[Mist] Sneak peak to races and classes in 1.4

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  • Mikko Lehtinen
    Veteran
    • Sep 2010
    • 1246

    [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.
  • debo
    Veteran
    • Oct 2011
    • 2402

    #2
    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.'

    Comment

    • Mikko Lehtinen
      Veteran
      • Sep 2010
      • 1246

      #3
      Originally posted by debo
      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.

      Comment

      • T-Mick
        Adept
        • Mar 2012
        • 120

        #4
        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?

        Comment

        • Mikko Lehtinen
          Veteran
          • Sep 2010
          • 1246

          #5
          Originally posted by T-Mick
          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.

          Comment

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