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Power DOS 1995 July
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Power_DOS_CD-ROM_Walnut_Creek_July_1995.iso
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nhplus.txt
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1995-01-21
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(1) Five new classes: Monk, Doppelganger, Lycanthrope, Flame Mage and Ice
mage. The Monk class is fairly self explanatory, he doesn't use (or need
:) weapons of any sort, doesn't wear body armor or shields and can't eat
any monster corpses. His benifits are improved bare-handed combat, AC goes
down by level and he has a chanch of stunning or severly damaging an
opponent. The Doppelganger is a bit ... different. He starts out with a
few daggers, a couple of rations and a ring ... plus the intrinsic
Polymorph. He is immune to System Shocks and his level does not change as
a result of a failed poly (his Hp and Stats sometimes change though). Most
often he will be asked if he wants to poly instead of just changing
without notice. At level 6 he gains the ability to poly at will (like the
CTRL-T Teleport at will, except this takes 10 points of Magical Energy ...
and is CRTL-Y :). At level 9 he gains Poly control. The monk gains an
intrinsic every 2nd level (3rd, 5th, 7th, etc) to make up for his
inability to eat corpses (I should clarify that you CAN eat them ... it's
just very bad for you alignment :) The Lycanthrope class is ...
different. You can eat human corpses without penelty, polymorph at will
(again costing 10 energy points) into a werewolf at level 3 and can
summon yourself an army of wolves! It has few (in none at all)
hinderances ... but few extra-special benifits. The flame mage and
Ice Mage are almost identical ... except that they each have a different
area of concern. They too get a special polymorph at will ... they
get to ploymorph into red/white dragons, first the baby form ... then
the big ones :) They gain this at level 7 and it costs from 25 to 50
energy points ... depending on what you become.
(2) Spells and Spellcasting: I have totally overhalled the spellcasting
system, certain classes are better than others and use different stats
in determining sucess (ie. Wizard uses INT, Priest uses WIS). Instead of
a flat success or fail, there is now a percent chanch of casting a spell
based on class, level, spell level and for some classes armor worn.
(3) Magical Creatures: Certain creatures can only be hit by magic
weapons (or spells) of various power. Simallarly, some powerful creatures
strike as if they had magical weapons of various power. Ex: Unicorns are
now +2 or better to hit, and stike as if theyhad a +1 weapon. The monk
class is able to hit as +(level/4) weapons to compensate their inablity
to use normal weapons.
(4) Object Overhall: Object probilitys have been changed to better
balance the game (IMHO) and a compile time flag NOWISHARTIFACT has been
included to disallow artifact wishing (yup, that means all of them :)
Lots of new items have been added, like: Robes (four types), 10 new
spells, a new wand or two, and three orbs (ie. simmalar to crystal ball,
glass orb type) and I'm sure I missed a few :)
(5) Class Balance: Each class now has one or more new features available
only to that class, like Priest curse detection. One such example is
Barbarians are allowed to eat ANY corpse, poisoned or rotten, with no
ill effects (ie, he can't get sick by eating rotted meat ... but is not
immunt to ALL sickness :)
(6) Monster Improvements: Powerfull monsters are now harded to kill,
including Shopkeepers. Some important monster may be immune to Wands of
Death (new monster intrnsic, no MR. Barbarian you CAN'T get it by eating
him! :) others, if I find the time, may get Shields of Reflection or
Amulets of Life Saving ... players arn't the ONLY all-powerful force in
THIS dungeon ...
(7) Character Stat Change: Each class now has a new set of maximum stats,
some stats may go above 18 ... but others may be limited to below 14 (or
worse!), thats the price ya' pay for high stats.