters:Stealth]] IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/characters?rev=1412997210 New Revision: http://wiki.metalforge.net/doku.php/characters -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:31:01 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:31:01 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: skills:praying Message-ID: <1413019861.855314.25652.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:31 User : saru Edit Summary: @@ -3,6 +3,6 @@ A User is allowed to cast [[spells:praying|prayer spells]] by utilising their [[characters:grace]] and can actively restore [[characters:grace]] at an accelerated rate by praying. - The praying skill can be acquired by learning the [[:skills|skill]] from a [[equipment:skill_scroll|skill scroll]] or by having a [[equipment:talismans|holy symbol]]. The [[races:fireborns|fireborn]] and [[races:gnomes|gnome]] races, and the [[classes:devotees|devotee]], [[classes:monks|monk]], [[classes:paladins|paladin]], [[classes:priests|priest]], [[classes:summoners|summoner]], and [[classes:wizards|wizard]] [[:classes]] all begin with this skill. + The praying skill can be acquired by learning the [[:skills|skill]] from a [[equipment:skill_scroll|skill scroll]] or by having a [[items:holy_symbols|Holy Symbols]] or as an inate ability of the characters [[:Races|race]] or [[:classes|class]]. The [[races:fireborns|fireborn]] and [[races:gnomes|gnome]] races, and the [[classes:devotees|devotee]], [[classes:monks|monk]], [[classes:paladins|paladin]], [[classes:priests|priest]], [[classes:summoners|summoner]], and [[classes:wizards|wizard]] [[:classes]] all begin with this skill. ====== Use Skill ====== Restore 1 grace point per use. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/skills:praying?rev=1410414630 New Revision: http://wiki.metalforge.net/doku.php/skills:praying -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:42:07 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:42:07 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: items:talismans Message-ID: <1413020527.541752.25669.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:42 User : saru Edit Summary: created ======Talismans===== Talismans provide both an alternate means to gaining access to the [[:skills|skill]] and a potential source of [[:characters|character attributes]]. If a character has access to the skill already such as [[:skills:praying]] skill in the case of a holy symbol. The Holy Symbol in their inventory (even if it is _not_ applied) will automatically be applied when casting a prayer. This is to ensure that all characters can take advantage of the bonuses to [[:characters|character attributes]] of certain holy symbols like [[:characters:attunement|attuned]]: summoning, etc. Any new talismans picked up will be used when casting spells. This means the last talisman picked up will be the one that is used. If the character has multiple talismans in their inventory, the talisman used after saving then rejoining the game will not be the same talisman used prior to the save. ====Types of Talismans==== ^ Type of Talismans ^ Skill Granted ^ | Talisman of Pyromancy | [[:skills:Pyromancy]] | | Talisman of Summoning | [[:skills:Summoning]] | | Talisman of Evocation | [[:skills:Evocation]] | | Talisman of Sorcery | [[:skills:Sorcery]] | | Holy Symbol | [[:skills:Praying]] | | Lock Picks | [[:skills:lockpicking]] | IP-Address : 59.167.121.117 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/items:talismans -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 04:43:32 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 04:43:32 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mechanics Message-ID: <1413020612.904025.25672.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 04:43 User : saru Edit Summary: @@ -89,8 +89,9 @@ * [[skills:Set Traps]] * [[skills:Stealing]] * [[skills:Throwing]] * [[skills:Writing]] + ==== Items ==== ===Treasurelists=== @@ -118,8 +119,10 @@ * [[items:Horns]] Equipment that temporarily grants [[:characters#Secondary Stats]]: * [[items:Glowing_crystals|Glowing Crystals]] + Equipment that grants [[:skills]]: + * [[:items:Talismans]] - Items that grant access to new [[:skills]] ===Consumables=== * [[items:Wands]] * [[items:Scrolls]] @@ -132,13 +135,8 @@ * [[:items:Reagents]] * [[:items:Foods]] * [[:items:Flesh]] * [[:items:Flints]] - - The following items can access to new [[:skills]] - * [[Items:Talismans]] - * [[Items:Lockpicks]] - * [[Items:Holy_Symbols|Holy Symbols]] ===== Combat ===== [[:Combat]] can occur between any [[:monsters]] and [[:characters]]. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/mechanics?rev=1413018992 New Revision: http://wiki.metalforge.net/doku.php/mechanics -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 20:02:10 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 20:02:10 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1413075730.709620.31173.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 20:02 User : saru Edit Summary: added graph as an example of generic treasurelists @@ -205,8 +205,9 @@ ==Map specific== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - specific map based items - specific monster drop + @@ -238,9 +239,17 @@ |full scale mail | 8 | 8< = full scale mail<10 | 100% | |plate mail | 10 | 10< = plate mail<15 | 100% | |hauberk | 15 | 15< = hauberk <110 | 100% | - We can now use a loaded (normal distribution) dice roll to calculate the probability for a specific item dropping. + We can now use a loaded (normal distribution) dice roll to calculate the probability for a specific item dropping. This for swords this might look something like: + + {{user:saru:drop_distribution.gif|}} + + - **The height of the distribution**- represents the likelihood of an item dropping, this is set by the existing monster treasurelists. + - **The width of the distribution** - is the standard deviation, in this example Orcs drop less variability of items than Goblins. This needs to be created. + - **The centre of the distribution** - is the mean and represents the most common items to drop, for orcs a rusty sword while skeletons will drop a lot more steel swords. This needs to be created. + - **The items distributed along "item level"** - represent increasing quality. Item level needs to be added to items that are to be included in the generic treasurelist, items with no level will be ignored. + ===Example=== A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1412816911 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 20:16:00 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 20:16:00 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1413076560.773262.31193.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 20:15 User : saru Edit Summary: @@ -186,31 +186,27 @@ ===== Itemisation ===== Itemisation refers to both how easy items are to find (method of finding equipment) and how powerful items are (based on the properties of the item). These two proporties must be linked carefully such that players receive diverse and interesting items whilst not being overloaded with junk or being able to find too powerful an item too quickly. + ====Method of finding equipment==== This section unpacks the current ways in which players can gain access to equipment and proposes an additional step to better identify which methodology a developer intends an item be associated with. - The current systems for generating equipment can be classified in 3 ways: - ==Generic== - Generic items exist in the archetypes are get handed out via monster loot, treasure chests, or placed by random loot generators. Currently these loot tables specify individual items that are included in the drop chance such as broad_sword or buckler. In the case of chests this is a very large loot table. These items can have random enhancement modifiers added to them such as +1 or of Mostrai. - - generic monster loot - - generic Random Treasure - - treasure chests - - map placement - ==Skill granted== - Skill granted items are obtainable only by meeting specific requirements of the skill such as maximum number of grace points or particular materials to craft from. This equipment should usually be 'god granted' items to avoid farming items out. These items are currently all exactly as specified (no variation) - - crafted items - - god granted items - ==Map specific== - Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them (no random variation) - - specific map based items - - specific monster drop - - - - + The current systems for generating equipment provides 3 paths for accessing items: + ===Generic=== + Generic items exist in the archetypes and get handed out via archetypal objects as opposed to unique objects created inside a map. This can be through killing monsters, treasure chests, or random loot generators. The loot table of these mechanisms specifies each individual items that is included in the drop chance such as broad_sword(.arc) or buckler(.arc). In the case of chests this has grown to be a very large loot table. Items created using this mechanism can have random enhancement modifiers added to them such as +1 or of Mostrai. Generic items can be accessed by players through: + - generic monster treasurelist + - generic Random Treasure treasurelist + - treasure chests treasurelist + - item placed directly into map (such as mithril chainmail in pupland raffles) + ===Skill granted=== + Skill granted items are obtainable only by meeting specific requirements of the skill such as maximum number of grace points or particular materials to craft from. This equipment is often 'god granted' items to avoid players trading these items once they have met the hurdle requirement. These items do not have random modifiers. Skill granted items can be accessed by players through: + - crafted items treasurelist + - god granted items treasurelist + ===Map specific=== + Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them, no random modifiers are used. Map specific items can be accessed by players through: + - specific map based items placed into maps (including added to monster drops or inside chests). ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: - collecting particular items can be very simple, bonecrushers off Titans for example. IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1413075724 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 20:42:14 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 20:42:14 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1413078134.959560.31220.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 20:42 User : saru Edit Summary: Tidy up @@ -205,26 +205,41 @@ - god granted items treasurelist ===Map specific=== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them, no random modifiers are used. Map specific items can be accessed by players through: - specific map based items placed into maps (including added to monster drops or inside chests). + ====Generic monster & random treasure loot==== - Currently the game offers a specific set of items with various likelihoods for each to drop based on the treasurelist of that monster (or chest etc). This approach does allow for interesting diversity in what items players may encounter for some examples but also means that: - - collecting particular items can be very simple, bonecrushers off Titans for example. - - some monsters are completely uninteresting to kill due to lack of reward. - - some monsters extremely profitable to kill. - To add to this, the requirement to list every possible item that a particular treasurelist may drop is very time consuming and would be extremely difficult to update. Secondly it doesn't work at all for modified creatures so map makers must instead either create whole new archetypes (and the associated even longer treasurelist) + Currently the game offers a specific set of items with various likelihoods for each specific item to drop based on a treasurelist. This limits the diversity of items dropped by generic or archetypal monsters and means that: + - collecting particular items can be very simple once you know which monsters have small treasurelists, bonecrushers off Titans for example. + - some monsters are not interesting to kill due there being no chance of a valuable reward. This is slightly offset by the random modifiers. + - some monsters extremely profitable to kill. Once you find a monster with a very powerful drop list, you will keep coming back to that monster (e.g. dragons, wizards, balrogs). Maps become a question of specific densities of valuable monsters, Brest, being an example of where high densities of high value targets make earning platinum very simple. + Because the current system requires that every individual item and that items drop chance is included in the treasurelist, updating and tweaking the drop chances to adjust to improvements and changes in balance, very, very, time consuming. Secondly, a monster can't be 'tweaked' up or down in power easily (such as weak hillgiant in pupland raffle) because map makers need to not only adjust the power of the monster, but its entire item drop table as well. - While each of these problems could be addressed individually, I want to propose a more general approach to fixing this effect that should be more tune-able, more easily. + Whilst it is true that each specific example I have listed can be addressed individually, a generalised approach to fixing this problem would result in a much faster and sustainable way to tune balance. It is important to note that the improvements to the generic treasurelist are built upon the existing system and archetype creators and map makers can still use the existing approach to treasurelists by specifying generic items in their treasurelist. === Generic treasurelists === - A generic treasurelists for classes/groups/types of items should probably be maintained (such as what currently exists in treasurelist for chests). Items that are not generic should be flagged to avoid being accidentally included in these treasure lists via something like an 'is_artifact' flag. The most basic/important generic treasure list would probably be each item type. With a generic treasurelists, instead of listing each possible item for a monster treasure list, we can now simply create these treasurelists on compile based on type such as axes, maces, shields, body armour, food, body parts and money. Each generic treasurelist can be customized inside a specific item dropping object. Orcs might have a 5% chance to drop (95% chance not to drop) each type of equipment, a 10% chance to drop food, and a 50% chance to drop body parts). By automating the inclusion of new generic items, it should be far easier for developers to add new generic items to the game without requiring extensive time additional to creating generic items in adding these items into each monster's treasurelists. + A 'generic treasurelists' differs from the current treasurelists as it is automatically generated on compile. To create a generic treasurelist, item type is used to group existing archetypal items. Items that are not to be included in a generic treasure should be flagged to avoid being accidentally included in these treasure lists via something like an 'is_artifact' flag. Examples of generic treasurelists would be axes, swords, shields etc. Generic treasureslists then get added to monsters in exactly the same way as the current system but when a generic treasurelist is succuessfuly rolled, rather than create a specific item, the system would then do a second roll to determine which item from this list is used automatically. + + Without knowing which items within a generic treasurelist are more or less valuable (e.g. is a broadsword better than a long sword?), generic treasure would be far more consistent in what dropped from a variety of monsters (boring). As there is no currently no way to put these existing items on a hierarchy, a new variable must be created to indicate to the system which items are more valuable. === Item Level === - The potential downside to this is that without knowing which items within a generic treasurelist are more or less valuable, generic treasure would be far more consistent in what dropped (boring) and players would be exposed to a wider quality of items from smaller variety of monsters making powerful items less valuable. To overcome this, I propose that we start using the level attribute of equipment to denote what the target audience (player level) should be. If we use the item archetypes to provide a target level, crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a distribution (normal or poisson) with the standard deviation used to set how much variation from the monster level there is (And +luck could influence the standard deviation). We might consider adding an upper bound value such that items higher than monster level + upperbound are disregarded to avoid players getting too lucky. + I propose that we start using the level object attribute for all equipment to denote what the target audience (player level) should be (e.g. a broadsword is targetted towards level 10 players whilst a long sword is for level 20 players). Crossfire can then use the ratio between the item level and the level of the drop mechanism (monster, chest etc) to determine a sensible probability for the player to receive that item. This probability can be based off of a normal distribution (or poisson) with the standard deviation used to set how much variation from the monster level there is (+luck could influence the standard deviation or the mean!). We might consider adding an upper bound value such that items higher than monster level + upper-bound are disregarded to avoid players getting too lucky. - === Combining a generic treasurelist with item level === - If we add a process to calculate the drop table during compile by creating generic treasurelists per item type and distributing each item within a generic treasurelist based item level from 1 - 110. For example, for armour we might see something like: + A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (really good items are very rare)). This same approach could also be used to make monster generators generate more than just a single type of monster, so a level 6 orc generates could create generic orcs at level 6 with a rare chance of champions but a level 10 orc generator might create orc champions with a low chance of regular orcs and orcish beserkers (level 15). This could even be extended to placing generic monsters so instead of placing specific archetypal monsters, map makers use 'generic monsterlists' that automatically create a diversity of monsters when a player enters the map. + + === The result === + Using a normal distribution to calculate the probability for a specific item dropping, might look something like: + + {{user:saru:drop_distribution.gif|}} + + In this chart: + - **The height of the distribution**- represents the likelihood of an item dropping, this is set by the existing monster treasurelists. + - **The width of the distribution** - is the standard deviation, in this example Orcs drop less variability of items than Goblins. This needs to be created. + - **The centre of the distribution** - is the mean and represents the most common items to drop, for orcs a rusty sword while skeletons will drop a lot more steel swords. This needs to be created. + - **The items distributed along "item level"** - represent increasing quality. Item level needs to be added to items that are to be included in the generic treasurelist, items with no level will be ignored. + + Generic treasurelists using item level, in the case of body armour, might result in something like: ^Name ^ Item Level ^ range of rolls which drop this item ^ Probability if a successful roll ^ |robe | 1 | 1< = robe <3 | 100% | |armour | 4 | 4< = armour <6 | 50% | @@ -235,19 +250,9 @@ |full scale mail | 8 | 8< = full scale mail<10 | 100% | |plate mail | 10 | 10< = plate mail<15 | 100% | |hauberk | 15 | 15< = hauberk <110 | 100% | - We can now use a loaded (normal distribution) dice roll to calculate the probability for a specific item dropping. This for swords this might look something like: - - {{user:saru:drop_distribution.gif|}} - - - **The height of the distribution**- represents the likelihood of an item dropping, this is set by the existing monster treasurelists. - - **The width of the distribution** - is the standard deviation, in this example Orcs drop less variability of items than Goblins. This needs to be created. - - **The centre of the distribution** - is the mean and represents the most common items to drop, for orcs a rusty sword while skeletons will drop a lot more steel swords. This needs to be created. - - **The items distributed along "item level"** - represent increasing quality. Item level needs to be added to items that are to be included in the generic treasurelist, items with no level will be ignored. - - - ===Example=== + ===Worked Example=== A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be: ^ item type ^ item level ^ likelihood ^ | stone axe | 5 | 22.7% | @@ -271,9 +276,8 @@ To offset really boring tables low it might be worth adding +1 to this equation: SD = (k * (level of mechanism/110)) + 1 - A similar process can then be applied to determine if it is a magical item (+1, +2, of mostrai etc.) and which magic property it gets (levels are added to magical properties along with the existing probability rates (Really good items are very rare)). This same approach could also be used to make monster generators generate more than 1 single type of monster, so orc generates could create generic orcs at level 6 with a rare chance of champions but a level 10 orc generator might create orc champions with a low chance of regular orcs and a low chance of orcish beserkers. This could even be extended to placing generic monsters so instead of placing specific archetypal monsters, map makers use 'monsterlists' which are similar to treasurelists. ====Map specific items and skill based items==== Non-generic items can be added to crossfire by directly modifying the stats of an archetypal (generic) item. In part perhaps due to the complexity in adding new archetypes to crossfire a large array of unique equipment exists embedded within maps. This variety is one of the strengths of crossfire but it does make changing balance within the game by adding new items or simplifying existing systems very difficult. This is because IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1413076554 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Oct 11 20:47:28 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 11 Oct 2014 20:47:28 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance Message-ID: <1413078448.100044.31226.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/11 20:47 User : saru Edit Summary: @@ -205,8 +205,9 @@ - god granted items treasurelist ===Map specific=== Map specific items are items that have been modified inside a map to grant new features (both positive and negative) to greatly enhance the speed and diversity of map making. These items present the biggest challenge in balance as they are more difficult to track. Some of these items should probably be 'god granted'. These items only vary by how map makers design them, no random modifiers are used. Map specific items can be accessed by players through: - specific map based items placed into maps (including added to monster drops or inside chests). + ====Generic monster & random treasure loot==== Currently the game offers a specific set of items with various likelihoods for each specific item to drop based on a treasurelist. This limits the diversity of items dropped by generic or archetypal monsters and means that: @@ -251,9 +252,9 @@ |plate mail | 10 | 10< = plate mail<15 | 100% | |hauberk | 15 | 15< = hauberk <110 | 100% | ===Worked Example=== - A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic axe treasurelist. The new system would then roll to determine which type of axe from within the treasurelist it drops. The axe treasurelist might have 3 axes in it; a stone axe might be level 5, an axe might be level 8 and a Battle Axe might be level 15. Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be: + A player kills a level 6 orc. The first item roll for treasure determines that the orc has successfully dropped an axe type item from the generic 'axes treasurelist'. The new system would then roll to determine which type of axe from within the axe treasurelist it drops. The axe treasurelist might have 3 axes in it; a 'stone axe' might be level 5, an 'axe' might be level 8 and a 'Battle Axe' might be level 15. Using a normal distribution, the mean is the level of the object dropping the item, in this case a level 6 orc. The standard deviation (SD) is the variability of item drops. So for a SD of 4 the likelihoods would be: ^ item type ^ item level ^ likelihood ^ | stone axe | 5 | 22.7% | | axe | 8 | 73.3% | @@ -265,9 +266,10 @@ | stone axe | 5 | 0.0135% | | axe | 8 | 98.6% | | battle axe | 15 | 0.0003% | - SD should probably be configurable for each drop type but can be approximated in general as something like: + === The importance of SD in making drops interesting === + The limitation in a generic treasurelist approach is making sure that there items spread-out along the item level axis. This ensures that items remain interesting for players throughout their leveling experience. SD can be used to compensate for the tendency for their to be less item variation at higher levels. SD should be configurable for each drop type to enable customisation, but, an automatic variation in SD would be useful as something like: SD = k * (level of mechanism/110) so a possible value for k might be, 5 resulting a change in SD of: IP-Address : 59.167.121.117 Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1413078128 New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 19 22:18:01 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 19 Oct 2014 22:18:01 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: spells:summoning Message-ID: <1413775081.239619.4419.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/19 22:18 User : mhoram Edit Summary: typo @@ -3,8 +3,9 @@ Worshippers of [[gods:Mostrai]] will have a difficult time gaining summoning skill points, as they will be unable to cast any summoning spells until increasing their skill level, which can only be done by forming a party with a skilled summoner and sharing experience points (XP). Worshippers of [[gods:Valkyrie]] are denied to all spell schools, including summoning. The summoning skill is acquired by learning the skill from a scroll (the summoner class starts with it) or by having a talisman of summoning. Summoning monsters to fight for you can help you to stay safe against dangerous enemies, since the caster can stay out of the line of fire while the monsters do the work. The caster receives all XP gained from enemies killed by his pets. + @@ -25,9 +26,9 @@ ^ Level: | 1 ^ SP: | 5 ^ Path: | Creation | ^ Attack Types: | N/A |^ Sources: | books || ^ Notes: | Creates arrows which can be used with a bow. To create crossbow bolts, wield a crossbow when casting the spell. At high levels in summoning, it is possible to create arrows (or bolts) with a specific magical bonus by using the following syntax: '''cast create missile N'' where N is +0, +1, +2, +3 or +4. you can also create missiles of fire using ' "cast create missile fire" ||||| - === Summon Fog ===y + === Summon Fog === ^ Level: | 2 ^ SP: | 5 ^ Path: | Creation | ^ Attack Types: | N/A |^ Sources: | books, rods, wands || ^ Notes: | Creates fog near the caster. The fog will move around randomly. It is harmless, but blocks visibility. ||||| IP-Address : 75.98.177.238 Old Revision: http://wiki.metalforge.net/doku.php/spells:summoning?rev=1296353090 New Revision: http://wiki.metalforge.net/doku.php/spells:summoning -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sun Oct 19 22:21:47 2014 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sun, 19 Oct 2014 22:21:47 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: spells:summoning Message-ID: <1413775307.343816.4424.nullmailer@metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2014/10/19 22:21 User : mhoram Edit Summary: typos @@ -3,8 +3,9 @@ Worshippers of [[gods:Mostrai]] will have a difficult time gaining summoning skill points, as they will be unable to cast any summoning spells until increasing their skill level, which can only be done by forming a party with a skilled summoner and sharing experience points (XP). Worshippers of [[gods:Valkyrie]] are denied to all spell schools, including summoning. The summoning skill is acquired by learning the skill from a scroll (the summoner class starts with it) or by having a talisman of summoning. Summoning monsters to fight for you can help you to stay safe against dangerous enemies, since the caster can stay out of the line of fire while the monsters do the work. The caster receives all XP gained from enemies killed by his pets. + @@ -54,9 +55,9 @@ === Earth To Dust === ^ Level: | 2 ^ SP: | 5 ^ Path: | Null | ^ Attack Types: | N/A |^ Sources: | books || - ^ Notes: | Earth to dust causes damage to all earthwalls and other weak walls within theimmediate area of the caster. It does notdamage any other objects or monsters. ||||| + ^ Notes: | Earth to dust causes damage to all earthwalls and other weak walls within the immediate area of the caster. It does not damage any other objects or monsters. ||||| === Alchemy === ^ Level: | 3 ^ SP: | 5 ^ Path: | Transmutation | ^ Attack Types: | N/A |^ Sources: | books, scrolls || IP-Address : 75.98.177.238 Old Revision: http://wiki.metalforge.net/doku.php/spells:summoning?rev=1413775078 New Revision: http://wiki.metalforge.net/doku.php/spells:summoning -- This mail was generated by DokuWiki at http://wiki.metalforge.net/