home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Game Master
/
GameMaster.zip
/
Jogos
/
Accao
/
Gladiator
/
CLASSES.TXT
< prev
next >
Wrap
Text File
|
1995-08-13
|
15KB
|
263 lines
Gladiator version 3.6j Class Information File
(see readme.txt for basic info)
This is a list of Character Information by class. It covers
all the "standard" and some non-standard classes. Each
class has a short text description, followed by a brief
summary of any special abilities. Some specials will have
extra listings for alternate functions; these functions are
accessed by pressing the 'shifter' key in conjunction with
the normal special key. Classes or specials which are
marked with an « in front are only available in the
registered version of Gladiator.
Soldier: Your basic grunt, can absorb and deal damage and
moves moderately fast. A good all-around fighter.
A fighter's normal weapon is a magical returning
blade. While effective at dealing damage, the
downside to this is that the fighter must wait for
his blade to return before throwing it again.
1. Charge: The fighter charge is simple but effective.
When charging, the fighter runs forward at high speed,
dealing damage to anyone he encounters.
2. « Boomerang: The boomerang can be difficult to use
well, but inflicts much damage. It spirals out from the
thrower, inflicting deep wounds on anything it hits. The
boomerang can hit multiple targets before falling to earth.
3. « Whirl: When a fighter whirls, he lashes out at all
foes within reach. Foes hit by such an attack may be pushed
off balance or stunned.
4. « Disarm: A skilled fighter can temporarily disarm a
nearby opponent. When disarmed, enemies are unable to fight
effectively, and often cannot use special abilities.
Elf: Elves are small and relatively weak, but are harder
to hit than most classes. Alone of all the
standard classes, elves posses the 'ForestWalk'
ability. This ability allows them to walk through
dense forests, passing barriers and avoiding
enemies. The more dexterous an elf is, the easier
she will be able to journey through forest land.
Elves generally throw stones for their ranged
attack.
1. Rocks: A small handful of rocks.
2. Bouncing Rocks: A handful of bouncing rocks.
3. Lots of Rocks: An even bigger load of bouncing rocks.
4. Mega Rocks: An amazing, huge, load of destructive bouncing
rock power! :>
Archer: Archers are fleet of foot, and their arrows have a
long range. Although they're not as strong or
healthy as fighters, they can also be a good squad
backbone.
1. Fire Arrows: When pressed, a skilled archer can spin
quickly around, firing a stream of blazing arrows. Each of
these arrows is deadly, and can wreak havoc in crowded
quarters.
2. Barrage: For when accuracy is more important than total
power, archers can loose a stream of arrows all at one
target, seriously wounding even the toughest enemy.
3. « Exploding Bolt: Unlike the earlier specials, this is
merely one bolt, but it packs a lot of punch. Not only does
the flaming arrow deal more damage than normal, these bolts
explode on impact, damaging friend or foe!
Mage: Mages are slow, nearly defenseless, and horrible at
hand-to-hand combat, but their magical energy balls
pack a big punch. All mages, regardless of level,
posses the ability to teleport out of (or into!)
danger, providing they've saved enough magic.
1. Teleport: Mages often teleport out of (or into!) danger
all over the battlefield. While immensely useful in
escaping or exploring, the standard teleport spell is non-
directional, and the casting mage has no control over the
final destination. SHIFTER: The alternate, more advanced
teleport is really a form of 'Dimension Door,' and allows
the mage to pick a location, memorize it, and return there
at will. This skill requires more intelligence than even a
normal mage, and the number of uses of the memorized spot is
also determined by intelligence.
2. Warp Space: While Warp Space can be used offensively,
it is generally used as a defense by a surrounded mage.
Casting this spell will twist the fabric of space around the
mage, damaging nearby opponents. The duration and size of
the twist are proportional to the amount of magic the mage
possesses when the spell is cast.
3. « Time Stop: Only powerful mages are able to freeze
time at all, let alone for a subjectively long duration.
When the spell is cast, time stops for everything not on the
mage's team. Although this can be immensely powerful, be
warned, as no magic will be generated during this frozen
moment.
4. « Energy Blast: Somewhat akin to a modern-day flame-
thrower, a mage's energy blast releases an enormous,
expanding flood of energy outward. The energy blast, being
non-corporeal, will pass through walls and other
impediments, and can inflict damage on many enemies before
fading away.
Cleric: Clerics, like mages, are slow, but have a stronger
hand-to-hand attack. Clerics posses abilities
related to healing and, on the darker side,
interaction with the dead. Clerics have the unique
ability to generate fields which their teammates
can pass through, but which foes must hack down to
pass.
1. Heal: Even the lowest cleric possesses the gods-granted
ability to heal others. Due to the nature of this gift, a
cleric can heal several friends, if gathered closely around,
for the mana cost of a single spell. The higher level a
cleric is, the stronger this healing power will become.
NOTE: clerics controlled by the computer who are on your
team will automatically attempt to heal any wounded team
member who 'bumps' them.
2. Raise Undead: This clerical ability allows the caster
to temporarily bring back fallen foes or friends, and have
them fight once more. The strength of this recalled zombie,
as well as its duration upon the battlefield, depends both
on the cleric's power and the strength of the one who is
raised. When the undead falls again, no power available can
bring it back.
3. Raise Ghost: This stronger version of Raise Undead
brings back not the bodies of those who have fallen, but the
spirit. Such a ghost has the advantage of being ethereal
and traveling anywhere, as well has possessing stronger
powers of attack than a mere zombie.
4. « Resurrect: This ultimate power of the clerics puts
the art of raising the dead to shame. With this spell, a
powerful cleric can reunite the body and soul of a fallen
comrade, healing most wounds in the process. Be warned,
however, that such an endeavor is extremely taxing to both
the one who is raised and the casting cleric.
Thief: Thieves are fast and stronger of constitution than
the magic-wielders, though not so potent as the
soldier. Like fighters, thieves wield stabbing and
throwing blades. Although their blades are not
magical, they posses an unlimited supply and can
throw them in rapid succession.
1. Plant Bomb: All thieves can drop small, hand-made
explosives to the ground, often able to take out even the
strongest opponent. Beware, however, for unlike an archer's
arrows, bombs do not discriminate in who they destroy!
2. « Cloak: A moderately experienced thief can learn to
hide in even the smallest shadows, slipping unseen past
enemy patrols. How good the 'cloaking' is, and how long the
thief can maintain it, depends on both the dexterity and
level of the practicer. A thief on your team who is cloaked
will show up with an outline, so that you know where she is.
3. « Taunt: While some would think it insane, thieves have
made an art of taunting their enemies. A skilled thief can
lure her enemies away from their chosen targets, often
leading them on a fruitless chase, until the rest of the
team can wipe them up.
4. « Poison Cloud: The ability to create billowing clouds
of poison is the thief's other offensive weapon. By
gathering up harmless elements and combining them, a thief
can create a truly noxious concoction, which when smashed
from its container will quickly expand into the air,
bringing airborne pain and confusion to nearby enemies.
Druid: Druids are the magicians of nature, and have
special powers over natural events. Druids can
throw lightning bolts at their foes; the bolts have
long range and are very fast.
1. Grow Tree: The simplest druid magic is that of planting
and growing trees. While this might seem pointless, the
druid imbues these saplings with his own energy, and the
trees will allow friends to pass without hindrance, but
severely impede any enemies trying to slip past.
2. Summon: The druid power to summon forth sprites and
faeries from the woodlands is well known. These summoned
sprites will take off in pursuit of enemies, flying over the
landscape and freezing foes in their tracks.
3. « Reveal Items: The druid's power to magically reveal
items to his sight most often used when searching for gold
or other treasure. At other times, this sight aids in the
searching out of enemy encampments or fortifications. When
Reveal is cast, gold, silver, potions, and creature
generators will show up on the radar map, but only to the
caster.
4. « Protection: A high level druid can protect his
friends with this natural invocation. By summoning forth
small currents of winds to envelop nearby team members, the
druid can help make his comrades harder to hit by both close
and long range attacks. Subsequent castings will strengthen
and prolong the effect.
« Orc: Orcs are your basic 'grunt' fighter; strong and
hard to hurt, but without much intelligence or
ability to do more than inflict pain. Basic orcs
don't have a ranged attack, but their damage at
close range is impressive.
1. Howl: An orc's howl of rage has an almost magical
quality about it. Those nearby are often stunned, unable to
move or defend themselves. How long this effect lasts
depends on the distance between the orc and its foe and
their respective levels.
2. Eat Corpse: Other members of the team tend to ignore
the orc's ability of eating the corpses of the enemy (and
sometimes friend). Nevertheless, the strength and power
gained by this barbarous act cannot be denied.
« Fire Elemental: Fire elementals have been known to strike
terror into even the toughest of warriors. Strong
and relatively quick, their flaming meteors can
inflict hideous wounds upon an enemy, and their
speed and size make them dangerous opponents even
without this ability.
1. Starburst: Fire elementals have the ability to release
a 'starburst' of flaming death in all directions; this
natural defense will sometimes destroy an enemy even as the
fire elemental itself perishes.
« Skeleton: Skeletons are the pathetic remains of those
who once were among the living. Although they are
not particularly dangerous, they move with blinding
speed, and often surround a living enemy to take it
to the grave.
1. Tunnel: These bone-wielding undead have the ability to
tunnel quickly underground, sometimes emerging under their
hapless victim's feet. When manipulated by an intelligent
mind, this ability also allows them to tunnel under walls
and come at the enemy from the rear.
« Ghost: A more fearsome type of undead, ghosts can pass
through walls, trees, and anything else that gets
in their way. Although they cannot inflict damage
from a distance, their chilling touch can bring
death quickly at close range.
1. Howl: More of a wail, really, a ghost's haunting howl
can cause even the bravest of warriors to flee in terror.
When invoked, all nearby enemies will flee away from the
ghost; how far they run, and how long the effect lasts, is
determined by the power of the ghost and the resistance of
the targets.
« Faerie:The flying faerie are diminutive in stature, flying
above friends and enemies alike unnoticed.
Although they are delicate and easily destroyed,
faeries can sprinkle a magic powder which can
freeze their enemies in place.
« Slime: It is hard to say if a slime is truly intelligent,
or simply some form of lichen too agitated to
remain still. Although generally peaceful in
nature, slimes can make dangerous enemies when
disturbed. From what has been observed of slimes,
they begin life as small, relatively harmless
patches of ooze which grow until they are bigger
than a man. These large patches of slime then
split into two or more small slimes, thus
increasing the population. Slimes are particularly
vulnerable to fire or magical attacks.
1. Grow: Slimes can grow larger, or split in two, when
they gain enough magical energy.