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- ~f=-------------------------=
- ~ePLAYERS' PROFESSION (TYPE)
- ~f=-------------------------=
-
-
- ~d -=--] FIGHTER [--=-
-
- ~2 Players who have chosen to become fighters, are very well adapted to
- battle for many hours at a time. This is a "good all around" type and
- is recommended to those without much experience in role-playing games.
- Fighters can fight with any weapon (except magical items) and usually
- receive more attribute-points at the gym than any of the other types.
- One of the major advantages of this type of player, is the ability to
- exchange weapons with any mutation killed in battle, also, armor and
- shields of incredible protective range are available to this type.
-
- ~b ADVANTAGES
- ~2 + Easy to play
- + Ability to buy, steal, and trade weapons with almost anyone
- + Maximum allowed protective armor
- + Strongest weapon in the land
- + Constitution, Strength, and Dexterity higher than any other type
- + Gets more attribute-points at the community college
- + Cheapest healing potions than any other type
-
- ~b DRAWBACKS
- ~2 - Cannot cast any magic
- - Slightly dependant to healing potions in long journeys
- - Better weapons must be found or captured
-
- ~b STRATEGY
- ~2 * Fighters should stay near a city until they become level 2, since
- at level 1, they are like a weak ROGUE. Inmediately after the first
- increase in level, their remarkable attributes make them especially
- good at fighting anyone that comes along.
-
-
- ~d -=--] WIZARD [--=-
-
- ~2 Exceptionally clever individuals, WIZARDS prefer not to engage in battle
- at short range, rather, they have developed the ability to cast spells
- which may do minor to moderate amounts of damage to their enemies. Once
- their enemies have been reduced after a series of spells, they usually
- engage in short, sucessful battles. This is the type of character most
- intriguing in the land. When played well, everything appears so easy,
- but when used by inexperienced hands, death is almost certain.
-
- ~b ADVANTAGES
- ~2 + Can cast spells of any magic level including battle and heal
- + Can earn up to 48 bonus ~fMANA~2 points at the magician's temple
- + Only character allowed the use of magic items
- + MANA is regenerated, when used, at a rate of 1 point per 20 moves
- * Capable to do tremendous amounts of damage with magic alone
-
- ~b DRAWBACKS
- ~2 - Weakest among all type of characters in the land
- - Can buy but two weapons, everything else must be found
- - There is only 2 amulets for WIZARDS to use in the form of Shields
- and they must also be found
-
- ~b STRATEGY
- ~2 * Wizards are hard to begin with, but their incredible intelligence
- quickly overcomes their weak physical bodies. Since wizards learn
- to cast more spells and quicker than ROGUES, and depend almost com-
- pletely in this ability, it is necessary for wizards to learn the
- location of the many magic centers where MANA points can be
- regenerated for a price.
-
-
-
- ~d -=--] ROGUE [--=-
-
- ~2 True hybrids, Rogues are a remarkable adaptation model by any standard.
- They combine the best of qualities found in the wizards and in fighters.
- This type of player is very sucessful in long journeys. Their ability
- to cast spells as well as to use weapons of medium damage range makes
- them the ideal type for those seeking to conquer the land in minimuns
- amounts of time.
-
- ~b ADVANTAGES
- ~2 + Can cast spells of light\medium magic levels.
- + Has a reportoire of valid weapons, all available for sale
- + Can earn up to 30 bonus ~fMANA~2 points at the magician's temple
- + MANA is regenerated when used at a rate of 1 point per 30 moves
-
- ~b DRAWBACKS
- ~2 - May never take true warrior-like weapons, armor, and shields
- - Not allowed to handle any of the WIZARD weapons
- - Learns spells at a slower rate than wizard and never achieve a
- complete understanding of the mystic sciences.
-
- ~b STRATEGY
- ~2 * Rogues are individuals that can master many abilities with one
- shortcoming: as they approach higher levels their ability to learn
- spells and wield stronger weapons diminishes. Based on this fact,
- rogues should utilize their magic only in emergencies. Unlike
- wizards, who depend on magic to be sucessfull, rogues must depend
- on their weapons and a high strength factor.