Search results

Jump to: navigation, search
  • ...advance quite slowly in experience levels and are rather sub-par at using magic. Like Nagas, they receive reduced protection from the body armour they wear *+3 [[magic resistance]] per level.
    4 KB (555 words) - 02:12, 2 October 2023
  • ...trong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quic ...9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].
    5 KB (788 words) - 04:56, 15 January 2024
  • ...terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly.}} ...rity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.
    7 KB (1,083 words) - 00:50, 14 January 2024
  • ...y good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, M ...xterity]] of 5 (before Background modifiers). They have -1 to their base [[magic points]].
    2 KB (338 words) - 10:16, 22 April 2024
  • ...y armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that ...ck you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
    8 KB (1,247 words) - 02:33, 25 May 2024
  • ...nside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worsh ...Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].
    3 KB (493 words) - 22:57, 16 February 2024
  • ...s slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not ==Starting Skills and Equipment==
    4 KB (592 words) - 04:02, 15 January 2024
  • ...aws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties. ...[[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].
    5 KB (808 words) - 01:40, 10 June 2024
  • ...nd [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]]. ==Starting Skills and Equipment==
    8 KB (1,216 words) - 17:24, 3 March 2024
  • While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inability to use armour ...ey are skilled with many forms of magic, though less so with raw elemental magic.
    10 KB (1,568 words) - 14:41, 15 February 2024
  • ...n [[Air Magic]], but they had little talent for [[Necromancy]] and [[Earth Magic]].
    1 KB (189 words) - 06:57, 31 July 2021
  • ...lacking the dexterity to excel at other forms of combat. Their reserves of magic are somewhat poor, though they still make passable spellcasters, and their *'''Runic Magic''': The [[encumbrance rating]] of all armour you wear is reduced by 1/2 for
    3 KB (409 words) - 01:03, 16 February 2024
  • ...determine a character's total EV is complex and factors in many different skills and attributes. ...o-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits.
    5 KB (825 words) - 01:32, 27 February 2024
  • ...or to entering the [[Dungeon]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god] ...move forward from. Your choice of [[species]], however, will make certain skills easier to learn than others, and your background helps determine your start
    7 KB (1,040 words) - 23:41, 29 January 2024
  • ...other powers, should they prove worthy), but who forbids the use of spell magic. They enter the Dungeon with a weapon of their choice, and dressed in anima ==Starting Skills and Stats==
    3 KB (492 words) - 15:18, 21 February 2024
  • ==Starting Skills and Stats== Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations. You start with enough [[piety]] to u
    4 KB (594 words) - 05:20, 27 July 2023
  • ...non-hostile monsters, letting their allies die, or using any form of evil magic or weapons. ==Starting Skills and Stats==
    2 KB (258 words) - 02:11, 1 May 2023
  • ...warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they origi ...kalds''' are warriors who use magical [[Charms]] to bolster their fighting skills. Because heavy armour hinders spellcasting, many of them prefer lighter arm
    4 KB (578 words) - 21:11, 27 August 2023
  • {{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage p '''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is
    4 KB (580 words) - 20:12, 30 January 2024
  • '''Stalkers''' are [[assassin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their vict ==Starting Skills==
    1 KB (141 words) - 02:12, 1 May 2023

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)