← command reference · Ideas
Race: Gryphon Class: Magic-user, Warrior Background: The Gryphons were especially created by Urtho, the mage Adept, because of the long mage war with Ma'ar, the insane dark mage. During this war the Gryphons evolved into even greater warriors and they became more involved in magic for they were magical creatures in nature. This meant a deadly combination and they played a great part in winning this war. Years of peace followed, but the humans and Gryphons kept themselves training in the art of war and magic, so they would be able to defend themselves if such an event ever occured again. However the Gryphons grew discontent, because they had the feeling that they weren't taken serious enough by the humans, so a great part of the Gryphons left to search for a place for themselves where they could breed their fletchlings and train them even further in their magic and fighting skills. The elder Gryphons feel a new war is going to start in which the fittest will survive... and they plan to be the fittest... Typical: - average wisdom - high strength - high luck - arrogant (affects consider & gauge) - walking costs more movement points than flying (cannot fly inside/indoors/underwater) - cannot wear regular armor - cannot wield regular weapons Spells: - fireball - create gate (teleport) - float (makes inventory weigh lighter -> able to carry more) - heal or healing factor - magic bomb (can be a room spell) - firebreath - gaseous form (receive & give no damage. perfect for discovering new areas without getting killed) - sharp feathers (with which you can shoot a target) - hail storm (room spell) - recklessness (more chance and harder hit a target, but also higher chance to receive damage) - electrocute - stone statue (temporarily turns target into stone) - camouflage - earthquake / volcano - resurrection (night of the living dead) - cyclone (hurls targets but in next room) - anti-spell aura (no target of spells) - acid rain Skills: - 2nd and 3rd attack (always handy) - fly (maybe permanent, or else a spell at level 15+)- - dodge - carry, costs more movement points (carry a person or a boulder) - claw slash (extra attack) - ripclaw (deathblow -> rips target apart) - fast reflex (dodge or counterattack) - reconaissance (you fly higher, so you can get a wider scan distance. not suitable in closed rooms -> headache :P) - tearing or piercing beak (1st attack) - battlescream (chance of getting target/room confused/spooked) - combat mind (in later levels the Gryphon is a fine strategist) - lucky strike (extra damage in fight) - tail Equipment: - designed claws - poisoned claws (maybe some stuff to refill claws?) - especially designed armor (e.g. a breastplate) - steel tip (for the beak..) - gem of protection (f.e. -20 damage) - mana cauldron (carry spare mana, one-time use only) - eye of chaos (some sort of amulet/talisman) - prism (quicker refresh your mana) - rabbit's paw (talisman for higher luck)