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! )
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.
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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. 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.
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