Difference between revisions of "Character classes"
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− | The classes have different [[HP]] limits, [[Items|starting inventories]], and [[Skills|skill]] opportunities. | + | There are nine '''character classes''' in Shartak, and for each character the player must choose one when they begin playing. Each class is capable of having a similar game experience, but there are some differences in mechanics and abilities which lead to unique playing styles. |
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+ | The classes have different [[HP|hit points (HP)]] limits, [[Items|starting inventories]], and [[Skills|skill]] opportunities. Characters in all classes begin the game with 175 [[AP|action points (AP)]] and regenerate one action point every 20 minutes. Scouts and explorers regenerate AP until they have 80, while 75 is the AP regeneration limit for all other characters. | ||
== Native classes == | == Native classes == |
Revision as of 01:53, 10 January 2008
There are nine character classes in Shartak, and for each character the player must choose one when they begin playing. Each class is capable of having a similar game experience, but there are some differences in mechanics and abilities which lead to unique playing styles.
The classes have different hit points (HP) limits, starting inventories, and skill opportunities. Characters in all classes begin the game with 175 action points (AP) and regenerate one action point every 20 minutes. Scouts and explorers regenerate AP until they have 80, while 75 is the AP regeneration limit for all other characters.
Native classes
Natives are the original inhabitants of Shartak. They dwell in three villages deep in the jungle: Dalpok, Raktam, and Wiksik. All natives can understand one another and use items such as blowpipes and healing herbs by default.
Scout
- Tracking the outsiders all the way home / New I'm tracking those outsiders all the way to their camp.
- 50 HP
- 80 AP (maximum)
- Starts in a native camp
- Can learn trailblazing
Starting inventory:
- Machete
- Four healing herbs
- Gourd of water
- Bunch of tasty berries
Warrior
- I just want to fight those outsiders / New I'll poison those darn outsiders with my blowpipe and darts.
- 60 HP
- 75 AP (maximum)
- Starts in a native camp
- Can learn blowpipe training and advanced blowpipe training
Starting inventory:
- Machete
- Four healing herbs
- Blowpipe
- Four poison darts
Villager
- Just your average native / New I know how to handle animals and can find things that others can't.
- 55 HP
- 75 AP (maximum)
- Starts in a native camp
- Can learn animal affinity, scavenging and seance
Starting inventory:
- Machete
- Five healing herbs
- Banana
- Mango
Shaman
- One day, you too can bring spirits back / New Spirits don't bother me any more, I'll exorcise them!
- 50 HP
- 75 AP (maximum)
- Starts in a native camp
- Can learn seance and exorcism and Spirit Summoning and Malevolence.
Starting inventory:
- Machete
- Dagger
- Parrot feather charm
- Four healing herbs
Outsider classes
Outsiders are newcomers to Shartak. They have established coastal settlements at Derby, Durham, and York. A group of pirates have also begun to roam the island, using their shipwreck as their camp. All outsiders can understand one another and use items such as rifles, GPS units and first aid kits by default.
Explorer
- Was it left at that tree or right? / New Blazing trails across the island, that's me!
- 50 HP
- 80 AP (maximum)
- Starts in an outsider camp
- Can learn trailblazing
Starting inventory:
- Machete
- Four first aid kits
- GPS unit
- Bottle of water
Soldier
- Weapons are my area of expertise / New Firearms are my area of expertise so watch out.
- 60 HP
- 75 AP (maximum)
- Starts in an outsider camp
- Can learn firearms training and advanced firearms training
Starting inventory:
- Machete
- Partially-loaded rifle
- Three bullets
- Four first aid kits
Settler
- Just your average outsider / New I'm good at handling animals and scavenging supplies.
- 55 HP
- 75 AP (maximum)
- Starts in an outsider camp
- Can learn animal affinity, scavenging and seance
Starting inventory:
- Machete
- Bottle of beer
- Piece of driftwood
- Five first aid kits
Scientist
- Don't try to get technical with me / New I'm good at healing in an emergency, and know when others are wounded.
- 50 HP
- 75 AP (maximum)
- Starts in an outsider camp
- Can learn advanced triage and emergency first aid.
Starting inventory:
- Machete
- Four first aid kits
- Two pieces of driftwoof
Pirate
- Me ship hit rocks an' now I be stranded on th' isle, arrr.
- 65 HP
- 75 AP (maximum)
- Starts at the shipwreck
Starting inventory:
- Cutlass
- Two first aid kits
- Gem
- Two bottles of rum
- Silver skull cross