Hermit
Hermits live retired from the world. Spending long hours studying, they weaken their physical side while they strengthen their spiritual powers. Thus they get higher mana reserves but are much worse at physical combat.
Stat Modifiers |
|
Strength |
-3 |
Intelligence |
+1 |
Wisdom |
+1 |
Dexterity |
-3 |
Constitution |
-3 |
Charisma |
+1 |
Hit Dice |
- 3 sides |
Exp penalty |
+20% |
A hermit begins the game with:
- Some rations
- Some torches
A hermit character gains the following intrinsics as s/he levels:
- +20% mana
Discussion
Hermits have an inherent +20% mana bonus.
They have also a bonus to all non-combat abilities in ToME 2.2.7, but the bonus to magic device is less useful than in very old versions, since it doesn't apply to wands and staves. Future versions will change this even more making Hermits useless unless you really need extra mana.
Sorcerers are usually hermits as the mana is too useful for them to pass up and their HP are halved at sorcery skill=50, the hermit HP penalty is halved too...
Chatter
Merlin: I think hermits are a little underpowered. If the mana bonus was 50% I might be tempted to play them...
ToME Wiki