The class is finished!
Sorry to not have done it earlier, I didn't work too much on NewAngband in the past two weeks, it should have been done earlier, but I took a little break from coding... Anyway, here's all the details about the new class!
FIGHTER:
Strength: +33%
Constitution: +25%
Wisdom: -25%
-50% to maximum mana.
The fighter is also an adept of melee combat, but he is very different
from the warrior. While the warrior is a disciplined soldier who uses
combat techniques to defeat opponents, the fighter just fight for
personnal enjoyment, with violence and aggressivity. They fight
with whatever weapon they can find, including their own fists, and
will either use brute strength and sheer power, or they will taunt
their opponents into attacking and losing control. Fighters are by no means
noble or honorable, in fact, most of them are street thugs or bullies
who learn to fight by themselves. Most of them shun magic, as they would
rather fight than read a book.
FIGHTER
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1. Sheer Power(Passive, level 1)
Effect: Increase base damages rolls of any melee attacks.
Base roll increase: +10%
Extra points: +10% to base roll.
+5% to Power Attack multipliers.
This passive ability raises the base damages roll of any melee attacks
you make. Since the base damages roll is a key factor in determining
total damages, this passive ability can easily turn a melee attack into
an extremely powerful one. This works with both armed and unarmed
attacks. Also, each points will increase the power attack multipliers
by 5%. So if you have 20 points in Sheer Power, a level 1 power
attack will do 4 times normal damages, a level 2 will do 6 times normal
damages and a level 3 will do 8 times.
2. Defensive Fighting(Passive, level 1)
Effect: Use fighting skill to increase AC.
Bonus to AC: Fighting skill.
Extra points: +1 multiplier to bonus.
This passive ability increase your AC based on your Fighting skill.
This can be very useful, as it allows you to use a single skill to raise
both your offensive and defensive power. If you need extra AC, but do
not want to raise agility or defense, this ability can be of help.
3. Taunt(Active, level 1)
Effect: Lure enemies around you into attacking you.
Taunt's strength: 10
Radius: 5
Can be resisted: Yes
Extra points: +10 to Taunt's strength
This ability allows you to taunt enemies into attacking you. When provoked,
the enemies will be mad at you, and will want to attack you at any costs,
making several mistakes in the process. Taunted enemies will have their
hit rate and defense reduced by 33%, and will fail spellcasting 50% of the
time. However, because they are eager to kill you, they will gain +3 to
speed. Also, for every points of charisma above 5, the strength of taunt
increases by 5. The bonus from charisma will never exceed the base taunt's
strength though. Nonliving enemies(such as golems) and undeads are not
affected by taunt. Uniques cannot be taunted either.
4. Critical Hits(Passive, level 1)
Effect: Target weak points while fighting, to paralyze and damage heavily.
Dirty Fighting strength: 5
Paralysis duration: 2 turns
Can be resisted: Yes(strength is used instead of mind)
Extra points: +5 to Critical Hit's strength.
+1 to paralysis duration for every 20 points.
This passive ability will allow you to get a chance to both paralyze
the enemy you're fighting, as well as do double damages. Note that
this ability will only work when attacking enemies with normal melee
attacks. It will not work when using combat feats. Whenever you strike
an enemy, a test of critical hit's power versus the monster's level
and strength will be performed. If the monster fails the test, it will
be stunned, and will take double damages. Any enemies immune to paralysis
will be immune to critical hits. Uniques cannot be paralyzed, but they
can still take double damages if they fail the test. Also note that to
paralyze, you must do at least 1 point of damages. If you deal no
damages when striking(such as hitting a boss with weapon immunity, or
a monster with 100% physical resistance), you won't paralyze.
5. Unarmed Fighting(Passive, level 1)
Effect: Uses your Fighting skill to improve unarmed attacks.
Unarmed base damages roll bonus: 5% of Fighting skill.
Extra points: +5% of Fighting skill added to unarmed base rolls.
+1 unarmed attack blow for every 5 points.
This passive ability will allow you to greatly improve your unarmed
attacks using the Fighting skill. The ability will take a certain
percentage of your Fighting skill, and directly add it to the base
damage rolls of any unarmed attacks. For example, with a Fighting
skill of 20, you would get a lousy 1d3 attack roll. However, with
20 points in Unarmed Fighting, you would get 1d3+20, resulting in
a much greater base roll of 21 to 23. With some points in this
ability, raising the Fighting skill may eventually become as powerful
or even better than the Martial Arts skill, but unlike Martial Arts,
Unarmed Fighting can be used while wearing armor and shields without
any penalities. Note that this ability is calculated after the
Sheer Power ability, so the bonus from Unarmed Fithting is not
increased by the Sheer Power ability.
6. Fighter's Accuracy(Passive, level 1)
Effect: Increase your hit rate based on your Fighting skill.
Bonus hp: +3/fighting skill points.
Extra points: +3 bonus to_hit per Fighting skill points.
This passive ability will allow you to get a higher hit rate based
on your Fighting skill. This can be useful, and fairly quick way
of greatly increasing your hit rate. With only 10 points in this ability,
you will get 30 extra to_hit per points in Fighting skill, allowing
you to get a high hit rate without the need of raising dexterity,
and allowing you to focus in strength or constitution.
7. Defensive Power Attacks(Passive, level 6)
Effect: When using the Power Attack feat, you gain a bonus to AC,
as well as physical and magic resistance.
Bonus to_ac: +100
Physical/magical resistance: 15%
Duration: Power Attack's duration.
Extra points: +100 bonus to_ac.
+1% to physical/magical resistance(maximum 75%).
Using a Power Attack leaves you vulnerable for a few turns, but with
this passive ability, you will gain some bonuses to AC, physical
resistance and magic resistance, thus making you a lot less vulnerable,
and will make Power Attacks less risky. If you plan on using a lot
of Power Attacks, this is an ability to consider.
8. Throw(Active, level 6, combat feat)
Effect: Grab an enemy, and throw it to deal damages.
Damages: Base unarmed damages.
Distance: 3
Extra points: +10% to damages.
+1 to distance for every 20 points.
Allow you to throw heavier enemies.
This ability allow you to grab an enemy, and throw it away. This is
a useful ability, as it allows you to deal damages while keeping
enemies away from you. Beware, however, that some enemies are too
heavy to throw, unless you place a lot of points in this ability.
There is no way to know a monster's weight, though common sense
can help a lot here(an ancient dragon is usually bigger and heavier
than a three foot kobold...). This ability is best combined with
Unarmed Fighting, to get more damages out of it.
9. Extreme Strike(Active, level 6)
Effect: When using Power Attack, you may use this attack to deliver
a very powerful blow, and send enemies far away.
Damages: Base weapon/unarmed damages.
Distance: 5
Extra points: +1 multiplier to damages.
+1 to distance for every 5 points.
This ability allow you to deliver a very powerful blow to an enemy,
and knock it very far away. This is a very powerful ability,
especially since you have to use Power Attack first, resulting in
even more power. Enemies will take major damages, and will not
have a chance to retaliate. Do be careful however, as if the
ability miss, you will have wasted several turns preparing the
Power Attack and using Extreme Strike, and ultimately fail to do
any damages. Fighter's Accuracy can be a good ability to raise
to help ensuring the success of this ability.
10. Fighting Mastery(Passive, level 10)
Effect: Gives +2 to Fighting skill.
Extra points: +2 additional points to Fighting skill.
This powerful passive ability gives you a +2 bonus to the Fighting
skill. Since many abilities of the Fighter depends on having a high
Fighting skill, this ability will help you getting this high skill.
You can use this ability to gain a very high Fighting skill, or use
it to raise your skill while investing the skill points in another
skill.