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Old 06-07-2015, 06:51 PM   #8
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Additional Class/Race Info

Some abilities were referred to above and will now be defined


Infravision - This is the ability to see the infrared spectrum in the dark, thus enabling you to make out warm blooded creatures in darkness. Note that some creatures, like an animated skeleton, are not seen by infravision, and some nearby effects (like lava) will interfere with infravision. A character with infravision can never be ambushed by a warm blooded creature naturally if their sight is running properly. (although magic may change things).

Darkvision – Some races may be so used to the underground that they can see as well in darkness as they can in light. This works even better than Infravision.

Go Berserk – Some characters may, occasionally, go crazy in combat. When this happens, they are completely immune to most magic except damage that is dealt directly like fire bolts and lighting balls. They become very powerful, and get +4 to hit and damage with a more fearsome attacks. However, they ignore any defensive posturing, and are very easy to hit by enemies, and all of their foes are at +4 to hit them. Additionally, a character had to roll to get out of Berserk status, because they cannot heal or flee while berserk, they just smash.


Mutations
- Mutations can be caused by Beastman, Chaos Warrior, the Chaos Priest's daily Cause Mutation spell, and could be the result of magical items or rooms as well. Anytime a mutation occurs, the roll will occur in the Dungeon thread, so everyone will see it. Only Chaos Warriors are different, because any mutation that happens to them can be chosen from two, and then is announced. The Mutation list will not be revealed. Sorry, but that's the point of Chaos! But I will tell you this:

Mutation Chart:

Very Good Mutation - 10%
Good Mutation - 35%
Good and Bad Mutation - 20%
Meaningless Mutation - 20%
Bad Mutation - 10%
Very Bad Mutation - 5%




When figuring out your classes and races, here is some information you might want to know:


Weapons, by order of damage –


Club – 1d4
Dagger – 1d4


Staff – 1d6
Mace -1d6
Gladius – 1d6
Sling – 1d6

Warhammer – 1d6+1
Spear -1d6+1
Flail - 1d6+1

Long Sword -1d8
Battle Axe – 1d8
Bow - 1d8

Halberd - 1d12
Guisarme – 1d12
Dragon’s Paw – 1d12


The 1d12 weapons are two-handed.


Armor -

In order of protection from least to most:

Robes AC8
Leather AC7
Studded Leather AC6
Chain Mail AC5
Plate Mail AC4
Full Plate AC3

AC is the Armor Class, and it tells you how hard they are to hit. Each is one better than a previous one. A basic shield improves your AC by 1. (So Full Plate + shield is AC2). A shield +2 and a chain +1 would give you an AC of 1, as an example.


Only Myrmidons, Lay Healers, and Druids can use shields.
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