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diff --git a/lib/help/c_runecr.txt b/lib/help/c_runecr.txt new file mode 100644 index 00000000..8388eff9 --- /dev/null +++ b/lib/help/c_runecr.txt @@ -0,0 +1,110 @@ +~~~~~01|Runecrafter +~~~~~02|Classes|Runecrafter +#####R=== Runecrafters === + +#####GDescription +Instead of using spellbooks like the other spellcasters they instead +use mystic runes. To cast a spell they select a primary rune of the +elements (fire, cold, etc.) and they also choose a set of secondary runes, +which shape the effect of the first one. The secondary runes include +Self, Arrow, Ray, ... and Armageddon. After that they chose the amount +of mana to use and the spell is cast! But the more secondary runes they +chose the more mana is used to cast the spell. They also are bad +fighters, but if they concentrate all their mana in one spell +(especially with a mage staff of mana) they could kill nearly anything. + +#####GStarting Stat Modifiers +Strength -5 +Intelligence +3 +Wisdom +0 +Dexterity +1 +Constitution -2 +Charisma +1 +Hit Die +d0 +Spell Points +50% +Exp Penalty 30% + +#####GStarting Skills: +#####BSkill Start Level Skill Point Gains +Combat 1.000 [0.200] + Weaponmastery 0.700 [0.400] +Sneakiness 1.000 [0.900] + Stealth 0.000 [0.400] +Magic 2.000 [0.950] + Magic-Device 1.000 [1.200] + Spell-power 0.000 [0.600] + Mana 1.000 [0.600] + Geomancy + Fire 0.000 [0.700] + Water 0.000 [0.700] + Air 0.000 [0.700] + Earth 0.000 [0.700] + Meta 0.000 [0.700] + Conveyance 0.000 [0.700] + Divination 0.000 [0.700] + Temporal 0.000 [0.700] + Mind 0.000 [0.700] + Nature 0.000 [0.700] + Necromancy 0.000 [0.700] + Runecraft 1.000 [1.000] + Thaumaturgy 0.000 [0.700] +Spirituality 1.000 [0.550] + Prayer 0.000 [0.500] +Monster-lore 0.000 [0.500] + +*A Runecrafter cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it. + +#####GInnate Abilities: +#####BAbility Character level +Perfect casting 1 + +~~~~~03|Runecrafter|Runecrafter powers +~~~~~04|Skills|Runecrafting - Runecrafter powers +#####GRune Magic +Runecrafters combine runes using the 'm' command. They first select a +rune that controls magic type, then apply one or more runes to fine-tune +effects, (pressing ESC when done), and then input the amount of mana +they wish to expend on the spell. + +Runecrafters can cast the spells from their runes in several ways: +1. On-the-fly by combining runes when they need them. +2. Memorise rune combinations for quick use when needed (and they don't + need to be able to see then!), and then later cast from memory. +3. Carving them into a Runestone, then using the Runestone later (takes + less mana, but they have to be able to see). + +[[[[[BSpell Types:] +(Some kinds are not listed, and are left for the reader to discover...) + Knowledge: Identify all objects in affected grids, Self-knowledge + if Self rune is used. + Life: Heals monsters in affected grids, heals player if Self rune + is used. + Fire, Cold, Lightning, Acid: Casts magics of that element. + Elements: Irresistible damage. + Mind: A mind blast that badly effects intelligent monsters. + Temporary ESP if Self rune is used. + Gravity: A gravity spell that both does damage and whisks affected + creatures around. + +[[[[[BSpell Effects] (all are listed): + Self: Effects the caster. This rune can be used with any other; + if used alone, only the caster's grid is affected. + Arrow: Spell will include a bolt effect. This allows aiming. + Ray: Spell will include a beam effect. This allows aiming. + Increases difficulty slightly. + Sphere: Spell will end with a circular explosion. Increases + difficulty a bit. Can be used alone, or with Self, Arrow, or + Ray. + Power Surge: Not currently recommended for use. Increases + difficulty a lot. + Armageddon: Hurls down meteors of the magical type in the vicinity + of the caster. Increases difficulty noticeably, but can do a + great deal of damage. + +#####GStarting Equipment +A Runecrafter begins the game with: + a Rune [Fire] + a Rune [Arrow] + a Dagger + |