I'd also really like to submit an Unangband character for the next competition: either a Druid, Master or a Sorcerer (all are mage subclasses). Firstly, I'd need people to hit on Unangband and identify any last minute bugs, before the current competition ends (31st October). Secondly, does anyone have a preference as to which class they'd prefer?
From the help files:
The school of Druidry contains a wide variety of different spells,
include a good low level offense, but is hampered by difficult to
use defensive spells and offensive magic that takes a while to get
going and may leave the Druid in close proximity to harm should
they fail to work. A Druid operates best when he is able to
prepare the ground upon which he fights, and works best in open
spaces: conjuring trees, calling forth lightning and fire and so
on. This is also the Druid's weakness: he must operate in the
open, and takes a while to prepare his magic, which means he can
be overwhelmed before his magic can be used.
The school of Mastery contains some useful low-level magics, but at
higher levels is heavily reliant on the ability to summon and control
minions for the great part of both offense and defense. This is
a double-edged sword: while the minions are more than capable of
providing the Master protection and dealing out damage, he has a
heavy investment in them, and will have to pay a 'mana debt' or
'blood debt' should they be destroyed. This reliance on minions
means that the tables can turn very quickly on the Master and get
out of control.
The school of Sorcery is both deceptively weak and strong. A
Sorcerer lacks the immediate damage dealing capacity of the Wizard
and the long term damage capability of the Druid, and does not have
the same range of minions as the Master. The Sorcerer's spells and
minions are useful in preparing the ground like the Druid, in
particular with a range of traps and mimics, and enraging and
drawing in the enemy. But his abilities to ensorcle perhaps any
enemy, will give him opportunities and gambits far greater than
the Master is capable of.
Andrew
From the help files:
The school of Druidry contains a wide variety of different spells,
include a good low level offense, but is hampered by difficult to
use defensive spells and offensive magic that takes a while to get
going and may leave the Druid in close proximity to harm should
they fail to work. A Druid operates best when he is able to
prepare the ground upon which he fights, and works best in open
spaces: conjuring trees, calling forth lightning and fire and so
on. This is also the Druid's weakness: he must operate in the
open, and takes a while to prepare his magic, which means he can
be overwhelmed before his magic can be used.
The school of Mastery contains some useful low-level magics, but at
higher levels is heavily reliant on the ability to summon and control
minions for the great part of both offense and defense. This is
a double-edged sword: while the minions are more than capable of
providing the Master protection and dealing out damage, he has a
heavy investment in them, and will have to pay a 'mana debt' or
'blood debt' should they be destroyed. This reliance on minions
means that the tables can turn very quickly on the Master and get
out of control.
The school of Sorcery is both deceptively weak and strong. A
Sorcerer lacks the immediate damage dealing capacity of the Wizard
and the long term damage capability of the Druid, and does not have
the same range of minions as the Master. The Sorcerer's spells and
minions are useful in preparing the ground like the Druid, in
particular with a range of traps and mimics, and enraging and
drawing in the enemy. But his abilities to ensorcle perhaps any
enemy, will give him opportunities and gambits far greater than
the Master is capable of.
Andrew
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