Creator: Marc Lehmann
Email: schmorp@schmorp.de
Date: Mon Dec 8 22:11:34 CET 2008
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| | (2|3) - sign "Hat of Sorting"
activate_on_push => 0
activate_on_release => 0
animation => wiz_hat
face => wiz_hat.x11
@match basics
Every class knows throwing, finding traps, removing
traps, using magic items, literacy, and punching.
The one exception is the barbarian. They do not
know literacy.
@match warrior
Warriors gain +2 to strength, +1 to dexterity and
constitution, -2 to intelligence, and -1 to wisdom and
power.
They start with a broadsword, a chain mail, a shield,
a sack, and a guide to melee.
They have the fighter skillset, which means they have
the basics, one-handed weapons, two-handed
weapons, and missile weapons.
@match barbarian
Barbarians gain +3 to strength, +2 to dexterity, +3
to constitution, -6 to intelligence, -1 to wisdom and
power, and -2 to charisma.
They start with leather armor, a mace, a horned
helmet, a sack, a round shield, high boots, and
a guide to melee.
They have the basics skillset, except for literacy.
They also gain one-handed weapons, two-handed
weapons, missile weapons, climbing, and
woodsman.
@match swashbuckler
Swashbucklers gain +1 to strength, +2 to dexterity,
+1 to constitution, -1 to intelligence, -2 to wisdom,
-1 to power, and +1 to charisma.
They start with a longsword, a dagger, an amulet,
and a sack.
They have the fighter skillset, which means they have
the basics, one-handed weapons, two-handed weapons,
and missle weapons. They also gain stealing, singing,
and oratory.
@match ninja
Ninjas gain +1 to strength, +2 to dexterity, +1 to
constitution, -2 to wisdom and power, and -1 to
charisma.
They start with leather armor, nunchaku, a bag, a
cloak, and a guide to melee.
They have the fighter skillset, which means they have
the basics, one-handed weapons, two-handed weapons,
and missile weapons. They also gain jumping, hiding,
and karate.
@match thief
Thieves gain +3 to dexterity, -2 to constitution, +1
to intelligence, -1 to wisdom and power, and -3 to
charisma.
They start with a shortsword, a cloak, leather armor,
lockpicks, and a sack.
They have the fighter skillset, which means they have
the basics, one-handed weapons, two-handed weapons,
and missile weapons. They also gain stealing.
@match priest
Priests gain -2 to strength and dexterity, -1 to
constitution, +3 to wisdom, and +2 to power and
charisma.
They start with a quarterstaff, a robe, two prayer
books, an amulet, and a guide to religion.
They have the basics and praying, one-handed weapons,
two-handed weapons, and sense curse.
@match paladin
Paladins gain -1 to dexterity, -2 to intelligence,
+2 to wisdom, and +1 to power and charisma.
They start with a broadsword, a plate mail,
a shield, a full helmet, a prayer book, a holy symbol
with magic resistance, a sack, and a guide to melee.
They have the fighter skillset, which means they
have the basics, one-handed weapons, two-handed
weapons, and missile weapons. They also have
oratory.
@match monk
Monks gain +1 to strength, dexterity, and constitution,
+2 to power, and -3 to charisma.
They start with a robe, sandals, and a sack.
They have the basics, missile weapon, karate,
sense magic, praying, and sense curse. Monks are
unique that they cannot use weapons, but they also
gain a monk-only skill: meditation.
@match devotee
Devotees gain -2 to strength and constitution, +2 to
wisdom and power, and +1 to charisma.
They start with a robe, a dagger, a prayer book, two
evocation spellbooks, and a guide to religion.
They have the wizard skillset, which means they have
the basics, one-handed weapons, and praying. They
also gain evocation.
@match warlock
Warlocks gain +1 to strength, -1 to dexterity, +1 to
constitution, -2 to wisdom, and +1 to power.
They start with a longsword, leather armor, two
evocation spellbooks, and a talisman of evocation.
They have the fighter skillset, which means they have
the basics, one-handed weapons, two-handed weapons,
and missile weapons.
@match evoker
Evokers gain -2 to strength, -1 to constitution, and
+3 to power.
They start with a robe, a staff, a shortsword, two
evocation spellbooks, and a talisman of evocation.
They have the basics and one-handed weapons.
@match wizard
Wizards gain -2 to strength and constitution, and
+2 to intelligence and power.
They start with a dagger, a robe, three sorcerer
spell books, and a guide to wizardry.
They have the wizard skillset, which means they
have the basics, one-handed weapons, and praying.
They also have sorcery.
@match pyromancer
Pyromancers gain -1 to strength and constitution, and
+2 to power.
They start with a shortsword, a robe, two pyromancy
spellbooks, and a talisman of pyromancy.
They have the basics and one-handed weapons.
@match sorcerer
Sorcerers gain -3 to strength, +2 to dexterity, -3 to
strength, +3 to intelligence, -2 to wisdom, +3 to power,
and -1 to charisma.
They start with a robe, a magical sorcerer's hat, and
a guide to wizardry.
They have the basics, sorcery, sense magic, and
thaumaturgy.
@match summoner
Summoners gain -1 to strength and constitution, and
+1 to intelligence and power.
They start with a shortsword, a robe, two summoner
spell books, a talisman of summoning, and a guide
to summoning.
They have the basics, one-handed weapons, and
praying.
@match alchemist
Alchemists gain -3 to strength, -1 to constitution,
+3 to intelligence, and +1 to power.
They start with a cauldron, a talisman of alchemy,
a dagger, a robe, and a guide to alchemy.
They have the basics, one-handed weapons, alchemy,
and thaumaturgy.
@match *
I am an enchanted Hat of Sorting. My duty is
to assist you in choosing a class. Allow me to start with
the basics, or say the name of a class to let me give
you the details of it.
- wall_glass_block "pedestal"
- grass ""
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | (4|4) - sign "Class Selection"
move_on => all
Here you can select a B<class> for your character.
A class modifies your character: you can gain skills and items, and your stats can be modified.
There are many classes available: Step through the rooms to the right to find the right category, then read
through the individual class descriptions. The hat to the left can provide you with additional technical details
about each class.
When you have decided on a class, step onto the golden teleporter below the sign.
B<Note: You cannot go back to the first part of the tutorial after you have selected a class!>
When you are not satisfied with your class the only way to go back is to delete
your character and run through the character creation once again. (To delete
your character use the B<quit_character> command.)
If you are playing for the first time and are a bit overwhelmed, then the B<Warrior> is a good choice
for fighters, and the B<Warlock> is a good choice for magic users.
- footpath_2_2_1 "footpath"
| | | | | | | | | | | | | | | | | (21|4) - sign "Hall of Priests"
move_on => all
Priests come in various shapes and sizes. Some try to survive by their prayers
alone, others feel that a weapon gives their religious arguments more weight, still others
tap magical powers or inner meditation for the same.
- footpath_2_1_2 "footpath"
| | | | | | | | | (30|4) - sign "Hall of Mages"
move_on => all
There are lots of different magic schools, and so the magic classes are the most
numerous and diverse group. From pure magic users such as summoners or
evokers to mixed classes such as the Warlock you can find almost anything.
It can be useful to have a fighting skill, so beginning players might do well in selecting
a class that can use a weapon.
- footpath_2_1_2 "footpath"
| | | | | | | | | | (40|4) - sign "Hall of Do not Use"
move_on => all
Also known as the Hall of Special Tastes.
Some people prefer to play classless, just like their god created them, without the
burden of a so-called "class" forced onto them.
B<Do not choose classless unless you are a deliantra expert and know what you are doing!>
By choosing to go through this exit, your character will not be changed in any way.
This makes gameplay extremely hard, as many very basic skills are missing.
- grass ""
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| | | | | | | | (8|6) - sign "Warrior"
move_on => all
As a Warrior you've been trained in
the art of combat with all weapons and in
archery. Because of your training,
you're stronger, more agile, and
hardier than you would be otherwise.
However, your education has neglected
the magical arts, religious devotion,
and lacks breadth in general.
This is a good class for a beginning player.
- footpath_2_1_1 "footpath"
| | (10|6) - sign "Barbarian"
move_on => all
Growing up in the howling wilderness,
you've had no chance to pursue
anything remotely intellectual, let
alone learn your letters! It's
amazing you ever thought of leaving
your hovel and going somewhere else,
you're so ignorant.
But now you have. You find that
you're a lot tougher and stronger
than these cityfolk, and you know how
to get around in rough terrain.
You've learned archery in order to
fill your cookpot, and weaponry is
second nature to anyone who's had to
fight with the local orc-tribe over
food once a month.
You're deeply afraid of magic, and
it'll be awhile before you get over
that and develop any facility with
it. You've no deep problem with the
idea of gods, but you don't know much
about them.
This class of intermediate difficulty, as Barbarians have great problems with learning new skills and/or spells.
- grass ""
| | (12|6) - sign "Swashbuckler"
move_on => all
On shipboard, you've learned good
balance and agility, and you've also
become strong and hardy.
Because of occasional oarswork, you and your
shipmates have an admirable command
of rhythm, and you can sing well.
You've learned to make the most of
your time in port: after you pass
out drunk in a bar and wake to find
yourself short your pay, you've found
ways to acquire new capital, or at
the very least, talk someone into
helping you out of your fix.
On numerous occasions, you've taken
up arms and the bow in defense of
your ship, so you're facile with
weapons, but you've had no chance to
learn any magic or the ways of gods.
This is a relatively difficult class to play.
- grass ""
| | (14|6) - sign "Ninja"
move_on => all
As a member of the secret society of
the Ninja, you've been taught archery
and the use of weapons, and also the
art of combat without weapons.
Your style of combat, though, leans very
much toward the sneak attack, so
you've been taught how to be
inconspicuous and how to appear in
places you're not expected.
You have had no introduction to either
religious devotion or magic.
This class is of intermediate difficulty.
- grass ""
| | (16|6) - sign "Thief"
move_on => all
As a thief you've learned to steal
and you're familiar with the value a
fence will give you on your "finds".
You've had some weaponry training,
including archery, this being
advisable to someone who is likely to
have acrimonious disagreements about
the ownership of valuable objects.
You've had no time for religious
devotion or the study of magecraft,
but your quick wits have kept you
alive many times.
This is a relatively difficult class to play.
- grass ""
| | (18|6) - sign "Priest"
move_on => all
As a priest, you've learned an
intense devotion to your god, and
you've learned how to channel the
energies your god vouchsafes to his
devotees.
You've been taught the use
of weapons, but only cursorily, and
your physical training has been
lacking in general.
Since you're in tune with the holy powers,
you can tell when a god has marked an object
as accursed.
This class is of intermediate difficulty.
- grass ""
| | (20|6) - sign "Paladin"
move_on => all
You are a militant priest, with an
emphasis on 'priest'.
You've been taught archery and the use of
weapons, but great care has been
taken that you're doctrinally correct.
Now you've been sent out in
the world to convert the unrighteous
and destroy the enemies of the faith,
and your churchmembers have been
charged a pretty penny to equip you
to do it!
All other areas of your education
have been neglected. Perhaps aware
of your deficiency, your superiors
have given you a measure of
protection from physical attacks.
This is a good class for beginning players.
- grass ""
| | (22|6) - sign "Monk"
move_on => all
In the Monastery, they believed in
mental discipline and peace through
physical training, meditation, and,
to a lesser extent, religious
devotion.
Your mental equilibrium
requires you to forego the use of
weapons, but your physical training
in karate means you're not helpless,
and you can make use of archery when
necessary.
Your inner peacefulness grants you
the ability to regenerate faster and
to sense auras.
This class is of intermediate difficulty, as monks cannot use any weapons.
- grass ""
| | (24|6) - sign "Devotee"
move_on => all
The axis of your existence is your
devotion to your god. However,
you've also been busy in other areas.
Your sensitivity to godly powers has
also caused your natural magical
ability to bloom, and your religious
order has encouraged your study.
Your religious superiors have forced
you to learn to use one handed weapons as well,
against your will. You will find
that they were wise to do so, but you
haven't trained as assiduously as you
should have, so you are soft and
weak.
This is a good class for beginning players.
- grass ""
| | (26|6) - sign "Warlock"
move_on => all
You have divided your time between
learning magic and learning weapons,
but have totally disregarded
religious devotion.
You are physically stronger and hardier
because of your training, and you
know the use of weapons and bows.
However, you're just a bit clumsy in
both weaponry and magic because
you've had to divide your time
between them.
This is a good class for beginning players.
- footpath_2_1_1 "footpath"
| | (28|6) - sign "Evoker"
move_on => all
Your specialty is the use of attack
spells in combat. You practice these
spells daily, and your capacity to
cast them has increased hugely.
You've had some training in the use of one handed weapons
to help defend yourself, but you tend
to leave most of the fighting to
others, so your physical training has
been somewhat lacking.
You've never learned to use magic
innately, but instead rely on a magic
talisman to channel mana for you.
The attack spells have imprinted
themselves somewhat on your talisman,
making it good for those and less
useful for anything else.
You have not been trained in
religious devotion: however, you
come from a religious family and will
have no particular difficulty taking
up the service of a god.
This is a relatively good class for beginning players
who are mainly interested in magic.
- grass ""
| | (30|6) - sign "Wizard"
move_on => all
You are the generalist of the
spellcasters. You've emphasized the
use of magic. Due to studying all its
areas almost equally, you have only basic knowledge
about sorcery, although learning new skills and spells
is an easy task for you.
You've learned something about the gods
and religious devotion as well.
To a much lesser extent, you've studied
the use of one handed weapons,
but you've not had much
physical training: you're mostly
sedentary, and so you're not nearly
as strong and healthy as you could be.
This class is of intermediate difficulty, as Wizards need to acquire most of their attack spells and skills
later in the game.
- grass ""
| | (32|6) - sign "Pyromancer"
move_on => all
You've been obsessed with fire and magic
ever since you were a child. As time grew
on you've learned to master both.
You've never learned to use magic
innately, but instead rely on a magic
talisman to channel mana for you.
The your fire spells have imprinted
themselves somewhat on your talisman,
making it good for those and less
useful for anything else.
You've had some training in the use of one handed weapons
to help defend yourself, but you tend
to leave most of the fighting to
others, so your physical training has
been somewhat lacking.
You have not been trained in
religious devotion: however, you
come from a religious family and will
have no particular difficulty taking
up the service of a god.
This is a relatively good class for beginning players
who are mainly interested in magic.
- grass ""
| | (34|6) - sign "Sorcerer"
move_on => all
Your study of magic has been
obsessive. Your frequent practice
has greatly enhanced your powers, and
your intellect has been sharpened
enormously by your quest for ever
better ways to channel energies.
However, you've totally neglected to
learn to use weaponry, and you're
soft and weak. Barbarians used to
push you around on the street until
you blasted one's leg off with a
lightning bolt. You reflected later
on the stupidity of this, because you
could by no means have blasted his
friends, too. Fortunately, they ran
off.
You resolved to learn how to
take out a whole group of barbarians
before losing your temper again.
Your study of magic and magical
devices allows you to notice when an
object has a magical aura, and you
can often fathom the purpose of
magical devices.
This is a relatively difficult class to play.
- grass ""
| | (36|6) - sign "Summoner"
move_on => all
You've had more of an emphasis on
physical training than most
spellcasters, at the expense of less
time spent on casting spells.
You've never learned to use magic innately,
but instead rely on a magic talisman
to channel mana for you.
Your work has leaned heavily toward the art of
summoning creatures to help you in a
fight, and your talisman has become
attuned to that. That attunement,
however, makes it harder for you to
reject unwanted creatures.
You've also had a reasonable education in
religious devotion.
You can make use of one handed weapons, if need be.
This is a relatively difficult class to play.
- grass ""
| | (38|6) - sign "Alchemist"
move_on => all
Your specialty is magical devices and
concoctions, but you've also had some
training in one handed weapons, so that you can
fend off townsfolk angered by the
vile reeks that frequently emanate
from your workshop.
Searching for the perfect recipes and
trying to recover lost knowledge has
sharpened your wits considerably.
However, this has left little time for
physical training, and your sedentary
lifestyle has weakened you very much.
Your dependence on magical devices
extends to the use of a talisman to
channel mana. The talisman has
become attuned to detonation and
transmutation because of the way you
have used it.
Your ability to create, uhm, "gold" out of anything
is always a good way to impress townsfolk.
This is a difficult class to play.
- grass ""
| | (40|6) - sign "Classless"
move_on => all
B<Only step onto this exit if you are sure you do not want or need a class. Beginning players
are advised to choose a class!>
B<Again, your character will lack most basic skills if you go through here, do not use this exit
unless you are a deliantra expert and really want this!>
- grass ""
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| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 17(40|7) - grass ""
- magic_ear "unknown entity"
connected => 17
@match I know
Ok, you wanted it that way!
- magic_mouth "voice"
A voice says:
B<The gods urge you to reconsider your choice!>
If you really want to play classless, despite the drawbacks, say C<I know> (use the C<say> command
or the C<Map> tab).
| |
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| | | | | | | | | | | | | | | | | | | | | | (22|10) - monk_class "monk"
In the Monastery, they believed in
mental discipline and peace through
physical training, meditation, and to
a lesser extent, religious devotion.
Your mental equilibrium requires you
to forego the use of weapons, but
your physical training in karate
means you're not helpless. Your
inner peacefulness grants you the
ability to regenerate faster and to
sense auras.
- grass ""
move_block => all
| | | | (26|10) - warlock_class "warlock"
Warlock
You've divided your time between
learning magic and learning weapons,
but have totally disregarded
religious devotion. You're
physically stronger and hardier
because of your training, and you
know the use of weapons and bows.
However, you're just a bit clumsy in
both weaponry and magic because
you've had to divide your time
between them.
- grass ""
move_block => all
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