Update all class descriptions with crunch headers.
This adds headers to all class descriptions, similar to the race headers,
explaining what starting equipment and special abilities each class confers.
Note that due to a bug in the server most caster classes only get 1 spellbook
no matter what the treasurelist says; I've written descriptions based on the
treasurelist rather than the current behaviour in the expectation that the bug
will be fixed in the server soon.

Update all race descriptions.
This cleans up the header at the start of each race description to remove "dead"
lines (e.g. "Special: None") and hopefully make it a bit more readable overall
(e.g. starting items are now "Item:" rather than "Special:")


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@21396 282e977c-c81d-0410-88c4-b93c2d0d6712
master
ryo_saeba 2020-09-11 14:22:07 +00:00
parent 4c3cc532a6
commit 93d0c0c2a3
30 changed files with 129 additions and 82 deletions

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@ -1,3 +1,20 @@
Update all class descriptions with crunch headers.
This adds headers to all class descriptions, similar to the race headers,
explaining what starting equipment and special abilities each class confers.
Note that due to a bug in the server most caster classes only get 1 spellbook
no matter what the treasurelist says; I've written descriptions based on the
treasurelist rather than the current behaviour in the expectation that the bug
will be fixed in the server soon.
player/class/**.arc
Rebecca Kelly 2020-09-10
Update all race descriptions.
This cleans up the header at the start of each race description to remove "dead"
lines (e.g. "Special: None") and hopefully make it a bit more readable overall
(e.g. starting items are now "Item:" rather than "Special:")
player/race/**.arc
Rebecca Kelly 2020-09-10
Remove Use Magic Item from Barbarian and replace it with Punching
Barbarians lacking Punching is likely an oversight stemming from the fact that
they don't get the basic_skills package. Lacking UMI means that they won't be

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@ -14,6 +14,10 @@ Con 1
Wis 1
Int -1
msg
Skills: Karate, Missile Weapons, Prayer, Sense Magic, Sense Curse, Meditation
Items: robe, sandals, rucksack
Special: cannot wield weapons
---
In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion.
Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless.
Your inner peace grants you the ability to regenerate faster and to sense metaphysical auras.

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@ -15,6 +15,10 @@ Wis 2
Pow 1
Cha 1
msg
Skills: 1H Weapons, 2H Weapons, Ranged Weapons, Oratory
Items: sword, shield, heavy armor, prayerbook, holy symbol
Special: resist magic +30
---
You are a militant priest, with an emphasis on 'priest'.
You've been taught archery and the use of weapons, but great care has been taken that you're doctrinally correct. Now you've been sent out in the world to convert the unrighteous and destroy the enemies of the faith. Your churchmembers have been charged a pretty penny to equip you for the job!
All other areas of your education have been neglected. Perhaps aware of your deficiency, your superiors have given you some measure of protection from magic.

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@ -15,6 +15,9 @@ Wis 3
Pow 2
Cha 2
msg
Skills: 1H Weapons, 2H Weapons, Praying, Sense Curse
Items: quarterstaff, robe, amulet, 2 prayerbooks
---
As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees.
You've been taught the use of weapons, but only cursorily, and your physical training has been lacking in general.
Since you're in tune with the holy powers, you can tell when a god has marked an object as accursed.

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@ -15,7 +15,10 @@ Wis -2
Pow -2
Cha -1
msg
As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons. Your style of combat, leans very much toward the sneak attack, so you've been taught how to be inconspicuous and to appear in places you're not expected.
Skills: Karate, 1H Weapons, 2H Weapons, Ranged Weapons, Hiding, Jumping
Items: nunchaku, light armor, cloak, bag
---
As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons. Your style of combat favours sneak attacks, so you've been taught how to be inconspicuous and to appear in places you're not expected.
You have had no introduction to either religious devotion or magic.
endmsg
end

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@ -15,8 +15,11 @@ Wis -1
Pow -1
Cha -3
msg
Trained to be a thief from a young age, you've learned to steal and you're familiar with the value a fence will give you on your "finds".
You've had some weaponry training, including archery; this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.
Skills: 1H Weapons, 2H Weapons, Ranged Weapons, Bargaining, Stealing
Items: sword, cloak, light armor, lockpicks, sack
---
Trained as a thief from a young age, you've learned both to steal, and to assess how much a fence will give you for your "finds".
You've had some weaponry training, including archery, this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects.
You've had no time for either religious devotion or the study of magecraft, but your quick wits have been enough to keep you alive so far.
endmsg
end

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@ -15,9 +15,13 @@ Wis -1
Pow -1
Cha -2
msg
Skills: 1H Weapons, 2H Weapons, Missile Weapons, Climbing, Woodsman
Items: mace, shield, light armor, sack
Special: starts without Literacy or Use Magic Item skills
---
Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters! It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant. But now you have.
You find that you're a lot tougher and stronger than these cityfolk, and you know how to get around in rough terrain. You've learned archery in order to fill your cookpot, and weaponry is second nature to anyone who's had to fight with the local orc-tribe over food once a month.
You're deeply afraid of magic, and it'll be a while before you get over that and develop any facility with it.
You've no deep problem with the idea of gods, but you don't know much about them.
You've no particular problem with the idea of gods, but you don't know much about them.
endmsg
end

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@ -15,6 +15,9 @@ Wis -2
Pow -1
Cha 1
msg
Skills: 1H Weapons, 2H Weapons, Stealing, Singing
Items: dagger, sword, amulet, sack
---
Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy. Because of occasional oarswork, you and your shipmates have an admirable command of rhythm, and you can sing well.
You've learned to make the most of your time in port: after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix.
On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods.

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@ -14,7 +14,13 @@ Int 0
Wis -2
Pow 1
msg
Skills: 1H Weapons, 2H Weapons, Ranged Weapons
Items: sword, light armour, evocation talisman, 2 spellbooks
Attuned: fire, frost, electricity (talisman)
Repelled: summoning, mind, transmutation, transference (talisman)
---
You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion.
You're physically stronger and hardier because of your training, and you know the use of weapons and bows. However, you're just a bit clumsy in both weaponry and magic because you've had to divide your time between them.
This lack of focus has prevented you from fully developing your magical potential, so you are still reliant on a talisman to help you channel mana.
endmsg
end

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@ -14,6 +14,9 @@ Int -2
Wis -1
Pow -1
msg
Skills: 1H Weapons, 2H Weapons, Ranged Weapons
Items: sword, shield, medium armour, sack
---
As a Warrior you've been trained in the art of combat with weapons and in archery.
Because of your training, you're stronger, more agile, and hardier than you would be otherwise.
Your education, however, has not included studies in the magical arts or religious devotion, and, in general, lacks breadth.

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@ -14,6 +14,11 @@ Int 3
Wis 0
Pow 1
msg
Skills: 1H Weapons, Alchemy, Thaumaturgy
Items: dagger, robe, summoning talisman, spellbook, cauldron
Special: start with Alchemy spell
Attuned: detonation, transmutation (talisman)
---
Your specialty is magical devices and concoctions, but you've also had some training in weaponry, so that you could fend off townsfolk angered by the vile reeks that frequently emanate from your workshop.
Searching for the ultimate recipe and trying to recover lost knowledge has sharpened your wits considerably.
Your focus, however, has left little time for physical training, and your sedentary lifestyle has weakened you.

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@ -14,7 +14,9 @@ Wis 2
Pow 2
Cha 1
msg
Devotee
Skills: 1H Weapons, Praying, Evocation
Items: dagger, robe, prayerbook, 2 spellbooks
---
The axis of your existence is your devotion to your god, but you've also been busy in other areas.
Your sensitivity to godly powers has also caused your natural magical ability to bloom, and your religious order has encouraged your study.
Your religious superiors have forced you to learn weaponry against your choice, but you will find that they were wise to do so. You haven't trained as assiduously as you should have, so you are soft and weak.

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@ -14,6 +14,11 @@ Int 0
Wis 0
Pow 3
msg
Skills: 1H Weapons
Items: staff, sword, robe, evoker talisman, 2 spellbooks
Attuned: fire, frost, electricity (talisman)
Repelled: summoning, mind, transmutation, transference (talisman)
---
Your specialty is the use of attack spells in combat. You practice these spells daily, and your capacity to cast them has increased hugely.
You've had some training in weaponry to help defend yourself, but you tend to leave most of the fighting to others, so your physical training has been somewhat lacking.
You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you. The attack spells have imprinted themselves somewhat on your talisman, making it good for those and less useful for anything else.

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@ -14,9 +14,12 @@ Int 3
Wis -2
Pow 3
msg
Your study of magic has been obsessive. Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies.
Barbarians used to push you around on the street until you blasted one's leg off with a lightning bolt. You reflected later on the stupidity of this, because you could by no means have blasted his friends, too. Fortunately, they ran off. You resolved to learn how to take out a whole group of barbarians before losing your temper again.
On the other hand, you have totally neglected to learn to use weaponry, so you're soft and weak.
Skills: Sorcery, Sense Magic, Thaumaturgy
Items: robe, sorcerer's hat, 3 spellbooks
Special: hat improves evasion and spellcasting
---
Your study of magic has been obsessive. Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies. Those who used to mock your frailty now fear your magical prowess.
On the other hand, you have totally neglected physical training. You are soft and weak, and have no knowledge of weaponry.
Your study of magical devices allows you to notice when an object has a magical aura, and you are often able to fathom the purpose of magical devices.
endmsg
end

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@ -13,6 +13,11 @@ Int 1
Wis 0
Pow 1
msg
Skills: 1H Weapons, Praying
Items: sword, robe, 2 spellbooks, summoner talisman
Attuned: summoning (talisman)
Repelled: turning (talisman)
---
You've had more of an emphasis on physical training than most spellcasters, at the expense of less practice with spellcasting. You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you.
Your work has leaned heavily toward the art of summoning creatures to help you in a fight, and your talisman has become attuned to that. That attunement, however, makes it harder for you to reject unwanted creatures.
You've also had a reasonable education in religious devotion.

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@ -15,6 +15,9 @@ Int 3
Pow 3
Cha 0
msg
Skills: 1H Weapons, Praying, Sorcery
Items: dagger, robe, 2 spellbooks
---
You're the generalist of the spellcasters. You've emphasized the use of magic and studied all its areas equally.
You've learned something about the gods and religious devotion as well.
To a much lesser extent, you've studied weaponry, but you've not had much physical training: you're mostly sedentary, and so you're not nearly so strong and healthy as you could be.

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@ -5,11 +5,8 @@ randomitems dwarf_player_items
face dwarf_p.151
msg
Skills: Smithery
Resistances: None
Attunements: None
Special: See in dark
Description:
Special: darkvision
---
The Dwarves are the hardy scions of Mostrai. The traditional profession of the dwarf is smithery, and you'll be hard-pressed to find a dwarf who is not competent at it. Whether their great strength and hardiness leads them to become smiths and miners, or whether their profession leads to their strength and hardiness is unknown. Their thick musculature makes them slow of body, and seemingly, some of their muscle has crept into their brain. Perhaps their repetitive tasks dull their minds, perhaps they're simply born dumb.
Dwarves can see in the dark, but they're slightly impious and tend to be a bit poor at controlling magic. Despite this, there are indeed dwarven clerics and mages. They're just not quite as good as human clerics or mages.
endmsg

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@ -5,11 +5,9 @@ randomitems elf_player_items
face elf.151
msg
Skills: Bowyer, Woodsman, Missile Weapons
Resistances: None
Attunements: None
Special: Slow HP regeneration, fast SP regeneration, low food consumption, start with bow & arrows, See in dark
Description:
Items: enchanted bow & arrows
Special: slow HP regen, fast SP regen, darkvision
---
An Elf is a child of Faerie, a scion of Lythander. Being of Faerie, they heal more slowly than other races, but mana flows into them more quickly. They also need far less food than other races.
Every elf is taught the use of a bow, but their long lives allow them to take up any trade. They are weaker and less hardy than humans, but quicker of body and mind, and generally make more powerful spellcasters. However, they have a notoriously offhanded attitude toward their religious devotions and make poor priests.
As a race, Elves possess a preternatural beauty and eyes that see in the dark.

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@ -5,10 +5,8 @@ randomitems fenx_player_items
face fenx.150
msg
Skills: Woodsman, Missile Weapons, Jumping, Singing
Resistances: None
Attunements: None
Special: None
Items: bow & arrows, quiver
---
Fenxes, also called Fendrakhis by other speaking races, are humanoids that have some fox-like attributes. A little smaller than humans, they are agile and clever, but usually share little affinity with magical forces. Their keen sense of smell helps them find trails and safe food in the wilderness.
Once an important race of Bigworld, they were forced to hide into the Great Forest after they lost an important war against Humans, a long time ago.
endmsg

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@ -5,11 +5,10 @@ randomitems fireborn_player_items
face fireborn.111
msg
Skills: Levitation, Flame Touch, Praying, Pyromancy
Resistances: Cold -30, Ghosthit -50, Immunity to Poison and Fire
Attunements: Attune Fire
Special: Can not use weapons & armor, can wear 4 rings, glowing aura, fast SP regeneration
Description:
Resistances: ghosthit -50, cold -30; immune to poison and fire
Attunements: attuned fire
Special: cannot use weapons or armor; can wear 4 rings; glowing aura; fast SP regen.
---
Legends say that fireborn are sparks struck off the anvil of creation, with life and spirit, and eventually mind. Those who research magic think that they are relatives of some kind to will o' the wisps. An observer seeing one for the first time would see a strangely intelligent vortex of flame somehow carrying items without burning them.
Their insubstantial nature makes them both very weak and very quick. Their minds are agile, and they are able to commune well with the gods. However, their area of excellence is magic. They spellcast more powerfully than any other race, and mana flows into them readily. They can even cast cold spells with devastating effectiveness. They all know a basic fire spell.
They have the ability to levitate at will, and they can touch to burn. As they gain more power, they are increasingly difficult to hit with weapons. However, they cannot use weapons or armour, and thereby miss out on many benefits (including powerful magical enchantments) those items may bring.

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@ -5,11 +5,8 @@ randomitems gnome_player_items
face gnome_p.151
msg
Skills: Praying
Resistances: None
Attunements: None
Special: See in dark, Lucky
Description:
Special: darkvision, lucky
---
Gnomes and dwarves look so much alike that some speculate that they are the same race, but with very different cultures. No one has been able to talk a Dwarf and a Gnome into attempting interbreeding, however, which would settle the issue. Dwarves and gnomes have a disgust for one another and both find the thought of intimacy with the other repulsive. Despite that, they coexist peacefully enough: perhaps because their interests and needs never conflict.
Gnomes do not have nearly the strength or hardiness of dwarves, and they are even more clumsy. They are quite spiritual, and make very good priests, and many are very strong magicians. They can see in the dark, and their familiarity with the gods seems to bring a general blessing of good luck on all Gnomekind.
endmsg

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@ -5,11 +5,9 @@ randomitems halfling_player_items
face halfling.151
msg
Skills: Stealing, Hiding
Resistances: Drain +30
Attunements: None
Special: Lucky
Description:
Resistances: drain +30
Special: lucky
---
Halflings are another sub-race of humankind, like the Northman. They are much smaller and shorter than humans, so they are weaker, but they are far quicker and hardier. They're quite unreligious, but many take up magic.
Their small size lets them hide more effectively, and for some reason chance seems to favor them with good luck. They are also surprisingly resistant to loss of lifeforce.
endmsg

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@ -4,12 +4,8 @@ race human
randomitems human_player_items
face human.151
msg
Skills: Starts with random skill scroll
Resistances: None
Attunements: None
Special: None
Description:
Skills: random (starts with a skill scroll)
---
Humans are the generalists of the races. They are fit for any trade, and usually pick up a skill from their parents in addition to what they've learned as apprentices in their craft.
endmsg
animation human_player

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@ -4,12 +4,10 @@ race human
randomitems northman_player_items
face viking.151
msg
Skills: None
Resistances: Cold +30
Attunements: Repelled Fire
Special: Starts with horned helmet.
Description:
Resistances: cold +30
Attunements: repelled fire
Items: horned helmet
---
Northmen are simply humans who have been shaped by their harsh environment. They are stronger, quicker, and hardier than most humans, but also stupid and impious. Most races also consider them a bit unattractive. They have some resistance to cold, but the few of them who take up magic find it difficult to master fire spells.
endmsg
animation northman_player

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@ -4,12 +4,11 @@ race dragon
randomitems dragon_player_items
face pl_dragon_r.151
msg
Skills: Clawing, Levitate, Woodsman, Pyromancy
Resistances: None
Attunements: None
Special: Can not use weapons or most armor. Natural armor improves over time
Description:
Skills: Clawing, Levitation, Woodsman, Pyromancy
Spells: Burning Hands, Medium Fireball
Special: cannot use weapons or most armor; gain resistances by eating corpses;
leveling improves natural armor and can grant elemental abilities.
---
Dragons are completely different than any other race. Their vast size and bizarre body prevents them both from wearing armour and wielding weapons -- tools that they disdain in any case. Instead, they are gifted with the ability to evolve and grow stronger by eating the flesh of their defeated foes.
Over the years, their dragonhide hardens and it can provide better protection than the best armour. Instead of wielding weapons, they use their sharp and lethal claws in combat. Moreover, dragons have a natural talent for magic.
Dragons are very interested in the lore of the elements and usually choose to specialize. While focusing their metabolism on a certain element, they can gain various new abilities -- including new spells, enhanced claws and more. Eventually, a dragon is able to evolve from the hatchling stage into a grown-up terrifying ancient

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@ -5,11 +5,10 @@ randomitems half_orc_player_items
face pl_half_orc.151
msg
Skills: Stealing
Resistances: Poison +30
Attunements: Repelled Turning
Special: See in Dark
Description:
Resistances: poison +30
Attunements: repelled turning
Special: darkvision
---
Half-Orcs are usually the product of rape, slavery, or some such unpleasantness. They look it too: Half-Orcs are rather ugly. On average, they're stronger, a bit quicker, and hardier than humans, but also stupid, impious, and unmagical. They're resistant to poison and can see in the dark, and every half-orc seems to know how to steal.
endmsg
animation pl_half_orc

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@ -4,12 +4,12 @@ race reptile
randomitems quetzalcoatl_player_items
face quetzalcoatl.131
msg
Skills: Levitation, Clawing
Resistances: Cold -30, Immunity to Fire
Attunements: Attuned Fire
Special: Can not use shields, armor, boots and helmets, starts with burning hands and fireball
Description:
Skills: Levitation, Clawing, Pyromancy
Spells: Burning Hands, Fireball
Resistances: cold -30, fire immune
Attunements: attuned fire
Special: cannot use shields, armor, boots, or helmets
---
Quetzalcoatls are a strange mix of snake, bird, human, and a dash of the divine. They are able to manipulate objects with their claws. They are amazingly strong, very quick, and amazingly hardy, but quite stupid and impious (despite the dash of divinity). However, they are strongly magical in nature and usually have a vast reservoir of mana with which to cast any spell they're not too stupid to learn. Often, they're only able to grasp one basic fire spell.
Their strongly draconic nature makes them immune to fire and helps them with fire spells, but they are vulnerable to cold. They can grasp weapons, but their bizarre body shape prevents them from using armour, helmets, and other items of apparel intended for bipedal creatures with two arms, two legs, and a head. Their inability to use armour comes back to haunt them when they compare themselves with other races: highly enchanted armour is usually more beneficial than dragonhide! The wings come in handy: they can use them to levitate, and their hide gets thicker as they gain power, compensating them somewhat for not being able to use armour.
endmsg

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@ -5,11 +5,9 @@ randomitems serpentman_player_items
face serpentman.131
msg
Skills: Clawing, Jumping
Resistances: Cold -20, Fire +30, Electricity +30, Acid +30, Poison +30, Physical +5
Attunements: None
Special: Can not wear boots and helmets, can wear extra ring and bracers.
Description:
Resistances: cold -20; fire, electricity, acid, and poison +30; physical +5
Special: cannot wear boots or helmets; can wear extra ring and bracers.
---
The Serpentman adventurer is a rare breed. Few Serpentmen ever leave the swamps, as they are not well adjusted for human society. Their heads and feet are not shaped properly to use boots or helmets made for humanoid folk, but their unusual build has given rise to a cultural habit of wearing pieces of bracelet- and ring-like jewelry on their tails. They possess a tough hide and strong legs which enable them to leap further than most folks. Their nasty claws can also double as weapons.
They are only partially warm-blooded, and are as a result somewhat susceptible to cold.
endmsg

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@ -4,12 +4,10 @@ race troll
randomitems troll_player_items
face troll_p.151
msg
Skills: None
Resistances: Fire -30, Cold +30
Attunements: Repelled fire
Special: Fast HP regeneration, slow SP regeneration, Can see in dark
Description:
Resistances: fire -30, cold +30
Attunements: repelled fire
Special: fast HP regen, slow SP regen, darkvision
---
Trolls are usually nasty creatures: scions of Gnarg. They have amazing strength and hardiness, but they're a bit clumsy, very stupid, impious, and bad at handling and obtaining magic. They heal with amazing rapidity and can see in the dark. Because of the above attributes, they're great in any fight. Well, they're great until someone waves torches at them: fire presents great peril to trolls.
Most trolls are destroyed on sight by civilized people: but a few have proved deserving of tolerance and are permitted to enter cities.
endmsg

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@ -5,11 +5,10 @@ randomitems wraith_player_items
face wraithp.151
msg
Skills: Wraith Feed
Resistances: Fire -25, Cold +30, Immune to Poison, Ghosthit, and Draining
Attunements: Denied fire spells, Attune cold spells
Special: Undead (immune to disease), can see in dark
Description:
Resistances: fire -25, cold +30; immune to poison, ghosthit, and drain
Attunements: denied fire, attuned cold
Special: undead (immune to disease), darkvision
---
A Wraith is the spirit of a person who has made an evil bargain in order to persist after natural death, or has been forced involuntarily into its current undead state. This transformation frees them of the limits of a natural lifespan, and grants them immunity to diseases, poison, and loss of lifeforce. Wraiths also need feel little fear of cold, and they can see well in the dark. A Wraith's corporeal form has terrible vulnerabilities: fire and most godpower are dangerous to Wraiths. Their tenuous form makes them quick and somewhat hard to hit, but also weaker and less hardy.
Wraiths have a strong affinity to magic, especially cold spells, and are very strong spellcasters. However, they cannot use fire spells for fear of self-destruction. Wraith also do not heal naturally, or gain sustenance from food. Instead they have to feed off the living.
endmsg