Sartén
4 antorchas; gratis junto a hoguera
4 antorchas; gratis junto a hoguera
Cocina gratis
+3 raciones con abrelatas
20% de subir; +10% si es <40
Alquimia < 80
Alquimia 80+ o gorro de chef
La condición de la toalla cambia la cantidad
A skilled combatant. What they lack in armor they make up for in strength and fighting prowess. Barbarians can quickly dispatch lesser foes before taking any hits by using the right weapon for the job. A surprise assault is the key to a swift victory. Staying light-footed will allow a Barbarian to avoid damage.
The trained soldier. They are heavily armored and make capable leaders. Warriors are well equipped for most fights, assuming they know how to block at the right times. But hubris is the downfall of many Warriors, whether waddling too slowly near traps, or allowing magic to strike through their armor.
A talented physician. Though they are poor fighters, they come stocked with medical supplies and other healing abilities. Compared to other magic users, the Healer is a more durable and well-rounded hero as they grow in experience. With care, they may become a very tough spellcaster.
The professional hooligan. Dexterous and skilled thieves, what they lack in power, they make up for in versatility. Even skilled Rogues succumb trying to live by the blade. Their deft hand can pick ammo from traps, and using stealth, a patient Rogue survives by picking off tough foes from afar, & practicing ambushes against soft foes.
The hardened traveler. Low in armor and combat ability, but well-equipped to explore the dungeon. A Wanderer's ample food supply provides a patient start to their adventure, allowing them to play it safe. Their hardy nature transforms them into very durable fighters as their quest labors on.
Students of the church. Fairly well equipped and able in many ways, they are well-rounded adventurers. While Clerics carry a spell they can't yet memorize, their training has prepared them to learn quickly. A wise Cleric makes use of magic when it is available without forsaking their martial training.
A seasoned trader. They are skilled in the market and adept at identifying gems & foreign artifacts. While decently equipped, Merchant explorers will survive longer if they develop skills which keep foes at a distance, especially adopting followers and crafting skills to which they are naturally inclined.
The wise magician. Though frail, they are extremely well-versed in magic. Many young adventurers find early success with powerful spells. However, most mighty magic users cannot cast indefinitely. To succeed as a Wizard, one must learn when it is enough to finish foes off with a stiff whack from a polearm.
A cunning spellcaster. Less magically adept than the Wizard, but with more diverse talents and gear. Due to having mundane and magical ranged attacks at their disposal, successful Arcanists rely on mobility to keep threats at a distance. Adding special ammo or spells will allow the Arcanist to improve in power.
The wild card. Jokers come with very little equipment, but they have a few tricks up their sleeves, nonetheless. Jokers tend to gravitate toward magical trickery and commanding followers, but their chaotic nature results in a lack of focus. Best to improvise and stay flexible.
A temple officer who serves unseen, using stealth and magic to slip their way through the dungeon with the air of a few rare tools. Sextons are fastidious planners, and their diverse talents bring success when they make time to approach each problem thoughtfully. Sextons who panic fail to use the tools at their disposal.
A highly specialyzed assassin. They ambush foes with swords or ranged weapons, using a few other tricks to get out of bad situations. Ninjas do well to find backup blades. Their fragile sword is sharp, but a break at the wrong time can be fatal. To improve their chances, a Ninja must remain in control of how a fight begins.
Disciplined and hardy. With little in the way of offensive training and material goods, Monks rely on their excellent fortitude and adaptability. The Monk is exceptional at blocking attacks, and is very slow to hunger. Approaching challenges patiently plays to the Monk's strengths. Keep a torch or shield at hand.
A frail but adept magic user, able to conjure allies with a reliable spell. Unavailable to any other class, the Conjure Skeleton spell provides a persistent companion, even if it is killed. Conjured allies grow in power, so long as they are permitted to kill foes and grow in experience. Nurture these allies to succeed.
The Accursed suffer from bestial hunger, but gain supernatural magic power and speed. An arcane library found deep within the dungeon may have a cure. While afflicted, the Accursed must move quickly to evade starvation. However powerful, those lacking expertise will fail.
The Mesmer uses the Charm spell and leadership ability to enlist powerful allies. Mermers may only Charm one at a time, so they should be strategic with recruiting. Charmed allies get stronger with experience; Nurturing them can be wise. The Charm spell is difficult to learn; Successful Mesmers must practice other kinds of magic.
A talented alchemist who is also comfortable with the relationships and bar-room brawls that a good brew will bring. Successful Brewers make it a priority to collect, brew, and duplicate potions to never run on short supply. A backpack full of bottles allows the Brewer to adapt with short notice.
A skilled craftsman, the Mechanist uses a toolkit to make and maintain mechanical weapons, letting contraptions do the dirty work. Successful Mechanists use foresight to plan ahead and are prepared with the right tool for any problem. Those who rely on strength and speed may struggle.
The Punisher picks unfair fights, toying with foes using dark magic and a whip before making the execution, or releasing one's inner demons to do the job. Punishers are not durable and must maintain control in combat. Staying mobile is the key to exploiting their unique whip's longer attack range.
The Shaman is a mystic whose connection to nature spirits allows them to shapeshift into bestial forms. Each form's talents provide diverse advantages in the dungeon. While transformed, Shamans make different friends, and can tolerate different food. Being a beast will influence how the Shaman grows.
Equipped to track and bring foes down from afar, the Hunter uses special arrows and a magic boomerang to ensure they never have to toe-to-toe. Hunters are frail and must avoid being backed into a corner. Staying hidden and using ammo wisely is the key to their survival.
This boistrous adventurer may not look like much of a fighter, magician, or rogue, but a swift blade and sharp wit makes the Bard a very capable combatant. Bards will need to master parrying with their sword to survive in close quarters. The right song for the right situation can bring swift success to a Bard's party.
A resourceful soldier, the Sapper has several tools that help destroy foes beyond the front lines. But lacking the defensive prowess of other fighters, they must take care not to be overwhelmed by close-quarters combat. Successful Sappers combine their tools to secure decisive victory.
Though very well trained in all known disciplines of magic, the Scion is ill-fit for physical battle. Nevertheless, the Scion has ways to keep enemies at bay while a spell does the work. A successful Scion is very capable in the learning of new spells on their quest. They should expect to adapt with that advantage.
Though not equipped with traditional battle gear, the Hermit survives by combining both magical and physical aptitude. Though isolated, the Hermit is not alone. A loyal pet serves as an exceptional distractoin, and the unbreakable shillelagh is devastating against hindered foes.
Wielding a large blade and divine magic, the Paladin's solutions are simple and effective. While adept at dealing with martial challengers, a Paladin must rise to the occasion when honorable fights aren't on offer. Continued discipline with miraculous magics may improve adaptability.
Raza base sin penalizaciones raras: come normal, usa MP normal y encaja bien con cualquier clase.
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Raza centrada en alcohol: puede comer latas sin abrelatas y convertir la bebida en un pico fuerte de combate.
Sin entradas
Raza social y mágica: invierte el valor de cursed/blessed y usa control mental para convertir enemigos en aliados.
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Raza de sangre: no juega la comida normal igual que el resto y usa blood vials para sostenerse.
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No tiene hambre y puede resucitar gastando 75 MP, pero paga una penalización enorme a la regeneración.
Cambia MP por Energy: come comida y líquidos dulces para sostener hechizos y evita varios problemas de comida mala.
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Raza práctica de saqueo: fuerte alrededor de armas y desgaste de equipo, con robo de armas como herramienta clave.
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Pariente ofensivo de la Succubus: también invierte cursed/blessed y apoya su juego con Arcane Mark.
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Raza mecánica con Heat y fuel: no come comida normal, se alimenta de materiales y se repara con Tinkering.
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Raza de economía: Wealth convierte oro acumulado en oportunidades de recuperar MP al lanzar magia.
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Raza de vandalismo y evasión: Vandal premia romper cosas y Slip ayuda a sobrevivir por movimiento.
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Raza vegetal que juega alrededor de Foliage y agua: mucha sinergia mágica a cambio de Carisma reducido.
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Raza fúngica: la comida podrida deja de ser basura y su Cap/Foliage le da una economía propia de supervivencia.
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Raza de Fervor: cambia MP por FR, alterna Stone/Radiant Form y gana picos muy fuertes con Breathe Fire.
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