Moraff's World - Character Classes and Race

Character Classes and Race

The first task for a player is to choose a race. There are eight different races to choose from, each with their own strengths and weaknesses, and with the human being the "average" race (i.e. all statistics are equal). The other seven classes are elf, dwarf, hobbit, gnome, ogre, sprite and imp. Each race's attributes are more or less the traditional ones; for example the Ogre is strong, but stupid and the Imp is intelligent, but weak. Unlike in Moraff's Revenge, the player's choice of race has a significant impact on gameplay.

There are seven classes to choose from, each listed below with their in-game description:

  • Fighter: Simple to play, can use many weapons, no spells and very little magic. Should have high strength, agility, constitution. Cannot use spellbooks, at all. The only spells available are those which are found on Magic Paper. Can advance as far into the game as the other, spellbook-carrying, classes, but doing so requires far greater amounts of time and patience.
  • Worshiper : Very poor fighter. Can cast many priestly spells. Interesting to play, but requires very peaceful attitude. Can use all priest, permanent, and preparation spellbooks, gains more spell points then a priest at level up.
  • Monk: Doesn't use weapons, can't keep any items, magic or not. Deadly with hands, and has ability to cast spells without spellbooks. Note: Can actually keep a small number of the special items you get as boss rewards and random finds; starts with all spells, but gains manna like a fighter (so virtually no spell points to cast spells with)
  • Wizard: Doesn't fight well but gets more spells than any other class. Should have very high intelligence. Good for advanced players. Note: The above is a description of what the game SAYS, in reality the Wizard gets more spell POINTS then any other class, but cannot cast priestly spells (like the hugely important protection from level drain). Can use all wizard, permanent, and preparation spellbooks. Can only equip knife and robes.
  • Priest: Moderate fighter with many defensive and subtle spells. Should have high wisdom, but all characteristics are important. Can equip up to field plate armour, can use all priest, permanent, and preparation spellbooks.
  • Sage: Poor fighter, poor spell caster. Good for exploring without being noticed. Gains experience just for exploring. Needs high agility. This class must be played very carefully. Not for beginners. Note: The above is a description of what the game SAYS, in reality the Sage does not gain experience for exploring, but CAN use weapons and items (unlike the monk) AND can learn all spells in the game. Can equip knife, and leather armour, can use all spellbooks
  • Mage: Combination of fighter and wizard. Very hard to start, but very powerful later. Needs well-balanced characteristics. Less spell points then wizard, can use the second best sword, and second best armour (longsword and field plate), can learn all wizard, preparation, and permanent spells

The classes are fairly self-explanatory. It is useful to note which classes can use which types of spellbooks, weapons and armor, most notably that the Mage cannot wield the Greatsword or the strongest form of armor.

Read more about this topic:  Moraff's World

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