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. St : Strength. How strong a character is, can affect Damage and how much can be carried without losing speed. Also affects 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 the maximum Spell Points. Wi : Wisdom. Determines the chance of learning a spell, and for certain classes, gives bonuses for casting priest spells. 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 die shortly. 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 | Net | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Human | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Ninja | 2 | 2 | 0 | -1 | -1 | -2 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Warrior | 3 | -1 | 2 | 0 | -1 | -3 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Wizard | -2 | 1 | -2 | 2 | 0 | 3 | +2 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Elf | -1 | 4 | -1 | -3 | 2 | 1 | +2 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Cleric | 1 | -1 | 0 | 3 | 1 | -1 | +3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Barbarian | 4 | 1 | 3 | -1 | -2 | -8 | -3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Priest | 0 | 0 | -1 | 2 | 2 | 0 | +3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Mage | 0 | 1 | -1 | 1 | -3 | 2 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Viking | 1 | 1 | 2 | -1 | -1 | -2 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Swashbuckler | 1 | 3 | 1 | -1 | 1 | -4 | +1 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Thief | 0 | 4 | -2 | 0 | -3 | 1 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Fireborn | -7 | 4 | -3 | 3 | -4 | 4 | -3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Quetzalcoatl | 4 | -4 | 4 | -7 | 0 | 5 | +2 | +----------------------------------------------------------------------+ 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.