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Character Creation (cont.)

The Jacks-of-all-trades

The jacks-of-all-trades are characters with strong fighting skills and competent casting skills. They can wield good weapons, like axes and maces, but also have access to all elemental and self spells. While they don't excel in either form of combat (physical or magical), they can always fill in as make shift spell casters or fighters. They are middle-of-the-road characters in terms of hit points.

Paladin
The paladin is one of the three dual-classed characters in the game, along with the archer and ranger. These classes are good warriors and good spellcasters, although not as proficient in either discipline as a pure warrior or pure spellcaster. The paladin is the dual-classed knight-cleric. It has good hit points, good weapon and armor skills, and up to master level spellcasting ability in self magic. This class can become a grandmaster in the mace and shield and master in body building and plate, making it a good warrior, although not as good as the pure fighters. The paladin can also become master in the self magics. The paladin also helps out the party by offering up to grandmaster level in the repair item ability.

The paladin doesn't need any intellect ability, but benefits from might, endurance, and personality. Humans and dwarves make good paladins. Choose a paladin for the party if you want a good fighter and a good makeshift cleric. The paladin is a decent bowman, and provides some long-range attack to go along with good physical attacks and magic use.

Starting skills: Mace, spirit
Starting choices: Axe, dagger, sword, leather, shield, armsmaster, body building, merchant, repair item
Disallowed skills: Air, earth, fire, water, alchemy, disarm trap, identify item, identify monster, stealing
Normal-level skills: Staff, unarmed, dodge, dark (evil), light (good)
Expert-level skills: Axe, bow, dagger, spear, chain, leather, armsmaster, meditation, merchant
Master-level skills: Body, mind, spirit, body building
Grandmaster-level skills: Mace, shield, repair item

Starting hit points: 30
Starting spell points: 5
Additional hp per level: 4/5/6
Additional spell points per level: 1/2/3

Next: Paladin (cont.)
 


 

 
 
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