classes
Differences
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| classes [2026/06/28 23:42] – appledog | classes [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, | + | | Adventurer | Jack-of-all-trades, |
| - | | Fighter | + | | Fighter | Sword and shield, or as you like it! | Standard | |
| - | | Wizard | + | | Wizard | Fragile scholar of mysteries and magic. | Very Slow | |
| - | | Woodsman | + | | Woodsman | Merry man of the land; a hero of the marsh. Survivalist. Rogue. | Fast | |
| I recommend Fighter (Warrior) for new players. It's the most common and easily identifiable theme. You can't go wrong as a 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. | ||
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| == 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. | ||
| + | |||
| + | 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' | ||
| == Adventurer | == Adventurer | ||
| - | The generalist. An adventurer learns from the best of every profession — some of a fighter' | + | The generalist. An adventurer learns from the best of every profession — some of a fighter' |
| + | |||
| + | //An adventurer can learn any class' | ||
| == 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. | + | Arcane knowledge has a price. The wizard studies the longest and is the slowest of all to level — and early on, he's fragile. |
| + | |||
| + | Example Skills: | ||
| + | * mana -- attune to magic; your usable max mana is this skill' | ||
| + | * 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' | ||
| + | |||
| + | See **[[Skills]]** for the full spellbook (magic bubble, energy shield, mana spec, recall and the rest). | ||
| == Woodsman | == Woodsman | ||
| - | A rogue of the wild. Rather than trade blows, the woodsman avoids them. A well-placed strike | + | 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. |
| + | |||
| + | Example skills: | ||
| + | * sneak -- move unseen; if it holds, your first strike from stealth hits far harder. | ||
| + | * bandage -- field medicine: bind wool into a gauze pad, then apply it to heal your wounds. | ||
| + | * track -- read the land to sense the direction to the nearest creature you name. | ||
| + | * identify -- read an item's true nature -- what it is, what it does, and what it's worth. | ||
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