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combat [2021/02/09 12:02] ryo [Physical Combat] fix links |
combat [2024/12/27 23:14] (current) saru added more links and shuffled order to flow better |
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This article explains the combat system in Crossfire. | This article explains the combat system in Crossfire. | ||
+ | ===== Guide to Close Combat ===== | ||
+ | You open the guide to Close Combat and start reading. | ||
+ | |||
+ | * 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! | ||
===== Combat general description ===== | ===== Combat general description ===== | ||
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Upon Death a controlled object ceases to be controlled resulting in two outcomes, access to [[:guides:equipment]] held \\ | Upon Death a controlled object ceases to be controlled resulting in two outcomes, access to [[:guides:equipment]] held \\ | ||
if a monster (or a gravestone if a player) and a flux of [[:experience]]. | if a monster (or a gravestone if a player) and a flux of [[:experience]]. | ||
+ | |||
+ | ===== Attacking ===== | ||
+ | Combat can be thought of as a sequence of attacks. Each attack can be described as: | ||
+ | |||
+ | - An attack is initiated using a combat skill of an attacker against a defender. | ||
+ | - A saving throw is made by the defender (in the case of a [[:attack_types:physical]] [[:attack_types|attack type]], this is the defenders [[characters:AC]] compared to the attackers [[characters:WC]]) | ||
+ | - If the saving throw was successful the attack is cancelled | ||
+ | - If the saving throw was unsuccessful, the attackers damage is calculated using the combat skill | ||
+ | - The [[characters:dam|damage]] is reduced by the defenders [[characters:resistance]] or in the case of physical 'armour' | ||
+ | - The resultant damage is dealt to the defender by adjusting a [[:characters]] statistics such as [[characters:hp]] | ||
===== Attack types ===== | ===== Attack types ===== | ||
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When attacking using spells, for each tick of damage, each attack type is tested and the attack type that deals the least damage is selected. | When attacking using spells, for each tick of damage, each attack type is tested and the attack type that deals the least damage is selected. | ||
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- | |||
- | ===== Attacking ===== | ||
- | Combat can be thought of as a sequence of attacks. Each attack can be described as: | ||
- | |||
- | - An attack is initiated using a combat skill of an attacker against a defender. | ||
- | - A saving throw is made by the defender (in the case of a physical attack type, this is the defenders AC compared to the attackers WC) | ||
- | - If the saving throw was successful the attack is cancelled | ||
- | - If the saving throw was unsuccessful, the attackers damage is calculated using the combat skill | ||
- | - The damage is reduced by the defenders 'resistance' or in the case of physical 'armour' | ||
- | - The resultant damage is dealt to the defender by adjusting a [[:characters]] statistics such as [[characters:hp]] | ||
==== Death & Experience ==== | ==== Death & Experience ==== | ||
- | | ||
- | If the defenders hp drops below 0, the defender dies, and the attacker adds the [[:experience]] of the defender to their total exp for the skill which made the killing blow. The defender also drops any items from their inventory (if a player, this is a gravestone) onto the floor. | ||
- | |||
- | If a player dies, the 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 defenders [[characters:hp]] drops below 0, the defender dies, and the attacker adds the [[:experience]] of the defender to their total exp for the skill which made the killing blow. The defender also drops any [[:items]] from their inventory (if a player, this is a gravestone) onto the floor. | ||
+ | If a player dies, the character loses 20% of their [[:experience]] (in all categories) and a random [[:characters#primary stats||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. | ||
==== Technical information ==== | ==== Technical information ==== | ||
For information on development and technical aspects of spells: [[dev:combat|dev:combat]] | For information on development and technical aspects of spells: [[dev:combat|dev:combat]] |