On this page
you will find descriptions of dual class characters that go well
together because of their similaries, or, because of the stark contrast.
The latter are not as crazy as they sound, but strive to fit in
very well with the attitude of each of the classes involved.
AMZ-BAR
|| AMZ-SNOB || BAR-SNOB
|| AMZ-CLERIC || AMZ-LOL
AMZ-SAMURAI || Other AMZ
|| NINJA-SNOB || BNM-SNOB
The full rules
of the individual classes are not listed, rather the points of differnece
from the base classes are discussed. For the Amazon variant, the
official rules are also at this
site.
Amazon
Barbarian (AMZ-BAR)
In general, NO
magic. There are a few exceptions listed below...
* Highest
regard for vitality requires +2 pts to vit per level, with + 0 magic
recommended
* Stealth is somewhat less of an issue, so the dex and strength restrictions
on what armor they can wear do not apply
* No crown until both BAR king(queen) and AMZ queen, then *any* crown
may be worn
* Spells: none
* Griswold, the tribal craftsman, may repair gear
Clarifying points.
Other issues not mentioned follow the rules of both classes, ie:
* no use of bow except for item recovery & the Butcher (anyone),
and for those who have attained the title of Amazon Heroine
* shrine restrictions
Bosses: Given
a choice of bosses to kill, the AMZ-BAR finds special pleasure in
teaching the ranged attackers a lesson, especially the clan archers:
Bloodskin Darkbow(5), Blightfire(7), Gorestone(7). AMZ-BAR also
have had a history of trouble with drakes, and Viperflame(12) may
be counted during Warrior Quest.
Different orders
of AMZ-BAR tribes allow one or more of the following:
* Any item of Vim/Vigor/Life, out of high regard for the body Often
limited to Warrior-Vanquisher / Avenger-Defiler / Heroine-Ravager
* The use of a personal jeweled hunting knife - dagger or short
sword (aka machete). As long as prefix is a jewel or color, suffix
may be anything. Usable by those eligible for Stealth Hunt, ie.
Matriarach-Lady
* town portal spell, and any scrolls (for literate AMZ-BARs)
* the use of inferno as a primitive flame thrower (for AMZ Warriors)
AMZ-BAR tribes
from the Southern Kingdoms are known for their high quality blacksmiths,
and may use the following items, at appropriate levels:
Bronze, Sharp - Explorer
Iron, Fine, Jagged - Defender
Steel, Warrior's - Warrior
Silver, Heavy/Massive - Avenger
Gold, Savage - Huntress
Platinum, Knight's - Matriarch
Mithril, Master's - Princess
King's - Queen
Champion's - Champion
The above must
be with no prefix, or with Craftsmanship, Quality, Structure or
Sturdiness... (except...)
AMZ-BARs may use items of Vitality/Vim/Vigor/Life as long as there
is no (or an acceptable) prefix.
Other benevolent adjectives (Awesome, Valiant, etc.) may not be
used. In going for Barbarian titles these weapons should be used
not at all, or *after* obtaining the title most equivalent to the
Amazon title. Note that the Northern ttribes (with the greater emphasis
on the BAR half of character) do not allow the prefixes described
above. They alone may choose to put more lvl-up points into need
STR and DEX, and catch up as soon as possible in vitality. These
characters should add the adjective "Hearty" to their title to indicate
this path of greater challenge. (eg. Nikona, Hearty Amazon Princess,
Barbarian Ravager)
Also, to the
BAR (AMZ-BAR at least) there exists weapons that are maligned by
Wizards and dubbed Corruption. These gems which protect BARs from
the headache of distracting mana are called weapons of purity and
are highly prized. They are typically saved for use against their
tougher foes, and maybe be repaired at Religious Shrines.
All normal Barbarian
and Amazon quests apply. Optional AMZ quests allowed are: Stealth
Hunt, Champion, Gauntlet, Raid, Homecoming.
Amazon
Elitist (AMZ-SNOB)
The elitist Amazon
desires to use only the finest gear available, and has greater interest
in spells than other Amazons. Her love for variety in jewelry makes
her somewhat less restrictive than her male elitist counterparts.
Full rules of
Amazons and SNOBs apply with the following changes/comments:
* +1 Vit and +1 magic required each level up, until maxed
* the full complement of SNOB spells are available at any time to
the AMZ-SNOB, with the exception of bloodstar and bone spirit.
* Perfect rings are allowed as well as perfect amulets
* If no suitable unique item is found, a non-unique magical item
may be worn *IF* it has a suffix of vim/vigor/life due to the Amazon's
extremely high valuation of vitality. (If such an item is also perfect,
it may continue to be used instead of a unique)
* the following uniques, typically not available to Amazons, are
legal: Mindcry, Wizardspike, Gleamsong, Wizard's Wrap, Naj's Light
Plate, Dreamflange, Fool's Crest and Demonspike Coat.
* the following uniques, typically available to SNOBs, are NOT acceptable:
Wicked Axe, The Grizzly; also the Constricting Ring.
* Gifts. To be able to carry out the Amazon quests, a full complement
of gear must be available. Rather than every 5 lvls, the gifts are
received as they attain a new title. Some extras at low lvls. The
items should not be 'the ultimate', those listed below are purely
examples.
Start of game / Explorer: Bow & a minor sword (ex: Flame
Dart, Defender)
Defender: Armor & Axe (example: Leather Aut or Sparkling
Mail, Stonecleaver)
Warrior: Sword & Shield (ex: Shadowhawk, BlackOak Shield)
Huntress: Blunt weapon (ex: Baranar's Star)
Avenger & Heroine: free choices (maybe an upgrade like
Naj's Plate, Holy Defen)
Matriach: Helm (eg Helm of Sprits, Overlord's Helm, Thinking
Cap)
*However* the Amazon is proud and will not accept a gift that is
far above her station. This schedule will get her more gifts, so
they may not be the ultimate in each category. Therefore no windforce,
eaglehorn, mess.reaver, stormshield, blood slayer, gotterdamerung,
grandfather, royal circl gift for completing an optional quest after
this. Gifts should NOT be accepted except at these special times.
Jewelry is not counted against her gifts, but must be something
she would be able to find herself.
Spells and
Quests. The AMZ-SNOB learns many spells faster than regular
AMZs but the restriction that they can read off scrolls only that
which they can already cast or are non-castable still holds. Note
that offensive spells may still not be used against the boss monsters.
Other quest monster notes:
* Regular AMZ's tend to get their 12 bosses for the Defender Quest
on lvls 2 and 3. The AMZ-SNOB, trying to be different/ better will
be sure to kill at least 4 must reside in the Cats. As a Warrior,
they like to kill Witchfire the Unholy with fire.
* Should the AMZ-Snob find a weapon of the kind allowed for AMZ-BARs
that is _perfect_, they may use it in addition to their unique weapons,
as this will be exceedingly rare.
* For their love of vitality, if an items is _perfect_ of Vim, Vigor,
Life, it may be used, if the prefix is perfect, rare, or no prefix.
* The AMZ-SNOB enjoys it when the boss monsters can see their companions
drop around them, and may use a barrage of Charged Bolts to bring
this about (not so much as to seriously harm or kill the boss, as
soon as the first foe drops, no more CB's may be cast!) Flame wave
may also be used for this purpose.
* AMZ-SNOBs who particularly enjoy magic may elect to use no items
which are -magic. This compensates for their ability to use wizardlike
items early on.
All other rules,
including restrictions about use of bow, weapons, etc. are still
in place.
Barbarian
Elitist (BAR-SNOB)
This is the one
that sounds the most crazy, but it's actually not. Full BAR rules
apply, but this type of BAR appeciates the exquisite craftsmanship
and superior materials used for certain rare items. Hence *unidentified*
unique items may be used. They still loathe 'evil juju'. The ultimate
setup would no doubt include the Demonspike Coat, Gotter, Grandfather
(or Talon?), Stormshield, and some fashion jewelry rings (ROE). Note
in their unID'd state this will allow for an AC bonus of 100 (up to
200 Max), 10-20 instead of 6-15 dmg, and the same lousy ToHit, so
it is by no means overpowering, but may give the BAR-SNOB a somewhat
longer lease on life.
* Griswold is
an expert in antiques and is *consulted* for a fee in helping the
BAR-SNOB make repairs on uniques. Other mods: (although I'm not
using the optional ones myself)
* (optional) may use Town Portals and Heal Others from SNOBs
* (optional) they are somewhat less superstitious than pure BARs
and may use shrines/etc as they wish
* (optional) the following items may be used until a suitable unique
item is found: craftsmanship, structure, fine, sharp, steel, iron,
jagged, quality. (not the other 'Woody-optional' like King's, Awesome,
etc.) One on the border is Mithril (?), so use your judgement there.
Amazon
Priestess (AMZ-Cleric)
The tribal priestess
for the Amazons undergoes the same rigorous training as her people,
if she is to earn their fullest respect. The nature of the cleric
require some greater modifications to the rules, primarily the weapons,
according to rank:
Explorer
- Club
Defender - Mace
Warrior - Flail
Avenger - Maul
Huntress - only now may a very special version of the Amazon
Hunting Bow be used, against their age old enemies, the Witches.The
Priestess Bow has been specially designed with a blunt tip, which
either delivers holy fire (Bow of Fire/ Flame/Burning/Thunder only,
FlameDart), or a pounding knockback blow (Bow of Bear, Windforce)
Heroine - Hammer
Matriach and up - may use any of the weapons above
Spells:
Those spells which are disallowed to either Amazons (Flash), Clerics
(Golem) or both (Bone Spirit, Bloodstar) are disallowed for AMZ-Cleric.
Exception - Lightning may be used if the player feels it is in the
character's personality. (Scheffer's Hammer would be fun) When can
they be used? The AMZ-Cleric will want to prove their combat prowess,
and not focus on spells except those that are holy or holy fire
(Holy Bolt, Fire Bolt, Fire Ball, Flame Wave). These four may be
learned and used at any level, along with Town Portal, Heal and
Heal Other, but other spells, including Mana Shield, Teleport, etc.,
must wait until the AMZ-title are at which they are allowed. Remember
Fire Wall is not used to cook the AMZ's opponents (except witches).
Note that offensive spells may still not be used against the boss
monsters.
Don't forget
to create a suitable hotkey when entering a level! :)
Other minor
'preferences': weapons of the bear, Holy Defender Shield, Other
disallowed items: of bat, of vampires, Rod of Onan In some tribes:
a light bow of fire is given as a starting gift/loan, since the
starting bow is illegal (!) The Amazon Celestial Bow is likewise
a special blunt tip weapon that derives its power from divine and
ancestral forces. At least one tribe uses the blunt end of the Celestial
Axe for the Defender quest(!) Wizard's Wrap, cloaks, capes, robes,
staves including Mindcry, are legal for the AMZ-Cleric.
AMZ-Clerics
and Quests:
There is a strong shift in difficulty for two monsters for the AMZ-Cleric.
The Butcher is trivial and Leoric extremely problematic for the
regualar AMZ. For the AMZ-Cleric, the Skeleton king will be easier
(Mace, but no Holy Bolt!), while the Butcher will be extremely difficult
unless one of the special allowable Bows is found. These seem to
offset each other fairly nicely.
Spellbinder.
There is one additional title for the AMZ-Cleric. The normal
Spellbinder quests will be relatively easy, but two extra levels
may be sought by the AMZ-Cleric: Spellbinder Novitiate - full clear
of the Catacombs wielding a staff and using that and spells. It
may be attempted by any AMZ-Cleric past Explorer.
Righteous
Spellbinder - may be sought by the most powerful Amazon Priestess',
it requires all spells at least lvl 12 before adders, the wearing
of two Dragon's jewels and +40% light radius. A no-town Hell/Hell
run must be made and Diablo slain, using only spells which are lvl
20 (with adders). This supreme challenge will require Naj's Plate,
an AA Staff, the thinking cap, and a Ring or Amulet of Radiance.
Four of the six items worn must have been found/bought by the AMZ-Cleric,
but up to two may be borrowed for the quest.
The Quest
of Cleansing - should an AMZ-Cleric find an item of corruption
it is a sign that she has done something to displease the gods.
The must immediately or in very next game perform a streak (naked
run starting at church) to dispose of the axe and seek atonement.
The depth is determined by her level, and if unsuccessful, the item
must be recovered, and the quest repeated. (Note magic and potions
are allowed, and probably necessary)
Explorer/Defender - the Butcher must be slain and axe left in his
chamber with the door sealed shut.
Warrior - must be deposited on a shrine on lvl 7 of cats
Avenger - must be left in a 'pen' and door shut, lvl 10
Huntress - must be thrown in a cauldron on lvl 12 or 13
Heroine - must be laid at the altar of slain Lazarus
Matriarch - must be lost in the maze on 16 at appropriate
diff
Champion - Diablo must be slain with the blunt end/side of
the weapon on Hell difficulty.
Those who undergo and pass the quest of cleansing may add the descriptor
'Pure' or 'of Purity' to their title
Quest monster
notes for the AMZ-Cleric:
Defender - at least 6 of the 12 bosses must be Undead
Warrior - add Lionskull the Bent as one that counts
All - each boss to be killed is hit first with a Holy Bolt
so that he knows by whom he shall be slain.
AMZ-Cleric
Virtue Quest (replaces the Champion Quest) - repeat a subset
of the quests (3 bosses in each rank) using the following or similar
unique items (gifts/loans acceptable): Club-Civerb's Cudgel or Gnarled
Root, Mace-Baranar's Star, Flail-Celestial Star, Maul-Cranium Basher
or Protector, Huntress-Windforce or Flamedart, Diablo-Dreamflange.
Also, the light
loving AMZ-Cleric would prefer to do the Quest for Glory
over the Stealth Hunt.
Aside: I'm
playing an AMZ-Cleric-WWIZ, ie combining this with a Water Elemental
Wizard. The latter do not cast fire spells, but may use from scrolls
or staves, and also use blunt and defense-oriented spells. The WWIZ
armor restrictions are in effect until the AMZ reaches the status
of Matriarch, when the AMZ rules for armor take over.
Amazon-Samurai
(AMZ-SAM)
In the lands of
the far Orient live a tribe of Amazon Warriors who follow the way
of Bushido, the code of the Samurai. The following are guidelines
for a dual class character based on the Amazon (by Charis) and Samurai
(by ReiRee). "The Samurai ( Rogue Class ) prides herself in the knowledge
of weapons and the mind. An all around understanding of chivalrous
virtues is essential to the Samurai, for without honor and virtue,
there is nothing. One of the finer points of chivalry is self enlightment,
and through trials and mastery, self understanding can be achieved."
It would be
helpful also to read the Amazon and Samurai rules individually.
When not otherwise specified, full Amazon rules apply (including
spells). The following are the rule (changes to AMZ) for the Amsam,
by rank/level:
Explorer
- Initiate of the Kick - Each lvl at least +1 vit, +1 dex Only
the feet are used as weapons. When the Amsam has achieved 6th lvl,
she may take out her hunting bow one last time to slay the Butcher
and finish this phase. By both AMZ and Samurai rules, only light
armor will be worn at this time.
Defender
- Initiate of the Staff - Each lvl at least +1 vit, +1 dex Mastery
of the Staff is learned in the hunting and defeat of Church and
Cave bosses during this phase. The final opponent is the Skeleton
King Leoric.
Warrior -
Initiate of the Blade - Each lvl at least +1 dex, +1 str Sword and
shield are used in an effort to master them, and tested by taking
on ever stronger bosses in the caves, ending with Plaquewrath.
Avenger -
Initiate of Ratan - Each lvl at least +1 str The Samuari prepares
to learn their noblest weapon, the Katana. In preparation, and to
slay the upper hell bosses, a large ratan weapon (Maul) is used
with two hands.
Huntress
- Initiate of the Bow - Each lvl at least +1 str The archenemy
Lazarus is faced, along with long standing enemies, the Witches
of Hell, in this pivotal quest.
Heroine -
Initiate of the Katana - Finally the Amsam takes up the noble
great sword and prepares herself mentally and physically to defeat
Diablo using this fine blade. With the successful completion of
this quest, solo or coop with other AMZ or Samurai, she earns the
title Matriarch. Note the AMZ-Samurai may use the Great Sword much
earlier than the regular Amazon, but must negotiate the problem
of Strength: 75 is required, 55 is max, and non-unique items are
not useable as adders for the purpose of determining whether an
item may be worn. Samuari's have been known to search for Elixir
potions to boost their Strength to be effective with this weapon.
*IF* the Amsam has maxed her strength she may use items of the stars,
heavens or zodiac to wield her Katana. Otherwise, a Katana must
be used which provides it own strength benefit (e.g., of Giants,
of Titans, of Heavens, or the Grandfather).
The Initiate
- "Upon reaching the level of 27, the Samurai must discover
her purpose. She descends through the levels of hell to the level
of 15. As destined by fate, the first enemy to cross her path becomes
her mortal foe. No matter what, the Samurai must combat monsters
of this genre to no end. The level must be cleared of the hethen,
for it is the reason she has come to be. If at any time, the Samurai
runs from the level of the foe with no intention to return , the
samurai must be cleansed ;) Purification by fire... A Firewall is
cast, as the Samurai drops her items, and then walks across. ( If
the Samurai has no FireWall, than another person may FireWall for
her. ). The Samurai is not to return to her items, and must leave."
(direct from the Samurai rules)
Ceremonial
Armor - The newly royal Amsam now begins in earnest to put together
an Ceremonial Outfit which will be used (as a minimum) for special
quests. A coronation gift may be accepted at this time. The Ceremonial
Outfit will include items of Jade, Emerald, a Celestial item, a
royal Katana (Knight's or better, or Grandfather), and the finest
quality armor of its class (ie Splint Mail or Full Plate, preferably
blessed or better, or resistance), a Wakizashi (blade or smaller
weapon, and a suitable crown. An example (nice!) outfit would be:
Awesome Full Plate, Emerald Bow of Heavens, Jade Crown of Harmony,
Master's Great Sword of Speed, King's Blade of Perfection, Dragon's
Breach Shield, a jewel of Stars or Zodiac, and if possible an oriental
Dragon's jewel. (Note that full plate may not be worn until she
becomes queen.)
Matriarch
- Quest to become Protector and Princess At this stage the Amsam
must adopt the codes of chivarly, and help six people in their journeys.
The Samurai may use a shield to further help, but may not attack.
She can use magic, but deal no damage, only heal, or give. The Amazon
title Guardian should also be sought at this time. When completed,
Diablo is slain in NM difficulty setting, she has earned the title
of Princess.
The Trial:
Acceptance of the Stars - To prove a samurai's dedication to
the Stars, a Samurai must play a game in which three celestial items
are found (Moon, Stars, Heavens, Zodiac, Celestial uniques). The
Samurai may not gain any experience during these trials, (so playing
in Normal difficulty is advised.)
Princess
- Acceptance of the Tribe and the Quest to become Queen Having
been accepted by the stars she must now be accepted by her own people.
To prove the acceptance of the Samurai's power and prowess, the
Samurai must defeat a level with her mortal foe with only a sword
in hand. No armor may be used, though magic is allowed. No other
monster besides the mortal foe may be hurt, only the foe. When this
is completed, Diablo may be sought in Hell difficulty, and slain
to become queen. (The Bow and Sword/Shield should be used to kill
Diablo for the Princess and Queen titles, but the order is up to
the Amsam)
Queen: Protector
Supreme - The Amsam must continue to uphold the code of Bushido
and be a protector. As a discipline she will take her golem through
the four levels of hell and must not let it die. Neither should
it be sent off to a corner to lie safe while she clears a swath.
This dedication and protection is a symbol of the invisible protection
the Amsam receives from the gods. Before her next quest she must
help an additional six people in their journeys, to earn the title
Protector Supreme.
Champion
- when the Amsam has finished the Quest of Protection and attained
at least 35th level, she may seek to become master of weapons and
champion to her people by undergoing the Amazon Champion Quest.
While the kicking part remains the same, instead of staff, blunt
weapon, and two-handed sword, the Amsam will use a cursed blunt,
a cursed sharp weapon, and a Wakizashi (any one handed sword, no
shield). Why a cursed weapon?!! It is written "In the hands of a
true master, even a broken stick is a lethal weapon" (hence useless
or frailty items are sought for this).
Stealth Hunt
- the Amsam may carry out traditional Amazon higher level quests.
For the Stealth hunt, she may wear up to Splint Mail, if it is of
high enough quality to be Ceremonial (ie Jade, Stars, Harmony, or
something like Saintly). For a weapon, she may use the bow, a hunting
dagger/short sword, her Ceremonial Wakizashi, or any cursed/semi-cursed
weapon (that keeps in mind the idea behind the Champion quest).
The Amsam may also wish to become and Initiate of Magic with the
Spellbinder quest... ReiRee's
setup is quite close to an ideal Ceremonial Outfit (needs only jade/emerald):
The Grandfather
( awesome looking samurai sword ).
Royal Circlet ( matter of convenience ).
Split Saintly Mail of Giants ( got the look going... ).
Holy Defender ( my time to be a protector... ).
Obsidian ring of Perfection ( my first good find ).
Cobalt Ring of Zodiac ( my second good find ).
Drakes Amulet of Stars ( routine laz run goods ).
Miscellaneous:
as they are far from the Black Oak Forest, these items hold
no import for Amsams. Rather, the following items are particularly
valued: Grandfather, Celestial Bow, Dragon's Breach; jade, emerald,
harmony and 'celestial' items. Also the Demonspike Armor for them
represents a talisman to ward off Demons (rather than demonic in
origin or power) and is a desired item. The Grizzly is NEVER
allowed as a weapon, as it is a mangling artless sword rather than
a weapon of precision. Unlike regular Amazons the Amsam will not
wield an axe. Other fine distinctions - the Amsam would prefer the
Wakizashi Wizardspike over the blunt as Dreamflange, and would prefer
the symbolic somber DSC over the glittery Sparkling Mail. The Amsam
may also wear stealth items in regular play, but almost never would
want to be in total darkness or confused with a Ninja (their enemies,
considered brutal assassins).
Amazon
Living Off the Land (AMZ-LoL)
The following thoughts
come from Moriah, player of the first and greatest AMZ-LoL, Latona.
* For AMZ-LoL
the restriction of playing only with other LoL's is removed (In
general, play with a LoL's 2nd class is fine -- Charis)
* Otherwise, full LOL rules apply - no use of gold and no restarts
in town.
* Repairs can be made by any Warrior rather than a strict LOL-Warrior
* Resurrect can be done by any playing partner, but out of respect
for the LOL, please use a scroll of Resurrect that has been found,
not bought. Quite often the LOL-char will pass on the scrolls
themselves at the start of the game just in case of their demise
later on.
* IDing items, if any items found during gameplay and some look
suitable to the LOL-char, please use a scroll to ID them, or a Glimmering
Shrine. Else take the unIDed item with you into the next game and
have it IDed there with a scroll or shrine.
* LOL-chars start lots of games in the Church just to fill up on
pots and use some found items as their regular fighting gear, just
to preserve their good gear. Only when a Religious Shrine is found
will they use their regular (and usually better) gear.
* All the Amazon rules apply to an AMZ-LOL, no exceptions. Bows
are not needed for item recovery, only for the Stealth Hunt and
Witches (+ Butch).
* Latona got past Leoric with an axe when she was lvl 13, so playing
a LOL need not be the huge handicap some people believe it is. OTOH,
Latona's regular fighting gear includes a Sabre of the Ages and
a Small Shield of the Ages, even at lvl 33.
NINJA-SNOB
Well, as we await
the final rules from Saxywoo, for his Ninja variant, intrepid Diabloists
have taken on the added Challenge of the NINJA-SNOB. Here are some
points to consider, and some tips from the first to dot the NINSNOB,
Shank (Koga). The following is from a post by Shank --
"Instead of
wearing all uniques and a perfect magical amulet, the ninja elitist
wears unique equipment with perfect magical jewelry. this
jewelry however has to contain one of a certain prefix or suffix,
but it does not have to have both the prefix and suffix from the
required list, just one. Originally, the required pref/suffixes
by Saxywoo were of the dark, night, moon,stars, zodiac. But since
these may not be all that easy to obtain (especially in perfect
form, ie. max stat possible), I broadened the spectrum a bit to:
Prefixes:
Raven's,Snake's,Serpent's,Drake's,Dragon's (Charis: Obsidian?)
Suffixes:
Moon,Stars,Zodiac,Night,Dark,Mind,Skill
Note that these
are the ONLY allowed prefixes/suffixes. The ninja-elitist
uses them because they represent either the night and darkness or
because they represent positive traits in a ninja such as cunning,stealth,intelligence,
and efficiency.
"As for the
other equipment, the ninja-elitist may only use certain uniques,
for their magical properties.
Weapons:
The ninja-elitist has great skill with swords and they are his
main form of attack.
Gibous Moon:
this mystical sword said to have been crafted from a piece of moon
stone absorbs light around its holder converting it into mana
Shadowhawk:
the sword of a dark knight of long ago, this evil blade feeds on
the souls of its victims. It absorbs some damage from magical attacks.
Executioner's
Blade: this wicked looking sword was used to execute countless
people. When using it one may hear the cries of the victims of the
blade which will slightly decrease his constitution. this blade
has some stealth properties and may hide the user in dim light.
The Grandfather:
This sword was supposed to have been crafted by an ancient clan
of samurai famous for their magical weaponry. Unfortunately this
clan had been overrun by the minions of hell in the Sin War and
were forced to create weapons for the legions of hell. It was supposed
that not only such swords as these were taken by the minions of
hell, but also the legendary Angelic Rune Sword Azulewrath, carried
by Izual.
The Doombringer:
Of similar craftsmanship to the Grandfather, the Doombringer was
forged by the same clan after their subjugation by the forces of
hell. Yet this sword saps the strength of the body to deal massive
blows, instead of strengthening the user like the Grandfather. It
was supposed that the Doombringer was the standard issued weaponry
of the warriors of hell during the Sin War.
Shields:
The ninja-elitist uses only certain shields due to their stealth
properties
The Blackoak
Shield: crafted from fine oak wood, this shield has petrified
over the ages. It's strange properties originate from the magical
qualities of the wood. It saps the user's constitution to seemingly
enlarge, to be able to block more efficiently. A bow is also said
to exist.
The Splitskull
Shield: These shields were made recently, within the last 30
years. They bare the emblem of a grinning skull with a crack running
down to the eyes. These were made in the forges of hell in preparation
for the events of Tristram not but a couple years ago. They are
standard issue to theknights of hell, the former retainers of Leoric.
Armors:
The Ninja-Elitist uses only armor which will hide him from the
enemy. In addition, once he has possession of the Gotterdammerung
and wears it, he may outfit him in the Demonspike coat, as he will
have need for this protective armor later on.
Nightscape:
this stealthy hunting cape allows the ninja to move undetected through
the labyrinth. it's protective lining absorbs some of enemy blows.
Demonspike
Coat: this plate crafted from thick demon hide is craved by
many, but only atained by few. It has only wearable when Gotterdammerung
is equipped and only in Nightmare or Hell/hell.
Naj's Light
Plate: said to have been worn at one time long ago by Naj himself.
Is made of an extremely lightweight yet durable material. provides
significant protection yet allows great freedom of movement as opposed
to the bulky demonspike coat. It increases upon his tolerance of
magic attacks and increases the effectiveness of the thinking cap.
May only be worn when thinking cap is equipped.
Helmets:
The ninja uses only helms with special magical properties:
The Gotterdammerung:
the ultimate ninja's helmet. shrouds him from the sight of his
enemies and boosts his physical and mental abilities. however it
drains his tolerance for magical attacks. Allows the equipment of
the Demonspike Coat.
The Helm
of Spirits: allows the ninja to drain the life from his foes
with his blade. This rare relic is also prized by ninjas.
Thinking
Cap: this special cap clears the fog from the brain of the ninja
and enables him to act more quickly. It also heightens his magical
aptitude and increaes his tolerance of magical attacks. Enables
him to equip Naj's Light Plate.
Spells: "As
for spells....i am not quite sure what to do... limiting the ninja
to the unique sp-ells might pose a problem as he will probably have
need of spells such as fire wall,bolt, ball, lightning and chain
lightning.
Here are
some followup comments by Charis:
As far as spells,
the Ninja rules allow: Apoc, Healing, Heal Other, Mana Shield, Teleport,
Telekinetesis, Flash, Bone Spirit, Stone Curse and Phasing.
They disallow:
Infravision, Firebolt, Holy Bolt, Charged Bolt, Inferno, Firewall,
Lightning, Elemental,
Fireball, Firewall, Chain Lightning, Guardian, and Blood Star.
With town portal
being used for immediate town access only. And golem on non witch
lvls.
Now the question
is: how would an Elitist Ninja be different from a regular ninja,
and how would he be the same. He would dislike unfair tactics and
bright spells, and so would probably continue to not use infravision
and fireball and chain lightning. But there's gotta be SOME kinds
of spells that Mr.Snob thinks he can handle that regular ninjas
do not use. Seems like Elemental and Guardian and Blood Star would
fit the bill, as long as they are used on targets IN SIGHT, and
not used to wake up a slew of undisturbed monsters (random waking
up not being the ninja way). Seems like on bosses in particular
he would see their light and unleash a torrent of elite spells that
might slay the foe before he even knows what his him (MUHAHAH!)
Koga's Tips:
Early lvls
are quite similar to a regular SNOB, with a decent gift something
like the Blackoak Shield or Shadowhawk. Would
recommend NOT giving a Gotter before around level 20, as it totally
wipes out the difficulty of the low level SNOB
By the Cats
you should be in partial Stealth mode, and focusing on Dex. Wandering
around in full stealth is totally different from partial. With an
LR of only 20%, you cannot map out walls to the s, se and e corners.
(assuming north is to the upper right). You *need* to cling to the
walls in order to find your way and to map out pat of the floor.
if you DON'T do this, you will become horribly disoriented, especially
in the caves.
Stealth vs.
ac and resistance. Of these three, the order of concern would be
#1 stealth, #2 ac, and #3 resistance. One of the reasons for this
is that while in hell,the ONLY problems for you regarding resistance
will be mages and lightning demons.(witches will be discussed next)
AC, is not as important because with a high dex you will block the
incoming shots. Also, as long as you deal at least 30 damage a swing,
you can stun at least 95% of all monsters on normal difficulty.
What of those
annoying witches? Well, once i took my ninja elitist into hell,
it become increibly obvious that their behavior was dependent on
your light radius. The witches normally just walk to the edge of
it, come back to a few squares away from you and fire. But what
happens if your LR is only 20%? The witches walk back and forth
from the space right outside of your LR to the space in front of
you. so just hold down the shift key and start swinging.
In Hell, or
difficult areas, be *very* careful when advancing. By "checking"
before moving in a diagonal direction (by shift-clicking) you can
avoid getting swarmed, and kill monsters before they see you.
Laz is the tough one, Diblo is easy. Funny part is, when he dies,
you die. (Kill 'D' with a Ninja and see what I mean)
-- Koga(NIN-SNOB)
lvl 21 ninja elitist (aka Shank)
BNM-SNOB
Picture a mage
who at high levels can not cast fireball, chain lightning, fire wall
or many other good spells, is stunned with every hit, has no resistances,
and as less mana than many rogues. Who says wearing unique items has
to HELP you ?!
The elitist
BNM sees himself as a cut about your 'average' BNM. He will wear
only what others would call the 'finest' items, but those that will
cause him to have the most challenge. He may wear any cursed jewelry
to help increase his challenge. Some would interpret the BNM rules
to allow these anyway, but to avoid all argument, he considers himself
a BNM-SNOB. In addition, of course, he limits his spell selection
to elitist spells... none of this prosaic firewall, chain lightning,
and the like. If it would hurt him more, he may also wear PERFECT
cursed items, ie Trouble -10, Pit -5... if a good unique item is
not available or appropriate for his lvl. He will NOT use enchanted
shrines, BUT will use readers, as he insists on learning his own
spells. To avoid too strong a spell, he resticts himself voluntarily
so slvl <= clvl/2. To be like other SNOBs, the Amulet that the
BNM-SNOB wears must be perfect. Another nice feature is that his
gear is repairable by Gris.
Optional Rule:
BNM-SNOBs who hate the waste associated with draining staffs (Conservatives)
see no problem in emptying out elitist staffs (Elemental, Guardian,
etc.) into the bodies of their foes. They still never recharge them.
Starting out:
Note, no castable spell for elitist at the start
* The best way to start a BNM-SNOB is in someone else's game where
a Sacred Shrine has been found. The new character should take this
shrine to give himself a lvl 2 charged bolt, at the cost of a mere
5 (permanent) mana points. Such mage can be proud that he truly
stands out from other BNMs.
* Conservatives have the option of emptying out their initial charged
bolt staff into enemies.
* Taking a single spell book of an elitist spell as a starting gift
should also be acceptable (not golem or high lvl one!)
Uniques which
might be allowed, depending on lvl:
Lvl |
Item |
Description |
M |
Gladiator’s
Bane |
Studded
leather armor, AC 25, -3 all, -2 dfe |
M |
Leather
of Aut |
Leather,
AC 15, +5 str/dex, -5 mag, indestructible |
L |
Bloodslayer |
-5
all, +100%/200% damage, -1 spell level |
M |
Hellslayer |
Battle
axe, +8 str/vit, +25 life, -25 mana, +100% damage |
M |
Sharp
Beak |
Large
axe, -10 magic, +20 life, -10 mana |
M |
Cranium
Basher |
Maul,
+15 str, -150 mana, +20 dmg, +5% resist all, indest |
H |
Fool’s
Crest |
Helm
-4 all, +100 life, +1-6 dfe, 1-3 dmg to att. |
M |
Overlord’s
Helm |
Helm
+20 str, -20 mag, +15 dex, +5 vit |
M |
Constricting
Ring |
Ring
+75% resist all, causes continuous damage |
H |
Dragon’s
Breach |
Kite
shield AC 20, +5 str, -5 mag, +25% res fire, indestr |
M |
Bonesaw |
Claymore
+10 str, -5 mag/dex, +10 life, -10 mana, +10 dmg |
M |
Doombringer |
Bastard
sword -5 all, -25 life, +25% to hit, +250% dmg, -20% l.r. |
L |
Executioner’s
Blade |
Falchion
-10 life, +150% damage, -10% light |
L |
Gryphons
Claw |
Falchion
-2 magic, -5 dexterity, +100% damage |
L |
Staff
of Shadows |
Long
staff -10 magic, +10% tohit, +60% dmg, -20% l.r., quick |
M |
Storm
Spire |
War
staff +10 str, -10 mag, +50% res lning, 2-8 lning dmg |
L |
Deadly
Hunter |
Composite
bow -5 magic, +20% to hit |
Darkness objects
might also be useless in some circumstances (Blackoak Shield, Bow,
SSS...)
The good features,
if any, of such items, may NOT be used, ie.
Don't swing the Bloodslayer. Burn the charges off staffs.
Don't wear the Constricting ring if *any* magic attackers around
In other cases,
there are very strong pluses and minus, which should only be used
when not beneficial. Cranium Basher's delightful -150 mana should
not be used on magic lvls where the 5% resist would be too nice.
Schaefer’s Hammer might even be used, as long as *NO* lightning
attack creatures are present, for a high lvl BNM-SNOB (+50 life,
+10% light)
Sample
Outfits and Gifts:
Low lvl mage
(10th lvl) in the cats
Staff of Shadows, Leather of Aut, Overlord's Helm for -35 magic,
-20% lr, and enough strength to wear the helm.
Ring of Vulture, Ring of the Fool, Amu of Dyslexia. and to equip:
Ring of Giants
Medium lvl mage
(25th lvl) going for first dot:
Bloodslayer or Cranium Basher, Gladiator's Bane, Overlord's Helm,
Ring of Titans, Hyena's Ring of Pain, Hyena's Ring of the Fool Minus
spell lvl or mana, at least -23 magic, enough strength to wield
his gear, and a bonus -50 to -200 mana.
High lvl mage
(35th lvl) going for third dot:
Fool's Crest, Bonesaw, Perfect Buckler of the Pit, Perfect Leather
Armor of Trouble-10
Hyena's Ring of Radiance, Clumsy Ring of Power, Perfect Ring of
Pain
The +100 hp of the fool's crest is useless, less damage than one
swing, BUT it will ensure that he is STUNNED by hits (muhahaha).
A Ring of Power might be needed to wear some of the other equipment,
and Radiance might be a bigger obstacle to health than minus a few
attributes.
On melee lvls, he might swap in the Constricting Ring, or the Cranium
Basher
Lvl Sample gifts
(note jewels or cursed gear can come ANY time)
1 Exec Blade, Gryphon's Claw, Deadly Hunter
5 Staff of Shadows, Storm Spire, Sharp Beak
10 Leather of Aut, Overlord's Helm
15 Bloodslayer, Hellslayer, Gladiator's Bane
20 Constricting Ring, Doombringer, Bonesaw
25 Cranium Basher, Dragon's Breach
30 Fool's Crest
Elitist Spell
Summary of Allowed Spells:
Fire: Inferno, Flame Wave, Elemental, Guardian
Lightning: Charged Bolt, Nova
Magic: Flash, Bloodstar, Bone Spirit, Golem
Utility: Heal, Heal Other, Mana Shield, Stone Curse, Teleport, Telekinesis
Town Portal. Also: Identify, Infravision, Res, Nova, Apoc scrolls
They may also learn but NOT use firebolt, for their Guardian spell.
Other
Dual Classes with Amazons
What other ones
would fit with Amazons? With some mods, seems like MAR, BNR, Viking,
POW, Hybrid, ARA. If these are non-obvious, or if others have ideas,
I will post more...
Amazon-Valkyrie
The Valkyrie are
Virgin Warriors dedicated to Odin who wield spears and are dedicated
to the battle of Gotterdamerung, and who seek the helm of that name.
Their armor and weapons are very light, and natural stats very low
until they are transformed by the blessing of the Gotter. Valkyries
who live amonst
Norse Amazons (AMZ-VK) seek to earn favor and skill by undergoing
the Amazon training. Full rules of both apply with these necessary
exceptions:
- Overall -
the Valkyrie is not one to rely on her own strength, and so may
use +str items to be able to equip weapons and armor, unlike regular
Amazons, who benefit only from +str uniques.
- Explorer - She may use the Bow during explorer phase but must
seek out Shrines to increase Dex and Str by at least 4 each. She
does not receive the title of Defender until she has found a weapon
she can actually wield for the quest (although, once 6th lvl the
AMZ-VK can start buying items from Griswold).
- Defender - the pole spear (War Staff, 30 Str) must be used for
the defender quest
- Warrior - a one handed spear (Claymore, 35 Str) and buckler must
be used
- Avenger - a sharpened wooden spear (Maul) is used for this phase
- Huntress - the Bow is used, as normal
- Heroine - finally the two handed spear (2H Sword, 65 Str) may
be used
* The AMZ-VK will remain a Heroine until Gotterdanke Should Gotterdamerung
be found ealier (eg as a Warrior), she has two choices:
i) ID the Helm and proceed as normal with rest of AMZ quests
ii) immediately don the unidentified Great Helm and march down to
the lair of Diablo all bosses present along the way must be slain,
with appropriate weapons. (trips to town are allowed) If she makes
it down alone and succeeds in killing Diablo, she immediately gains
the Matriarch title of Gottermatter.
- AMZ-VK may opt to add +1 vit per level up in early stages
- Stealth Hunt would be done with a bow or spear, the final title
sought would likely be Golden Queen of Ragnarok, Guardian, Spellbinder,
Hunt Priestess.
Miscellaneous
Notes on Dual Classes
Notes on Barbarian
Classes
Titles are the
same as regular rules, with names changes:
Barbarian Lord -> Lady; Barbarian King -> Queen
A 'house rule'
I use with Barbarians: resurrect scrolls bought from pippin are
allowed ("Pippin good Medicine Man/Witch Doctor! He no use evil
juju, he use special Herbs make Sparta feel better. Like smelling
salts!")
I would also
use the (tentative/proposed) coop rules:
For multiplayer achievements with other BARS *ONLY* (including FBAR,
BNW, AMZ-BAR, SNOB-BAR and others equally similar) the following
ADJECTIVE is added to the barbarian title --
Valiant - coop
single dot
Glorious - all BARS enter hell *completely* naked and live off
the land for the quest to kill Diablo
Mighty - total clear of lvl 13 of NM/Hell, BARS only
Awesome - 2nd dot (coop with BARs)
Supreme - 3rd dot (coop with BARs)
Acknowledgements
My thanks to fdx`BAR and Animal(BAR) for their encouragment/thoughts
on the AMZ-BAR and SNOB-BAR, as well as for their stellar companionship
with Sparta`BAR. Also to Niriel`SNOB for his demonstration that
SNOBs can be quite fun to play! And to a number of brave souls who
have taken on the challenge of the Amazon and prevailed...
Feedback
on these and other dual classes is welcome!
Charis
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