private Unclassed() { _ClassName = "Unclassed"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { }; _StatDifficulties = new Stat[] { }; }
private Unclassed() { _ClassName = "Unclassed"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { }; _StatDifficulties = new Stat[] { }; }
private Thief() { _ClassName = "Thief"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Stealing, SkillName.Hiding, SkillName.Lockpicking, SkillName.Stealth, SkillName.RemoveTrap, SkillName.DetectHidden, SkillName.Poisoning, SkillName.Snooping }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Dexterity }; _StatDifficulties = new Stat[] { Stat.Strength }; }
private Bard() { _ClassName = "Bard"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Provocation, SkillName.Musicianship, SkillName.Peacemaking, SkillName.Begging, SkillName.Cartography, SkillName.Discordance, SkillName.TasteID, SkillName.Herding }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Intelligence }; _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity }; }
private Ranger() { _ClassName = "Ranger"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Archery, SkillName.Tracking, SkillName.AnimalLore, SkillName.Fishing, SkillName.Cooking, SkillName.AnimalTaming, SkillName.Veterinary, SkillName.Camping }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Intelligence }; _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity }; }
private Mage() { _ClassName = "Mage"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { SkillName.Magery, SkillName.Meditation, SkillName.MagicResist, SkillName.Alchemy, SkillName.EvalInt, SkillName.SpiritSpeak, SkillName.Inscribe, SkillName.ItemID }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Intelligence }; _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity }; }
private Warrior() { _ClassName = "Warrior"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Healing, SkillName.Fencing, SkillName.Swords, SkillName.Macing, SkillName.Parry, SkillName.Tactics, SkillName.Anatomy, SkillName.Wrestling }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Strength }; _StatDifficulties = new Stat[] { Stat.Intelligence }; }
private Ranger() { _ClassName = "Ranger"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { SkillName.Archery, SkillName.Tracking, SkillName.AnimalLore, SkillName.Fishing, SkillName.Cooking, SkillName.AnimalTaming, SkillName.Veterinary, SkillName.Camping }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Intelligence }; _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity }; }
private Thief() { _ClassName = "Thief"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { SkillName.Stealing, SkillName.Hiding, SkillName.Lockpicking, SkillName.Stealth, SkillName.RemoveTrap, SkillName.DetectHidden, SkillName.Poisoning, SkillName.Snooping }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Dexterity }; _StatDifficulties = new Stat[] { Stat.Strength }; }
private Crafter() { _ClassName = "Crafter"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { SkillName.Blacksmith, SkillName.ArmsLore, SkillName.Mining, SkillName.Lumberjacking, SkillName.Tailoring, SkillName.Tinkering, SkillName.Fletching, SkillName.Carpentry }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Strength }; _StatDifficulties = new Stat[] { }; }
private Mage() { _ClassName = "Mage"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Magery, SkillName.Meditation, SkillName.MagicResist, SkillName.Alchemy, SkillName.EvalInt, SkillName.SpiritSpeak, SkillName.Inscribe, SkillName.ItemID }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Intelligence }; _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity }; }
private Warrior() { _ClassName = "Warrior"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { SkillName.Healing, SkillName.Fencing, SkillName.Swords, SkillName.Macing, SkillName.Parry, SkillName.Tactics, SkillName.Anatomy, SkillName.Wrestling }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Strength }; _StatDifficulties = new Stat[] { Stat.Intelligence }; }
private Crafter() { _ClassName = "Crafter"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Blacksmith, SkillName.ArmsLore, SkillName.Mining, SkillName.Lumberjacking, SkillName.Tailoring, SkillName.Tinkering, SkillName.Fletching, SkillName.Carpentry }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Strength }; _StatDifficulties = new Stat[] { }; }
private Bard() { _ClassName = "Bard"; _RestrictedItems = new List<Type>(); _ClassSkills = new SkillName[] { SkillName.Provocation, SkillName.Musicianship, SkillName.Peacemaking, SkillName.Begging, SkillName.Cartography, SkillName.Discordance, SkillName.TasteID, SkillName.Herding }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { Stat.Intelligence }; _StatDifficulties = new Stat[] { Stat.Strength, Stat.Dexterity }; }
private PowerPlayer() { _ClassName = "PowerPlayer"; _RestrictedItems = new List <Type>(); _ClassSkills = new SkillName[] { SkillName.Alchemy, SkillName.Anatomy, SkillName.AnimalLore, SkillName.ItemID, SkillName.ArmsLore, SkillName.Parry, SkillName.Begging, SkillName.Blacksmith, SkillName.Fletching, SkillName.Peacemaking, SkillName.Camping, SkillName.Carpentry, SkillName.Cartography, SkillName.Cooking, SkillName.DetectHidden, SkillName.Discordance, SkillName.EvalInt, SkillName.Healing, SkillName.Fishing, SkillName.Forensics, SkillName.Herding, SkillName.Hiding, SkillName.Provocation, SkillName.Inscribe, SkillName.Lockpicking, SkillName.Magery, SkillName.MagicResist, SkillName.Tactics, SkillName.Snooping, SkillName.Musicianship, SkillName.Poisoning, SkillName.Archery, SkillName.SpiritSpeak, SkillName.Stealing, SkillName.Tailoring, SkillName.AnimalTaming, SkillName.TasteID, SkillName.Tinkering, SkillName.Tracking, SkillName.Veterinary, SkillName.Swords, SkillName.Macing, SkillName.Fencing, SkillName.Wrestling, SkillName.Lumberjacking, SkillName.Mining, SkillName.Meditation, SkillName.Stealth, SkillName.RemoveTrap }; _MaxSpellCircle = SpellCircle.Eighth; _RestrictedEnchantments = new IMagicalProperty[] { }; _StatAffinities = new Stat[] { }; _StatDifficulties = new Stat[] { }; }