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classes.txt
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=== Classes ===
Once a race has been chosen, you will need to pick a class. For the first few
adventures it is suggested that you run a warrior. Spell casting generally
requires a more experienced player that is familiar with survival techniques.
Note that the class stat bonuses only affect character generation.
Warrior
A Warrior is a hack-and-slash character, who solves most of
his problems by cutting them to pieces, but will occasion-
ally fall back on the help of a magical device. His prime
stats are Strength and Constitution, and a good Dexterity
can really help at times. A Warrior will be good at Fight-
ing and Throwing/Bows, but bad at most other skills.
Mage
A Mage must live by his wits. He cannot hope to simply hack
his way through the dungeon, and so must therefore use his
magic to defeat, deceive, confuse, and escape. A mage is
not really complete without an assortment of magical devices
to use in addition to his spells. He can master the higher
level magical devices far easier than anyone else, and has
the best saving throw to resist effects of spells cast at
him. Intelligence is his primary stat, and determines his
spellcasting ability. Wearing heavy armor, or most kinds of
gloves, will severly damage his spellcasting abilities, so
While there is no rule that says a mage cannot become a good
fighter, most mages will prefer to rely on their spells.
Priest
A Priest is a character of holy devotion. They explore the
dungeon only to destroy the evil that lurks within, and if
treasure just happens to fall into their packs, well, so
much more to the glory of their church! Priests receive
their spells from a deity, and therefore do not choose which
spells they will learn. They are familiar with magical dev-
ices, preferring to call them instruments of god, but are
not as good as a mage in their use. Priests have good sav-
ing throws, and make decent fighters, preferring blunt
weapons over edged ones. Wisdom is the priest's primary
stat, determining spellcasting ability.
Ranger
A Ranger is a warrior/mage. He is a good fighter, and the
best of the classes with a missile weapon such as a bow.
The ranger learns spells much more slowly than a mage, but
is capable of learning all but the most powerful spells.
Because a ranger is really a dual class character, more
experience is required for him to advance. A ranger has a
good stealth, good perception, good searching, a good saving
throw, and is good with magical devices. His primary stats
are Intelligence (which determines his spellcasting ability)
and Dexterity.
Paladin
A Paladin is a warrior/priest. He is a very good fighter,
second only to the warrior class, but not very good at mis-
sile weapons. He receives prayers at a slower pace then the
priest, but can receive even the most powerful prayers.
Because a paladin is really a dual class character, it
requires more experience to advance him. A paladin lacks
much in the way of abilities. He is poor at stealth, per-
ception, searching, and magical devices. He has a decent
saving throw due to his divine alliance. His primary stats
are Wisom , which determines his magic ability, and Strength
which he uses for melee.
Mystic
A Mystic learns both the holy prayers of priests and the
magic of mages. While he is the weakest fighter of all the
classes, he gains spells the fastest, and has the most mana.
A mystic relies almost only on his spells, and is not very
good at activating magical items. He is, however, moderatly
skilled at throwing weapons at his enemies from afar. There
are said to be rare spellbooks in the dungeon that teach him
discplines that lie beyond the scope of other classes. His
primary stats are Wisdom and Intelligence, which combine to
determine his spellcasting power.
Bard
A bard is an artist. He adventures neither for gold nor fame
but for the value of the experience. His fighting skills are
decent, and he can use a variety of musical instruments to
play magic tunes. As he delves deeper in the dungeon, better
quality instruments can be found which he can use to play
more powerful melodies. The bard is a master of lore - he
knows many legends of powerful artifacts and were he to find
one of these, simple knowledge of the artifact's name can be
sufficient for him to know all of its abilities. The bard's
primary stat is Charisma, which his musical abilities depend
on, and he can also use good Dexterity and Intelligence.
Spellsword
As indicated by his name, the spellsword can both fight and
cast mage spells. He has similar (though slightly inferior)
fighting and shooting skills to the paladin, and unlike the
ranger can access the full range of mage spellbooks, though
he starts receivnig them only at level 5. He is the slowest
of all classes to advance. Like a paladin, he has lousey
stealth, perception, and searching, though his skills with
magical devices and alchemy are decent, as is his saving
throw. His primary stats are Strength, which he uses for
fighting, and Intelligence, which he uses for spellcasting.
=== Recommended combinations of Race and Class ===
Warrior Mage Priest Ranger Paladin Mystic Bard Spellsword
Human Yes Yes Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes No Yes Yes Yes
Hobbit Yes Yes No No No No Yes No
Gnome Yes Yes Yes No No No No Yes
Dwarf Yes No Yes No Yes Yes No No
Half-Orc Yes No Yes No No No No Yes
Half-Troll Yes No Yes No No No No No
Dunadan Yes Yes Yes Yes Yes Yes Yes Yes
High-Elf Yes Yes No Yes No No Yes Yes
Angel Yes Yes Yes Yes Yes Yes Yes Yes
Demon Yes Yes No Yes No No No Yes
Nilbog Yes No No No No No No No
Rattikin Yes Yes No Yes No No No Yes
Felpurr Yes Yes Yes Yes Yes Yes Yes Yes
=== Stat and Other Bonuses Tables ===
STR INT WIS DEX CON CHR Hit Dice EXP/Lev
Warrior +5 -2 -2 +2 +2 -1 9 +0%
Mage -5 +3 0 +1 -2 +1 0 +30%
Priest -1 -3 +3 -1 0 +2 2 +20%
Ranger +2 +2 0 +1 0 0 4 +30%
Paladin +3 -3 +1 0 +2 +2 6 +35%
Mystic -6 +4 +4 0 0 0 1 +32%
Bard -1 +1 -2 +2 0 +3 3 +15%
Spellsword +3 +2 -2 0 +1 0 5 +45%