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magic.txt
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1998-01-18
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=== Introduction to the Zangband (2.0.2) Magic System ===
In the official releases of Angband there are only two types magic
spells: Magic spells and priestly prayers. If the character is a
mage, ranger or a rogue (s)he can learn magic spells; if (s)he is
a priest or a paladin, (s)he can learn prayers. All mages can
learn the same spells and all priests can learn the same spells.
Zangband uses a more complex "realms of magic" system inspired by
the commercial fantasy strategy game Master of Magic (Microprose),
which in turn has supposedly borrowed it from the card game Magic
the Gathering (by Wizards of the Coast). The magic system, as
implemented in Zangband, consists of five realms: Life, Sorcery,
Nature, Chaos and Death. (See later for more details.)
In standard Angband, the type of a character's spell ability was
determined solely by the character class. In Zangband, all
classes can select one (or even two) types from the realms of
magic available. (See later for available realms / class.)
Since a character can have (at most) two realms of magic, and the
old spells have been split between the existing realms, on the
first glance it may seem that this system makes spell-users less
powerful. However, the opposite holds true. While a given realm
of magic typically includes spells of a certain type, new ultra
powerful rare high-level spells have been added to many realms.
Any spell realm should have enough high-level spells even for the
later stages of the game. The main difference lies in how they
support your playing strategy: some offer "weapon" spells which
let you directly hurt your enemy, while others offer spells for
protection, healing and gathering information.
In standard Angband, there were 9 spellbooks for all spell-
casters. In Zangband, there are 4 spellbooks per realm. Two
of them can be bought in a store (Life spellbooks in the town
temple, the rest in the magic shop; of course the Black
market may stock _any_ spellbook). A character with two
realms of magic will thus need to carry a maximum of 8 spell-
books while a character with only one realm of magic
(paladins and rogues) will only need to carry a maximum of 4
spellbooks. All realms have 32 spells, and each book has 8
spells.
=== Character Classes and Spell Ability ===
MAGES: Mages have the least restrictions in choosing and learning
spells. They can freely choose any two realms when a character is
created: in the current version, all five realms are available to
them, although their natural inclination makes Life magic fairly
hard for them. Otherwise, a mage tends to learn and cast all the
spells in his / her realms better than any other character. The
ability select both realms of magic (which no other character
class can do) allows the best support for experimenting and
combining different realms, and, thus, for different playing
strategies as well.
PRIESTS: There are two types of priests in Zangband: the
'ordinary' priests who, select Life magic as their primary
realm, and the 'dark' priests, who select Death magic
instead of Life magic. No priest can have both realms
(unless (s)he was created in Zangband 2.0.0 or 2.0.1).
Priests can also select a secondary realm from the other
three realms, and should be able to learn all spells in it
as well, even if not as efficiently as mages. However,
when learning spells, priests cannot voluntarily decide
which spells to study: they are rewarded with new prayers
by their patron deities, with no money-back satisfaction
guarantee. It should also be noted that since the natural
inclination of a priest is towards Life magic, priests who
select Life magic will be able to learn their prayers
faster and better than their evil colleagues with Death
magic.
ROGUES: Rogues who are mostly interested in burglary can
select Sorcery, but Death magic is also available to rogues
who wish to work as assassins rather than burglars. Rogues
have certain limitations on which spells they can learn,
and they are not too fast to learn new spells.
RANGERS: All rangers are trained in Nature magic, and all
Nature spells are available to them. They even learn these
spells almost as fast as mages. They can also select a
secondary realm (from Sorcery, Chaos and Death magic), but
they are slow learners in them, and may find themselves
unable to learn some of the highest level spells.
PALADINS: Paladins are trained in Life magic (only), and they
despise the other realms of magic (which they regard as the
Devil's work). Like priests, they cannot select which prayers
to learn but are rewarded with new prayers by their deities.
They can learn all Life spells, but not as fast as priests.
In the most recent versions, there is a new subtype of the
paladins: the Death Knight. Death Knights study Death magic
instead of Life magic, but in other respects they are similar
to normal paladins. Death Knights can learn all Death spells.
WARRIOR-MAGES: Warrior-mages begin the game with Sorcery, and
they can freely select another realm of magic. Although they
do not gain new spells as fast as regular mages, they will
eventually learn every spell in both realms, thus making a
very competitive choice for players who appreciate Sorcery.
CHAOS WARRIORS: Chaos Warriors are, as one might expect,
trained in Chaos magic. They are not interested in any
other form of magic. They can learn every Chaos spell.
MONKS: The different sects of monks are devoted to different
areas of magic. The typical monk is interested in the harmony
of the nature, and studies Life magic. An idealist monk would
select Life magic, and try work to benefit his neighbour. But
there also are dark monks, who specialize in Death magic.
A monk can thus select any one of these three Realms. They
will eventually learn all prayers in the discipline of their
choice.
=== The Realms of Magic ===
LIFE: Life is magic is 'good' magic; it relies mostly on healing
and protective spells. It does have a few attack spells as well,
but these are mostly used for harming and banishing foul minions
of evil. It is rumoured that there is a secret high level prayer
which will make the priest (or paladin) completely impervious
to all forms of hostile action.
SORCERY: Sorcery is a `meta` realm, including enchantment and
general spells. It provides superb protection spells (such as
Teleport spells for fleeing and even Globe of Invulnerability),
spells to enhance your odds in combat (Slow Monster, Haste Self,
Confuse Monster) and, most importantly, a vast selection of
spells for gathering information: in addition to the usual
detection and identify spells, one of the standard spellbooks
has a spell called Identify True, which gives you full knowledge
of a given object! In the rare books, there are spells with
which you can enchant your items or turn unwanted items to
gold. However, Sorcery has one weakness: it has no spells
to deal direct damage to your enemies.
NATURE: Early levels may be rather difficult for a spellcaster
relying on Nature magic, as the early spells offer only limited
protection, detection and curing capabilities. However, at
higher levels there are very useful offensive spells available,
especially should the spellcaster be lucky enough to find an
extremely rare spellbook called "Nature`s Wrath". Nature also
has a spell of Herbal Healing, which is the only powerful healing
spell outside the realm of Life magic.
CHAOS: There are few types of magic more unpredictable and
difficult to control than Chaos magic. Chaos is the very
element of unmaking, and the Chaos spells are the most
terrible weapons of destruction imaginable. From Magic
Missile and Acid Bolt to the medium level Fire Ball and
and Doom Bolt, and finally to the awesome spells of
Invoke Logru