The Savage is a
tribesman, technologically and culturally far more primitive than the
Barb. Initially the lords of the land, the Savage tribe lives in mud-wattled
huts and fight with the most primitive of weapons. They survive by gathering
wild berries and hunting animals in the wild. All was peaceful until civilization
begun to creep into their territory... Within a few years, the Savages
saw their homelands destroyed by aggressive knights and their fellow tribesmen
taken away as prisoners. Only a lucky few survived...
Overview:
They are highly adaptable tribe of people who faces challenges from the
dangers of nature consistently. As a result, they developed a keen ability
to learn from their mistakes and come back stronger after each battle.
Having a deep sense of belonging to their tribe, they will always be united
against the enemies. After Sir Gorash has destroyed their homeland, only
a scattered few survived. These remaining Savages hate Sir Gorash and
his knights to the core and wants revenge. However, they understand that
they are no match for him in their current states, so they decided to
mix into the modern human civilization and learn about their strengths...
Class Restrictions:
Warriors (the defenders) and Rogues (the archers) in Diablo, Bards (the
ambidextrous) and Barbarians (the mighty ones) in Hellfire. Each have
their own specific restrictions (read on). The Savage subclass is designated
by (SAV) at the end of their name.
Roles Played in
the Tribe:
Warriors: These beefy young men are the protectors of the tribe, defending
their tribes from invaders. They can be trained in all melee weapons but
will not touch the bows (specially reserved for archers). They are allowed
to use shields.
Rogues: The archers helps to thin out the enemy lines from behind
the scenes, through the use of arrows. Their specialty is the bow but
they can be trained in all blades (swords).
Bards: The rare few Savages who are ambidextrous are highly treasured
people. They can be trained in all one-handed melee weapons. Upon mastering
at least five one-handed blades, they may choose to learn the bow as well.
Barbarians: The strongest of the Savages, these form the front
line of the strike force. They can be trained in all melee weapons but
greatly prefers the axe.
Usable
Items:
Headgears: The hunter's instinct of Savages arise from their keen
sense of sight and hearing, so these senses must not be impeded by their
headgear. Only skull caps are allowed (caps cover the ears). Crowns may
be used upon gaining the title of "King/Queen".
Armour: Being
brought up in the wild, Savages are uncomfortable in heavy armour. Hence,
no plates may be worn for any Savage. Hunters (rogues, bards and barbarians)
need their stealth when hunting, so even mails are too heavy for them.
Warriors may use mails freely though.
Shields: Shields
are reserved for warriors only.
Weapons: Refer
to specific restrictions for each class.
Prefixes/Suffixes:
Any except those that adds to magic (+ to all is okay). Also, Savages
will never allow their bodies to be manipulated or humiliated, so items
of Corruption and items which -life, -vitality, -strength or -all are
not allowed. King's prefix may only be used upon gaining title of King's.
Uniques: Only
the following may be used... primitive stuff are most rare.
Bloodslayer
Hellslayer
Messerschmidt's Reaver
Stone Cleaver (primitive weapon)
Eaglehorn (primitive weapon)
Civerb's Cudgel (primitive weapon)
The Cranium Basher
Storm Shield
The Bonesaw (primitive weapon)
Doombringer
The Grizzly
Eater of Souls
Torn Flesh of Souls
Bone Chain Armour (primitive armour)
Scrolls: Written
in an ancient arcane language, no Savages despite their high intelligence
may understand or use scrolls.
Books: Magical
powers of the book transmits to the Savage through the gods... i.e. can
use.
Potions: Suspicion
of the potion's contents means no pots until communication quest is complete...
villagers will explain to the Savage.
Shrines/Cauldrons:
The Savages are strong believers in gods and shrines should be prayed
at (except those detrimental to self). Goat shrines and cauldrons are
evil and corrupted things and must be avoided.
Phobia: As
the Savage mixed into civilization with the sole purpose of seeking revenge,
he will co-operate with others but will not accept gifts from them. The
only exception is LOL's who live off the land, just like the Savages in
the past, so LOL's are treated as trusted companions and gifts from them
can be taken.
Special Rules for Savages:
Weapon Mastery:
- The Savage starts off with only knowledge of how to wield his initial
weapons (those he starts with). As Savages are unfamiliar with other weapons,
he needs time and practice to gain proficiency with the new weapons he
finds.
- Everytime the Savage finds a magical/unique weapon (blue/gold text)
he is not proficient with (but is allowed to use), his keen sense of curiosity
(sparked off by the intriguing magical aura) sets in and he is determined
to master the weapon. He must equip it immediately and seek to kill a
non-random unique with it (i.e. no Butcher, Leoric, Laz & co or Sir Gorash).
While doing so, he may not speak to anyone, repair the item or pick up
any items (as such actions will break his concentration). Some restrictions
are that he must attempt to seek out a unique boss in as little games
as possible. This means that you try to kill the unique in the SAME game
as you find the weapon as far as possible (starting a new game only when
you can't find a unique and can no longer cope with the monsters). The
unique you kill should be found in a dungeon level greater or equal to
the dungeon level you find the weapon. (i.e. if you find a weapon on norm/dlvl
10, the unique you kill must at least be in norm/dlvl 10).
- Should the durability of the weapon fail to last (i.e. weapon breaks)
until a unique boss is dead, the Savage will realise that the weapon is
too sophisticated for him and may not attempt to master the weapon again.
Just your luck if you find a bastard sword with very low durability. If
you die while trying to master a weapon, you must recover it or you will
decide that you are not fated to use the weapon and may not seek to master
it again.
- The Savage is always proficient with primitive weapons (see unique listing),
though Eaglehorn may only be used by Savage rogues or bards.
Armour
and Shield Usage:
- Being familiar sights back in the tribe, the Savage can immediately
equip the armour or shield (assuming he is allowed to use it).
Observe
and Learn:
- The Savage starts of with no knowledge of currency (drop your 100 gold
piece on the ground) and is unable to understand the language of the townfolks.
Gradually, he will learn about the way of life of the people around him
and be able to communicate. Similarly, he can learn some special abilities
through observing the enemy... ... (see the quest/training section for
more details). His keen sense of observation means he can learn and use
the spell "Search".
Special
Event:
The Blood Feast The Savage is like an animal, trapped in human civilization,
and forced by circumstances to act like them. Frustration and anger builds
up inside them as they recall the terrible way the "civilised" humans
had treated his kind. To vent this frustration, he will go on a Blood
Feast once every 5 levels from level 15 onwards... First, he will start
a new game and drop all his equipment (including pots) in town and equip
just one sword (anything bigger than a dagger), or two for bards. This
may be any sword but a sword of blood/leech is preferred. Explanation
is that the sword is a Savage's primary weapon and that is all a Savage
would have carried in the past.
Next,
he will start in hell levels (or caves for level 15 Savages) and seek
to kill all knights (your sworn enemy). If there are no knights, the staircase
down must be sought out immediately. No spells may be used during Blood
Feast as spells are just not part of the Savage culture. When you die,
return to town and pick up your equipment. Go back to the spot where you
died and retrieve your sword. At the same time, check to see how many
knights you killed. Just hover your cursor over a knight and note the
number. If you successfully retrieved your sword and killed at least 1
knight, you will be given the honorary title of "Slayer xx", where xx
is the number of knights you killed. If you killed over 100 knights, you
will be called "Grand Slayer xx" instead.
Savage
Weapons:
- Savage weapons represent the ultimate weapon for Savages. Upon gaining
hold of such weapon, he may not sell it for any reason. Losing the weapon
will incur very severe penalties (see Honour below). A Savage with possession
of a savage weapon MUST use the weapon during the customary Blood Feast
(note that for Savage rogues, she may use a savage bow - must be 'savage'
!!!). If he successfully kills Sir Gorash with the savage weapon, he may
add the prefix "Honorable" in front of any of his/her titles. The standard
title of "Slayer xx" applies as well.
Honour:
Savages have a high level of discipline and honour. A Savage becomes dishonoured
when: (i) he loses a Savage weapon (if he recovers it, it doesn't count),
or (ii) he touches a cauldron or goat shrine. The gods will be enraged
by the dishonorable behaviour of the Savage and will strip him of ALL
his weapon proficiencies (so he may only use his bare hands). He regains
those proficiencies only when he has cleansed himself. During this period,
he may not attempt to master any weapons. Cleansing: (i) first, touch
a Purifying Spring or Holy Shrine to rid yourself of evil, (ii) nect,
seek out 3 different non-random unique boss and kill them, to appease
the gods and (iii) lastly, defeat Butcher and King Leoric naked to show
your sincerity and determination to change. These three steps should be
done in the order shown.
Quests/Training:
The quick-learning ability of the Savage enables him to learn things and
use it against the enemies.
There are two quest fives, one for warriors and barbarians (believers
of gods), while the other is for rogues and bards (ranged attackers).
The same goes for quest sixes. This is because the spell tree for these
two groups of characters are different. The quests must be completed in
order from 1-8.
Quest
1: Regeneration
Method: Defeat a unique scavenger-class monster and its pack. While doing
so, you noticed the way they acceleration their life regeneration process.
Rewards: Can now learn "Heal" spell.
Title Upon Completion: Savage Lass/Lad
Quest
2: Communication
Method: Defeat the Butcher and attain level 10, hence gaining recognition
and learns the importance of helpers.
Rewards: Can now speak to villagers.
Title Upon Completion: Savage Page
Quest
3: Speed
Method: Encounter at least two different hidden-class monsters and observe
the way they disappear and reappear so quickly.
Rewards: Can now learn "Town Portal", "Phasing" and "Teleport" spell.
Title Upon Completion: Savage Hunter/Huntress
Quest
4: Petrification Gaze
Method A: Clear an entire level of Gargoyles and find a stone shrine,
observing the way the Gargoyles turn to stone.
Method B: Kill Nightwing the Cold (gargoyle boss), looking to see how
they turn to stone.
Rewards: "Stone Curse" now available.
Title Upon Completion: Savage Druid
Quest
5: Fire Projectiles (Rogues and Bards)
Method: Clear an entire level of counselors, seeing how they toss fiery
projectiles through the air.
Rewards: Ability to learn "Firebolt". (Bards may only use if she is proficient
with a bow), BONUS Fire Quests.
Title Upon Completion: Savage Fireslinger Note: Make sure it's EVERY single
counselor dead on the level.
Quest
5: Hand of God (Warriors and Barbarians)
Method: Defeat King Leoric naked... with the belief the the gods will
aid you.
Rewards: "Holy Bolt" and "Telekinesis" available.
Title Upon Completion: Savage Crusader Quest
6:
Charged Projectiles (Rogues and Barbarians)
Method: Defeat a magistrate boss, noting how they charge lightning in
the air around you.
Rewards: Ability to learn "Charged Bolt". (Bards may only use if proficient
with bows), BONUS Lightning Quests.
Title Upon Completion: Savage Storm
Quest
6: Hand of Hades (Warriors and Barbarians)
Method: Defeat any 3 different witch bosses, seeing how they use necromantic
forces to damage you.
Rewards: "Blood Stars" and "Bone Spirit"
Title Upon Completion: Savage Death Knight
Quest
7: Power of Gods
Method: Clear Laz's room using only a sword (or two), seeing all sorts
of magic flying about.
Rewards: In normal, all page 2 non-fire, non-lightning spells. In nitemare,
all page 3 and in hell, all page 4 and 5.
Title Upon Completion: Savage Warlock
Quest
8: Death to Sir Gorash
Sir Gorash was the commander-in-chief of the knights who destroyed your
homeland. He must die a thousand deaths. You have to kill him in every
game you are capable of using only natural Savage gear (a sword and nothing
more -- sometimes 2 swords).
Method: Kill Sir Gorash using only a sword. Rewards: None... you get your
revenge, what more do you want?
Title Upon Completion: Savage Avenger
Diablo
(and dots)
Sir Gorash is but a pawn in the hands of the Dark Lord himself. He can
die a thousand deaths but the necromancy skills of the Dark Lord will
also bring him back to life. Stop the Being himself. Destroy the Dark
Lord -- Diablo!!!
Rewards: Every time you kill the Dark Lord (each additional dot), you
learn about his evil ways and sought to kill him once and for all (get
three dots). Upon doing so, you are finally free and can call yourself
King.... you get to wear crowns (but not the Royal Circlet).
Title Upon Completion: Savage Champion/Lord/King for one/two/three dots.
BONUS
Fire Quests:
1) Explosive Projectiles (Fireball quest) - level 8 firebolt and get toasted
by Laz, learning from your mistakes and using fireballs to your advantage
from then on.
2) Homing Projectiles (Elemental quest) - kill any unique with fireball,
as a hit-seeking fireball is an elemental.
3) Blazing Ground (Fire Wall quest) - level 12 firebolt and level 4 fireball...
knowledge of fire leads you to try out your own experiments.
4) Stream of Fire (Flame Wave quest) - cast a fire wall and burn yourself
in it, understanding now that a moving fire wall should have been better.
5) Burning Oils (Inferno quest) - defeat any 2 different Balrog-class
unique boss, observing how they throw out flames of death.
6) Rapid Fire (Immolation) - kill Laz with level 8+ fireballs, now knowing
importance of multiple fireballs.
BONUS
Lightning Quests:
1) Lightning Projectiles (Lightning quest) - defeat a cabalist boss and
have level 5 charged bolts
2) Rapid-fire Lightning Projectiles (Chain Lightning quest) - defeat any
2 different lightning demon boss and posses level 8 lightning, seeing
the strength of multiple lightning bolts.
3) Charged Ground (Lightning Wall quest) - level 12 lightning and level
4 chain lightning... knowledge of lightning leads you to try out your
own experiments.
4) Static Electricity (Nova quest) - level 15 lightning and get hit by
a nova from chests/shrines, learning from your stupid mistake.
Other
unique quests can be thought up be the individual players to spice up
the game.
Destiny
Quest:
This quest represent the epitome of bravery and skill and may be attempted
only by a Savage King. After defeating Diablo, in all three difficulty
levels, the Savage King will seek to do the ultimate task of the Savage
tribe -- to defeat Diablo in the total darkness of hell.
The
Quest Itself:
The Savage King attempts this quest in hell difficulty level. Everything
is as per the normal game, the difference only comes when you throw the
second skull lever in the two-lever room of dlvl 16. Diablo will immediately
cast a Darkness spell over the level, engulfing you in total darkness.
To represent this, switch off your monitor and proceed with the attempt
to kill Diablo. You may only switch the monitor back on when either you
or Diablo have been defeated (sound is VERY important here). if you lose
in the fight, nothing happens (this is a VERY difficult task). You may
even make another attempt, just that once you enter dlvl 16, you must
switch off the monitor (to represent the darkness) again. Title Upon Completion:
Ultimate Savage King (i.e. add "Ultimate" in front of any titles you have
attained).
With
this, you have reached the end of the official rules of the Savage tribe.
Below is a short summary and some comments of my own. Have fun!!!
Summary:
Banned Spells:
- Heal Other... because you are a Savage, not a witch doctor.
- Mana Shield... because it just seems to go against the natural behaviour
of Savages.
- Guardian... because the Savage lacks the necromantic ability to summon
allies from surroundings.
- Golem... because of the same reason as Guardian.
- Apocalyse... because mass destruction is simply too terrible.
- Reflect... because of same reason as Mana Shield.
Savage
Rogues:
- Bows and blades are the only allowed weapons. No shields, mails or plates.
- No Holy Bolt, Telekinesis, Blood Star or Blood Spirit, in addition to
banned spells
Savage
Bards:
- All one-handed melee weapons and bows (only after mastering at least
5 swords). No shields, mails or plates.
- No Holy Bolt, Telekinesis, Blood Star or Blood Spirit, in addition to
banned spells.
Savage
Warriors:
- All melee weapons. No bows or plates. Shield and mails are allowed.
- No Fire-based or Lightning-based spells, in addition to banned spells.
Savage
Barbarians:
- All melee weapons but will use axes where possible. No bows, shields,
mails or plates.
- No Fire-based or Lightning-based spells, in addition to banned spells.
Some Observations:
-Variant Combinations
After going through the rules of the Savage, the Amazon and the Barbarian,
I found a lot of properties which complement each other very well. As
such, a Savage Amazon or a Savage Barbarian is certainly a possibility
to consider.
-
Life is Precious... Take Care...
At early levels, life is the MOST essential as you cannot get healed in
anyway except through level-ups. The first few levels may be easier as
you rise in levels quite quickly. However, by around level 5, life will
be in very short supply, especially for the melee classes. As such, i
would recommend pumping of lots of Vitality to boost survival rates through
early stages.
Practise extreme caution. Remember that you have no way to heal yourself
at the start, so dying just means that you have to play on with 1 hp until
you rise in level or complete quest 1. Thus, obtaining the heal spell
through quest 1 will be important, as it will provide you with some extra
hps (but still not a lot).
- My Savage Barbarian saw around 30+ red screens in less than 2 hours
of play at level 5 before finally rising to level 6.
-
Weapon Mastery
Mastering of weapons is a very tricky and depends quite significantly
on luck. Remember that if you die or break the weapon while trying to
master it, the weapon will be banned. This is especially true for bows
as durability may go down each time you fire the bow, so conserve your
arrows for the unique.
- My Savage Rogue is no longer able to use bastard swords (broke), short
war bows (broke), great swords (died) and a couple of other less significant
weapons.
Ice(BNR),
with special thanks to Charis.
Jan 05 1999
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