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Beastfighter is a class in ADOM.
Beastfighters are a melee-orientated class that specialise in Unarmed fighting. As they gain levels, beastfighters' to-hit and damage ratings rise greatly whilst fighting unarmed. Whilst they share this trait with monks, the to-hit and damage penalties that beastfighters receive when fighting with weapons is far more severe; meaning that unlike monks, beastfighters pretty much need to fight unarmed. Also, whilst monks get more increases on the number of faces on the damage die when fighting unarmed, beastfighters get more generous increases to final damage scores -- generally resulting in a greater damage throughput for beastfighters.
The life of a beastfighter is generally a simple one -- sell all weapons and shields found, don't bother with magic, and just punch most enemies encountered. Whilst beastfighters might have some difficulties in the early game, once they have advanced many levels their performance in melee combat becomes awesome; by level 25, they should have little trouble tearing apart even steel golems with their bare hands. Whilst magically inept, beastfighters might be encouraged to also practise missile combat to take down more dangerous foes; beastfighters are generally well suited to this due to their typically high Dexterity scores.
As far as race-class combinations go, orcs tend to make outstanding beastfighters as they have the Find weakness skill -- critical for beastfighters, especially since they have trouble fighting with slaying weapons -- and superior physical attributes. Dark elves also make surprisingly good beastfighters due to their knowledge of the skill. Gnomes and humans advance levels quickly, so these can also become surprisingly good beastfighters. As for trolls, whilst their stellar starting attributes give them the best prospects in the early game, their very slow leveling means they may not fare as well in the late game.
Basic Information[править | править исходный текст]
Base/Typical Stats[править | править исходный текст]
The base stats for grown up male beastfighters are tabulated below; female characters will have approximately -1 Strength and 1 Dex, and young characters have slightly less Strength, Learning and Willpower. These stats were generated using the method described on the Talk:Archer page; except with star sign factored in. Variations of /- 5 to each stat will usually exist; or even more if the question system is skipped.
Starting Skills[править | править исходный текст]
|Skill||Typical Value||Typical Modifier||Available Ingame?|
Crowning Gifts[править | править исходный текст]
- Boots of the divine messenger
- Bracers of war
- Cloak of Oman
- Nature's Companion (double chance)
No weapons for beastfighters, unsurprisingly. Beastfighters do get some very coveted crowning gifts -- including the bracers of war, Preserver and Nature's Companion. The boots may also be quite desirable, especially since beastfighters' level 18 class power gives a suitable alternative to seven league boots anyway.
Special Abilities[править | править исходный текст]
Class Abilities[править | править исходный текст]
- Unarmed fighting: Beastfighters get significant bonuses to to-hit and damage in unarmed combat each time they level up. Unlike with monks, becoming burdened or worse does not negate these bonuses.
- Ineptness with weapons: Beastfighters do not get to-hit or damages bonuses from Strength or tactics whilst using weapons or shields.
- Martial arts bonuses: Beastfighters get increases in speed and DV upon raising certain numbers of levels.
- Illiteracy: Like barbarians, beastfighters always start out illiterate regardless of starting Learning score. The only exceptions are those who are educated in Literacy as part of their race -- i.e. high, grey and mist elves.
- Heir gift: vigilant light furs of protection (typical stats: [ 0, 5])
Class Powers[править | править исходный текст]
- Level 6: Gains poison resistance
- Level 12: Gains stun resistance
- Level 18: Base movement energy cost is reduced to 700. This stacks with the effects of seven league boots.
- Level 25: Gains the power to summon 2d2 cave bears and silver wolves, for the cost of one Mana point. This also trains Mana, though (similarly to necromancy).
- Level 32: Can swap position with hostile monsters (using the ':s' command)
- Level 40: Landing a critical hit on an opponent has a small chance to stun them. This seems to work on any opponent; including balors and their master.
- Level 50: Gains 6 to both Strength and Toughness
Starting Gear[править | править исходный текст]
|Human||Troll||High Elf||Grey Elf||Dark Elf|