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classes [2026/06/28 23:34] appledogclasses [2026/07/04 07:42] (current) – external edit 127.0.0.1
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 ^ Class ^ Plays like ^ Leveling ^ ^ Class ^ Plays like ^ Leveling ^
-| Adventurer | Jack-of-all-trades, master of some.          | Slow | +| Adventurer | Jack-of-all-trades, master of some. | Slow | 
-| Fighter    Sturdystraightforward, reliable.           | Standard | +| Fighter | Sword and shieldor as you like it! | Standard | 
-| Wizard     | Fragile scholar with a huge late-game payoff | Very Slow | +| Wizard | Fragile scholar of mysteries and magic. | Very Slow | 
-| Woodsman   | Merry man of the land, survivalist, rogue  | Fast |+| Woodsman | Merry man of the land; a hero of the marsh. Survivalist. Rogue. | Fast |
  
-== Fighter+I recommend Fighter (Warrior) for new players. It's the most common and easily identifiable theme. You can't go wrong as a Fighter.
  
 +== Fighter
 The baseline warrior — heavy armor, solid hit points, fast reliable kills. Drops a foe in a couple of rounds and moves to the next. The catch: good gear costs gold, so a fighter is always working — but all that fighting fills the purse, too. Levels at the standard rate. The baseline warrior — heavy armor, solid hit points, fast reliable kills. Drops a foe in a couple of rounds and moves to the next. The catch: good gear costs gold, so a fighter is always working — but all that fighting fills the purse, too. Levels at the standard rate.
  
-== Woodsman+Example skills: 
 +* hit -- open combat with a +1 to-hit advantage (requires a weapon). 
 +* dodge -- a chance to sidestep an attack so it misses outright. Fighters and Adventurers train it to 5%, Woodsmen (nimbler) up to 10%; Wizards can't learn it. 
 +* dual wield -- fight with a blade in each hand for a chance at a bonus off-hand strike. 
 +* whirlwind -- a warrior's stance where every swing carves at a random foe in the room, to cut through a whole pack at once.
  
-A rogue of the wildRather than trade blows, the woodsman avoids them — a well-placed strike can open fight on his termsHe wears less armor and carries fewer hit points, because the plan is //not to get hit//. Those big opening moves leave him beat behind the action afterwardso he'not the fastest finisher over long fight — but he rarely pays in bloodand his skills keep coin in his pocket. The easiest climb to each level.+== Adventurer 
 +The generalistAn adventurer learns from the best of every profession — some of a fighter's muscle, some of a woodsman's tricks — but never the full depth of any one. That breadth takes extra study, so adventurers level more slowly than focused fighter (though not as slowly as wizard)If you like options and adapting to whatever the world throws at you, this is your class. 
 + 
 +//An adventurer can learn any class's skill that is **level 5 or below** — but not a skill a class keeps for its own. In practice that'the shared basics: hitdodge, dual wield, sneak, bandage, track, identify, and the wizard'recall. (Learn recall and you'll need mana-granting item to power it — see the Wizardbelow.)//
  
 == Wizard == Wizard
 +Arcane knowledge has a price. The wizard studies the longest and is the slowest of all to level — and early on, he's fragile. But a wizard learns //differently//: **every spell is his from level 1**. His power isn't in unlocking spells over time, it's in **training** each one deeply, and in the mobility and control that let him fight, flee, and travel on his own terms. Stick with it and the wizard's ceiling is the highest in the game.
  
-Knowledge has a price. The wizard studies the longest and is the slowest of all to level — and early on, he'fragileThe payoff comes later: spells powerful enough to turn a fight, a journey, or a whole night decisively his way. Stick with it and the wizard'ceiling is the highest in the game.+Example Skills: 
 +* mana -- attune to magic; your usable max mana is this skill'% of your pool (10 per level)Every other spell spends it. 
 +* cast heal -- restore 1d6 hit points for a little mana (also //cast healing//). 
 +* cast affliction -- curse a foe to wither each round; stack it over a fight to deepen the rot, with damage that scales on Intelligence. 
 +* cast blink / cast teleport -- a wizard'own ways to move: dart in a straight line, or fold space to the nearest creature you name.
  
-== Adventurer+See **[[Skills]]** for the full spellbook (magic bubble, energy shield, mana spec, recall and the rest). 
 + 
 +== Woodsman 
 +A rogue of the wild. Rather than trade blows, the woodsman avoids them. A well-placed strike from cover can end a fight before it begins. He wears less armor and carries fewer hit points, but in turn he rarely sees extended combat, and his skills keep coin in his pocket. The easiest climb to each level.
  
-The generalistAn adventurer learns from the best of every profession — some of fighter's musclesome of a woodsman'trickssome of a wizard'lore — but never the full depth of any one. That breadth takes extra study, so adventurers level more slowly than a focused fighter (though not as slowly as a wizard). If you like options and adapting to whatever the world throws at you, this is your class.+Example skills: 
 +* sneak -- move unseen; if it holds, your first strike from stealth hits far harder. 
 +* bandage -- field medicine: bind wool into gauze padthen apply it to heal your wounds. 
 +* track -- read the land to sense the direction to the nearest creature you name. 
 +* identify -- read an item'true nature -- what it is, what it doesand what it'worth.
  
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classes.1782689659.txt.gz · Last modified: by appledog

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