![]() At higher experience levels, a cleric gains the ability to use higher level spells. Weapons are restricted to club, mace, flail, staff and/or great hammer. A cleric can use chain mail or any lighter armor, and can carry a shield. An archer can use any missile weapon, even during hand-to-hand combat. An archer can wear only chain mail or lighter armor, and cannot carry a shield. An archer can use any weapon, unless of opposite alignment or designed exclusively for another class. Spell skills: Sorcerer, at higher levels. ![]() Archer: Prime Statistics: Intellect, Accuracy.General fighting skills are equal to an archer's except that a paladin cannot use missile weapons during hand-to-hand combat. A paladin can use any weapon or item of armor, unless of opposite alignment or designed exclusively for another class. Spell skills: Clerical, at higher levels. Paladin: Prime Statistics: Might, Personality, Endurance.At higher experience levels a knight gains the ability to attack more than once in each combat round. He/she can use any weapon or item of armor, unless of opposite alignment or designed exclusively for another class. A knight begins with the greatest number of Hit Points and best all-around fighting skills of any character. Characters must have at least 12 points in the main attributes of a class in order to become that class. ![]() Once these attributes are decided, the player may choose for the character any one of six classes for which the character may qualify. A random element whose effects cannot be predicted.
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