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  • ...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
  • {{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves pr '''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat
    5 KB (696 words) - 14:53, 3 March 2024
  • ==Starting Skills and Stats== Enchanters are one of the few magic starts not to get an XL 1 spell, but have 2 potions of invisibility to make
    4 KB (601 words) - 15:22, 21 February 2024
  • ==Starting Skills and Stats== *[[Fire Magic]]: 1
    5 KB (668 words) - 22:38, 11 April 2024
  • ...ve magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations.}} *[[Potion of magic]]
    4 KB (529 words) - 10:21, 15 January 2024
  • ...ea of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from a large library of varied low-level spells. They also '''Hedge Wizards''' are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more foc
    5 KB (836 words) - 15:37, 21 February 2024
  • *[[Potion of magic]] ==Starting Skills and Stats==
    4 KB (631 words) - 15:29, 21 February 2024
  • ...[[Conjurations]], but leaves them without any sort of support or defensive magic in the early game. *[[Potion of magic]]
    3 KB (477 words) - 00:01, 13 March 2024
  • *[[Potion of magic]] ==Starting Skills and Stats==
    3 KB (469 words) - 15:26, 21 February 2024
  • '''Earth Elementalists''' are mages with a preference for [[Earth Magic]]. *[[Potion of magic]]
    4 KB (579 words) - 23:14, 30 January 2024
  • ...ementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}} ...for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.
    4 KB (552 words) - 15:18, 21 February 2024

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