Wood Worker
by Grarrrg

Class: Any
Tag: WW

Introduction

Think Bob Vila.

This variant made in honor of Woody.

Rules

A few of the rules contained below actually force you to play in multiplayer games or suffer the consequences.

The WW will not use Griswold to repair anything that is made out of wood, being a WoodWorker he is better skilled at the repair of wooden items, and Gris being a blacksmith is better with metal items. (meaning you use "repair" for wooden things, and you go to Gris for your non-wooden things). You can also use your repair skill on metal things if you want to, but remember you aren't that skilled in the ways of metal.

Also you may not break barrels (this would constitute as destroying perfectly good wood), you may however open chests as they are not destroyed when activated. If you see another player hitting barrels you must give them one 'whack' with your hammer for every barrel they smash, if they ask "Why are you hitting me?" tell them some mumbo-jumbo about "trees are sacred", "I will not let you harm my brethren", or "TREE HATER!". If you, for some strange reason, accidentally hit a barrel you must drop 200 gold on the spot where the barrel stood in order to pay for the damage you did. If for some reason you lack 200 gold you must drink 4 potions on the spot, whether you need to or not.

You must drink big yellows if you have them if not you must drink big reds, then reg yellows, then reg reds, and any blues if necessary. If you have mana shield going replace "red" with "blue."

Items

Jewelry
Jewelry follows the normal enchantment restrictions.

Shields
After some thought on the subject (and a discussion with Lemming) I've decided to allow bucklers and small shields. Also once the "Blood Sweat and Tears" quest is completed you may use "Holy Defender." Blackoak is not allowed, however, but since Holy Defender looks like Blackoak it therefore must be made of wood also... just not Blackoak's bad wood.

Weapons
All non-bladed staves (made of the finest cherrywood of course)
If a spell staff is used, it must be a spell that you know.
Wooden clubs ("Club" and "Spiked Club")
Maul
War 'Hammer' (the WoodWorker's best friend)
Dagger and any sword with a Dex requirement (wood shaping tools)
No bows (see "Nail-Gun Quest")
Axes up to and including Large Axe (Gotta chop down trees right?)

Once a magical hammer is found one must be carried at all times. You just never know when you might need to 'nail down' a few 'loose monsters.'

Wooden Items
Non-bladed Staves, Club, Spiked Club, all bows (excluding Composite, Short War, and Short Battle), Splint Mail, Small Shields, and Skull Caps (they're the most "wood" looking cap, ok?)

Enchantments
Since working in an environment that has too much or too little light could be dangerous, no "of Radiance" or "of the Dark" items may be used (see "Look Ma No Hands" quest for details). You may, however, use multiple Light/Night items, because each Light/Night item is only one of the light fixtures in your work shed, and if one is brighter or darker it doesn't have as big of an effect on your work as a Radiance/Dark item. (Lots of "Light" isn't necessarily as blindingly bright as a single "of Radiance.")

You may not use swiftness, speed, or haste (until the appropriate quest is completed). You shouldn't rush your work you know; that's how you lose fingers.

You are not allowed to use enchantments that provide both +To Hit% and +Damage% except for "Sharp" and "Fine."

Even though you may not be a blacksmith, you still appreciate the fine metals. You may use any items in the Tin-Mithril range.

You also appreciate fine gems so any resistance enchantments may be used. Amber items are prized more highly than Jade, Obsidian, and Emerald, for Amber comes from trees, and wood comes from trees, and you love wood.

+Dexterity items are highly prized as well, for they help increase your precision when working with wood, can't be having any crooked end-tables now can we?

Stability (if you're woozy at the work bench, you could lose a finger)

When an item of Craftsmanship if found it may be used regardless of prefix and base item restrictions, it may also be used in place of an item with a primary enchantment.

The following enchantments are secondary enchantments (unlike the above enchantments). You'll use these, but you highly prefer the allowed enchantments mentioned above.

Of sturdiness, of structure, of quality, +str items, +vit items, +magic items that add 1-15 magic (per item, not total), +hp up to +40 (per item not total), +mana up to +25 (per item not total). +AC% prefixes may also be used.

ABSOLUTELY UNDER NO CIRCUMSTANCES may Flame or Fiery items be used (of burning, of fire, etc...) because a misplaced swing may result in the death of some poor piece of wood (that and a "flaming club" really doesn't make much sense).

Uniques
No unique items (see "Blood Sweat and Tears" quest).
You cannot ever under any circumstances use Blackoak Shield, or Blackoak Bow, for these have been forever tainted by The Vile Wood Gremlin.
You may also not use any uniques that have +or- 40 light radius.

Spells

Scrolls of Resurrect may be used at any time. You may also use other peoples Town Portals.

When you start, no spells may be learned except Telekinesis. Telekinesis comes in handy when you want to get a tool from the other side of the room; no WoodWorker should be without it.

Once a spell level of 3 is reached in Telekinesis, you may read the following books:
Healing
Heal Other
Town Portal
Mana Shield
Phasing
Stone Curse
Inferno (Engraver)
Flash
Golem
You may also use any and all scrolls from now on.

Once you reach lvl 2 in Golem, all spell restrictions (but not bans) are lifted.

Bans
You may NEVER learn Flame Wave, Elemental, or Guardian. They are or shoot fire and may accidentally set some nearby wood ablaze.

Restrictions
Firewall, Inferno, Firebolt, and Fireball may be used because you have direct control over them and will not purposely aim them at wooden things.

Quests

1) Blood, Sweat, and Tears Quest

Part 1
Once an item of Blood is found it must be kept. (May be on any base item)
Once an item of Tears is found it must be kept. (May be on any base item)
Once any enchanted rags are found it must be kept.
Once you have all of these items go to Pepin and Adria and purchase one Full Healing potion, one Full Mana potion, and one Full Rejuvenation potion, you may not drink these, if more are purchased you may drink the extras. You must also buy one scroll of Identify. Equip only the Blood and Tears items. You may equip the rags, but because you need them to complete the quest you should be careful that they don't break.

Part 2
You must now slay the Butcher without using any spells on him, if he drops a book or a non-allowed Enchanted item the quest must be reattempted.
If it is an allowable item, then you must drop your items of Blood, Tears and Sweat (when you sweat you wipe your head off with RAGS get it?) near the corpse, you must also drop all of the Blood (full heal), sweat (full rejuv), and tears (full mana) that you have collected on your journey. The quest is now complete.
You may now use any uniques if they're on an allowed base item, and you may use any unique regardless of enchantment restrictions.
If this quest and the "Nail-Gun" quest are completed you may use any unique bow.

2) Nail-Gun Quest (optional)

This quest may be attempted any time you find or buy a bow, because a bow must be used for the duration of this quest.

You CANNOT attempt this quest if "Look Ma No Hands" has been completed. However, if "Look Ma No Hands" quest is "half-complete" you may still attempt this quest, but you must use as your bow 'The Needler' (see "Look Ma No Hands" for details).

If a Rogue attempts this quest, they may use bows but must still follow the WW enchantment restrictions. They may also use bows of swiftness, many, plenty, and of the bear (because bears live in the forest; and trees, which grant wood, are found in the forest).

Once you have your bow you must enter the dungeon (any area) and you must slay 5 uniques before returning to the surface. Once done, the quest is completed. If one of the unique monsters drops a unique bow during this quest, it is immediately completed.

Reward
You may use any non-unique bow regardless of enchantments, you may also use weapons of the Bear.

3) "Look Ma No Hands"
Not really a quest, just more of a fun addition. Not optional.

When any 'Clumsy', 'of Radiance', or 'of the Dark' item is identified in the dungeon all Wood Workers in the game lose one finger. This finger loss can be stopped, however, if the person holding the "bad" item is immediately killed by the hammers of his friends.

If the item was identified in town then EVERYONE must immediately run into the dungeon (no stopping to buy any hammers) and the "clumsy one" must be beaten to death by hammers. Only hammers may be used to kill the "Clumsy One". For those of you who are non-violent: If every other character in the game casts "heal-other" on the "Clumsy One" then the finger loss is prevented.

On finger loss

- When 4 fingers are gone then only one one-handed item may be equipped (but you may still use bows because you have one finger left to pull back the string)
- When 5 fingers are missing you may only wear one ring at a time, as well as the one one-handed restriction (no bows).
- After 5 fingers are gone this quest becomes half-completed. In this case, you may now use "the Needler" even if "Blood, Sweat and Tears" is incomplete.
- When 9 fingers are missing you may use one ring, no weapons or shield.
- When all 10 fingers are missing you cannot use any rings, weapons, or shields, and this quest is considered complete.

Reward
If you are unfortunate enough to complete this quest you attain the rank of Carpentry Mage (tag changes to CM). All enchantment and spell restrictions are lifted, but base item restrictions remain.

4) Quest to Regenerate Fingers (optional)
If at any time you find "Torn Flesh of Souls" (unique rags) and have lost at least one finger (you must also have at least one finger remaining), you may choose to do this quest. You must find the Flesh YOURSELF; it cannot be a gift from another player, unless it was found in the same game.

You ALONE must take the Flesh into the hardest part of the dungeon you can survive in on normal difficulty. For example, if you're level 20, but your items aren't that great you might attempt this in caves.

You must next locate a unique monster that has fingers, such as an overlord, goatman, fallen one, witch, etc. Then you must equip the Flesh and slay the unique while wearing it. Now go to town and sell the Flesh. Walk over to Pepin and drop all of the gold you got for selling the Flesh (no more, no less; you may no longer use this gold).

Reward
After doing this, Pepin will attach one of the deceased unique's fingers onto your hand. This finger will act as one of your own and you really don't gain anything special other than a finger.
This quest may be completed up to 10 times, but after that all finger losses are permanent because the demon flesh has cursed your own and will no longer accept replacement fingers.

5) Master Carpenter Norm Abram
You must slay the Wood Gremlin known as Diablo, for he is the force that causes trees to rot; making their wood become unusable.

Rewards
When the Wood Gremlin is slain on Normal difficulty, all warriors, soldiers, and lords everywhere rejoice. You gain the title of Carpenter (may change tag from WW to CRP) You may now use Warrior's, Soldier's, and Lord's items.

When the Vile Wood Gremlin is slain on Nightmare difficulty, all knights rejoice. You gain the title of Master Carpenter (may change tag from CRP to MCRP) you may now use Knight's, Master's, and of Swiftness items.

When the Despicably Vile Wood Gremlin is slain on Hell difficulty, all of the Champions and Kings of the land rejoice. You gain the title of Master Carpenter Norm Abram (may change tag from MCRP to MCNA) you may now use Champion's, King's, and of Speed/Haste items.