Friday, October 11, 2013

Internet Archive Circa June 1998: Adventures in Panumbra Version 2.1

From:  http://web.archive.org/web/19980630165404/http://www.shareplay.com/panumbra/plguide/careers.htm :




Common Adventuring Careers in Taera

Note! This is the version 2.1 document!

For careers in the current version, click here.

Warrior/Soldier/Fighter- People who live in dangerous parts of the world, with monsters or Corrupted about, need to fight to defend themselves and keep the area (relatively) safe. The main line of defense are people trained to fight physically, with weapons such as swords and axes, since in modern times magical training takes much longer and some people just never get the hang of it. A character with one of these templates is such a fighter, trained in general use of all weapons. The differences between the three are largely cosmetic, so they are lumped together here. Warriors (or the others) can use any weapon, but master none of them unless they switch careers later.

Swordfighter- Swordfighters are warriors (like above) who train exclusively in uses of the sword, gaining all the sword-using skills eventually. They never gain any fighting skills other than sword skills, however, unless they switch templates later. They are therefore a weak template to start with, because the only skill they have in the beginning is Sword. A warrior character is probably better off starting as a general fighter, and switching to Swordfighter after a level or two, as a result.
Hammerer- Hammerers are warriors trained exclusively in using warhammers. They gain all the hammer skills eventually, but start only with the basic Hammer skill, and so are probably better as a template to switch to after being a general fighter for a level or two. Dwarves make especially good hammerers, and are known for being the best hammer-using fighters.

Axeman- Warriors trained exclusively in battleaxes are called Axemen. They gain all the axe skills eventually, but only start with the basic Axe skill, and are therefore better, probably, as a template to switch to after being a general fighter for one or more levels. Orcs are good at fighting with axes, and many of the best Axemen are orcs.

Archer- Archers are warriors who hone their skills at shooting arrows from bows above all others. They gain all the bow skills in time, but only start with the basic Bow skill, and are probably better as a template to switch to after starting a career as something more general, like a normal fighter. Elves make the best archers, but several smaller races (who prefer to attack from a safe distance) can learn bow skills fairly fast as well.

Staffmaster- Staffmasters are warriors who practice use of staves (quarterstaff, etc.) above all others. They gain all the staff skills eventually, but start with only the basic Staff skill, and never gain any other skills unless they switch templates later. As a result, they are usually a better template to switch to from general warrior, rather than the reverse.

Berserker- Berserkers are warriors who specialize in close combat- getting right up in the enemy's face and smashing or slashing it to ribbons. They learn all the non-weapon combat skills, such as Punch and Crush, that their race can learn, and typically at least one melee weapon as well. Also, due to a special battle trance they can go into, they are able to keep fighting longer than other warriors can, using their natural mana reserves to give them extra stamina to keep going (the Infuse skill). They are able to give this extra energy to others in a pinch, but prefer to use it on themselves.

Artificer- Artificers are people who work heavily with items, both making new ones and restoring old ones (though of course, making them isn't in the game yet :). They concentrate on gaining the item-associated skills, Repair, Recharge, and Heat Metal, and on the way pick up Fireball and Groundmelt (for the Heat Metal). Also, because much of their work involves hammering things together, they learn how to Hammer things apart as well. They are fairly well rounded starting characters, but have no healing or restorative powers that work on themselves, so they need to get that from elsewhere.

Priest- Priests are spellcasters who claim to get their spells from higher powers, such as gods. They are able to fight better than most spellcasters, but have little in the way of offensive magic typically, getting only Wound and its nastier versions normally. Their real strength is in defensive and protective magics, such as healing, Infuse, and various forms of protection.

Shaman- Shamans are similar to priests, but come from less developed cultures, and generally work alone or in small groups, whereas priests form large organizations to advance the goals of their religions. Shamans usually have access to many types of magic, and by contrast have little in the way of physical weaponry. They're actually closer to wizards than priests, but often perform the functions of priests within their (tribal, normally) cultures. Orc and Goblin tribes often have shamans.

Sorceror/Wizard/Mage- There are many names for practitioners of magic, but the general variety tends to be the same by whatever name they're called. Student of all magics, master of none, normal wizards spend their lives learning most of the basic magic skills, getting a wide and eclectic knowledge of the magical arts. The price they pay for this wide ability is lack of truly powerful ability in any one area- only more specialized spellcasters are able to learn the more powerful skills such as Meteor Swarm and Splut. Characters who start as basic wizards may, of course, specialize their studies later if they choose to do so.

War Wizard- Very physically-oriented races such as Dwarves and Minotaurs often look down on wizards who spend their lives studying magic instead of getting out in battle and defending their people, so wizards from those cultures often train exclusively in magic that is useful on a battlefield, and are called War Wizards. Being so battle-oriented, War Wizards usually learn how to use a weapon or two as well as magic, for a last-ditch survival effort when they run out of mana. Their magical abilities don't advance as fast as those of normal wizards, but War Wizards are very formidable foes in combat, nevertheless.

Stoneshaker- Wizards who specialize in elemental magics involving Earth are called Stoneshakers. Being so closely involved with Earth allows them access to the obvious elemental magics of petrification (Statue) and lava (Groundmelt, Eruption, Volcano), but also affords them useful defensive spells such as Stoneskin and Infuse (drawing power from the Earth). It also gives them knowledge of tools commonly used in mining- specifically, Hammers and Picks- and how to use them in battle, if they must.

Seamaster- Wizards specializing in elemental Water are called Seamasters. They have access to liquid and water-related magic, the notable skills being the acid attacks and cold attacks. Not being able to control weather very well, they can't cause Ice Storms, but they can form enough acid in the air to cause Acid Rain. Also, since water is a rather important component of most living things, Seamasters have some small healing ability as well- they get Relief.

Windsinger- Windsingers are mages specialized in elemental Air and its aspects. They have access to the ice spells and lightning magic attacks. Weather control allows them to cause Ice Storms, but since Acid Rain isn't a natural form of weather, they can't create it without studying other forms of magic. Also, since mana as a force is very similar to air, and often flows through it, Windsingers have enough affinity with it to be able to use Dissipate.

Fireslinger- Fireslingers, often considered the most dangerous and destructive specialist wizards, are specialists in elemental Fire. They gain most of the Fire-related magics eventually, including the lava skills, but have nothing in the way of defense, and are largely helpless in the face of an adversary immune to fire. Fortunately, few things have that immunity, so Fireslingers are usually able to live up to their fearsome reputation. The one Fire skill they don't automatically get is Heat Metal, because many lack the patience to learn Repair well enough to learn it.

Healer- Healers are spellcasters who specialize in healing magic, and its reverses. Often members of various priesthoods, healers are notably less inclined to enter battle than normal priests, preferring to be peaceful and helpful to fighting friends instead. Nevertheless, with their special knowledge of healing magic and its darker side, healers can be formidable hurters as well. They gain all the healing skills and reverse healing skills eventually, but start with only Wound and Relief, and possibly Enervate, Dissipate, and Infuse as well, so they have little in the way of defense from enemies.

Abjurer- Spellcasters who specialize in defensive and protective magics are called abjurers. Due to their concentration on defense, they have little or no offense to speak of, especially at lower levels. But the longer they survive, the more powerful they get, and master Abjurers are virtually invulnerable due to their mastery of protection magic. They are weak starting characters, due to their lack of attacks and the high casting cost of their defensive spells, and will likely need protection from friends. After gaining enough power, however, they are able to defend themselves and their friends against virtually any attack, which makes them very valuable in areas where monsters are especially fierce. It is probably better for a player wishing to play an Abjurer to start as a general wizard or priest first, and then switch to Abjurer after a level or two. This will give them more attacks, which helps their chances of survival, and gives them higher experience potential.

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