Ballista
by Charis


Class: Rogue
Tag: ZIP
Alternate Name/Tag: Aviatrix/AVI

Introduction

The Ballista were a peace-loving people, living in relative isolation, until one day a huge flock of rocs, fiends and winged demons descended on their village, and almost totally wiped them out. A scarce few children survived by hiding, with memories that would drive them to vengeance. The had to learn to fend for themselves and use bows as defence against these air attackers.

Rules

The Ballista will go through bows as fast as they can string them. They refuse to rely on Griswold to repair their bows, and prefer swiftness bows. They shun melee and shields, and are limited in magic ability. Playstyle will have similarities to LoL, and ARC. The flying creatures in the dungeon are mortal foes.

Key Enemies
Dlvl Foe Resistances Bosses
2-3 Fiend --- ---
3-5 Blink --- Moonbender, 4, Wrathraven, 5
4-6 Gloom R--, R-- Foulwing, 5
6-8 Familiar R-I, R-I ---
5-7 Winged-Demon IR-, II- ---
7-9 Gargoyle I-R, I-I Nightwing the Cold, 7
9-11 Blood Claw II-, IIR Goldblight of the Flame, 10
10-12 Death Wing I-I, IRI Viletouch, 12

In the table above when two resistance sets are given, the first set applies to Normal and Nightmare Difficulty and the second set applies to Hell Difficulty.

The Ballista will not have their bows ever repair by Griswold. This leaves Warriors for repairs, Religious shrines, and picking up and using all bows found in the dungeon until the string snaps.

They can NOT carry any non-bow equipment items in inventory (with the exception of the unique items listed below), except for extra potions, scrolls and jewels. This allows them to maintain a good selection of bows.

Note that Bows *may* be bought at Wirt.

The Ballista are fairly independent, and will not accept gifts unless they can trade or perform a quest for the item. They will coop with others, preferring LoL's and friendly Warriors who will repair their bows.

Many variants would work for a Dual class with a Ballista, such as the ARA, LoL, and Sorceress. As long as bow use is ok, it may likely be dual-classed with the Ballista. Dual with AMZ would be unusual, for the latter seeks to master many different weapons, and has very different enemies. A Beyond Naked Ballista would work, except the allowed suffix would be vulture instead of eagle, and unid'd or plain bows would be used most of the time, with a cursed bow saved for bosses.

Items

Armor
Any, although some feel most comfortable in light armor.

Helms
Highly recommended, to protect eyes and head from flying claws.

Shields
Only Eagle shields and the Dragon's Breach may be worn these too may NOT be repaired by Griswold.

Weapons
Bows, and lots of them. The Ballista tends to have a favorite bow used against bosses, and will also use a tougher bow against flying attackers.

No swords or melee weapons may be used except for the uniques listed below (3 swords, 2 hammers, 2 staffs, 1 axe).

Enchantments
No animal suffixes allowed except 'of the Eagle' which is a very favorite item. Likewise, no mana adding prefix except Raven's and Drake's (birds) and Dragon's (enemy of the corrupted foes of the air).

Optional for non-LoLs: Do not repair armor at Griswold either, look eventually for a great 'of the Ages' armor from Wirt, or DSC.

Uniques

Spells

Heal, heal other, town portal, mana shield, stone curse and basic elemental spells: firebolt/ball, charged bolt, firewall, lightning (incl. Chain) are used. Some use only vs birds.

Quests

1) Ballista of the Sky - aka "Needler"
The start of the adventure, called this until the first flying boss is killed. On the way the Butcher, a Sky and a Raven item are sought (but not strictly required) No spells allowed during this phase.

2) Ballista of the Raven - aka "Fleshstinger"
An item of the Eagle is sought to earn the next title, and a second flying boss my be killed. The bow is the only allowed weapon for these first two phases. Once a raven item is found (even if not kept), spells may be used.

3) Ballista of the Eagle - aka "Flamedart"
The wearer of a jewel or armor of the eagle may wield one of the allowed unique non-bows. They must kill the last of the three winged fiend bosses.

4) Ballista of the Hawk - aka "Blackoak Bow"
May now wear the Shadowhawk blade, she seeks to kill Nightwing the Cold, and must find a bow or jewel of the heavens.

5) Ballista of the Heavens - aka "Celestial Bow"
Seeks to slay her first Cave Winged Demon boss, and must find a jewel of the Drake in the deep caves or hell. (Trading a better object to get one is acceptable if one cannot be found)

6) Ballista of the Drake - aka "Rift Bow"
There remains but one Winged Boss, who must be tortured and killed, ie. let him stalk off to try to recover his strength three full times before finishing him off. After that, only Lazarus stands between the Ballista and Diablo, to gain her next title.

7) Ballista of the Wind - aka "Windforce"
The title of the Ballista who has slain Diablo, and earned the right to wield Windforce

8) Ballista of Thunder - aka "Deadly Hunter"
The title of she who has slain Diablo for a second dot, and may wield the Dragon's Breach

9) Ballista of the Phoenix - aka "Eaglehorn"
The ultimate archer who has earned the right to wield Eaglehorn, with her 3rd dot.

10) The Air Strike
(Optional Quest)

After their first dot, and every level thereafter, the Ballista has the option of trying an Air Strike. She enters the church with bows only for weapons, and no heavy armor. Nothing but winged foe, and Diablo, need be killed, and the main goal is to hunt down the six winged bosses. Her 'rank' as an Air Strike leader is determined by the number of winged bosses she can kill in a single game.

Supreme Air Commander - all six.
Air Strike General - five.
Air Strike Colonel - four.
Air Strike Major - three.
Air Strike Captain - two.
Air Strike Lieutenant - one

Coop version: Up to four Ballista or other Archers. Up to two enter the cats, one going up to 4 and the other dropping to 7. One other enters the caves and goes to lvl 10. The last enters the hell crack and comes back up to 12. A time limit of fifteen minutes should be used for the coop air strike.