Figher classes all specialize in offensive capabilities to varying
degrees, but the thing that differentiates them the most is their
ability to handle melee swords and ranged bows. At the top of the list
is the fighter who can use every type of sword, but is very bad at
using bow weapons. This gradually transitions to the last character
class in the list, the archer, who is adept at all types of bows, but
is very bad at using hand weapons.
The Fighter is the ultimate at hand-to-hand
combat. Fighters are typically human, and usually come from military
training or from the King's Guard. For optimal offensive
capability, no one can match the fighter with the swords he can equip.
Fighters are also rather strong, which comes in handy for dealing out
extra damage and equipping heavy swords. With their heavier build and
higher stamina, they also tend to have more hitpoints than other
classes.
Swords: |
Excellent |
Bows: |
Very bad |
Spell Weapons and Devices: |
Poor |
Spells: |
Near Foe |
Special Abilities: |
None |
Dwarves live in tribes to the far East and have been long time
allies of New Treleon. Don't let their size fool you - dwarves are
stronger than they look, and have a heart for combat. Although they are
not quite as strong or skilled in melee combat as a fighter, they are
still very adept at using swords and make up for their slight
difference in skill with other virtues.
Swords: |
Good |
Bows: |
Poor |
Spell Weapons and Devices: |
Very Bad |
Spells: |
Attribute Modifying Spells, Charm Spells |
Special Abilities: |
Cannot be poisoned, confused, or made insane. Has
an innate sense of direction. |
Though most thieves' skills are derived from the practice of
criminal exploits, with Kra'an's threat to the kingdom, captured
thieves were reformed and put to good use. Thieves can get along with
most types of weapons, though they do not excel at any particular
combat skill. Their attributes are also mediocre. But because they
often undertake dangerous missions, they make up for fighting
deficiencies with a host of useful spells and skills that would make an
excellent complement to any party.
Swords: |
Average |
Bows: |
Average |
Spell Weapons and Devices: |
Average |
Spells: |
Thief, treasure, and confuse, Near Foe, All charm spells |
Special Abilities: |
Has ability to find more gold and treasure on
fallen foes' bodies. When not attacking in combat, a thief is more
effective at defending himself that other characters by hiding
in shadows, and this craftiness also protects the thief for 1 HP
of damage. Also, because
thieves know all the tricks of the trade, they cannot have items
stolen from them by traps or during combat. |
Troglodytes are reclusive creatures that used to live in caves, but
previously had little to do with humans (or any other kingdom for that
matter). But ever since Kra'an's armies attacked and scattered their
dens, those who remain have come to New Treleon to make a new life. Do
not let their looks fool you. Though they are short and heavy, they can
move with lightning quickness. Their improved vision and agility make
them rather good bowsmen, though they have many other skills that make
them valuable to any party.
Swords: |
Poor |
Bows: |
Good |
Spell Weapons and Devices: |
Average |
Spells: |
All cure and resurrect spells, Armor spells, light spells |
Special Abilities: |
Because of their excellent vision and sub-terranean
habitat, troglodytes see well in the dark -- having the effect of
giving your party +1 to light at all times. |
For long-range protection, archers are unmatched. Though bows are
typically not quite as devastating as comparable swords, they can
attack targets at a distance. Archers are the only class that can use
any bow effectively, and because of their high dexterity, archers
typically get to attack before any other comparable level character or
monster.
Swords: |
Very bad |
Bows: |
Excellent |
Spell Weapons and Devices: |
Poor |
Spells: |
Far Foe |
Special Abilities: |
None |
|