Difference between revisions of "Character classes"
Darkferret (talk | contribs) (→Native classes: New descriptions) |
Etherdrifter (talk | contribs) (→Shaman) |
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*75 AP (maximum) | *75 AP (maximum) | ||
*Starts in a native [[camp]] with nothing | *Starts in a native [[camp]] with nothing | ||
− | *Can learn ''[[seance]]'' and ''[[exorcism]]''. | + | *Can learn ''[[seance]]'' and ''[[exorcism]]'' and ''[[Spirit Summoning]]'' and ''[[Malevolence]]''. |
== Outsider classes == | == Outsider classes == |
Revision as of 02:37, 2 November 2007
There are nine character classes in Shartak, and each 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 HP limits, starting inventories, and skill opportunities. Players in all classes begin the game with 175 AP and regenerate one AP every 20 minutes. Scouts and explorers regenerate AP until they have 80, while 75 is the regeneration limit for all other players.
Contents
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 with tasty berries and a gourd of water
- Can learn trailblazing
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 with a loaded blowpipe and a spare poison dart
- Can learn blowpipe training and advanced blowpipe training
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 with a banana and a healing herb
- Can learn animal affinity, scavenging and seance
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 with nothing
- Can learn seance and exorcism and Spirit Summoning and Malevolence.
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 with a bottle of water and a GPS unit
- Can learn trailblazing
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 with a loaded rifle and a spare rifle bullet
- Can learn firearms training and advanced firearms training
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 with a bottle of beer and a first aid kit
- Can learn animal affinity, scavenging and seance
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 with 10 gold coins
- Can learn advanced triage and emergency first aid.
Pirate
- Me ship hit rocks an' now I be stranded on th' isle, arrr.
- 65 HP
- 75 AP (maximum)
- Starts at the shipwreck with a bottle of rum and a cutlass