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