549 lines
24 KiB
TeX
549 lines
24 KiB
TeX
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\chapter{Playing \cf}
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\section{Basics}\label{sec:basic}
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In this section, several basic bits of information are detailed in
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a concise way in rough order of importance.
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Various pointers to other sections of this document will help you to
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round out your knowledge if you want to. All of the available player
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commands are concisely explained in appendix \ref{app:commands}. You
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can always get a summary of available commands while playing the game;
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hit ``{\tt ?}'' for help. \\
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\subsection{How to do simple stuff} \index{How to do simple stuff}
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\subsubsection{Move around and attack}\index{commands, movement}\index{movement}\index{combat}\index{running}
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Movement is accomplished with the mouse, or
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with the same keys that some rouge-like computer games use. To move using
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the mouse, position the cursor over a square you wish to move to
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in the view window
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then click the right hand button. If you want to use the keys, here's a
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simple diagram of where the various movement keys will take you: \\
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\begin{center}
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\begin{tabular}{ccccc}
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{\tt y} & & {\tt k} & & {\tt u} \\
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& $\nwarrow$ & $\uparrow$ & $\nearrow$ & \\
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{\tt h} & $\longleftarrow$ & . & $\longrightarrow$ & {\tt l} \\
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& $\swarrow$ & $\downarrow$ & $\searrow$ & \\
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{\tt b} & & {\tt j} & & {\tt n} \\
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\end{tabular}
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\end{center}
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The ``{\tt .}'' refers to yourself; you don't move anywhere when you
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press it.
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In order to ``run'' in a particular direction (i.e. move continuously
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without having to repeatedly punch the key) hold down the control
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key then hit any movement key or the right hand mouse button to
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start moving. Release the {\tt $<$control$>$} key when you wish to stop running.
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If you move into something, you will attack it. This means walls,
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doors, and monsters will be damaged if you hit them. Players and
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friendly monsters may also be attacked in this way, but only if
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you set the peaceful flag to ``off''. To learn more about the combat
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system see section \ref{sec:combat}. \\
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\subsubsection{Pickup stuff}\index{commands, pickup}\index{picking up items}
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To pickup items, move over the item, then either hit the ``{\tt ,}'' key
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or move the cursor over to the look window, position it over the desired
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item and click the left mouse button. You will see the item appear in your
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inventory window. If you pick up too much stuff, you won't be
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able to see it all at once. Use the ``{\tt $<$}'' and ``{\tt $>$}'' keys
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to rotate through the inventory list. \\
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\subsubsection{Applying stuff: wear armour, wield a weapon, eat, and so on.}\index{commands, apply}
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Most of the time, in order to manipulate or ``{\tt apply}'' items you have
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to be holding them. Move the cursor over to the desired item in the
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inventory window. By using the middle button on the mouse, you may
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toggle the status (ie between ``applied'' or ``unapplied'') of items.
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Note that
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some items when applied will be used up (they disappear from the
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inventory window). Examples of these kind of
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items include ``food''\inputimage{foodone}, ``potions''\inputimage{potion},
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and ``scrolls''\inputimage{scrolls}.
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To learn more
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about the uses of various items see chapter \ref{chap:equip}. \\
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\subsubsection{Shoot a ranged weapon}\index{commands, fire}\index{bows}
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\index{wands}\index{rods}\index{horns}
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Ranged weapons include bows\inputimage{bows}, wands\inputimage{wands},
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rods\inputimage{rods}, or horns\inputimage{horns}. Apply the desired
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weapon, then check to see that the {\tt Range:} slot in the status window
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indicates that item is ``readied'' (yes...you can have something applied but
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not readied). If its not ready, use either the plus or minus keys to
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rotate though all of the slots. Once readied, use the ``{\tt $<$shift$>$}'' key
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followed by a movement key to fire the object in that direction. Alternatively,
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place the cursor in the view window, then hit the middle mouse button to fire. \\
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\subsubsection{Enter a building or boat.}\index{commands, apply}
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\index{entering buildings}\index{movement}\inputimage{guild}
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Move over on top of the desired structure. Then hit either middle mouse
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button while the cursor is on the icon of the structure in the look window,
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or hit the {\tt A} key. If there is a link to a map drawn of the ``inside''
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you will be taken there. If no link exists, you will get the message
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``{\tt the $<$structure$>$ is closed.}''. \\
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\subsubsection{Use a skill}\index{commands, ready\_skill}
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\index{skills, how to use}
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In order to use a skill, it must first be readied. You can ready any skill
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you have with the {\tt ready\_skill} command. Also, some skills will
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auto-matically be readied when you undertake certain
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actions. For example, if you run into a hostile monster with a wielded weapon
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the {\tt melee weapons} skill is readied. A ready skill will show up in the
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stat window in the {\tt Range:} slot. If a skill doesn't appear in the slot, rotate
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the range slot to check for the skill. When a skill is readied, the range slot will
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appear as ``{\tt Skill: $<$skill$>$}'' (otherwise it appears as
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``{\tt Skill: none}'').
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To use the skill, make a ``ranged attack'' (ie hit the same keys or
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mouse button as for firing a wand). To learn more about the skills
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system see chapter \ref{chap:skills}. \\
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\subsubsection{Cast a spell}\index{spells, how to use}\index{commands, cast}
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\index{talisman}\index{holy symbol}
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In order to ``{\tt cast}'' spells (either \incantation s or prayers), you must have
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the skills of {\tt \spellcasting\ } (\incantation s) or {\tt praying} (prayers).
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Possession
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of a ``talisman''\inputimage{talisman}\ or a ``holy symbol''\inputimage{holysymbol}\
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will also allow you to respectively {\tt cast} \incantation s or prayers). You can
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only {\tt cast} those spells you have {\em learned}. Issue the meta-command
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{\tt `cast $<$spell$>$} to ready a spell in the {\tt Range:} slot. To
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``fire'' the spell, make
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a ranged attack. Note! if you don't have enough mana a\ina\ \incantation\
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{\em} will fail.
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If you don't have enough grace a prayer {\em may} work. For more information
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concerning the magic system see chapter \ref{chap:magic}.
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\subsection{Saving the game and ending the \cf\ session:}\index{commands, quit}
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\index{commands, save}\index{quitting}\index{saving}
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The {\tt save} command is to provide an emergency backup in case of a game crash.
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To save your player at the end of your game session you must find a ``Bed to
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reality''\inputimage{savebed}, move your player over it and
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{\tt apply} it (``{\tt A}''). These beds can usually be
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found in the inns and
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taverns dotted around the maps (especially in cities). This prevents you
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just saving anywhere and forces you to finish what you are doing and return
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somewhere safe.
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\subsection{About NPCs}\index{commands, say}\index{commands, \"}
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\index{NPC}\index{talking}
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{\em N}on {\em P}layer {\em C}haracters are special
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``monsters'' which have ``intelligence''. Players
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may be able to interact with these monsters to help solve puzzles and find
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items of interest. To speak with a monster you suspect to be a NPC, simply
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move to an adjacent square to them and push the double-quote, ie. {\tt "}. Enter
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your message, and press {\tt $<$return$>$}. You can also use the meta-command
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{\tt 'say} if you feel like typing a little extra.
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Other NPCs may not speak to you, but display intelligence with their
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movement. Some monsters can be friendly, and may attack the nearest of your
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enemies. Others can be ``pets'', in that they follow you around and help you
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in your quest to kill enemies and find treasure.
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\subsection{Important special items}
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There are many special items which can be found in \cf , of those shown
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below, the most important may be the signs. \\
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$\bullet$ {\bf Signs:}\index{signs}\inputimage{sign}
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Signs often have messages that might clue you in on quests and puzzles
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or even refer you to NPCs. It is your job as a player to make sure you
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read every sign to make sure you do not miss things. \\
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$\bullet$ {\bf Handles and Buttons:}\index{handles}\index{buttons}
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\inputimage{handbutt}
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These items can often be manipulated to open up new areas of the map.
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In the case of handles, all a player must do is apply the handle. In
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the case of buttons, the player must move items over the button to
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"hold" it down. Some of the larger buttons may need very large items to
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be moved onto them, before they can be activated. \\
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$\bullet$ {\bf Gates and locked doors:} \inputimage{gatedoor}
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\index{doors}\index{gates}
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Gates are often tied to a handle or button and can only be opened by
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manipulating the the handle/button. Doors that are locked can either be
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smashed down by attacking the door, by using keys\inputimage{keys}\
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which can be found
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throughout the game, or by picking the lock. \\
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$\bullet$ {\bf Pits:}\inputimage{pit}
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\index{pits}
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Pits can be doorways to new areas of the map too, but be careful, for
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you could fall down into a pit full of ghosts or dragons and not be
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able to get back out! \\
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$\bullet$ {\bf Break away walls:}\inputimage{br_wall}
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\index{walls}
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Are a common occurrence in \cf . These type of walls can be
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"destroyed" by attacking them. Thus, sometimes it may be worth a
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player's time to test the walls of a map for ``secret doors''. \\
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$\bullet$ {\bf Fire walls:} \inputimage{fr_wall}
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Will shoot missiles (including bullets, lightning, etc.) at players.
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Some firewalls can be destroyed while others cannot. \\
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$\bullet$ {\bf Spinners and Directors:} \inputimage{dir_spin}
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\index{spinners}\index{directors}
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These odd items will change the direction of any item flying over them,
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such as missile weapons and spells. \\
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\section{Matters of life and death}
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\subsection{Attack system}
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\label{sec:combat}
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\index{combat}\index{attacktypes}\index{slaying}\index{Dam}\index{Wc}\index{Ac}
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Every time you make an attack, your attack is classified with one or more
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``attacktypes''. For example, an attack made with a ordinary sword
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results in the attack being made with the attacktype of ``physical''.
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For another example, if a Mage attacks with a fireball spell the
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attack is made with the ``magic'' and ``fire'' attacktypes. In
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similar fashion, a defender may be protected, vulnerable, or immune
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to any attacktype. \\
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\noindent{Here} is a summary of the attack system; in fact, its a
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bit more complicated. \\
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\subsubsection{Hitting an opponent}
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\indent{Several} quantities are involved in determining whether an attack will
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hit its target. The attacker will hit if his {\tt Wc} is less than or equal
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to the
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defender's {\tt Ac} + 1D20\footnote{a random number between 1 and 20} or
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if the D20 gives a 20 (remember, both {\tt Wc} and {\tt Ac} improve as
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their value drops {\em lower}).\\
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\subsubsection{Damaging a hit opponent}
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\indent{Damages} are randomly generated, with the magnitude of the random number
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being based on the attacker's {\tt Dam} stat.
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If defender is immune to an attacktype
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in the attack, he receives no damage, if he's protected he receives
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half damage, if he's vulnerable to this kind of
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attacktype, he receives double damage. For physical attacks, the percent
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of your {\tt Arm} value is subtracted from incoming damage.
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Some magic weapons can ``slay'' various races of creatures. If the weapon
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slays the defender, the attack damage is tripled.
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\subsection{Experience}\label{sec:experience}\index{experience}
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\index{experience, categories}\index{level, overall}\index{level}
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Accumulation of experience will result in increasing the {\tt level} of the
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player's character. In a \cf\ game where skills are {\em not} present,
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experience is only gained for removing traps and killing monsters.
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A player will gain a new {\tt level} when their
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experience total reaches a new amount in the hierarchy shown
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in table \ref{tab:exp_level}.
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In the skills-based game, {\em several} kinds of experience exist. The
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{\tt score} represents the ``{\em overall}'' proficiency of the player
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and is the
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{\em sum} of all the differing kinds of experience possessed.
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The player accumulates experience into various ``{\em experience
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categories}'' according to their actions.
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Another way of putting this is that you become better
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at what you do most often and most successfully. For example,
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a player who kills monsters with \incantation s gains experience in
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casting \incantation s. A player who steals from creatures often will
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get better at stealing, and so on.
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Each experience category will have a {\tt level} assigned to it based on
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the amount of experience accumulated in it (using the same schedule
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shown in table
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\ref{tab:exp_level}). Use the {\tt skills} command to
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investigate which skills your character has and to see the {\tt level} of
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ability you have in each experience category. See chapter
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\ref{chap:skills} for more information about skills and skill-based
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experience.
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As an aside, monsters {\em also} are assigned a {\tt level} of proficiency
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and may gain experience. The main way which monsters gain experience
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is by {\em killing} players! Beware going after a monster that has
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killed several players, it will be much more difficult to challenge!
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\begin{table}
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\begin{center}
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\caption{Relationship between experience and {\tt level} for the first
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10 levels. \label{tab:exp_level}}
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\vskip 12pt
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\small
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\begin{tabular}{|rl|}
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\hline
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{\tt Level} & \multicolumn{1}{c|}{Experience} \\ \hline\hline
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\input{levels}
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... & ... \\
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\hline
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\end{tabular}
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\end{center}
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\end{table}
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\subsection{Calculation of selected secondary stats}\label{sec:stat_calc}
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\index{stats, secondary}
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Both the primary stats and {\tt level} of the character will influence
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the secondary stats given below. In the skills-based game, the
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appropriate experience category\footnote{categories
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are given for the default settings, this can be changed by the
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server administrator} is identified for purposes of determining
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which {\tt level} is used in the calculation. In the non-skills
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game, the {\em overall} {\tt level}\index{level, overall} is always used.
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Refer to table \ref{tab:pri_eff} if a quantity in a calculation is
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left unexplained.
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\subsubsection{Weapon class ({\tt Wc})}\index{Wc}\index{stats, Wc}
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The {\tt Wc} calculation is:
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\begin{quote}
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class {\tt Wc} - {\tt thaco}(STR)\index{thaco} - weapon {\tt Wc} - {\tt level} - 1 every 6 {\tt level}s
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\end{quote}
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where {\tt thaco} is found using the STR stat on table \ref{tab:pri_eff},
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the weapon {\tt Wc}
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can be determined from the \spoiler\ and the {\tt level} is taken from the
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{\tt physique} experience category.
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\subsubsection{Weapon Speed}\index{stats, weapon speed}
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\index{weapon speed}
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The calculation for weapon speed is quite complex (but here it is!).
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The value for the weapon speed is:
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\begin{quote}
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{\tt speed}/({\tt LF} * {\sl NastyFactor} * {\sl LessNastyFactor})
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\end{quote}
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where {\tt LF} (``level factor'') is a number between 0.8 and 1.2 that
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increases with the {\tt level} as (4+{\tt level})/(6+{\tt level})*1.2,
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(the {\tt level} is taken from the overall {\tt level}),
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and both {\sl NastyFactor} and {\sl LessNastyFactor} are calculated below.
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The value of {\sl NastyFactor} is:
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{\small
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\begin{quote}
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2/3 + {\tt MaxC}/363 - ((0.00167*{\tt WpnW})/{\tt MaxC}) + ({\tt speed}/5) + ((Dex-14)/28)
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\end{quote}
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}
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\noindent{where} {\tt MaxC} is the maximum carrying
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limit of the character, {\tt WpnW} is
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the weapon weight. Weapon weight can be determined from examining the given
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weapon (ie look at the number to the right side of the weapon icon in the
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inventory window).
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The value of {\sl LessNastyFactor} is:
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\begin{quote}
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2 - ((WpnF - {\tt magic}/2)/10)
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\end{quote}
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where {\tt WpnF} is the ``weapon factor'' and {\tt magic} is the
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value of the enchantment on the weapon (i.e. $+$1, $+$2, etc.).
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Weapon factor\index{weapon factor} is given for some weapons
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in table \ref{tab:weap_factor}. \\
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\begin{table}
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\begin{center}
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\caption{Weapon factor ({\tt WpnF}) for selected weapons}\label{tab:weap_factor}
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\small
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\vskip 12pt
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\begin{tabular}{|crlc|} \hline
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& & & \\
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& 1.6 & nunchacu & \\
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& 1.5 & dagger & \\
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& 1.4 & Sting, katana, shortsword, taifu & \\
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& 1.3 & Belzebub's sword, Darkblade, Excalibur & \\
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& 1.2 & Firebrand, Frostbrand, Mjoellnir, Mournblade, & \\
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& & Stormbringer, broadsword, falchion, light sword & \\
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& & long sword, quarterstaff, sabre, sword, trident & \\
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& 1.1 & Deathbringer, Demonbane, Dragonslayer, Holy Avenger & \\
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& & club, hammer, mace, unicorn horn & \\
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& 1.0 & axe, stonehammer & \\
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& 0.9 & Skullcleaver, morningstar, stake, stoneaxe & \\
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& 0.8 & large morningstar & \\
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& 0.5 & Bonecrusher, Gram, shovel & \\
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& 0.3 & large club & \\
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& 0.1-0.4 & chair & \\
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& 0.1 & bed & \\
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& & & \\ \hline
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\end{tabular}
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\end{center}
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\end{table}
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\subsubsection{Damage ({\tt Dam})}\index{stats, Dam}\index{damage}
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Current weapon, character class
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(table \ref{tab:char_cls}) and STR ({\tt DmB} in table \ref{tab:pri_eff})
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all effect the value of {\tt Dam}. The calculation for {\tt Dam} is:
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\begin{quote}
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Class bonus $+$ {\tt DmB} $+$ Weapon damage $+$ Skill damage
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\end{quote}
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In addition, for every 4 levels of fighting expertise ({\tt physique}
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experience category level) 1$+$({\tt Dmb}/5)) is added to {\tt Dam}.
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Some skills (namely the hand-to-hand, or martial arts skills)
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can add significant damage to the overall total. The amount
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that is added depends on the user's {\tt level} in that skill.
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Note that weapon damage is automatically added to your damage
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rating in the stat window when you wield any weapon.
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\subsubsection{Armour class ({\tt Ac})}\index{stats, Ac}\index{Ac}
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For characters that cannot wear armour (ex. Fireborn), their
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{\tt Ac} can improve as their score increases. The calculation for {\tt Ac} is then:
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\begin{quote}
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Class {\tt Ac} $-$ {\tt level}/3
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\end{quote}
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The value of the character {\tt Ac} may decrease to the value of -10.
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After that, no more improvement is made regardless of earned
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experience. The overall {\tt level}\index{level, overall} is
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{\em always} used for this calculation.
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\subsubsection{Hit points ({\tt Hp})}\index{hit points}\index{stats, Hp}
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A character will gain the following number of {\tt Hp} for {\em each} new
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overall {\tt level} gained between levels 1$-$10:
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\begin{quote}
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({\tt HpB})/2 + D4 + D4 + 1 + 1/every even {\tt level} {\em if} {\tt HpB} is even.
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\end{quote}
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Where D4 is a random number between 1 and 4 and you always get 1 hit point
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gained per {\tt level}, regardless of {\tt HpB}.
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For levels after 10th, {\tt Hp} grow 2 per {\tt level}.
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The overall {\tt level} provides the correct value for {\tt level} in
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the calculation.
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\subsubsection{Mana ({\tt Sp})}\index{mana}\index{stats, mana}
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A character will gain the following number of {\tt Sp} for {\em each} new
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{\tt magic} experience category {\tt level} gained between levels 1$-$10:
|
|
\begin{quote}
|
|
({\tt MgB}(POW))/2 + D3 + D3 + 1 every even {\tt level} {\em if} {\tt MgB} is even.
|
|
\end{quote}
|
|
Where D3 is a random number between 1 and 3 and you always get 1 mana gained
|
|
per new {\tt level}. For {\tt magic} levels past the 10th, mana grows 2 per level.
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|
|
|
|
|
\subsubsection{Grace ({\tt Gr})}\index{stats, grace}\index{grace}
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|
|
|
A character will gain the following number of {\tt Gr} for {\em each} new
|
|
{\tt wisdom} experience category {\tt level} gained between levels 1$-$10:
|
|
\begin{quote}
|
|
({\tt MgB}(WIS) + {\tt MgB}(POW))/8 + D3
|
|
\end{quote}
|
|
Where D3 is a random number between 1 and 3 and you always get 1 grace gained
|
|
per new {\tt level}. For levels past the 10th,
|
|
grace grows 1 per {\tt wisdom} {\tt level}.
|
|
|
|
\subsection{Death $---$ the ultimate penalty?}\label{sec:death}
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|
|
|
Should your hit point total drop below 0 you will die\inputimage{gravestone}.
|
|
What happens next depends on the options the server administrator choose.
|
|
|
|
If the {\tt NOT\_PERMDEATH} option is being used (this is the default) then your character
|
|
(and his all of his {\em carried}
|
|
equipment at the instant of death) will appear at the last savebed you used.
|
|
|
|
For each time you die, your character loses 20\% (this is the default and can be different
|
|
depending on the server).
|
|
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
|
|
{\em really} hurts at those high levels. You may still re-gain lost stats (up to your
|
|
natural limit) by drinking potions.
|
|
|
|
If the server administrator has made death permanent, there is still hope
|
|
for your character. When the {\tt RESURRECTION} option is enabled (the default option
|
|
when {\tt NOT\_PERMDEATH} is {\em not} being used) other characters may bring you back
|
|
from the beyond. There are 3 spells that are capable of doing this, but
|
|
you may need to retrieve the corpse\inputimage{corpse}\ of the character
|
|
that is to be resurrected!
|
|
|
|
|
|
\section{Some advanced stuff}
|
|
|
|
\subsection{Some useful advanced commands}
|
|
|
|
\subsubsection{Meta-command ({\tt '}) }\index{meta-command}\index{commands, meta}
|
|
Any command listed by the use of help ({\tt ?} key) can be
|
|
used by spelling it out after the meta-command is issued. For example, you
|
|
can use the command {\tt say} either by hitting the double-quote ({\tt "} key) or
|
|
by issuing the command string {\tt 'say}.
|
|
|
|
\subsubsection{Binding commands ({\tt 'bind} and {\tt 'unbind})}\index{binding}\index{unbinding}
|
|
\index{commands, bind}
|
|
\index{commands, unbind}
|
|
You may bind any key with a complex command. For example, you could
|
|
bind the use of the meditation skill to the key ``{\tt m}''. To do this first
|
|
type:
|
|
\begin{quote}
|
|
{\tt 'bind use\_skill meditation }
|
|
\end{quote}
|
|
then press {\tt $<$return$>$}. The game will then ask you for a key to bind the
|
|
command to, you then hit {\tt m}. You can also re-bind this key to something
|
|
else later if you wish too. Issue the command:
|
|
command:
|
|
\begin{quote}
|
|
{\tt 'unbind reset }
|
|
\end{quote}
|
|
to totally reset bindings on keys.
|
|
|
|
\subsubsection{Pick up toggle ({\tt @})}\index{picking up items}\index{commands, pickup}
|
|
This allows you to change your pickup status. Eight different modes
|
|
for pick up exist: ``don't pick up'',``pick up 1 item'', ``pick up 1 item and
|
|
stop'', ``stop before picking up'', ``pick up all items'', pick up all items
|
|
and stop'', ``pick up all magic items'', ``pick up all coins and gems''.
|
|
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 ({\tt ,}) regardless of your current pickup mode.
|
|
|
|
\subsubsection{Invoke ({\tt 'invoke})} \index{commands, invoke}
|
|
A useful way to quickly cast both \incantation s and prayers is via the invoke
|
|
command. To use it effectively, {\tt bind invoke $<$spell$>$} to any
|
|
key. Then, when that binded key is pressed, your character will cast that magic
|
|
in the direction they're currently facing.
|
|
|
|
\subsection{Playing with other people}
|
|
|
|
As a general rule, other \cf\ players will prefer to co-operate 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.
|
|
|
|
\subsubsection{Useful multi-player commands}
|
|
|
|
Here are some useful commands for playing with other players: \\
|
|
|
|
\noindent{\bf\tt shout}\index{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 {\tt say}.\\
|
|
|
|
\noindent{\bf\tt who}\index{commands, who} \\
|
|
This will give you a listing of all the current players and the maps
|
|
they are on currently. Invoke this command as {\tt 'who}.\\
|
|
|
|
\noindent{\bf\tt tell}\index{commands, tell} \\
|
|
Will send your message only to the player indicated. It is invoked as:
|
|
{\tt 'tell $<$character name$>$ $<$message string$>$}.\\
|
|
|
|
\subsubsection{The simple party system}\index{party system}\index{commands, party}
|
|
If the {\tt 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:\\
|
|
|
|
\noindent{1)} To form a party issue the command:
|
|
\begin{quote}
|
|
{\tt 'party form $<$party name$>$ }
|
|
\end{quote}
|
|
2) To join a party, type:
|
|
\begin{quote}
|
|
{\tt 'party join $<$party name$>$ }
|
|
\end{quote}
|
|
To see all of the options, type {\tt 'party help}.
|
|
|
|
|