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Character Creation
(cont.)
The Fighters
Since spell points are finite,
and spellcasters sometimes run out of power, you are going to need at
least one fighter in your group for those times when the enemy closes
to melee range. When your magic runs out, there is always the trust fighter
to defend your party. These characters pack a strong punch and are well-armored.
They do the most damage in melee combat and have the most hit points.
Knight
The knight is the best fighter in the game, bar none. It starts out with
the highest hit points, attack, and armor, and, by the end of the game,
is a physical juggernaut. It can be grandmaster in two melee weapons (sword
and spear) as well as plate armor and shield. These four grandmaster skills
ensure that the knight has no equal in melee combat. It also can take
its armsmaster skill to grandmaster level (no other class can do that),
further entrenching itself as the premier physical force in the game.
The knight also provides up to grandmaster repair item ability, although
it doesn't really offer up any other useful noncombat skills. Still, for
sheer physical power, the knight is the best choice for any party.
Knights need good strength
and endurance scores, for these two skills dictate how much damage a knight
does and how many hit points he has. Accuracy is a close second because
it determines how likely a knight is to hit its target. Speed is also
helpful because high speed means the knight can act faster, but it isn't
as necessary as the previous three skills. Knights have no need for intellect
or personality, so you can reduce those scores to their minimums. Both
goblins and dwarves make good knights, while elves should never be knights.
Humans are average as knights.
Starting skills:
Sword, leather
Starting choices: Axe, bow, mace, spear, chain, shield, armsmaster,
body building, perception
Disallowed skills: Air, earth, fire, water, body, mind, spirit,
dark, light, alchemy, identify item, identify monster, meditation, stealing
Normal-level skills: Disarm trap, learning
Expert-level skills: Bow, dagger, staff, unarmed, dodge, merchant,
perception
Master-level skills: Axe, mace, chain, leather
Grandmaster skills: Spear, sword, plate, shield, armsmaster, body
building, repair item
Starting hit points:
40
Starting spell points: 0
Additional hit points per level: 5/7/9*
Additional spell points per level: 0/0/0*
*Note that there are three values for hit points and spell points per
level. These refer to the three different ranks of a particular class.
Each class can undertake a promotion from its base rank to a second and
third rank. The three values correspond to the first, second, and third
ranks of a class. In this case, a knight gains five hit points per level
until he becomes a cavalier, at which point he gains seven hit points
per level. When he reaches the third rank of champion or black knight,
he gains nine hit points per level.
Next: Knight promotions
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