Difference between revisions of "Barachi"
(updated name and flavor, added some explanation as to why this is a hard species) |
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==Difficulty of Play== | ==Difficulty of Play== | ||
{{Hard}} | {{Hard}} | ||
+ | Having another tile added to their Line of Sight results in monsters becoming aware of them earlier and in greater numbers. The slow speed makes sure that a Barachi cannot outrun these monsters when the upstairs are far away. This is somewhat offset by the unique escape of hopping, which gives the Barachim actually a great advantage in places where a controlled blink is not possible, notably [[Zot]]. | ||
+ | The aptitudes of a Barachi, both for combat and magic, belong to the best among all species. This makes them very versatile. | ||
{{species_aptitudes|Barachian}} | {{species_aptitudes|Barachian}} | ||
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==Strategy== | ==Strategy== |
Revision as of 10:28, 18 July 2017
Barachim are an amphibious humanoid race, spawned at the dawn of time as servants for the gods. Inevitably, they rebelled and fled into the mortal world; but even uncounted years later, the darkness still flees at their approach, remembering those who they once served.
Barachians' most remarkable trait is their grossly overmuscled legs, which allow them to leap great distances. When not leaping, they are somewhat slow-moving, and the long sight-lines that their heritage creates can be a major disadvantage, but they can master almost any skill. |
Contents
Innate Abilities
- Swims
- Slow 1: Barachians move slowly.
- Strong Legs 1: Can hop short distances, but without complete accuracy. Hopping requires a LOS unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, statues. Hopping can be used to reliably free oneself from nets and webs. Hopping is not blinking, so it continues to function when one is affected by teleport restrictions or Dimension Anchor. After hopping, you will be unable to use this ability again until you have spent some time not moving. (Other actions, such as casting spells and attacking, are fine.)
Preferred Backgrounds
Level Bonuses
- Strong Legs 2, at level 13: the hopping range is increased.
Starting Skills and Equipment
Barachim receive the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Having another tile added to their Line of Sight results in monsters becoming aware of them earlier and in greater numbers. The slow speed makes sure that a Barachi cannot outrun these monsters when the upstairs are far away. This is somewhat offset by the unique escape of hopping, which gives the Barachim actually a great advantage in places where a controlled blink is not possible, notably Zot. The aptitudes of a Barachi, both for combat and magic, belong to the best among all species. This makes them very versatile.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | Script error | Armour | Script error | Spellcasting | Script error |
Dodging | Script error | ||||
Maces & Flails | Script error | Shields | Script error | Conjurations | Script error |
Axes | Script error | Stealth | Script error | Hexes | Script error |
Polearms | Script error | Summonings | Script error | ||
Staves | Script error | Invocations | Script error | Necromancy | Script error |
Unarmed Combat | Script error | Evocations | Script error | Translocations | Script error |
Throwing | Script error | Shapeshifting | Script error | Alchemy | Script error |
Fire Magic | Script error | ||||
Short Blades | Script error | Ice Magic | Script error | ||
Long Blades | Script error | Air Magic | Script error | ||
Ranged Weapons | Script error | Experience | Script error | Earth Magic | Script error |
Strategy
History
Barachim were added in 0.20. Before release in the stable version, they were called Barachians.