The Foursome
Savages: The Primitive Men

 

These rules are kinda long, the Savage can be played by just going through the equipment restrictions (very little), the promotions and the summary... ...

Contents Outline

  1.    Introduction
  2.    Equipment Restriction
  3.     Special Rules for the Savage Tribe
  4.     Quests and Promotions
  5.     The Destiny Quest
  6.     Optional Rulings and Quests
  7.     Summary of the Rules
  8.     Bibliography

Other members of the "Savage Tribe" includes the Savage Legba and the Savage Amazon.

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Introduction

Background:
The Savage is a tribesman, technologically and culturally far more primitive than the Barbarian. Initially the lords of the land, the Savage tribe lives in mud-wattled huts and fight with the most primitive of weapons. They survive by gathering wild berries and hunting animals in the wild. All was peaceful until civilization begun to creep into their territory...

Within a few years, the Savages saw their homelands destroyed by aggressive knights and their fellow tribesmen taken away as prisoners. Only a lucky few survived... ...


Overview:
They are highly adaptable tribe of people who faces challenges from the dangers of nature consistently. As a result, they developed a keen ability to learn from their mistakes and come back stronger after each battle. Having a deep sense of belonging to their tribe, they will always be united against the enemies. After Sir Gorash has destroyed their homeland, only a scattered few survived. These remaining Savages hate Sir Gorash and his knights to the core and wants revenge. However, they understand that they are no match for him in their current states, so they decided to mix into the modern human civilization and learn about their strengths... ...


Class Restrictions:
Warriors (the defenders) and Rogues (the archers) in Diablo, Bards (the ambidextrous) and Barbarians (the mighty ones) in Hellfire. Each have their own specific restrictions (read on). The Savage subclass is designated by (SAV) at the end of their name.


Roles Played in the Tribe:
Warriors: These beefy young men are the protectors of the tribe, defending their tribes from invaders. They can be trained in all melee weapons but will not touch the bows (specially reserved for archers). They are allowed to use shields.

Rogues: The archers helps to thin out the enemy lines from behind the scenes, through the use of arrows. Their specialty is the bow but they can be trained in all blades (swords).

Bards: The rare few Savages who are ambidextrous are highly treasured people. They can be trained in all one-handed melee weapons. Upon mastering at least five one-handed blades, they may choose to learn the bow as well.

Barbarians: The strongest of the Savages, these form the front line of the strike force. They can be trained in all melee weapons but greatly prefers the axe.

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Equipment Restrictions

Headgears: The hunter's instinct of Savages arise from their keen sense of sight and hearing, so these senses must not be impeded by their headgear. Only skull caps are allowed (caps cover the ears). Crowns may be used upon gaining the title of "King/Queen". Royal Circlet may only be used after attaining the rank of Ultimate xxx.

Armour: Being brought up in the wild, Savages are uncomfortable in heavy armour. Hence, no plates may be worn for any Savage. Hunters (rogues, bards and barbarians) need their stealth when hunting, so even mails are too heavy for them. Warriors may use mails freely though.

Shields: Shields are reserved for warriors only.

Weapons: Refer to specific restrictions for each class.

Prefixes/Suffixes: Any except those that adds to magic (+ to all is okay). Also, Savages will never allow their bodies to be manipulated or humiliated, so items of Corruption and items which -life, -vitality, -strength or -all are not allowed. King's prefix may only be used upon gaining title of King's.

Uniques: Only the following may be used... primitive stuff are most prized.

Bloodslayer
Hellslayer
Messerschmidt's Reaver
Stone Cleaver (primitive weapon)
Eaglehorn (primitive weapon)
Civerb's Cudgel (primitive weapon)
Cranium Basher
Storm Shield
The Bonesaw (primitive weapon)
Doombringer
The Grizzly
Bone Chain Armour (primitive armour)

Scrolls: Written in an ancient arcane language, no Savages despite their high intelligence may understand or use scrolls.

Books: Magical powers of the book transmits to the Savage through the gods... i.e. can use.

Potions: Suspicion of the potion's contents means no pots until communication quest is complete... villagers will explain to the Savage.

Shrines/Cauldrons: The Savages are strong believers in gods and shrines should be prayed at (except those detrimental to self). Goat shrines and cauldrons are evil and corrupted things and must be avoided.

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Special Rules for the Savage Tribe

Currency:
The Savage begins the game with absolutely NO knowledge of the currency system and as such would not know the importance of gold. He will only start to understand the value of gold after completing the communication quest and killing King Leoric. Before that, he may not touch any gold. Any gold picked up by accident must be returned to the ground.


Weapon Mastery:
1) The Savage starts off with only knowledge of how to wield his initial weapons (those he starts with). As Savages are unfamiliar with other weapons, he needs time and practice to gain proficiency with the new weapons he finds.

2) Everytime the Savage finds a magical/unique weapon (blue/gold text) he is not proficient with (but is allowed to use), his keen sense of curiosity (sparked off by the intriguing magical aura) sets in and he is determined to master the weapon. He must equip it immediately and seek to kill a non-random unique with it (i.e. no Butcher, Leoric, Laz & co or Sir Gorash). While doing so, he may perform no actions except killing monsters and going down stairs (as other actions will break his concentration). The Savage must try to kill the unique in the SAME game as you find the weapon as far as possible (starting a new game only when you can't find a unique and can no longer cope with the monsters). The unique you kill should be found in a dungeon level greater or equal to the dungeon level you find the weapon. (i.e. if you find a weapon on norm/dlvl 10, the unique you kill must at least be in norm/dlvl 10).

3) Should the durability of the weapon fail to last (i.e. weapon breaks) until a unique boss is dead, the Savage will realise that the weapon is too sophisticated for him and may not attempt to master the weapon again. Just your luck if you find a bastard sword with very low durability. If you die while trying to master a weapon, you must recover it or you will decide that you are not fated to use the weapon and may not seek to master it again.

4) The Savage is always proficient with primitive weapons (see unique listing), though Eaglehorn may only be used by Savage rogues or bards.


Armour and Shield Usage:
Being familiar sights back in the tribe, the Savage can immediately equip armours or shields (assuming he is allowed to use it).


Observe and Learn:
The Savage starts of with no knowledge of currency (drop your 100 gold piece on the ground) and is unable to understand the language of the townfolks. Gradually, he will learn about the way of life of the people around him and be able to communicate. Similarly, he can learn some special abilities through observing the enemy... ... (see the Promotions section for more details). His keen sense of observation means he can learn and use the spell "Search".

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Quests and Promotions

The quick-learning ability of the Savage enables him to learn things and use it against the enemies.

There are two quest fives, one for warriors and barbarians (believers of gods), while the other is for rogues and bards (ranged attackers). The same goes for quest sixes. This is because the spell tree for these two groups of characters are different. The quests must be completed in order from 1-8. The list is in chronological order.


Starting off ....
You may not speak to ANY villagers (including Pepin), pick up gold or use potions until otherwise overruled with further quests. Books may not be read until available.


Quest 1: Regeneration
Method: Defeat a unique scavenger-class monster and its pack. While doing so, you noticed the way they acceleration their life regeneration process.
Rewards: Can now learn "Heal" spell.
Title Upon Completion: Savage Lass/Lad


Quest 2: Communication
Method: Defeat the Butcher and attain level 10, hence gaining recognition and learns the importance of helpers.
Rewards: Can now speak to villagers but still may not use gold.
Title Upon Completion: Savage Page


The Value of Money
You may start to pick up and use gold after completing quest 2 and killing King Leoric.


Quest 3: Speed
Method: Encounter at least two different hidden-class monsters and observe the way they disappear and reappear so quickly.
Rewards: Can now learn "Town Portal", "Phasing" and "Teleport" spell.
Title Upon Completion: Savage Hunter/Huntress


Quest 4: Petrification Gaze
Method A: Clear an entire level of Gargoyles and find a stone shrine, observing the way the Gargoyles turn to stone.
Method B: Kill Nightwing the Cold (gargoyle boss), looking to see how they turn to stone.
Rewards: "Stone Curse" now available.
Title Upon Completion: Savage Druid


Quest 5: Fire Projectiles (Rogues and Bards)
Method: Clear an entire level of counselors, seeing how they toss fiery projectiles through the air.
Rewards: Ability to learn "Firebolt". (Bards may only use if she is proficient with a bow), BONUS Fire Quests.
Title Upon Completion: Savage Fireslinger
Note: Make sure it's EVERY single counselor dead on the level.


Quest 5: Hand of God (Warriors and Barbarians)
Method: Defeat King Leoric naked... with the belief the the gods will aid you.
Rewards: "Holy Bolt" and "Telekinesis" available.
Title Upon Completion: Savage Crusader


Quest 6: Charged Projectiles (Rogues and Bards)
Method: Defeat a magistrate boss, noting how they charge lightning in the air around you.
Rewards: Ability to learn "Charged Bolt". (Bards may only use if proficient with bows), BONUS Lightning Quests.
Title Upon Completion: Savage Storm


Quest 6: Hand of Hades (Warriors and Barbarians)
Method: Defeat any 3 different witch bosses, seeing how they use necromantic forces to damage you.
Rewards: "Blood Stars" and "Bone Spirit"
Title Upon Completion: Savage Death Knight


Quest 7: Power of Gods
Method: Clear Laz's room using only a sword (or two), seeing all sorts of magic flying about.
Rewards: In normal, all page 2 non-fire, non-lightning spells. In nitemare, all page 3 and in hell, all page 4 and 5.
Title Upon Completion: Savage Warlock


Quest 8: Death to Sir Gorash
Sir Gorash was the commander-in-chief of the knights who destroyed your homeland. He must die a thousand deaths. You have to kill him in every game you are capable of using only natural Savage gear (a sword and nothing more -- sometimes 2 swords).

Method: Kill Sir Gorash using only a sword, Stone Curse not allowed.... he's your mortal foe after all.
Rewards: None... you get your revenge, what more do you want?
Title Upon Completion: Savage Avenger


Diablo (and dots)
Sir Gorash is but a pawn in the hands of the Dark Lord himself. He can die a thousand deaths but the necromancy skills of the Dark Lord will also bring him back to life. Stop the Being himself. Destroy the Dark Lord -- Diablo!!!

Rewards: Every time you kill the Dark Lord (each additional dot), you learn about his evil ways and sought to kill him once and for all (get three dots). Upon doing so, you are finally free and can call yourself King.... you get to wear crowns (but not the Royal Circlet).

btw, Savages have to kill Diablo with a sword (except for Destiny Quest).

Title Upon Completion: Savage Champion/Lord/King for one/two/three dots.

 

Special Event: The Blood Feast

The Savage is like an animal, trapped in human civilization, and forced by circumstances to act like them. Frustration and anger builds up inside them as they recall the terrible way the "civilised" humans had treated his kind. To vent this frustration, he will go on a Blood Feast once every 5 levels from level 15 onwards...

First, he will start a new game and drop all his equipment (including pots) in town and equip just one sword (anything bigger than a dagger), or two for bards. This may be any sword but a sword of blood/leech is preferred. Explanation is that the sword is a Savage's primary weapon and that is all a Savage would have carried in the past.

Next, he will start in hell levels (or caves for level 15 Savages) and seek to kill all knights (your sworn enemy). If there are no knights, the staircase down must be sought out immediately. No spells may be used during Blood Feast as spells are just not part of the Savage culture.

When you die, return to town and pick up your equipment. Go back to the spot where you died and retrieve your sword. At the same time, check to see how many knights you killed. Just hover your cursor over a knight and note the number. If you successfully retrieved your sword and killed at least 1 knight, you will be given the honorary title of "Slayer xx", where xx is the number of knights you killed. If you killed over 100 knights, you will be called "Grand Slayer xx" instead.

 

BONUS Fire Quests:

Explosive Projectiles (Fireball quest)
- level 8 firebolt and get toasted by Laaz, learning from your mistakes and using fireballs to your advantage from then on.

Homing Projectiles (Elemental quest)
- kill any unique with fireball, as a hiit-seeking fireball is an elemental.

Blazing Ground (Fire Wall quest)
- level 12 firebolt and level 4 fireballl... knowledge of fire leads you to try out your own experiments.

Stream of Fire (Flame Wave quest)
- cast a fire wall and burn yourself in it, understanding now that a moving fire wall should have been better.

Burning Oils (Inferno quest)
- defeat any 2 different Balrog-class unnique boss, observing how they throw out flames of death.

Rapid Fire (Immolation)
- kill Laz with level 8+ fireballs, now knowing importance of multiple fireballs.

 

BONUS Lightning Quests:

Lightning Projectiles (Lightning quest)
- defeat a cabalist boss and have level 5 charged bolts

Rapid-fire Lightning Projectiles (Chain Lightning quest)
- defeat any 2 different lightning demonn boss and posses level 8 lightning, seeing the strength of multiple lightning bolts.

Charged Ground (Lightning Wall quest)
- level 12 lightning and level 4 chain llightning... knowledge of lightning leads you to try out your own experiments.

Static Electricity (Nova quest)
- level 15 lightning and get hit by a noova from chests/shrines, learning from your stupid mistake.

Other unique quests can be thought up be the individual players to spice up the game.

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The Destiny Quest

This quest represent the epitome of bravery and skill and may be attempted only by a Savage King. After defeating Diablo, in all three difficulty levels, the Savage King will seek to do the ultimate task of the Savage tribe -- to defeat Diablo in the total darkness of hell.


The Quest Itself:
The Savage King attempts this quest in hell difficulty level. Everything is as per the normal game, the difference only comes when you throw the second skull lever in the two-lever room of dlvl 16. Diablo will immediately cast a Darkness spell over the level, engulfing you in total darkness. To represent this, switch off your monitor and proceed with the attempt to kill Diablo. You may only switch the monitor back on when either you or Diablo have been defeated (sound is VERY important here). if you lose in the fight, nothing happens (this is a VERY difficult task). You may even make another attempt, just that once you enter dlvl 16, you must switch off the monitor (to represent the darkness) again.

Title Upon Completion: Ultimate Savage King (i.e. add "Ultimate" in front of any titles you have attained).

Rewards: Ability to wear Royal Circlet.

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Optional Rulings and Quests

~ Savage Weapons:
Savage weapons represent the ultimate weapon for Savages. Upon gaining hold of such weapon, he may not sell it for any reason. Losing the weapon will incur very severe penalties (see Honour below). A Savage with possession of a savage weapon MUST use the weapon during the customary Blood Feast (note that for Savage rogues, she may use a savage bow - must be 'savage' !!!). If he successfully kills Sir Gorash with the savage weapon, he may add the prefix "Honorable" in front of any of his/her titles. The standard title of "Slayer xx" applies as well.


~ Honour:
Savages have a high level of discipline and honour. A Savage becomes dishonoured when: (i) he loses a Savage weapon (if he recovers it, it doesn't count), or (ii) he touches a cauldron or goat shrine. The gods will be enraged by the dishonorable behaviour of the Savage and will strip him of ALL his weapon proficiencies (so he may only use his bare hands). He regains those proficiencies only when he has cleansed himself. During this period, he may not attempt to master any weapons.

Cleansing: (i) first, touch a Purifying Spring or Holy Shrine to rid yourself of evil, (ii) nect, seek out 3 different non-random unique boss and kill them, to appease the gods and (iii) lastly, defeat Butcher and King Leoric naked to show your sincerity and determination to change. These three steps should be done in the order shown.


~ Phobia:
As the Savage mixed into civilization with the sole purpose of seeking revenge, he will co-operate with others but will not accept gifts from them. The only exception is LOL's who live off the land, just like the Savages in the past, so LOL's are treated as trusted companions and gifts from them can be taken.

Furthermore, even when he learns the value of gold, he may still not purchase weapons/armour from the townfolks due to their distrust for civilization and the items they produce (prefer to get their own items). Repairs, identification, free healing, potions and books may still be obtained as the townfolks are the only feasible method.

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Summary of the Rules

Banned Spells:
-
Heal Other... because you aree a Savage, not a witch doctor.
- Mana Shield... because it just seems tto go against the natural behaviour of Savages.
- Guardian... because the Savage lacks tthe necromantic ability to summon allies from surroundings.
- Golem... because of the same reason ass Guardian.
- Apocalyse... because mass destruction is simply too terrible.
- Reflect... because of same reason as MMana Shield.


Savage Rogues:
-
Bows and blades are the only allowed weapons. No shields, mails or plates.
- No Holy Bolt, Telekinesis, Blood Star or Blood Spirit, in addition to banned spells.


Savage Bards:
-
All one-handed melee weapons and bows (only after mastering at least 5 swords). No shields, mails or plates.
- No Holy Bolt, Telekinesis, Blood Star or Blood Spirit, in addition to banned spells.


Savage Warriors:
-
All melee weapons. No bows orr plates. Shield and mails are allowed.
- No Fire-based or Lightning-based spellls, in addition to banned spells.


Savage Barbarians:
-
All melee weapons but will usse axes where possible. No bows, shields, mails or plates.
- No Fire-based or Lightning-based spellls, in addition to banned spells.


Special Rules:
-
The Savage starts with nothinng except his weapons/shield (drop all gold/potions).
- He may pick up nothing he cannot use eexcept for magical/unique weapons (this includes gold and potions).
- He may not speak to any villagers (so NO healing from Pepin) until communication quest completed.
- Weapons found must be mastered before usage by finding a magical/unique weapon (of that type), then killing a unique monster with it. The unique monster must be found in dlvl greater or equal to dlvl where weapon is found.
- Equipment restrictions should be stricctly adhered to.
- Promotions done in the order shown. - Special Event: The Bllood Feast.

Diablo and Gorash should both be killed with swords (NOT bows).

The Destiny Quest represents the ultimate challenge for members of the Savage tribe.

Optional rules add some role-playing elements into the Savage gameplay and is recommended.

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Bibliography

Aaron Allston, "Warrior Kits: the Savage" (in The Complete Fighter's Handbook <AD&D>)

 

Ice(BNR) with special thanks to Charis.

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