Site Navigation

RPGClassics Main
Contact Maintainer

Shrine Navigation
Shrine Main
Arcomage
Character Editors
Equipment
Hirelings
Items
Magic
Maps
Monsters
Notes
Obelisks
Side/Promotion Quests
Skills
Status Abnormalities
Walkthrough
Credits and Thanks

Character Creation
Step 1: Race, Gender, Voice and Name   Step 2: Classes   
Step 3: Stats and Bonus Points   Step 4:Setting Skills   Step 5:Beginning the Game



Step 1: Choose Race, Gender, Voice and Name.

Simple enough. Click the top arrows to chage the portrait, along with race and gender. Voices can be chosen from the bottom arrows. Click on the name to change the name, and hit enter to lock it in. Any statistic name in underscore gains two points for every bonus point you spend in it (and adds two bonus points for every point you lower it). If a statistic name is in Italics, raising that statistic costs two bonus points and lowering it only gives you a half of a point (thus, it lowers by 2, giving you a full point). These statistics have raised and lowered starting values, respectively.


Human

StatisticsBeginning ValueBeginning Range
Might11(9-25)
Intellect11(9-25)
Personality11(9-25)
Endurance9(7-25)
Accuracy11(9-25)
Speed11(9-25)
Luck9(7-25)
Resistances:Body: 5
Spirit: 5

Opinion: The standard race, this is the base of what all the other races are measured. With no special bonuses or weaknesses (except a higher max starting Luck), they're not really good or bad at anything.


Elf

StatisticsBeginning ValueBeginning Range
Might7(5-15)
Intellect14(12-30)
Personality11(9-25)
Endurance7(5-15)
Accuracy14(12-30)
Speed11(9-25)
Luck9(7-20)
Resistances:Mind: 10

Opinion: Elves aren't generally fighters, but they make excellent Sorcerers. They definately excel as Archers.


Goblin

StatisticsBeginning ValueBeginning Range
Might14(12-30)
Intellect9(7-15)
Personality9(7-15)
Endurance11(9-25)
Accuracy11(9-25)
Speed14(12-30)
Luck9(7-20)
Resistances:Air: 5
Fire: 5

Opinion: DEFINATELY not good magic users of any sort, but I'd suggest Knights or Thieves for Goblins, perhaps Rangers. Anything that doesn't place an emphasis on magic.


Dwarf

StatisticsBeginning ValueBeginning Range
Might14(12-30)
Intellect11(9-25)
Personality11(9-25)
Endurance14(12-30)
Accuracy9(7-15)
Speed9(7-15)
Luck9(7-20)
Resistances:Earth: 5
Water: 5

Opinion: Thieves and Archers do not a Dwarf make. They're strong and their high Endurance gives them a slight advantage in the magic-oriented classes, although the Elves stronger Intellect makes them ultimately better.



Step 2: Choose Class.

Pick a class for each character. The goal is a well balanced party, the defaults are: Male Goblin Knight, Male Human Thief, Female Dwarf Cleric, Female Elf Sorcerer.

KnightPaladinRanger
ClericDruidSorceror
ArcherMonkThief


Knight

Description: The Knight is the workhorse fighting class. Knights start with the largest selection of weapons and armor, and may ultimately use any weapon and armor. Being the toughest warriors of the classes, Knights begin with the greatest number of Hit Points and gain the most number of Hit Points when they advance in level. Knights may never learn spells, nor may they ever learn (or need) the Meditation Skill.
Important Statistics: Might, Endurance, Accuracy
Starting Skills: Sword, Leather
Available Skills: Axe, Spear, Bow, Mace, Shield, Chain, Body Building, Perception, Armsmaster
Starting HP / SP: 40 / 0
Class Set: Knight -> Cavalier -> Champion / Black Knight
Level Gains: Knight- 5 HP / 0 SP, Cavalier- 7 HP / 0 SP, Champion / Black Knight- 9 HP / 0 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
KnightN/AN/AN/AN/AN/AN/AN/AN/AN/A
CavalierN/AN/AN/AN/AN/AN/AN/AN/AN/A
ChampionN/AN/AN/AN/AN/AN/AN/AN/AN/A
Black KnightN/AN/AN/AN/AN/AN/AN/AN/AN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
KnightMMEMEEMEMMMME
CavalierMMEMEEMEMMMME
ChampionGMMEGMEEMEMMGMGME
Black KnightGMMEGMEEMEMMGMGME

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
KnightBEEBN/AMN/AMN/AMN/AN/A
CavalierBEEBN/AMN/AMN/AMN/AN/A
ChampionBEEBN/AGMN/AGMN/AGMN/AN/A
Black KnightBEEBN/AGMN/AGMN/AGMN/AN/A

Opinion: All there is to this class is that they hit things and make them fall down. No magic, and outside of combat skills, a rather uninteresting selection, mainly centered on combat. Although they can repair anything eventually, and this can save a bit of cash.

Shalcar says: The Knight's ability to obtain GM status in all of the major combat areas (excepting weapons) allows him to be very flexible in his role. His HP can quite easily sustain the party through even the toughest fight. This is useful when used in conjunction with the Shared Life spell. GM Plate and GM sword allow him to have an attack rate in Real time that is only rivalled by the Monk. Bodybuilding will improve upon his already substantial HP advantage, allowing him to take more pain than the rest of your party combined. However, there are serious drawbacks to this class. His lack of (non offensive) abilities means that he can do little other than hit things and take damage. In this however, he excels and no other class can hope to match him.



Paladin

Description: A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the more focused classes they borrow from. Like Knights, Paladins can learn to use any type of weapon and armor, although they don't have as many choices to begin with. Paladins also begin with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms. Their skill in the greater realms of Light and Dark is sharply limited, and they may never learn any of the elemental realms.
Important Statistics: Might, Personality, Endurance
Starting Skills: Mace, Spirit Magic
Available Skills: Sword, Dagger, Axe, Shield, Leather, Merchant, Repair Item, Body Building, Armsmaster
Starting HP / SP: 30 / 5
Class Set: Paladin -> Crusader -> Hero / Villain
Level Gains: Paladin- 4 HP / 1 SP, Crusader- 5 HP / 2 SP, Hero / Villain- 6 HP / 3 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
PaladinN/AN/AN/AN/ABBBN/AN/A
CrusaderN/AN/AN/AN/AEEEN/AN/A
HeroN/AN/AN/AN/AMMMN/AB
VillainN/AN/AN/AN/AMMMBN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
PaladinMEBEEEMBEEMMB
CrusaderMEBEEEMBEEMMB
HeroMEBEEEGMBEEMGMB
VillainMEBEEEGMBEEMGMB

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
PaladinN/ABEBEMN/AMN/AEN/AN/A
CrusaderN/ABEBEMN/AMN/AEN/AN/A
HeroN/ABEBEMN/AGMN/AEN/AN/A
VillainN/ABEBEMN/AGMN/AEN/AN/A

Opinion: A decent mix of Knight and Cleric, although Paladins cannot match the raw power of the Knight. However, their ability in magic helps, and they still can Grandmaster Repair Item. More importantly though, only they can Grandmaster Mace, which provides a very good benefit in combat. I like them.

Shalcar says: Despitte their lack of hp, the Paladins can deal serious damage and take a beating. They really shine with their use of GM mace, as this allows them to stun enemy creatures up to 20% of the time. Combine that with thier M plate and you have a fighting machine that can deal it out with the big boys. The spells are like the cherry on the cake, they are nice and all, but you wont find them useful all the time.



Ranger

Description: Rangers are a cross between Knights and Druids. Of all the classes, Rangers may learn the broadest range of skills, but can only master a few of them. Rangers may eventually learn both the Elemental and Clerical realms of magic, leaving only the greater realms of Light and Dark out of their reach. Rangers may also learn to use most weapon, armor, and secondary skills, leaving only Mace and Plate beyond their reach.
Important Statistics: Might, Intellect, Personality
Starting Skills: Axe, Perception
Available Skills: Sword, Dagger, Bow, Leather, Body Building, Disarm Taps, Dodging, Identify Monster, Armsmaster
Starting HP / SP: 30 / 0
Class Set: Ranger -> Hunter -> Ranger Lord / Bounty Hunter
Level Gains: Ranger- 4 HP / 0 SP, Hunter- 5 HP/ 2 SP, Ranger Lord / Bounty Hunter- 6 HP / 3 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
RangerN/AN/AN/AN/AN/AN/AN/AN/AN/A
HunterBBBBBBBN/AN/A
Ranger LordEEEEEEEN/AN/A
Bounty HunterEEEEEEEN/AN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
RangerEMBEEMN/ABMMN/AEE
HunterEMBEEMN/ABMMN/AEE
Ranger LordEGMBEEMN/ABMMN/AEE
Bounty HunterEGMBEEMN/ABMMN/AEE

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
RangerEMBEBEBBMEEB
HunterEMBEBEBBMEEB
Ranger LordEMBEBEBBGMEEB
Bounty HunterEMBEBEBBGMEEB

Opinion: A jack-of-all-trades. And just like one, Rangers aren't particularly good at anything. Magic isn't so hot, GM Axe is good but can be passed for others, and Identify Monster can be found by taking a Sorcerer. They can do anything, yes. But I'd prefer classes with more focused skills. Pass the Ranger up.

Shalcar says: Easiest promotion quests of any classes in the game. Other than that, their lack of useful GM skills makes them one to be avoided. Not too bad in a fight, but all the other fighters do a better job. Only take if your party has a serious lack of early game power (due to its easy promotion quests).



Cleric

Description: Clerics are adventuring, spell-casting holy men. A Cleric is a mediocre fighter but an excellent spellcaster, with spells concentrating on healing and defensive themes. Clerics and Sorcerers are the only two classes that can grandmaster in the Mirrored Path of the Light and the Dark, and the awesome spells these realms have to offer. They are, unfortunately, rather limited in their weapons, with mace, staff, and bow being their only choices. Defense is a little better with plate and dodge skill being the only kind forbidden to them.
Important Statistics: Personality, Endurance, Might/Accuracy
Starting Skills: Mace, Body Magic
Available Skills: Shield, Leather, Spirit Magic, Mind Magic, Merchant, Repair Item, Meditation, Alchemy, Learning
Starting HP / SP: 25 / 10
Class Set: Cleric -> Priest -> Priest of the Light / Priest of the Dark
Level Gains: Cleric- 2 HP / 3 SP, Priest- 3 HP / 4 SP, Priest of the Light / Priest of the Dark- 4 HP / 5 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
ClericN/AN/AN/AN/AEEEN/AN/A
PriestN/AN/AN/AN/AMMMN/AN/A
Priest of the LightN/AN/AN/AN/AGMGMGMN/AGM
Priest of the DarkN/AN/AN/AN/AGMGMGMGMN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
ClericN/AN/ABN/AN/AEMN/AEEN/AMN/A
PriestN/AN/ABN/AN/AEMN/AEEN/AMN/A
Priest of the LightN/AN/ABN/AN/AEMN/AEEN/AMN/A
Priest of the DarkN/AN/ABN/AN/AEMN/AEEN/AMN/A

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
ClericN/AEMMMBN/AMEN/AN/AE
PriestN/AEMMMBN/AMEN/AN/AE
Priest of the LightN/AEGMMMBN/AMEN/AN/AE
Priest of the DarkN/AEGMMMBN/AMEN/AN/AE

Opinion: Invaluable. The fact that they can Grandmaster the "Self" magics and Light/Dark makes them very important. The fact that they can Grandmaster Merchant makes them even sweeter. Not having one in your party would be stupid: they will do wonders for the survivability and economy of your party. They can hold their own in a fight if need be, which is why the third stat choice is split between Might and Accuracy.

Shalcar says: You need a cleric. Plain and simple. GM Regeneration makes your party INVINCIBLE. Raising dead, Turning Undead, blessing, these are all things that your cleric brings and in ABUNDANCE. Take clerics, they are the best class ever :P



Druid

Description: Druids are a hybrid of the Sorcerer and Cleric classes. They make poor fighters (better only than the lowly Sorcerer) and have relatively low hit points. On the plus side, Druids can use both Sorcerer and Clerical magic. Druids may not learn Light and Dark Magic, and they can only use the staff, dagger, mace, and bow as weapons while only using leather and shield as armor. Most secondary skills are open to the Druid.
Important Statistics: Intellect, Personality, Endurance
Starting Skills: Dagger, Earth Magic
Available Skills: Mace, Leather, Water Magic, Spirit Magic, Body Magic, Meditation, Perception, Alchemy, Learning
Starting HP / SP: 20 / 10
Class Set: Druid -> Great Druid -> Arch Druid / Warlock
Level Gains: Druid- 2 HP / 3 SP, Great Druid- 3 HP / 4 SP, Arch Druid / Warlock- 4 HP / 5 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
DruidEEEEEEEN/AN/A
Great DruidMMMMMMMN/AN/A
Arch DruidMMMMMMMN/AN/A
WarlockMMMMMMMN/AN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
DruidN/AN/ABN/AMBEN/AEN/AN/AEN/A
Great DruidN/AN/ABN/AMBEN/AEN/AN/AEN/A
Arch DruidN/AN/ABN/AMBEN/AEN/AN/AEN/A
WarlockN/AN/ABN/AMBEN/AEN/AN/AEN/A

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
DruidN/AEEMMN/AEN/AEBN/AM
Great DruidN/AEEMMN/AEN/AEBN/AM
Arch DruidN/AEEMGMN/AEN/AEBN/AGM
WarlockN/AEEMGMN/AEN/AEBN/AGM

Opinion: They may not be able to cast all the spells the Cleric or Sorcerer can, but they can cast a lot of them, with Intellect and Personality along with Meditation, not to mention Grandmaster Alchemy, which is very useful. They would be a hard choice: Alchemy is good, and only the Grandmaster spells and Light and Dark spells are prohibited. However, I take both a Sorcerer and Cleric simply because I find those magics useful and Grandmaster Merchant, Identify Item and Identify Monster are too useful. I wouldn't replace either of them with a Druid. It's your call though.

Shalcar says: Meh, mana whore, no good points. Avoid like the plague.



Sorcerer

Description: Students of the realm of Elemental magic, Sorcerers concentrate on offensive and utilitarian spells. Sorcerers are downright rotten fighters barely able to learn to use the dagger, the staff, and the bow effectively. They are allowed to use only leather armor, cannot use shields, and have the lowest hit points of all the classes. With that aside, Sorcerers can wield mighty offensive spells and have access to the Mirrored Path of the Light and the Dark, from which come the best spells in the lands.
Important Statistics: Intellect, Endurance, Speed
Starting Skills: Staff, Fire Magic
Available Skills: Dagger, Leather, Air Magic, Water Magic, Earth Magic, Identify Item, Merchant, Identify Monster, Alchemy
Starting HP / SP: 20 / 15
Class Set: Sorcerer -> Wizard -> Archmage / Lich
Level Gains: Sorcerer- 2/3, Wizard- 3/4, Archmage / Lich- 3/6
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
SorcererEEEEN/AN/AN/AN/AN/A
WizardMMMMN/AN/AN/AN/AN/A
ArchmageGMGMGMGMN/AN/AN/AN/AGM
LichGMGMGMGMN/AN/AN/AGMN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
SorcererN/AN/AMN/AEBN/AN/AEN/AN/AN/AN/A
WizardN/AN/AMN/AEBN/AN/AEN/AN/AN/AN/A
ArchmageN/AN/AMN/AEBN/AN/AEN/AN/AN/AN/A
LichN/AN/AMN/AEBN/AN/AEN/AN/AN/AN/A

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
SorcererN/AEBMMN/AMEMN/AN/AM
WizardN/AEBMMN/AMEMN/AN/AM
ArchmageN/AEBMMN/AGMEGMN/AN/AM
LichN/AEBMMN/AGMEGMN/AN/AM

Opinion: Incredibly useful. I would not go without one. While they make crappy fighters (Endurance and Speed help boost their crappy Hit Points and Armor Class), magically: they rock. The Grandmaster elemental spells are very nice, along with Grandmastery of Light or Dark Magic. Add to that that they can Identify Monsters and Items, and are very good at Alchemy... A Sorcerer should be a sure thing for your party.

Shalcar says: A long term investment for your party. Early to mid game they are useful, but in late game they shine. Combined with your cleric, you will have hordes of summoned monsters fighting alongside your ridiculously spelled up party. Did I meantion he throws meteors when hes angry? Get him, he won't let you down.



Archer

Description: Like Paladins, the Archer is a hybrid of the Knight and Sorcerer classes. Archers may learn to use all weapons except the mace, (specializing in the bow, of course) but they may never learn the shield or plate armor skills. Archers are compensated with the ability to learn magic from the elemental schools. The greater realms of Light and Dark can be learned on their second promotion, but they will never be very skilled with them.
Important Statistics: Accuracy, Intellect, Speed
Starting Skills: Bow, Air Magic
Available Skills: Sword, Axe, Spear, Leather, Fire, Water, Perception, Armsmaster, Learning
Starting HP / SP: 30 / 5
Class Set: Archer -> Warrior Mage -> Master Archer / Sniper
Level Gains: Archer- 3 HP / 1 SP, Warrior Mage- 4 HP / 2 SP, Master Archer / Sniper- 6 HP / 3 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
ArcherBBBBN/AN/AN/AN/AN/A
Warrior MageEEEEN/AN/AN/AN/AN/A
Master ArcherMMMMN/AN/AN/AN/AB
SniperMMMMN/AN/AN/ABN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
ArcherEEBMEMN/ABMMN/AN/AE
Warrior MageEEBMEMN/ABMMN/AN/AE
Master ArcherEEBMEGMN/ABMGMN/AN/AE
SniperEEBMEGMN/ABMGMN/AN/AE

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
ArcherEMEMEEN/AEN/AEN/AN/A
Warrior MageEMEMEEN/AEN/AEN/AN/A
Master ArcherEGMEMEEN/AEN/AEN/AN/A
SniperEGMEMEEN/AEN/AEN/AN/A

Opinion: Actually, the archer seems quite viable, especially for the party who has a preference for staying well out of range of the enemy. They are masters of the distance attack: when arrows fail, throw fireballs. Not only that, but they have the best survivability when dealing with traps, and are the best at finding secret areas, due to Grandmaster Perception. A rather interesting class, and one probably worth using.

Shalcar says: The GM Bow skill makes him powerful, but it comes much to late in the game to make much difference. His spells and fighting skill make him useful to round out your party. Consider him the more offensive version of the paladin.



Monk

Description: Monks concentrate on unarmed combat. Monks are second only to Knights in combat, and they have access to spells from the Clerical schools (Spirit, Mind and Body) of magic when they are promoted to Initiate.
Important Statistics: Might, Speed, Endurance
Starting Skills: Dodging, Unarmed
Available Skills: Staff, Sword, Dagger, Spear, Leather, Body Building, Perception, Identify Monster, Armsmaster
Starting HP / SP: 35 / 0
Class Set: Monk -> Initiate -> Master / Ninja
Level Gains: Monk- 5 HP / 0 SP, Initiate- 6 HP / 1 SP, Master / Ninja- 8 HP / 1 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
MonkN/AN/AN/AN/AN/AN/AN/AN/AN/A
InitiateN/AN/AN/AN/ABBBN/AN/A
MasterN/AN/AN/AN/AEEEN/AN/A
NinjaN/AN/AN/AN/ABBBN/AN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
MonkEN/AMEEBN/AMMN/AN/AN/AM
InitiateEN/AMEEBN/AMMN/AN/AN/AM
MasterEN/AGMEEBN/AGMMN/AN/AN/AGM
NinjaEN/AGMEEBN/AGMMN/AN/AN/AGM

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
MonkBEN/AMN/MN/AN/AEMBN/A
InitiateEEN/AMN/AMN/AN/AEMBN/A
MasterEEN/AGMN/AGMN/AN/AEMBN/A
NinjaMEN/AGMN/AGMN/AN/AEMEN/A

Opinion: I've never used them, but from what I've heard, they suck early and mid-game. Late in the game though, they become combat gods. They are the ultimate dual wielders: Staff and Unarmed, Dodging and Leather. Along with Body Building, they will live longer than most, save maybe Knights. Perhaps if you are patient... One thing interesting to note though: Only Monks have a significant difference between their Light and Dark classes (Light going for magic, Dark going for skills), excepting the classes that use Light and Dark magic, and that doesn't really count. But still, they seem to be worth a look.

Shalcar says: Super long term. By the end of the game, you will not need ANYONE but this guy. Serious damage, AC only matched by a fully armoured knight and an attack rate that is limited by your keyboard button speed! Dragging him through the first half of the game is a chore, but he will really shine. Despite GM Body Building, he does not have enough HP to replace a Knight as a tank. A worthy addition to any party.



Thief

Description: The Thief class concentrates less on fighting and more on utility skills, such as disarming traps and stealing. Although they aren't as good at weapons and armor as Knights, Thieves are still better fighters than the semi and full spell using classes. Thieves may eventually use spells from the Elemental schools, but will never be very good at them.
Important Statistics: Accuracy, Speed, Luck
Starting Skills: Dagger, Stealing
Available Skills: Sword, Bow, Leather, Idntify Item, Merchant, Perception, Disarm Traps, Dodging, Alchemy
Starting HP / SP: 35 / 0
Class Set: Thief -> Rogue -> Spy / Assassin
Level Gains: Thief- 4 HP / 0 SP, Rogue- 6 HP / 1 SP, Spy / Assassin- 8 HP / 1 SP
Skill Set:

MagicFireWaterAirEarthSpiritMindBodyDarkLight
ThiefN/AN/AN/AN/AN/AN/AN/AN/AN/A
RogueBBBBN/AN/AN/AN/AN/A
SpyBBBBN/AN/AN/AN/AN/A
AssassinBBBBN/AN/AN/AN/AN/A

CombatSwordAxeStaffSpearDaggerBowMaceUnarmedLeatherChainPlateShieldDodge
ThiefMN/AN/AN/AMEEEMEN/ABM
RogueMN/AN/AN/AMEEEMEN/ABM
SpyMN/AN/AN/AGMEEEGMEN/ABM
AssassinMN/AN/AN/AGMEEEGMEN/ABM

MiscellaneousDisarm
Trap
PerceptionMerchantLearningMeditationBody
Building
Identify
Item
Repair
Item
Identify
Monster
ArmsmasterStealingAlchemy
ThiefMMMEN/AEMBN/AMME
RogueMMMEN/AEMBN/AMME
SpyGMMMEN/AEMBN/AMGME
AssassinGMMMEN/AEMBN/AMGME

Opinion: Very good fighters, not to mention that they can get quite a bit out of daggers (ESPECIALLY dual-wielded). They can help your party survive longer from traps and such unpleasantness, and if you have the guts (or maybe not the brains), you can help yourself to the goods of Erathia. Spellcasting is very sad, somewhat like an afterthought. Not as good as a Monk or Knight (combat-wise), but very useful. If you don't take a Monk (with plans to take the Dark path) or an Archer, be sure to take a Thief.

Shalcar says: Take a thief along and kiss goodbye to all those unexpected deaths at the hands of trapped chests. He will single handedly be a good Item Identifier, a useful Merchant if you didn't bring a cleric along (Never leave home without your cleric!) and his combat skills with dual GM dagger and his M Armsmaster make him a powerful fighter. While not as powerful as the Archer or Paladin, he nevertheless packs a punch.



Step 3: Assign Bonus Points

You have 50 bonus points to spread around your party to boost their statistics. Depending on the race and statistic, it may cost two bonus points to raise a stat or one bonus point to raise it by two. Also, you can lower their stats up to 2 under the normal for additional bonus points. Overall, from minimum statistics, you have 106 points to distribute (+2 for every nonhuman in your party.) With all of this, assigning the bonus points is very important, and you want to make sure each character gets the stats they need (and lose the stats they don't.) You must spend all bonus points.

Might
Description: Might is the statistic that represents overall strength, and the ability to put that strength where it counts. Characters with a high Might statistic do more damage in combat.
Good for: Knights, Paladins, Rangers, Clerics, Monks. Anybody who will be doing much the physical combat. Reduce for Sorcerors and Druids.

Intellect
Description: Intellect represents a character's ability to reason and understand complex concepts. A high Intellect contributes to Sorcerer, Archer, Ranger, Thief, and Druid spell points.
Good for: Rangers, Druids, Sorcerers, Archers. Anybody who uses elemental magic. Anybody who doesn't use Elemental magic shouldn't have this.

Personality
Description: Personality represents both a character's strength of will and personal charm. Clerics, Paladins, Rangers, Monks, and Druids depend on Personality for their spell points.
Good for: Paladins, Rangers, Clerics, Druids. Anyone who uses Self magic. All others shouldn't care less.

Endurance
Description: Endurance is a measure of the physical toughness an durability of the character. A high Endurance gives a character more hit points.
Good for: Knights, Paladins, Clerics, Druids, Sorcerers, Monks. Pretty much good for anyone who wants to stay alive a little longer. Should not be lowered for any reason. Spellcasters and fighters especially need a high Endurance.

Accuracy
Description: Accuracy represents a character's precision and hand-eye coordination. A high Accuracy will allow a character to hit monsters more frequently in combat.
Good for: Knights, Archers, Thieves. Especially important for fighters, seeing as missing constantly is NOT a good thing.

Speed
Description: Speed is a measure of how quick a character is. A high Speed statistic will increase a character's armor class and the rate with which the chracter recovers from attacks.
Good for: Sorcerers, Archers, Monks, Thieves. Important for anyone who does not have a good Armor Class or needs to attack more frequently.

Luck
Description: Luck has a subtle influence throughout the game, but is most visible in the ability of a character to resist magical attacks and avoid taking (as much) damage from traps.
Good for: Thieves. This is pretty much good for anyone who wishes to have just a little extra in their advantage.



Step 4: Choose bonus skills.

Each character gets four starting skills. Two are set, and you must choose two more from nine available, depending on the chosen class.



Step 5: Step into the world of Erathia!

Once skills and bonus points are set, hit OK. You'll begin in front of the Emerald Island docks, 9 AM on January 1st of the year 1168 with some equipment depending on your skills. And your journey begins....



(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.