- numerous formatting corrections (i.e. linkification) and content updates still necessary
Crossfire is a multiplayer graphical arcade and adventure game made for the X-Windows environment. It has certain flavours from other games, especially Gauntlet (TM) and Nethack/Moria. Any number of players can move around in their own window, finding and using items and battle monsters. They can choose to cooperate or compete in the same “world.”
You will need UNIX, X-windows and an ANSI C compiler to compile this game. It may also work on Windows (at least the GTK clients should), however compiling it yourself there may not be easy.
Crossfire has been known to compile on the following systems (latest known version number of Crossfire that compiled on these systems is included in parentheses):
Crossfire has previously been known to work on the following systems, it is unknown if it still works (latest known version number of Crossfire that compiled on these systems is included in parentheses):
It has been compiled with X11R3, X11R4, X11R5 and X11R6.
To get directions on compilation, read the INSTALL file.
The files can be downloaded by either FTP or WWW.
The commonest method is to use anonymous ftp from one of the following sites, choose the closest one to you for a faster transfer rate: Primary:
Secondary:
See the FTP section, above
The general commands to check out a module (archtypes, client, maps, server map editor, et al) is the following:
Server compile instructions can be found at http://wiki.metalforge.net/doku.php/crossfire_compile_guide
Client compile instructions can be found at http://wiki.metalforge.net/doku.php/crossfire_client_compile_guide
If you still have problems, try mailing the Crossfire mailing list with your problem, make sure to include what system you are trying to compile on.
Multiple email lists exist, and each one has a specific role or function.
Each list has it’s own, unique email address to send messages to and can be found on the introduction or summary page found at the URLs above.
After you installed your server, there is a file called settings in the share folder with the following settings:
Update the file with the following:
Be sure to update the host and comment fields with the relevant information
Add Metaserver 2 listing requirements.
After the server is installed and as needed, modify the following entries in the metaserver2 file found in the share folder:
Update the file with the following:
Be sure to update all fields with relevant information.
Crossfire needs TCP port 13327 open
Metaserver needs TCP port 13326 open
First, a summary of the seven primary stats are:
Primary stats have a “natural” range between 0 and ~20. The actual upper limit on each primary stat is set by the chosen character class (see character classes.) You can raise your primary stats by drinking potions up to your class natural limit.
As for which stat is the most important - many would say Constitution. One can never have enough Hit Points, and survival is a key aspect of they game.
The other stats are:
The official website has a entire page Race & Class Recommendations designated to answering this question, but it’s also summarized here.
Recommendations for selecting a race & class before starting
The big question, “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.
The “safest” combination of race(s) & classes to start out with and learn how to play are:
Why?
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 spell points - they are going to have to fight their way out to safety.
Whenever I use the save command it seems to work fine but when I quit the gave the player is deleted! What gives? 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” and 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.
Your player will advance when his score reaches the following values for the first 10 levels:
| Level | Exp |
|---|---|
| Level 1 | 0 |
| Level 2 | 2000 |
| Level 3 | 4000 |
| Level 4 | 8000 |
| Level 5 | 16000 |
| Level 6 | 32000 |
| Level 7 | 64000 |
| Level 8 | 125000 |
| Level 9 | 250000 |
| Level 10 | 500000 |
Visit the Experience Table page to see a complete list of required experience for levels 1 to 110 using both the Classic System and Harder/Metalforge System.
TIPS on SURVIVING
Crossfire is populated with a wealth of different monsters. These monsters can have varying immunities and attack types. 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. This section discusses how monsters can interact with players.
Most monsters in the game are out to mindlessly kill and destroy the players. These monsters will help boost a player’s score, after he kills them. 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 for instance would not be wise, instead, open the door and fight them one at a time.
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.
One more note, always keep an eye on your food. If your food drops to zero, your character will soon die, so BE CAREFUL!
NPCs
Non Player Character 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-quote, ie. “. Enter your message, and press . You can also use ‘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.
SPECIAL ITEMS
There are many special items which can be found in Crossfire, of these the most important may be the signs.
CAUTION: Some items are perishable.
If for instance 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.
A container is a generic term for a bag, chest, keyring, quiver, pouch, chest, etc. Here is how you interface with such a container:
Middle click or apply the container - that will make it active, meaning any and all items that are picked up will be inserted in the container. The text active will appear next to the container icon in your inventory.
Middle click or apply the container again - this will open the container and display all the items that are currently in the container. The text open will then appear next to the container icon in your inventory. Right click on each of the items in the container to remove them (as in place them back in your regular inventory.)
Middle click or apply the container yet again - this will close the container and “hide” all the contents of the container from your inventory window, freeing up display space.
Basically, as you middle click or apply the container it will go from closed → active → open → closed.
Take for instance, you have 5 longswords but they appear in multiple piles such as 3 longswords and 2 longswords.
There are multiple reasons why items may not initially stack into a single pile. Some of the items may be cursed (or worse) or magical and so they stand out - this should be a nice hint for you.
Other times, the items will not stack for non-obvious reasons. Some ways around this is to pick up all the items in question and then drop them again - did they merge into a single pile that time?
Sometimes leaving all the items in a pile on (for instance) the floor of your apartment can help the stack to merge. This may take a while though.
While such an issue can be annoying, the items in question are all valid items and not something that requires immediate DM intervention to resolve or investigate.
This is done via a series of scrolls that you may find or buy in shops. The procedure is done in following steps:
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:
WARNING: Something to keep in mind before you start enchanting like crazy - you will add to the item power of the weapon with each enhancement. It is entirely possible to enchant the weapon above your level and you won’t be able to use it!
Enchantment of armour is achieved with the Enchant Armour scrolls. Each time you successfully use a scroll, you will add a plus (+1) value and reduce the item some fractional amount of weight.
You may only add enchantments up to the max allowed in the server’s config.h (#define ARMOR_MAX_ENCHANT) file. By default, this is +5.
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.
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 + incantationlevel - 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.
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.
Partial Resistance (pr) is 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.
Partial resistance uses the following formula:
So if you have 20% resist cold, and wear a ring 50%, you get ( 100 - 20 ) * 50% = 40 points more, that is 60% cold resist. Or, with 45% resist fire, a 60% resist fire ring would give ( 100 - 45 ) * 60% = 33, for a total of 78% fire resist.
A potion will on the other hand grants 90 or 95% total.
The only way to have immunity is thus to have straight 100%
Penalties cap your maximum resistance. Thus, if you have -30 modifier (race, item, cult, etc.) the max resistance you can obtain is 70. If it’s -100, your max is 0.
Hit Points are slowly regenerated over time at a cost of Food Points. Items that are +Regeneration increase Hit Point Regeneration. Note, higher Regeneration rates cause faster Food Point consumption.
Spell Point regeneration is usually hindered by heavy equipment (such as all forms of armour, shields, and some weapons.) Identified items will list a value of “Spell regen penalty <value>” Items that are +Magic increase Spell Point Regeneration.
Grace Points are regenerated by the character actively praying. It is possible to obtain as much twice the normally allowed Grace Points by praying on an altar of the character’s chosen god.
Certain races and classes can also tweak hit point and spell point regeneration rates.
Certain attacks (spells, weapons, monsters, et al.) have more then one attack_type. For instance, Comet has the attack_types of Physical, Fire and Weaponmagic. Now, lets say your character gets hit by the Comet spell. Your character has a Armour score of 70 (30% of the Physical damage still get’s through) You’re wearing Dragon Mail +3 (allows for 40% resistance to Fire, so 60% of the damage gets through) but you have no protection from Weaponmagic - so you take 100% of the damage from that. For simplicity, if the Comet spell is capable of 100 points of damage, your character would lose 100 life points.
What if you had resistance to Weaponmagic as well?
Then the whatever damage that would effect you the most would apply minus Partial Resistance.
item_power measures how powerful and item is. This information is only relevant for items that are equipped - one time use items, monsters, walls, floors, do not use this.
When a player tries to equip something, the code goes through all the objects the player currently has equipped and sums up their item_power. The item_power of the object the player is trying to equip is also added. If this total exceeds the characters level, he is not allowed to equip the item.
In simple terms, the sum of all the players equip items item_power must be less than the characters level.
Powerful items have a higher item_power value. This basically acts as a way to balance the items. It also prevents gifts from high level characters to newbies from being very useful - the item_power may prevent the low level character from equipping this items.
For items automatically generated by the treasure code, the following formula is used:
| # Enchantments | Power |
|---|---|
| 0 | 0 |
| 1 | 0 |
| 2 | 1 |
| 3 | 2 |
| 4 | 3 |
| 5 | 5 |
| 6 | 8 |
| 7 | 11 |
An enchantment is:
While the item_power field in the object structure is signed, in general, there should not be objects with a negative item_power. However, negative effects an item has may reduce the item power. Eg, a ‘sword +4 (str +2)(wis -3)’ would really be 3 enchantments.
As your character gains levels in various skills, they also receive a random number of health points (1-4), spell points (1-3), and grace (1-3.) As you can see, it is possible to only gain 1 point in each category when you level. By consuming multiple Improvement Potions, eventually those 1’s will become 2’s; 2’s will become 3’s and so on. Once you are Perfect (you will see this message after drinking 10-12 Improvement Potions), all these random numbers will be maxed out. Essentially, Improvement Potions allow you a second chance at “better numbers.”
Party or shared experience works like this; The server creates a number of “shares” which is the total overall levels of every player in the party, plus 4 for each player. Then the experience is divided up by how many “shares” each group member adds to the total number. That means the experience of the monster has to be at least the sum of the party member levels added together plus 4 * N, where N is the number of members in the party.
Example: (Level 109 + Level 11 = 120) + (4 (for the level 109 character) + 4 (for the level 11 character)) = 128; the party needs to kill monsters worth at least 128 XP in order to gain experience
If the monsters that the group is killing give too little (or low) experience to start with, rounding might cause you to be getting no experience.
Also remember that all members of the party need to be on the same map in order to “share” experience.
- need to check for accuracy, update for clarity
Wearing multiple items that make you Attuned to a specific spell path do not stack. Simply stated, you are Attuned – there is no double Attuned, triple Attuned, etc. The Attuned property only applies once.
Wearing items that make you Attuned and another item that is Repelled to the same spell path balance each other out. You have “normal” access to that spell path. Wearing yet another Attuned item will not make you Attuned to the spell path. The Attuned property only applies once – which is “against” the Repelled.
Any time you are Denied to a spell path, there is nothing that you can wear that will allow you to cast spells from that path. Basically, Denied always over rules Attuned.
The scrolls of Remove Curse allows you to remove or unwear an item that is cursed, only if you have accidently worn or used said item. It will not remove the cursed property of an item in your inventory or on the ground.
To remove the curse property of an item, certain conditions must be met.
Remove curse works on any and all items - from weapons to potions. Make sure you have the cursed item in your inventory while praying on the altar though.
A consumed Potion of Life restores lost or depleted stats (Str, Dex, Con, et al) due to player death or monster/weapon attack. The potion *only* restores lowered stats - not experience.
How a Potion of Life works has now changed (2007-Apr-20; server r6071 for trunk and r6072 for branch). There are different types or kinds of Potion of Life.
Which one you need (to restore depleted stats) depends on your character’s overall level.
Summary:
If you are level 6 or higher, a Minor Potion of Life will not work on you.
If you are level 31 or higher, a Medium Potion of Life and a Minor Potion of Life will not work.
If you are Level 51 or higher, only a Supreme Potion of Life will work for you.
Summary, from a different perspective:
| Character Level | What potions will work for you |
| Level 1-5 | All potions |
| Level 6-30 | Medium Potion of Life , Major Potion of Life and Supreme Potion of Life |
| Level 31-50 | Major Potion of Life and Supreme Potion of Life |
| Level 51+ | Supreme Potion of Life (only) |
Magical attacktypes from a bow will only apply to non-magical arrows.
For instance, Arrows of Fire (attacktype: fire) with a Bow of Thunder (attacktypes: slow, paralyze) will only result in fire damage.
How do I kill these suckers? Stakes don’t touch them when wielded.
Lightning, firebolt, burning hands, holy word, these spells work very nicely if you have enough spellpoints. Especially holy word, the vampire is sometimes running away.
I dunno what the deal with stakes is. I honestly think you’re better off with some artifact weapon such as Darkblade or Demonbane.
I was zapping one vampire with my rod of firebolt and my rod of small lightning for ages, and he just wasn’t going down! Do I need to be more patient? They don’t have THAT many hps though, at least, according to the spoilers...
You will never kill a vampire with rods. A wand might do it. Vampires have a high constitution, and HEAL QUICKLY. You’ve gotta pour a large damage/time into the vampire quickly, via spells, or you’ll never kill him.
Rods take too long to regenerate, you can’t cause damage fast enough with one.
Player presence causes monsters to go from “sleep mode” to “attack mode.” Each monster has a specified zone or (square shaped) radius that when a player enters, it will cause the monster switch modes. So, you want to be as far away from a monster as you can when you try to get past them using Stealth - which could be very difficult in a hallway that is only 3 squares wide...
Technical Note: The monster’s WIS score determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the wisdom is 11, any player that moves within the 11×11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.
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. Other suggestions and ideas can be found in the Crossfire Handbook.
Crossfire is now client/server based, telnet is no longer an option.
You do it this way:
crossfire -server -detach
The server will now be running in the background on your machine.
Better yet, look at utils/crossloop or some such. Then announce your new server to the network.
To start a new player on the local machine type:
crossclient
To start a new player over the network type:
crossclient -server “server node name”
Try this as well for other options:
crossfire -h
crossclient -h
Yes, there is. Visit the Win32 GTK Client page to find out more.
Yes.
SVN sources compiled under Windows, executable is here: http://sourceforge.net/project/showfiles.php?group_id=13833&package_id=99312
Check the following:
Check to see if the server is already running with this command:
ps aux | grep cross
If you installed the server using one of the many distro specific packages, that will automatically start the server once the install is complete.
You need to edit the spell_params file in your libdir. Have a look in the file Crossfire/doc/spell_params.doc for more information.
Typing ‘quit will permanently delete your character. This command works in all clients. With the GTK Client you can also select File → Quit Character.
Assuming you’ve read the Map Guide and know what to do (and as equally important - what not to do!) download the Gridarta and follow the documentation in there. Feel free to send any questions to the Crossfire-Maps mailinglist, the web forum or stop by the Crossfire IRC channel for help.
After testing, announce that you’ve created a map intended for official distribution on the Crossfire-Maps mailinglist. Depending one the (file) size of the map, a diff may be created and mailed directly to the list or other arrangements may be made to make the map accessible via FTP (like on Sourceforge, for instance.)
Send your idea to the Crossfire-List mailinglist or stop by the #crossfire IRC Channel. In the past, people have always wanted to see a graphical representation of new races/spells/ monsters/etc. before really discussing implementation.
Can you replicate it? If so, use the bug tracker at http://sourceforge.net/tracker/?group_id=13833&atid=113833
If the bug is tough to track down, see if anyone else is experiencing something similar by sending an email to the Crossfire mailing list or by asking on the Crossfire IRC Channel or by posting on the Crossfire Forum.
See the Graphics Guide for information relating to Crossfire art.
Client Side:
Linux/Unix Server:
.../crossfire/lib and enter make collect; make.../crossfire and run make; make installDownload the archetype definitions from the CVS in the server source directory ‘<crossfire-source>/lib/arch’.
Modify the picture files you want to change (or create new archetypes if you want to add additional objects to the game)
Then, go to the directory <crossfire-source>/lib, do a make collect.pl && perl ./collect.pl arch (make sure you did the configure step before). This will collect all archetype from arch directory
Finally do a make && make install, this will build the image collection files and install them in the crossfire install directory. And don’t forget to restart the server.
The “old” map scale allowed for easy travel from one side of the world to the other (in less then a minute, actually) and was getting rather crowded. After discussion on the mailing list, it was decided to increase the scale and update the layout of the current world map. Now, the Big World map is referred to or used as the standard mapset (.
The SVN Directory at Sourceforge is: http://crossfire.svn.sourceforge.net/viewvc/crossfire/maps/branches/1.x/
Additional link information is available on the World Map page: http://crossfire.real-time.com/world_map/index.html
Use the following SVN Checkout command: