Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Variants

Reply
 
Thread Tools Display Modes
Old March 23, 2014, 18:20   #1
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
[Mist] Sneak peak to races and classes in 1.4

I just finished documenting the races and classes in Halls of Mist 1.4. Here's a sneak peak.

Sorcerer is a brand new class. Playtesting shows promise, but I may still need to make some balance adjustments. The comp character will probably be a Sorcerer.

Racial bonuses are all new. Your race directly affects only a few of your skills, but in a big way. Of course stat bonuses affect skills too, much more in Halls of Mist than in Angband. (I can do this because nobody ever maximises their stats in Mist.)

Please report any typos or other problems!

(EDIT: it's "peek", stupid! )

Code:
=== Races ===

There are eleven different races that you can choose from in Halls of Mist.

Note that non-faery races may gain access to the Escape proficiency by
worshipping goddesses. A level 15 character blessed by at least one goddess
gets one Escape point; a level 35 character gets two.

***** <Human>
Human
    - 100% Exp
    - Str 0, Mem 0, Wis 0, Dex 0, Con 0, Pre +1
    - Stealth 0
    - Elemental focus: Fire or Frost, chosen randomly

    The oldest race in the world of Halls of Mist.

***** <Elf>
Elf
    - 140% Exp
    - Str 0, Mem +2, Wis -3, Dex +1, Con -1, Pre +3
    - Stealth +1
    - Infravision 4 squares
    - Escape Proficiency (at levels 5, 15, 25, 35, and 45)
    - Shooting +6
    - Elemental Focus: Fire or Frost, chosen randomly

    The distant offspring of the union of Faery and human gene pools, Elves 
    carry the blood of Faery nobility.

***** <Dwarf>
Dwarf
    - 110% Exp
    - Str +2, Mem -1, Wis +1, Dex -2, Con +1, Pre -1
    - Stealth -1
    - Infravision 6 squares
    - Escape Proficiency (at levels 5, 15, 25, 35, and 45)
    - No Blindness
    - Spell Save +12, Jumping -20
    - Elemental Focus: Fire

    Whereas elves carry the blood of Faery nobility, dwarves descend from those
    humans impregnated by underground dwelling Faeries, and they too prefer 
    subterranean environs.

***** <Gnome>
Gnome
    - 120% Exp
    - Str -1, Mem +3, Wis -1, Dex 0, Con 0, Pre 0
    - Stealth +3
    - Infravision 5 squares
    - Small (-2 hit die, +4 armour class)
    - Escape Proficiency (at levels 5, 15, 25, 35, and 45)
    - Free Action
    - Elemental Focus: Frost

    The third race that boasts both human and Faery blood, gnomes originated 
    from the union of human and household Faery.

***** <Grippli>
Grippli
    - 120% Exp
    - Str -3, Mem +1, Wis +2, Dex +2, Con -3, Pre +2
    - Stealth +2
    - Sustain Dexterity
    - Shooting +3
    - Jumping +12
    - Elemental Focus: Frost

    A young race with a simple tribal society, grippli are small amphibians, 
    resembling bipedal frogs.
 
***** <Lizardman>
Lizardman
    - 100% Exp
    - Str +1, Mem -2, Wis -2, Dex -1, Con +3, Pre -2
    - Stealth 0
    - No Poison
    - Throwing +6
    - Elemental Focus: Fire

    Lizardmen are bipedal reptiles, standong about the same height as a human,
    with long, versatile necks. They tend to live in any place where the air
    is warm, whether desert or jungle or swamp.

***** <Rattikin>
Rattikin
    - 100% Exp
    - Str -2, Mem -1, Wis -1, Dex +3, Con -2, Pre -3
    - Stealth +4
    - Infravision 3 squares
    - No Disease
    - Elemental Focus: Frost

    The rattikin are a race of humanoid rats who live in the outskirts of human
    society.

***** <Felpurr>
Felpurr
    - 130% Exp
    - Str -1, Mem 0, Wis 0, Dex +1, Con 0, Pre +1
    - Stealth +2
    - Infravision 2 squares
    - Lucky: Felpurr tend to find better loot than other races
    - Jumping +3
    - Elemental Focus: Fire

    The most civilized of the animalistic races, the felpurr are a noble race 
    of humanoid felines, who live in large cities situated where the climate is
    warm. Wrapped up in courtly etiquette and fine silk, the Fellpurr culture at
    its heart is playful, competitive, and sometimes cruel. They love hunting
    animals and Faeries, often just for the fun of it.

***** <Ursa>
Ursa
    - 110% Exp
    - Str +3, Mem -3, Wis 0, Dex -3, Con +2, Pre -1
    - Stealth -2
    - Big (+2 hit die, -4 armour class)
    - Fighting +3, Shooting -3
    - Magic Device -6, Alchemy -6
    - Elemental Focus: Frost

    Large, lumbering bear-people living in cold, wooded regions, the Ursa have a
    complex system of inter-related hunter-gathering tribes.

***** <Vargr>
Vargr
    - 150% Exp
    - Str +1, Mem 0, Wis +1, Dex 0, Con +1, Pre 0
    - Stealth +1
    - Sustain Constitution
    - Fighting +6, Shooting +3, Throwing +3
    - Jumping +6
    - Elemental Focus: Frost

    Vargr are a race of intelligent, bipedal wolves, living in both cold and 
    temperate climes. Their society resembles that of the ursa, but while the 
    former are somewhat brutish and primative, the vargr are guided by a deep-
    rooted code of honor.

***** <Kyrrus>
Kyrrus
    - 110% Exp
    - Str 0, Mem +1, Wis +3, Dex -1, Con -1, Pre 0
    - Stealth +1
    - Sustain Wisdom
    - Fighting -3
    - Alchemy +12
    - Elemental Focus: Fire

    A rare sight out of their native mountains, Kyrri are a deeply spiritual
    race of bipedal mountain goats. Their society is arranged around secluded
    monasteries where the holy and magical arts are studied.
Code:
=== 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. Spellcasting generally
requires a more experienced player that is familiar with survival techniques.
Note that the class stat bonuses only take effect during character generation.

Skills X/Y: X at first, +Y for every ten experience levels.

Every character class increases the first five "primary" skills with experience.
Only one character class develops each of the last five "secondary" skills.



***** <Warrior>
Warrior
    A Warrior is a hack-and-slash character, who solves most of his problems by
    cutting them to pieces.

    Str +3, Mem -2, Wis -1, Dex +2, Con +1, Pre -3
    Hit die: 7

    Fighting 10/7, Shooting 6/6, Throwing 8/7, Device 8/5, Save 17/11
    Stealth 1, Perception 20, Jumping 15/7, Alchemy 10, Navigation 14

    - Bravery at level 30.
    - The best melee criticals.
    - Good starting weapon.

***** <Rogue>
Rogue
    A Rogue is a professional criminal, attracted to the dungeon by the promise
    of hidden riches and great wealth. She is the master at fighting dirty. She
    prefers to murder sleeping monsters, or to distract opponents with powder
    vials before assassinating them.

    Str 0, Mem 0, Wis 0, Dex +2, Con -1, Pre 0
    Hit die: 5

    Fighting 8/4, Shooting 12/4, Throwing 12/7, Device 14/6, Save 25/10
    Stealth 3/1, Perception 20/6, Jumping 40, Alchemy 20, Navigation 24

    - Rogue is is the only class that can sell loot to the shops. Even rogues
      can only sell *expensive* items - an item's evaluated price must be at
      least your minimum depth in feet.
    - Ambush: She gets to add half her level to critical hit chance against
      sleeping, scared, confused or blind monsters. She also gets better
      critical hits with any kind of a weapon.
    - The best criticals with thrown weapons and powder vials (bigger spread).
    - She knows more about traps than other characters.

***** <Templar>
Templar
    Templar is a deeply religious knight that gives most of his gold to charity.
    Templars are very interested in mysteries and in the occult. They practise
    ancient armed martial arts with both swords and bows. (The class is
    inspired by both Rosicrucianism and the Knights Templar.)

    Str +2, Mem +1, Wis +1, Dex +1, Con 0, Pre 0
    Hit die: 7

    Fighting 8/6, Shooting 8/6, Throwing 4/4, Device 11/5, Save 25/12
    Stealth 1, Perception 20, Jumping 20, Alchemy 15/7, Navigation 14

    - Requires 10% more experience points.
    - Vow of Poverty: may keep only 1/3 of the gold he finds.
    - Fencing: gets an extra sword blow against persons and humanoids.
    - Extra Shot at level 25.
    - Religion Expert. He may offer torches for the goddesses in place of ego
      items, and ego items in place of artifacts.
    - Good starting weapon.

***** <Priest>
Priest
    A Priest is a character of holy devotion. She explores the dungeon only in
    order to destroy the evil that lurks within, and if treasure just happens
    to fall into her packs, well, so much more to the glory of her church!

    Str 0, Mem 0, Wis +2, Dex -2, Con 0, Pre +2
    Hit die: 2
    Mana at 30th level: 349

    Fighting 5/3, Shooting 3/2, Throwing 4/3, Device 16/9, Save 29/12
    Stealth 1, Perception 5, Jumping 20, Alchemy 30, Navigation 10

    - Requires 20% more experience points.
    - Bias against non-blessed edged weapons: -3 to hit, +25 spell fail rates.
    - Religion Expert. She may offer torches for the goddesses in place of ego
      items, and ego items in place of artifacts.
    - Influence: monsters have trouble resisting her status effect spells.
    - Her spellcasting fail rate may reach zero.
    - Spell stat: Wisdom. Affects her fail rates and the number of known spells.

***** <Shaman>
Shaman
    A Shaman is a "primitive" warrior/priest, with a belief system based on
    nature spirits.

    Str +1, Mem -2, Wis +1, Dex +1, Con 0, Pre -2
    Hit die: 5
    Mana at 30th level: 232

    Fighting 8/5, Shooting 7/5, Throwing 6/5, Device 11/8, Save 22/11
    Stealth 2, Perception 25, Jumping 30, Alchemy 15, Navigation 10

    - Bias against non-blessed edged weapons: -3 to hit, +25 spell fail rates.
    - Mushroom Magic: in addition to the priestly prayers, Shaman also practices
      his own special form of magic, based on eating magical mushrooms, and
      asking favours from their Mother Spirits.
    - Spell stat: Wisdom. Affects his fail rates and the number of known spells.
    - May choose which spells he wants to study.
    - Good starting weapon.

***** <Spellsword>
Spellsword
    A Spellsword belongs to a noble knightly order of civilised warrior mages.
    Unlike the ranger, she can access the full range of mage spellbooks, though
    she starts receiving them only at level 5. Unfortunately, spellsword's
    fanatical devotion to the arts of combat and magic has severely damaged her
    common sense.

    Str +1, Mem +1, Wis -3, Dex 0, Con 0, Pre +1
    Hit die: 6
    Mana at 30th level: 232

    Fighting 9/5, Shooting 0/4, Throwing 4/5, Device 16/8, Save 13/8
    Stealth 0, Perception 5, Jumping 15, Alchemy 15, Navigation 0

    - Requires 30% more experience points.
    - Her elemental bolts have a higher beam chance.
    - Spell stat: Memory. Affects her fail rates and the number of known spells.
    - Depending on race, may specialise in either fire or frost. This affects
      resistances and the selection of magical books.
    - Good starting weapon.

***** <Ranger>
Ranger
    A Ranger is part warrior, part mage, and adds a few skills unique to him.

    Str 0, Mem +1, Wis 0, Dex +1, Con +1, Pre -1
    Hit die: 4
    Mana at 30th level: 138

    Fighting 5/4, Shooting 10/6, Throwing 8/6, Device 16/7, Save 26/10
    Stealth 2, Perception 32, Jumping 40, Alchemy 25, Navigation 9/7

    - Extra Shot at level 25.
    - The best archery criticals.
    - Spell stat: Memory. Affects his fail rates and the number of known spells.
    - May choose which spells he wants to study.
    - Depending on race, may specialise in either fire or frost. This affects
      resistances and the selection of magical books.

***** <Sorcerer>
Sorcerer
    A Sorcerer is the cosmic outlaw, hiding in shadows.

    Str -1, Mem +2, Wis 0, Dex +1, Con 0, Pre -2
    Hit die: 1
    Mana at 30th level: 277

    Fighting 5/3, Shooting 0/2, Throwing 2/2, Device 16/9, Save 28/9
    Stealth 3, Perception 23, Jumping 25, Alchemy 35, Navigation 12

    - Spell Power: Sorcerer's attack spells deal more damage. Monsters have
      trouble resisting her influence spells (although Priest's influence spells
      are even more powerful).
    - Ambush: she gets to add half her level to critical hit chance against
      sleeping, scared, confused or blind monsters. She also gets better
      critical hits with any kind of a weapon.
    - Transgression: she may refresh her mana by committing acts of
      transgression -- by wearing a cursed item, by shapeshifting, or by
      'D'raining mana from an altar (making its goddess angry).
    - Sorcerers are not welcome at the Temple.
    - Her spellcasting fail rate may reach zero.
    - Spell stat: Memory. Affects her fail rates and the number of known spells.
    - May choose which spells she wants to study.
    - Depending on race, may specialise in either fire or frost. This affects
      resistances and the selection of magical books.
Mikko Lehtinen is offline   Reply With Quote
Old March 23, 2014, 18:56   #2
debo
Veteran
 
debo's Avatar
 
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,379
debo is on a distinguished road
Do you think the new version will be ready in 2 weeks? That would save me some planning for the next comp
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
debo is offline   Reply With Quote
Old March 23, 2014, 18:59   #3
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
Quote:
Originally Posted by debo View Post
Do you think the new version will be ready in 2 weeks? That would save me some planning for the next comp
Probably not, although it's certainly possible. I've got all sorts of work-related challenges to solve in the coming weeks. That means spending evenings on them too, since I'm running my own small business.
Mikko Lehtinen is offline   Reply With Quote
Old March 23, 2014, 23:45   #4
T-Mick
Adept
 
Join Date: Mar 2012
Posts: 116
T-Mick is on a distinguished road
That Sorcerer looks like good fun. I like the transgressions. Trading cursed equipment and blessings for mana, such a valuable commodity, what with ironband mana, is beautiful in my book. Along with backstabs, I'm looking forward to their release! Did you update the spell list, or would that be telling too much?
T-Mick is offline   Reply With Quote
Old March 24, 2014, 06:19   #5
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
Quote:
Originally Posted by T-Mick View Post
That Sorcerer looks like good fun. I like the transgressions. Trading cursed equipment and blessings for mana, such a valuable commodity, what with ironband mana, is beautiful in my book. Along with backstabs, I'm looking forward to their release! Did you update the spell list, or would that be telling too much?
I haven't done a lot to the spells, except rebalancing mana costs etc. Based on my playtests, a Sorcerer is constantly deciding between fire bolt, fire ball, flaming hands (attack one or two monsters in melee range), mana ray (a beam with half your normal spell range), and confuse monster (enabling sneak attacks).

Sorcerer is answering a need. Me and buzzkill both noticed that Mages and Mystics were boring to play with the Ironband mana. Sorcerer has much less mana than the old wizards, and also better melee options, while still being fragile. With Sorcerer, you have to make decisions.

All transgressions often trade survivalibility now (mana) for long-term pain that hurts you for several dungeon levels.

- You can't simply buy Scrolls of Remove Curse, since you're banned from the Temple.

- Shapeshifting, especially into a random form (Rune of Change) is often not good for you.

- Angering a goddess means that you get her blessing in negative. For example, Cyrridven might give you -2 CON, -1 Stealth.
Mikko Lehtinen is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
How do I add Oangband classes/races to vanilla Elfin Jedi Development 14 March 20, 2013 22:04
races Tibarius Vanilla 3 July 16, 2011 18:30
High races in Quickband Antoine Variants 15 June 10, 2011 19:22
YAWP [V 3.2]: Sneak the High-Elf Rogue (my first rogue win ever) Max Stats AAR 0 January 7, 2011 05:01
Races Antoine Vanilla 63 January 21, 2009 11:46


All times are GMT +1. The time now is 09:13.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.