192 lines
8.7 KiB
Plaintext
192 lines
8.7 KiB
Plaintext
Player Stats effect how well a character can survie and interact inside the
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crossfire world. This section discusses the various stats, what they are, and
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how they effect the player's actions. Also in this section are the stat
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modifiers that specific classes/professions bring.
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Player Stats:
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Score : Score is accumulated by killing monsters. This is how you gain
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levels, hps, and sps.
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Hp : Hit Points. How much damage a character can take. If this
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drops below 0 the player dies. It consist of two numbers,
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the current and maximum.
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Sp : Spell Points. How much spell power a character has. They are
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consumed when casting spells. It consist of two numbers, the
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Current and Maximum. The Current Sp can go somewhat negative.
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When Sp is negative not all spells can be cast, and a more-negative
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Sp makes spell casting less likey to succeed.
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St : Strength. How strong a character is, can affect Damage and how
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the characters speed, as well as how often the character can
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attack.
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Co : Constitution. How healthy a character is. Affects the maximum
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Hit Points.
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De : Dexterity. Helps the character avoid being hit. Affects the
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Armour Class and the speed.
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In : Intelligence. Affects chance of learning mage spells.
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Wi : Wisdom. Determines the chance of learning a cleric spell and
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maximum grace.
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P : Power. Determines maximum mana.
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Ch : Charisma. How charismatic a character is, this affects the
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prices when buying and selling items.
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Wc : Weapon Class. How well a character is able to hit enemies.
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Dam : Damage. The maximum a character can damage an enemy with a
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single successful hit.
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Ac : Armor Class. How hard a character is to hit.
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Arm : Armour. How well protected the character is. This number
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specifies a percentage which is subtracted from the physical
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damage inflicted on the character.
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Speed : How fast a player moves around. The number in the () indicates
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weapon speed.
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Food : How much food a player has, if this drops to 0, the player will
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start losing hit points.
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Levels:
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A player will gain a new level when their score reaches a new level in the
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following hiarchy:
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Level 1: 0
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Level 2: 1000
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Level 3: 2000
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Level 4: 4000
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Level 5: 8000
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Level 6: 16000
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Level 7: 32000
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Level 8: 64000
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Level 9: 125000
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Level 10: 250000
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Class / Profession Modifiers:
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After a player rolls stats and he/she is happy with the character they
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must decide on what class or profession the character will be. The
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modifiers will affect the initial stat rolls. Net refers to the all the
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bonus/penalties added up.
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------------------------------------------------------------------------------
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| Class/Prof | Str | Dex | Con | Wis | Cha | Int | Pow | Net | Skills |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Barbarian | 4 | 1 | 4 | -1 | -2 | -6 | 0 | 0 | F,cl,wd |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Cleric | 0 | -1 | -1 | 2 | 1 | -2 | 1 | 0 | F,or |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Dwarf | 3 | -4 | 4 | 0 | -3 | 0 | 0 | 0 | F,sm |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Elf | -2 | 4 | -2 | -3 | 2 | 1 | 1 | +1 | F,M,bo,wd |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Fireborn | -7 | 4 | -3 | 3 | -4 | 2 | 0 | -5 |B,mi,sc,pr,ft|
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Human | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | F,ra |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Mage | 0 | 1 | -1 | 0 | -3 | 1 | 2 | 0 | F,C |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Monk | 2 | 2 | 1 | 0 | -3 | -1 | -1 | 0 |B,mi,me,ka,se|
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Ninja | 2 | 2 | 0 | -1 | -1 | -2 | 0 | 0 | F,ju,hi |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Priest | -3 | -2 | -2 | 3 | 2 | 0 | 2 | 0 | C |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Quetzalcoatl | 4 | -4 | 4 | -10 | 0 | -10 | +7 | -9 |B,mi,cw,sc,mw|
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Swashbuckler | 1 | 3 | 1 | -2 | 1 | -4 | 0 | 0 | F,st,si |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Thief | 0 | 4 | -2 | 0 | -3 | 1 | 0 | 0 | F,st |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Viking | 1 | 1 | 2 | -1 | -1 | -2 | 0 | 0 | F,ba |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Warrior | 3 | -1 | 2 | 0 | -1 | -3 | 0 | 0 | F,or |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Wizard | -3 | 0 | -3 | 0 | 0 | 3 | 3 | 0 | C |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Wraith | -4 | 4 | -4 | -3 | -10 | 2 | 3 | -12 | C |
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+--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+
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| Class/Prof | Str | Dex | Con | Wis | Cha | Int | Pow | Net | Skills |
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------------------------------------------------------------------------------
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Enclosed are codes used for the skills above. The ones in basic, casting,
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and fighting should all be pretty self explanatory. For the other skills,
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a brief description is given, for a more detailed description, look at the
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skills.doc file.
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Skill codes:
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B=basic skills (find traps, remove traps, use magic items)
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C=casting skills (melee weapon, spellcasting, praying, find traps, remove
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traps, use magic items)
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F=fighter skills (melee weapon, missile weapon, find traps, remove traps,
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use magic items)
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ba=bargaining. Increases charisma for buying/selling items.
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bo=bowyer. Identify missile weapons and missiles.
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cl=climbing. Better movement through mountains?
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cw=clawing. Allows for bare handed attack.
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ft=flame touch. Unarmed fire attack.
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hi=hide. Allows partial invisiblity.
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ju=jumping. Can jump over spaces.
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ka=karate. Unamred combat.
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me=meditation. Regain hp/mana at faster rate.
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mw=melee weapon. Can use hand held weapons.
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mi=missile weapon. Can use missile weapons.
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or=oratory. May recruite followers.
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pr=praying. Can cast cleric spells.
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ra=random skill
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sc=spell casting. Can cast wizard spells.
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se=sense magic. Can detect magic items.
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si=singing. May pacifiy hostile monsters.
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sm=smithery. Identify arms and armor.
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st=stealing. Can take items from monsters inventory.
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wd=woodsman. Move faster through wooded terrain.
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Descriptions on classes:
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race attacktype restrictions immunities prot./vuln.
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fireborn fire,phys no armour, fire vuln:ghosthit
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no weapons poison drain,cold
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Fireborns are supposed to be fire spirits. They're closely in tune with
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magic and are powerful and learn magic easily. Being fire spirits, they
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are immune to fire and poison, and vulnerable to cold. They are vulnerable
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to ghosthit and drain because being mostly non-physical, anything which
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strikes directly at the spirit hits them harder....
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race attacktype restrictions immunities prot./vuln.
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Quetzalcoatl physical no armour fire vuln:paral
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poison,cold
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Quetzalcoatl's are now born knowing the spell of burning hands, but
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because of their negative wisdom bonus, they have a very hard time learning
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new spells. Their maximum natural wisdom is 13. With the high intelligence
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bonus, they will typically have many spellpoints. They can be very
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devastating at low level due to their low natural ac and can make mincemeat
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out of low-level monsters. However, at midlevel, they really begin to have
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problems because they cannot use armour.
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race attacktype restrictions immunities prot./vuln.
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Wraith cold,phys none ghostgit,drain prot:col,phys
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vuln: fire
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------------------------------------------------------------------------------
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When choosing the class, that stats will be adjusted by the bonuses in
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the above table. You will not be able to choose a class if the modifications
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drop a stat below 1. 1 is the mininum value for all stats.
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