Native Classes

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Native Classes

These Classes are specific to Natives only. Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, Raktam, Dalpok or Wiksik. Meanwhile Cannibals can only come from Rakmogak.

Warrior

The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native. They can become proficient with the use of a blowpipe. Warriors start with 60 hit points, and can acquire up to 75 AP points. You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.

Class Specific Skills

Blowpipe Training

Gain 20% on blowpipe accuracy - This brings the warriors skill from 20% to 40%.

The two warriors stood on the field, shooting darts at a tree. The younger one showed off his skill, shooting a dart directly in a knot on the tree. "How about that?" he said with confidence." The older warrior grinned, "Pretty good...."

Advanced Blowpipe Training

Gain another 20% on blowpipe accuracy - This brings the warriors skill from 40% to 60%. Requires Blowpipe Training to learn.

Quickly the older warrior lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky. A minute later a parrot fell down, the dart sticking perfectly in it's chest. "Just remember, there's always someone better out there," he said bending down and picking up the parrot. "Now get that to your mother for dinner."

Scout

Scouts can crisscross the island quickly and efficiently. The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle. They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points. Scouts can start in Raktam, Wiksik or Dalpok.

Class Specific Skills

Trailblazing

Increased ability to move and chop through dense jungle - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1. Requires the skill Trekking to learn.

The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village. Once he got the number of troops he would disappear, and no one would even have known he was there.


Villager

Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies. Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.

Class Specific Skills

Animal Affinity

Lessens the chance of animals attacking

Even knowing the tiger was around didn't concern the native villager. Using a special concoction of fruits and herbs, and smearing some on her arms would keep the beast away from her. It's one of the oldest secrets her grandmother taught her, and one of the best.

Scavenging

Assists in finding things within certain areas - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items.

The warrior scoffed at failing to find the amount of darts he needed. After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself. They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.

Seance

Holding a seance can identify passive spirits Using this ability costs 5AP and lets one identify passive spirits within the square. For every spirit identified over the first, the user gains 2XP points per spirit. Requires Psychic Recognition to learn.

The elder grandmother was comforted by the knowledge her late husband would wait for her death before moving on. She could feel his presence with only the minimal amount of concentration.


Shaman

Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base. Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.

Class Specific Skills

Seance

Holding a seance can identify passive spirits Using this ability costs 5AP and lets one identify passive spirits within the square. For every spirit identified over the first, the user gains 2XP points per spirit. Requires Psychic Recognition to learn.

The shaman muttered a few strange incomprehensible words under his breath before scowling at the seemingly empty air. The other occupants looked on with trepidation when he spoke, "We are beset by ghosts!" he shouted for all to hear.

Exorcism

Exorcise spirits from area. - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on. Requires Psychic Recognition to learn.

Throwing his hands up into the air, causing the air to shimmer and ripple, the shaman shouted the words that only shamans understand, the ghosts silently screamed, no visibly in the bubble. "BE GONE!" he finished, and then the hut was quiet once more. "They will not be able to bother use for awhile now.

Spirit Summoning

Summons spirits from surrounding area - This ability uses up 5 AP points, and summons spirits from as far as 13 squares away, each with a percentage chance of being summoned to where one is standing. Requires Psychic Recognition to learn.

The necromancer wished to talk to the other side, and calmly spoke the words. Suddenly, four spirits where in the room with him, "Now, tell me, what have you seen?"

Malevolence

Torment spirits causing them to become aggressive -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected. Requires Psychic Recognition to learn.

The spirits wailed, some shrieking while others simply shouted. The necromancer stopped his art, and looked at the assembled spirits, "Now that was disappointing. Answer me truthfully this time, will you?"

Cannibal

Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island. The can buff their own stats even more with consuming the flesh of their victims. Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75AP points.

Class Specific Skills

Ritual Feast

Feast on your defeated enemy and steal their power - Allowing a Cannibal to feast once on a dead body for 5AP, gaining hit points from the dead body and 5XP (Hit points can vary depending on how wounded the cannibal is. If the Cannibal is at full HP, then he gains 5 HP. This can go as high as 109). You can only feast once per dead body with this skill. Requires Stamina and be level 5 or higher to learn.

Eagerly the young cannibal bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy. Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.

Ritual Gluttony

Feasting can now fill most of your needs from a single body - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (Hit points vary again, and still cap at 109). Requires Ritual Feast and be level 10 or higher to learn.

Savoring his meal, the elder cannibal knew where the prime pieces were to be had, and how he could keep some of the meat from getting spoiled. Also, keeping the victim alive was just simply icing on the cake.