====== Leaf's 'Simple' Wiki Page ====== Place hold for things I am working on or hope to work on someday along with some misc details and information. ===== Details ===== Since this is a common question and often mistaken assumptions are made.. What do I do with Crossfire? * First and foremost, Administration with the following: * Mailinglists * Crossfire Announcement list * Crossfire Development list * Crossfire Git Commit list * Wiki * One of the wiki Admins and server host * Webforum * Webmaster, one of the forum Admins and server host * Server crossfire.metalforge.net (aka Metalforge) * One of the server DMs and server host * Server admin * One of the map, archetype and server update managers * Admin and host for server bots Scribe and Seer * Websites * [[http://crossfire.real-time.com|crossfire.real-time.com]] -- Webmaster and server host * [[http://www.metalforge.net|www.metalforge.net]] -- Webmaster and server host * [[http://www.crossfireatlas.net|www.crossfireatlas.net]] -- Webmaster and server host * [[https://www.ohloh.net/p/crossfire|Ohloh]] -- Manager * [[http://freecode.com/projects/crossfire|Freecode]] -- Manager * Crossfire project at SourceForge * Assistant Admin -- My role includes: * Setting up Git access, and adding project members, for map development * Crossfire Git mailing list administration * Crossfire Maps mailing list administration * Posting news/announcements when there is a new release available * Misc. duties as they come up * IRC channel * One of the channel Ops * [[https://www.facebook.com/crossfireproject/|Facebook]] page admin * [[https://twitter.com/crossfiremrpg/|Twitter]] account admin * [[https://mastodon.social/@crossfiremrpg|Mastodon]] account admin * Snapshot release admin for: * JX Client * Gridarta for Crossfire map editor * A few other things that I am probably forgetting Areas of Map development. * I am focusing mostly on fixing issues and improving existing maps * I also review new maps that are submitted to the Maps mailing list or uploaded to SourceForge's Patch area While I may provide feedback and comments and coding direction on actual code - I'm not a developer in that sense. I do not have the necessary coding background. I do not see that changing in the foreseeable future either. ;-P ===== Red Foot Goblin Concept ===== Collected Notes on the Red Foot Goblin Concept Maps ==== Summary ==== Enclosed is an idea that I am looking for feedback on and further discussion for in-game content that uses some of the Lore features, a slight modification to existing random map code, some game storylines, and a quest and reward system. The email is quite long, so here's an outline: - Random maps - Map occupants' items have a themed name - Shops throughout the world randomly reset to pay rewards for themed items - Players plunder the random maps - Lore features on themed items - Turn in specified items for reward(s) ==== Random maps ==== Random maps (using the code that already exists) for goblins, trolls, giants, demons, angels, (and more?) generated with some sort of name related to the occupants. For instance, the Tribe of Red Foot Goblins or Clan of Silver Beard Dwarves, etc. The monsters are all normal or have slight stat mods, and have a name attached to them (again, i.e., Red Foot Goblin) Some discussion on Discord/IRC is to make the random maps not completely random. > "For example, you would only find Red Foot goblins southeast of Navar, and near Scorn there's a different tribe of goblins." (I think that is certainly reasonable.) > "I think a random entrance location with one static dungeon level would work, random dungeon generation might be interesting if it could execute a Python script for example for placement or randomly equipping said unique items." > "Would it make sense for the locations to be randomly initialized at server start (if not already initialized), and then have those locations be reused for the duration of the server? I was thinking the saved-out-and-reloaded-at-relaunch method, tho I wasn't the clearest on that." ==== Map occupants' items have a themed name ==== Their items also have their unique name (i.e., Red Foot Goblin Short Sword). Items have some tweaks stats (+/- to damage, value, other stats, etc.) Items would also have some minor color changes in graphical faces such as Red Foot Goblin boots are a deep red, their bucklers have a red foot imprint, leather armor a red tinge, etc. Players plunder the maps and collect the loot - as is the Crossfire way. ==== Shops throughout the world randomly reset to pay rewards for such items.==== For instance, a new level on the Navar Museum of Arms on one reset would be paying out or collecting gear from the Red Foot Goblin tribe. After the map resets it now wants to collect gear from Black Tooth Troll Warband, or Clan of Silver Beard Dwarves, et al. Other maps might be an antique collector looking for rare loot, a "shop" looking to purchase these items to keep them out of the hands of their enemies, or the shop wanting the loot returned to their ancestral homeland. Another shop wants the items for use to study to find a weakness in the item because of an ongoing faction war. Or, a shop is interested in the items to sell back to the original faction for a substantial profit. One suggestion on Discord/IRC was, "A good starting point is to make a vendor which asks for a specific item or item variation, on a rotating basis" Other ideas or suggestions on how to deploy the rotating vendor? ==== Players plunder the random maps ==== Players have the opportunity to visit these random maps, and maybe have to hold on to the loot if they want to complete the trade-in (quest?). The turn-in map for this reset might want the Red Foot Goblin items, the next reset might want the Black Tooth Troll items. Or, is this loot management unpleasant? (assuming the plundered items are not kept and used by the player or just outright sold...) ==== Lore features on themed items ==== Also, this gives the players a chance to use more of the newly added Lore feature. Introduced in [SourceForge commit 9a437214e63f959d8378281f67a00908a7fd9752](https://sourceforge.net/p/crossfire/crossfire-server/ci/9a437214e63f959d8378281f67a00908a7fd9752/) When a player identifies and examines items they get more information on the item. Lore examples: * This is a Red Foot Goblin Short Sword. * The Red Foot Goblins are terrible weapon smiths, and that reflects in the poor quality of the weapon. * The leather hilt used on the sword is derived from a rare subterranean eel creature, which makes their value higher than normal. ==== Turn in specified items for reward(s) ==== A goal is for the players to get useful items, and not just acquire wealth. Nothing wrong with building wealth, I'm just trying to add something that does not impact the economy too much. As far as rewards, and since this first experiment would be for low-level players fighting goblins: * Healing potions or balms * Potion of Life * Potion of magic power * Potion of cure poison * Arrows * Crossbow bolts * Keys (generic door keys) * Potions of word of recall * Scrolls of identify * Scrolls of detect curse * Scrolls of detect magic * Temporary stat boost potions * Light source (torch or lanterns) The above list of items is what I have observed new and low-level players wish they had more of when starting. Higher-level items could be arrows with plus enchantment, slaying properties, and/or additional attack types. Potions could be Major Potion of Life, and so on. Ideally, I envision a tiered reward system that I think could use scripting help. Or else, there much a bunch of rows of conversion tables. (one table for 1 dagger for 1 potion of healing, one table for 2 daggers for 3 potions of healing, et al.) I would like the rewards for the turn-in to favor a higher number of items. For instance: * 1 dagger = 1 potion of healing * 2 daggers = 3 potions of healing * 3 daggers = 5 potions of healing * 5 daggers = 10 potions of healing * And so on or maybe it stops at 5? or 10? Another converter would be daggers for Potions of magic power with a different reward scale system. This is a part that I think needs more discussion or ideas. ---- ==== Mailinglist Feedback, Part 1 ==== I like the overall idea, though I think it's very ambitious. Regarding random maps: I don't think this needs to be restricted to random maps only, nor do we need to strongly embrace the concept of randomness. I think it boils down to "adding flavor to different areas and dungeons". Many of our existing dungeons do not do well when it comes to explaining their backstory, having a cohesive enemy variety, etc. If you can wanted to try this in a small area, I would suggest some place that does not yet have a backstory. If someone wants to try to add or rework some dungeons or areas to focus on a specific race or faction, let me know. I've wanted to do this for some time, and would enjoy collaborating. Regarding theming the monsters and items: Be careful how much graphical diversity you attempt to add, as adding unique faces to both base and clsc sets could be very labor intensive, not to mention more esoteric face sets. If you want to use the artifact system, note that I don't think you can apply several artifacts at the same time, at least not reliably. Perhaps another mechanism is needed, since presumably we don't want to create duplicated archetypes and treasure lists. Regarding a vendor that asks for items on a rotating basis: I think this could be implemented by itself, and might serve as a good proof of concept, and a way to gauge player engagement. ==== Mailinglist Feedback, Part 2 ==== I would too favor non randomness in zones, but making zones related to a theme (eg Red foot goblins always south-east of Scorn, for instance) - that wouldn't prevent using random maps of course, but would make it less time-contraining to find items. For shop wanting specific items, instead of reset-based, I'd go for a time-based approach. So the shop would specify "I want items in the next week/month", and the player knows when to sell, or if it's too late already to go loot. (reset-based stuff always seems weird to me) My main concern would probably be loot multiplication, with massive inventory management issues... Right now there are so many items in game that it's a pain to sort through, if we add even more variety, then it'll become even worse... :s For graphics, I'd say it can be left for once everything else is implemented, at "worse" goblins can use regular graphics at start. ==== Red Foot Goblin clan Concepts ==== * Primary weapon, shamshir or kilij or talwar or pulwar (not confused with Scimitar, even though they look similar) - https://www.youtube.com/watch?v=dJ6wLvrphSw * Large weapon users - Liuyedao or Zhanmadao sword * Punch Daggers for close combat ===== My TODO List ===== In no particular order... * I am working on migrating and merging the branch project (/maps/branches/lalo-pupland) of Pup Land in to Big World * Spell Report * Assemble a sortable table of all existing spells in Crossfire showing the spells level, school or path, 'kind' (cone, exploding ball, bullet, etc.) and attack type (anything else?) so that developers can see where there are gaps in available spells * Holiday Themed Quest Maps * Some sort of holiday themed quest maps with a prize or reward system * Theme the Wiki * Update the dokuwiki templates to use the same theme that is already in place on the forum and crossfire website * Documentation * Recommendations for [[ServerHosting:hosting a Crossfire server]] * Create a LiveCD for testing out the various Crossfire Clients * Create a single download file (CD?) for Windows users that contains Crossfire Client (& GTK) and the Server (& Python) and mapset * World map clean up - try and add some natural flow and consistency to the terrain of the world map * Necessary graphics/files so that all ground tiles support smoothing * Outline for Tutorial Island patch on [[http://sourceforge.net/tracker/index.php?func=detail&aid=2013778&group_id=13833&atid=313833|SourceForge]] ---- === Tutorialisland (starting map) === Starting point is at x16, y54 (far southern point of the island) Magic mouth with introduction & instructions (movement keys, how to apply signs) Welcome to Crossfire! You are now in the beginner's area, which will teach you the fundamentals of playing Crossfire, and prepare you to survive in this vast and sometimes dangerous world. As you pass through this island, read all the signs and any other information provided, and you'll soon learn the basics of the game. From here, move north (press your up-arrow key, or type 'north ) and press the 'a' key to read the next sign. Good luck! Sign explains how to apply objects Congratulations! You have applied an object.. You will be applying a variety of things in the world of Crossfire. Be it chests, levers, and equipment. Now go to the next sign to continue the tutorial. Sign explains how to apply a "ladder going down" In order to enter that passage, just 'a'pply it like usual. Ladder (exit) takes you to tutorialhouse (Tutorial Passage) === tutorialhouse (Tutorial Passage) === Starting point is x1, y9 (west middle of the map) Sign explains keys (nearby strange key required to unlock doors to immediate right|east.) The doors can only be opened with the strange key. Hello, you need a key to get past these doors. To pick the key up, press . Then simply move in to the door to unlock it. But beware! Some doors are trapped. Two doorways await, one to the north (food) and one to the south (traps) (1st set of doors, of 3) North - Sign reads: Virtues of Food Inside the room is another sign that reads: In order to survive you need food. If your food meter goes to zero you'll start losing health. Five food items arranged in a row with a magic mouth underneath each of them. food msg: This is your standard food. You can 'a'pply it on the floor to eat it or you can take it with you to eat it later. apple msg: There are a variety of foods. Some with more nutrition and others less. liver msg: Some monsters drop body parts. You can eat those too. waybread msg: Waybreads are the MRE (Meals-Ready-to-Eat) of Crossfire. They weigh very little but pack a large food value. They are much more expensive than normal food, but when you can afford them, they are the best food to take on long trips or dungeon excursions, since their light weight won't slow you down. booze msg: An easy way to identify food to check if its poisonous or not is to use the 'woodsman' skill. South - sign reads: The Tricks of Traps Upon entering the room, there is a rune of marking that reads: Stop where you are! The yellow floors are littered with traps, enter with caution! In order to detect them, stand by them and wait a while or use the 'find traps' skill. If you have the 'disarm traps' skill you also disarm them if you have located them. Beware of chests also, for they can be trapped too. All the traps are Runes of Mass Confusion. Back in the hallway is another sign and an (weak) earthwall. Sign reads: There are walls that you can break, like these earth walls. NOTE: Can a fireborn or character class without a weapon attack break through these walls? Next set of doors, in a north (terrain) & south (dungeon features) arrangement (2nd of 3) North - sign reads: The Ways of Walking Inside the room is various terrain (mountain, grass, water, fernssparce, forestsparce, tree) Sign inside the door way reads: Crossfire has a variety of terrain. Experiment with them! South sign reads: Dungeon Features 101 Inside the room are various levers, buttons, a chest, door, boulder & button. Sign Reads: Levers and buttons are part of dungeons. They're easy to use! Just 'a'pply them. Sign pointing to a chest: How to use a chest (contents - gold coins): Just 'a'pply it and right click the item shown in the chest. Right clicking items will either pick up or drop them, depending on where they're at. Sign in front of doorway (southwest|lower left) corner (contents - random food): There is no key for this door. However bashing it open or picklocking it is a viable solution to the problem. Handle lowers the gate at the bottom of the map Button (when stepped on) opens a gate at the bottom of the map Sign in front of a boulder (lowers spikes): Players aren't heavy enough to press a large button. But rolling boulders on top of one will activate it. Next set of rooms (3rd of 3) Sign to the north reads: Regions of Religion Sign inside the room reads: Welcome to the Pantheon, where you get to worship a god. In order to worship a god you need the 'prayer' skill which can be granted by a class, a holy symbol, or a scroll of prayer. Remember to choose your god wisely! Converting to another god will produce BAD effects. A generic altar is inside of this room. Sign to the south reads: Hall of Monsters Sign inside the room reads: In here you get to fight some monsters. Don't worry about dying though, the ants are weak. There's also a 'generator' which produces the ants. Go to the next sign to learn how to fight monsters. Another sign reads: How to fight melee - Very easy! Just move in to the monster and you'll attack it. How to fight with a bow - Apply the bow, hold shift and press the directional arrow keys. How to cast magic - Same as bow, use the command 'cast' then hold shift and press the directional arrow keys. Pull a lever to open multiple gates and the ants start emerge from the ant hill generator. Back in the Hallway A sign reads: Your next task is to convince this guard to open the gate. Use ---- say hello ---- to him to engage conversation. If you're feeling evil and want to attack the guard, hold down ctrl. However he's very tough so you might want to run away fast by holding down ctrl too! Last Room A sign just inside the door reads: Need to take a break from Crossfire and save? Applying a bed of reality will save your character. However DO NOT save if you have zero experience because your character will then be deleted. Two savebeds or "bed to reality" are located in this room. Stuck Room This map is hidden from normal view, a sign in the middle of the room reads: There are many secrets in Crossfire. Always think out of the box when you're stuck! Ladder Up & Out At the end of the hallway is a ladder that takes you back outside. Follow the path on the island and you will across two structures, a cave (KoBoLd'S kAvErN) and a store (Delph's Shop) KoBoLd'S kAvErN A sign by the map exit/entrance reads: You're on your own, pal. This is a low level dungeon map and a test of what you have learned in the Tutorial Passage. One needs to fight their way through the kobolds and locate two levers to open two separate gates. Thorough players will also find an additional key to unlock a final door. Otherwise, the door can be smashed down (eventually..) A boss monster (Urgee the kobold champion) is guarding a treasure chest - which is the reward for the map. Delph's Shop There are two signs in this shop; the closest one to the map exit/entrance reads: How to use a table of identify: First mark an item you want to identify (by holding shift and middle clicking it) Then drop the specified amount of coins. (10 silver coins = 1 gold coin if you want to use silver) The second sign reads: In the world of Crossfire, items are unknown to you. Some are even cursed! In the event of equipping a cursed item, use a scroll of 'remove curse'. Some items are magical, using the spell 'detect magic' will help you find one. But beware, it also detects cursed items too! The map is a basic shop filled with random items. There is a scroll of Detect Magic - which is available to you for free. There's also an altar Detect Magic for 10gp, altar of Detect Curse for 25gp and a table of Identify for 20gp. Inside the shop area (Note: no mention on to use the $ mats to enter and leave the shop) there is a sign that reads: Buying items from a shop is very easy! Just pick up the item you want, then walk out of the store. You'll automatically pay for it, that is, if you have enough money. Note: no mention or info on how to sell items. Delph, the shop NPC, has some information to share if you talk with him. At the far northern end of the island, is a ship that when applied, will take you back to the Nexus map. Unlinked/tutorial1 Players enter the map at x11, y1. Magic Mouth says: Welcome to Crossfire! You are now in the beginner's area, which will teach you the fundamentals of playing Crossfire, and prepare you to survive in this vast and sometimes dangerous world. As you pass through these halls, read all the signs and any other information provided, and you'll soon learn the basics of the game. From here, move south (press your down-arrow key, or type 'south ) and press the 'a' key to read the next sign. Good luck! A sign also reads or shows the same message. Two steps to the south is another sign, which reads: === Commands === There are many commands you can use to do everything from movement to attacking to casting spells to identifying treasure. Any command in Crossfire can be executed by typing ' (a single quote) followed by the command. So to move southeast, for example, you could type 'southeast. To read this sign, you could type 'apply sign. These "long-form" commands are always available for everything you can do in the game. However, it would be cumbersome to type commands like that for common actions, so many commands are bound to keys by default. This varies from client to client, but you will probably find that the movement commands are bound to the arrow keys on your keypad, for example. There are many other default keybindings, and you can create your own for any action or series of actions that you use regularly. See the documentation for your Crossfire client for more information on keybindings. Two more steps to the south is another sign, which reads: === Movement === You can move in any of eight directions: north, south, east, west, and the four in between. Pressing a movement key once (or executing a movement command) will move you one tile in that direction. If something is in the way, you may attack it. To run in a direction, which is very useful when fighting, battering down doors, or traveling long distances, hold down the Ctrl key and press and hold the key for direction you wish to run. Now run to the end of this hallway, and read the sign there. Three steps to the east, a magic mouth tells you: A sign on the wall says: Slow Down!! Five steps to the east, a sign reads: === Information === There are many sources of information other than signs like this one. Did you see the sign on the wall as you were running here? Sometimes information comes from non-visible sources like that, so always keep your eyes open and don't miss anything that shows up in your Messages area. Information also comes from books, notes, and many other sources. The smallest note can be the first clue to a large treasure or heroic quest, so always gather as much information as possible. Some notes and books you will be able to pick up and take with you, while others will be fixed where they are, but they all may be important to read. Two steps to the north, a magic mouth says: A sign on the wall says: Here is a note you can pick up and take with you. (You may have already picked it up automatically if your client is set to do that. If so, find it in your inventory and read it by middle-clicking or whatever action your client uses to apply inventory items.) You may wish to read it first (press 'a'), and then pick it up (press the comma key or type 'take). Now it will be in your inventory, so you can read it anytime you need to. The note on the floor reads: The exit password is "orc-knuckle"! (Save this note; you'll need it much later, after you meet Harold.) Two steps to the west is another sign that reads: === Talking to People === You can also get information from non-player characters (NPCs) in the game by talking to them. To talk to the man at the end of this hallway when you're finished reading this, walk up next to him and type: 'say hello The 'say command will let you talk to nearby NPCs and other Crossfire players who are on the same map as you, so it is your main way to communicate inside the game. (The " (double-quote) key is often a shortcut for 'say.) Many NPC have useful information, but they will only tell you about it if you ask about the right things. Saying "hello" is a good start. If the NPC replies, look for words in his reply that might be important, and ask about them. For example, if he says, "Hello, do you have any food?" ask him about food ('say food), and he may say something else in response to that. Saying words like quest, key, treasure, and other things you're interested in may start up very interesting conversations! Be careful not to run into friendly NPCs; dead men tell no tales. Now go talk to that old man. Five steps to the west is the old man. Talking with the old man will provide some information, but ultimately you need to say the right word to open the gate. Two steps north, you will find some food items on the ground. In the order they are encountered: Food A message scrawled on the wall says: This is a standard food. You can apply it while it's on the ground, the same way you apply signs and other objects, or you can pick it up and take it with you. Apple A message scrawled on the wall says: There are many types of food you can eat. Be careful, though: food that you find may be poisonous, so to be safe, don't eat food until you've identified it. (More on identifying items later.) Goblin's heart A message scrawled on the wall says: When you kill monsters, sometimes they leave body parts behind, and these can be taken and eaten also. Waybread A message scrawled on the wall says: Waybreads are the MRE (Meals-Ready-to-Eat) of Crossfire. They weigh very little but pack a large food value. They are much more expensive than normal food, but when you can afford them, they are the best food to take on long trips or dungeon excursions, since their light weight won't slow you down. Two mores steps is another sign that reads: === Doors === There are many kinds of doors in Crossfire. Some doors will open for you, so you can walk right through. Ordinary locked doors can be bashed open by attacking them or using lockpicks. Stronger locked doors may require a certain key, or open when you speak a magic word or activate a certain trigger somewhere. To get through this first door, run into it until you break through. Just beyond the door is another sign that reads: By the way, it's a good idea to always check for traps before trying to open a door. Do this with the command ('use_skill find traps), which is often bound to the 'f' key. If you find a trap, you can try to disarm it with ('use_skill disarm traps). You can only find and disable traps if you have those skills. Some doors will open when you walk up to them, then close after a moment. Be careful not to get crushed by standing in the doorway too long! Five steps to the south is a sign that reads: Some gates and doors are opened by levers. Apply to lever to your south to continue. Apply the lever and that opens a hallway heading west. Two steps to the west is another lever; this will close the gate behind you. One step to the west is another sign that reads: Sometimes large buttons in the floor can be activated by a large weight. Run into this boulder to push it onto the button to your west, and see what happens. Boulders and other "rollable" items like barrels can only be pushed, never pulled, so be careful not to push them into corners from where you won't be able to move them to their destination. Moving the boulder on to the button will open a gate to your south. Two steps to the south is a sign that reads: Cool, huh! Buttons and other switches can be used to do all sorts of things, sometimes on completely different areas of a map, so if you ever think you're stuck, look around for any of these kinds of triggers that might open a way out for you. One step to the east is a sign that reads: === Earthwalls === Some walls, called "earthwalls," are soft and can be battered down and destroyed. Run at the wall to your east until you pass through. Destroy the earth wall and you'll find another sign that reads: Other kinds of walls can also have weak spots. Look for cracks in the wall, especially if you hear voices or have reason to think there might be secret areas nearby. Sometimes walls are illusions that can be walked through. Go south from here. Two steps to the south is a sign that reads: === Inventory === Stop and take a look at your inventory for a moment. If you started the game with any armor or a hand-to-hand weapon like a sword, you probably should ready them now. (In most clients you do this by double-clicking.) Don't make the mistake of many new players, and run into your first monsters naked and empty-handed. :-) Two steps to the south a sign reads: === Fighting === Ready for your first fight? On the other side of this door are some ants. They're mostly harmless, so run into them as fast as you can, until you kill them. Be sure to kill the anthill too, so it can't produce more ants. Many monsters have "generators" like this which produce more monsters every so often. After you kill the ants, go through the next door. Inside the next room are ants and an ant generator. You will need to destroy the generator to get a special key (key of the Ant King) to unlock the next door. A sign at the end of the hallway reads: Did you get the key under the anthill? If not, go back and get it. You will need it to get through this door. Keep in mind that keys are often hidden under other objects like that. Two steps to the north (past the locked door) is a sign that reads: How did you do? Watch your hit points (HP) closely during battle. If they get too low, you can always retreat and come back. Hit points gradually regenerate over time, so if you took damage, wait until your HP is back to the maximum before moving on. Eating food speeds up HP regeneration, so you may want to eat this food now. One step to the north is a food. Two steps to the east is another sign that reads: Would you like to take on something stronger? If so, there are a few kobolds on the other side of this door to your east that shouldn't give you too much trouble. If the ants were enough of a challenge, skip the kobolds and go north. Beyond the door is a small room with 4 kobolds and some additional treasure (5 silver coins) From the room entrance or sign is another two steps north. There is a Rune of Marking on the floor that reads: Marking runes like this one are created with magic spells, but they contain messages just like signs do. Marking runes are harmless, but other runes can be very dangerous, so step carefully! Two steps to the west is another Rune of Marking that reads: See that rune to the north? You may have to wait a few seconds to see it. Don't step on it; it might hurt you! If you have the find traps and disarm traps skills mentioned earlier, you can step NEXT to it and attempt to find and disarm it. Since it's at the end of the hallway, you might decide it's not worth the risk, since there's nothing beyond it, but it's good to increase your experience in those skills whenever possible. Remember: to search for traps, press 'f' (or type 'use_skill find traps), and to attempt to disarm any traps you find, press 'd' (or type 'use_skill disarm traps). To the north is a Rune of Paralysis Two steps to the west is another Rune of Marking that reads: There is a rune at the end of this hallway too, but you might not be able to see it. You can try to find and disarm it, though. To the north is a Rune of Mass Confusion. Two steps to the west is another Rune of Marking that reads: Chests and other containers are often protected by traps. To find and disarm these traps, stand on the chest or next to it while using the find traps and disarm traps commands. Once you think a chest is safe, open it by applying it with the 'a' key, and see what's inside. Sometimes you won't be able to find a trap, or it will be triggered when you try to disarm it. That's just the risk you take in the pursuit of treasure! If you get hurt by a trap, let yourself heal before you move on, in case you walk into another one. Two steps to the west is another Rune of Marking that reads: Not all runes are harmful. The rune to your north will restore your health! To the north is a Rune of Heal. Two steps to the west is a sign that reads: If you have a bow or crossbow in your inventory, go south for missile weapons training. If you do not, go north. To the South, is another sign that reads: Ready your bow or crossbow by clicking on it. Arrows or bolts in your inventory will be used automatically. To fire a missile weapon, hold down your Fire (Shift) key, and press the movement key in the direction you want to fire. On the other side of these doors are some monsters. Pull the lever to open the doors, and shoot them all! Don't worry, there's a force preventing them from reaching you. Continue down the passageway until you get back to this hallway, then go north. Pull the lever to open the door way and practice shooting your missile weapon. To the North, there are Runes of Marking. The first rune says: === Altars === Altars have many different uses. Some altars are consecrated to a particular god. Do not pray over these altars unless you wish to worship that god! (More on gods later.) Altars can also cast spells and perform other actions if you place the correct sacrifice on them. The altar to your east is an "altar of detect magic." Dropping money on it will cause it to cast detect magic on all the items in your inventory. (Make sure you pick up your change.) To drop money, right-click on it in your inventory while standing on the altar. Magic items are often worth more than identical non-magic items, so detect magic can help you decide which ones to sell and which ones to identify or keep. Two steps to the east of this rune is an Altar of Detect Magic, which only costs 1 silver piece (unique to this map) Two steps to the north is another Rune of Marking that reads: This altar to your east is a "detect curse" altar. It works the same as the "detect magic" altar below. Altars like these are often found in shops in towns. Always detect curse on items you find before applying them. If you apply a cursed item, you won't be able to remove it until the curse is removed. Two steps to the east of this rune is an Altar of Detect Curse, which only costs 1 silver piece (unique to this map) Two steps to the north is another Rune of Marking that reads: Tables work much like altars. The table to the east is an "identify item" table. It will identify the unidentified items in your inventory, one at a time, for 20 gold pieces each. Tables are often found in shops too, especially magic shops. Two steps to the east of this rune is an table of Identify, which costs 20 gold pieces for each item identified. Two steps to the west is a Sign that reads: Shops are an important part of Crossfire. Shops will sell you all sorts of adventuring supplies, and then buy almost any treasure you bring back to sell. To enter a shop, step on the shop mat. This will transport you to the inside. To exit, simply step on the inside mat. To sell items, drop them on the shop floor. To buy items, simply pick up what you want and leave. The cost of the items will be taken from your inventory. If you don't have enough money to pay your bill, you won't be allowed to leave, and you will have to drop enough of the items you picked up until you can afford what you're holding. You may enter this shop and look around, and buy something if you have the money. When you're in the shop, clicking on an item in your inventory will tell you how much the shop will pay you for it. Standing over an item on the shop floor and examining it (press 'e' or type 'examine) will tell you that item's price. WARNING: Be very careful not to drop anything you aren't sure you want to sell! Once dropped, an item is sold and belongs to the shop, and the price for buying it back may be many times what you sold it for. Check your client's documentation on "locking" items for instructions on how to lock your important items so you can't accidentally drop them. Inside the fenced in area is a shop with randomly generated items. Two steps to the south is a sign that reads: In areas other than shops, teleporters can transport you instantly from place to place. Beware: a teleporter might send you into a dangerous area! This teleporter, however, will take you right across the fence to the south. One step after the teleporter is a sign that reads: Some monsters, like mice, can multiply without a generator. If not killed quickly, these monsters can spread to fill up a map completely. Run through this door and kill the mice inside before they get out of control. A locked door the west leads to a small room filled with mice. As an additional reward, there is 1 gold coin in the corner. Two steps to the south is a sign that reads: Magic scrolls like the one to your south contain one spell each. When you read a magic scroll, the spell is cast and the scroll crumbles into dust. Take this scroll and save it for some time when you have collected a bunch of items and want to cast detect magic on them. In the corner is a scroll of Detect Magic Two steps to the west is a sign that reads: Potions can help you in many ways, boosting your stats temporarily or permanently, giving you resistance to certain attacks, or healing you. Save this potion of healing for some time when you are injured and unable to retreat to heal slowly. Keep in mind that potions you find can be cursed just like other objects, so always get them identified before using them. In the corner is a Healing Potion To the west and around the corner is a sign that reads: A bed of reality is used for saving your game. Whenever you want to leave the game, or just save in a particular town, apply (press 'a') on a bed of reality, like the one at the end of this hallway. The next time you login, your player will start from that bed's location, with all the inventory items you had when you saved. Also, if your player ever dies, you will be returned to the location of the last bed of reality you used. You may use this one now, and then continue on after logging back in. To the east is a bed to reality. Two steps to the south is a sign that reads: Congratulations, you have completed this part of the tutorial! Take the exit to your east to move on. Step carefully around the gravestone of Harold, who didn't pay very close attention and paid the price. :-) The tombstone reads: Here lies Harold the Slow Two steps to the east is a gate and a magic mouth that says: What is the password? (Do you still have the note you got back at the beginning of this trip? Apply it and see what it says, if you don't remember.) The password (orc-knuckle) opens the gate to a teleporter that takes you back to Scorn. ===== Wraith Character Documentation Ideas ===== Player feedback is knowing some key information for the Wraith player race is missing info or is not clear on information. Primarily that: - Wraiths do not have HP regeneration, they can only heal my magical means or by using their specialized skill of Wraith_Feed - What is Wraith_Feed & how do they use it Ways to address these issues: There is a short intro to this restriction when creating a new character in game. If you miss that, then you have to check places such as the website, wiki, et al. Source: [[https://sourceforge.net/p/crossfire/crossfire-arch/ci/master/tree/player/race/wraithp.arc|wraithp.arc]] How to make the wraith Feed and other lore info more apparent? ==== Original Text ==== Object wraith_player\\ name wraith\\ race undead\\ randomitems wraith_player_items\\ face wraithp.151\\ Skills: Wraith Feed\\ Resistances: fire -25, cold +30; immune to poison, ghosthit, and drain\\ Attunements: denied fire, attuned cold\\ Special: undead (immune to disease), darkvision\\ A Wraith is the spirit of a person who has made an evil bargain in order to persist after natural death, or has been forced involuntarily into its current undead state. This transformation frees them of the limits of a natural lifespan, and grants them immunity to diseases, poison, and loss of lifeforce. Wraiths also need feel little fear of cold, and they can see well in the dark. A Wraith's corporeal form has terrible vulnerabilities: fire and most godpower are dangerous to Wraiths. Their tenuous form makes them quick and somewhat hard to hit, but also weaker and less hardy. Wraiths have a strong affinity to magic, especially cold spells, and are very strong spellcasters. However, they cannot use fire spells for fear of self-destruction. Wraith also do not heal naturally, or gain sustenance from food. Instead they have to feed off the living. === Draft Idea 1 === Changes in in **bold** text Object wraith_player\\ name wraith\\ race undead\\ randomitems wraith_player_items\\ face wraithp.151\\ Skills: Wraith Feed **= An innate life-stealing attack that heals the wraith player.\\ The player cannot heal by other means and relies on this ability for sustenance, as \\ regular food does not provide nourishment in the same way.**\\ Resistances: fire -25, cold +30; immune to poison, ghosthit, and drain\\ Attunements: denied fire, attuned cold\\ Special: undead (immune to disease), darkvision **(can see in the dark)**\\ A Wraith is the spirit of a person who has made an evil bargain in order to persist after natural death, or has been forced involuntarily into its current undead state. This transformation frees them of the limits of a natural lifespan, and grants them immunity to diseases, poison, and loss of lifeforce. Wraiths also need feel little fear of cold, and they can see well in the dark. A Wraith's corporeal form has terrible vulnerabilities: fire and most godpower are dangerous to Wraiths. Their tenuous form makes them quick and somewhat hard to hit, but also weaker and less hardy. Wraiths have a strong affinity to magic, especially cold spells, and are very strong spellcasters. However, they cannot use fire spells for fear of self-destruction. Wraith also do not heal naturally, or gain sustenance from food. Instead they have to feed off the living. === Draft Idea 2 === This is an update of the lore text only. A Wraith is the spirit of a person who has either made an evil bargain to persist after natural death or has been involuntarily forced into its undead state. This transformation frees them from the limits of a natural lifespan and grants them immunity to disease, poison, and the loss of lifeforce. Wraiths feel little fear of the cold and can see well in darkness. However, their corporeal form has significant vulnerabilities: fire and most forms of divine power pose a great danger to them. Their ethereal nature makes them quick and difficult to hit, but also physically weaker and less resilient. Wraiths possess a strong affinity for magic, especially cold-based spells, making them powerful spellcasters. However, they are unable to use fire spells, as doing so risks self-destruction. Wraiths do not heal naturally or derive sustenance from food. Instead, they must feed off the living to survive.