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backgrounds.txt
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%%%%
Air Elementalist
Air Elementalists have learned the Shock spell. Later on, their selection of
Air Magic spells provides them with the flexibility to survive.
%%%%
Artificer
Artificers start with a few magic wands and a club. They'll need to find better
weapons and armour before their wands run out.
%%%%
Berserker
Berserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a
raging berserker early on, apart from hubris.
%%%%
Brigand
Brigands carry poisoned darts and a small number of nasty curare darts.
%%%%
Chaos Knight
Chaos Knights are playthings of the unpredictable Xom, and are subject to the
god's constantly changing moods.
%%%%
Cinder Acolyte
Cinder Acolytes worship Ignis, drawing upon the flame of a dying god until
there is nothing left.
%%%%
Conjurer
Conjurers confront problems with damaging spells.
%%%%
Delver
Delvers start their quest five levels below the surface. A set of powerful magic
items helps them survive the dangerous journey upward.
%%%%
Earth Elementalist
Earth Elementalists know the Sandblast spell, and can later learn more earthen
spells suitable for subtle stabbing or brute-force blasting.
%%%%
Enchanter
Enchanters know a variety of Hexes that can incapacitate their foes, and are
equipped with an enchanted dagger and potions of invisibility.
%%%%
Fighter
Fighters are equipped with armour and shield, as well as a weapon of their
choice and a potion of might.
%%%%
Fire Elementalist
Fire Elementalists have learned the Foxfire spell. Their other starting spells
are likewise focused on fiery destruction.
%%%%
Gladiator
Gladiators are ready for the arena with light armour, a weapon of their choice,
and a few throwing weapons and nets.
%%%%
Hedge Wizard
Hedge Wizards learn many minor magics, letting them backstab or escape their
bewildered foes.
%%%%
Hunter
Hunters carry a shortbow, light armour and a scroll of butterflies.
# TODO: fix this for coglins
%%%%
Hexslinger
Hexslingers carry a sling, and use hex magic to make their foes more vulnerable
to attacks from afar.
%%%%
Ice Elementalist
Ice Elementalists begin with the Freeze spell. The spells in their starting
library are quite versatile.
%%%%
Monk
Monks start with a simple weapon of their choice, an orb of light, and a potion
of divine ambrosia, and gain additional piety with the first god they worship.
%%%%
Necromancer
Necromancers are wizards specialising in the practice of death magic. They
start out with the Soul Splinter spell.
%%%%
Reaver
Reavers start with a weapon of their choice and deadly magic to supplement it
when in need. They start with the Kiss of Death spell.
%%%%
Summoner
Summoners are able to cast Summon Small Mammal from the start, and begin with
other Summonings spells in their library.
%%%%
Forgewright
Forgewrights are mages who specialise in the creation of turrets and mechanical
companions to fight alongside.
%%%%
Shapeshifter
Shapeshifters use talismans to shift their form, making them powerful melee
fighters (especially when unarmed) at the cost of armour.
%%%%
Alchemist
Alchemists start with the Sting spell, and their magic is very effective against
foes susceptible to poison.
%%%%
Wanderer
Wanderers start with random equipment and skills.
%%%%
Warper
Warpers start with a weapon of their choice, a scroll of blinking, darts of
dispersal, and some Translocation spells in their library.
%%%%