Figher Classes

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.

Fighter Class:

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

Dwarf Class:

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.

Thief Class:

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.

Troglodyte:

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.

Archer:

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

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