[h1]2. Party Creation[/h1]

You can start using a predefined party (Quick Start) or assemble one as you wish (New Game).

[b]Classes[/b]

Character class determines HP, MP, starting attributes, talents, special combat ability, Maximum Encumbrance, base damage, and base arcane. It also affects free attributes the character gets upon leveling up.

[u]Knight (Fighter)[/u]

[i]Knights are strong and possess extremely high Maximum Encumbrance which allows them to wear the heaviest armor. They also start well equipped. Best to be positioned in the central slot of the party.[/i]

Primary Attributes: Strength, Dexterity

Maximum Encumbrance: 42
HP (Hit Points): 6 + 7 * level
Damage multiplier: x5

[u]Warrior (Fighter)[/u]

[i]Warriors are the strongest fighters and possess formidable toughness and Maximum Encumbrance.[/i]

Primary Attributes: Strength, Toughness

Maximum Encumbrance: 28
HP (Hit Points): 6 + 6 * level
Damage multiplier: x6

[u]Archer (Fighter / Magic user)[/u]

[i]Archers are a combination of a fighter and a magic user. capable of using magic similar to a wizards but with much lower efficiency.[/i]

Primary Attributes: Dexterity, Toughness

Maximum Encumbrance: 20
HP (Hit Points): 6 + 4 * level
MP (Magic Points): 10 + 2 * level
Damage multiplier: x5
Arcane multiplier: x4
Special (Bows Proficiency): +20% Critical Hit Chance when using Bows.

[u]Bard (Fighter / Magic user)[/u]

[i]Bards are a mixture of a fighter and a magic user. Capable of healing.[/i]

Primary Attributes: Dexterity, Willpower

Maximum Encumbrance: 15
HP (Hit Points): 6 + 3 * level
MP (Magic Points): 10 + 4 * level
Damage multiplier: x3
Arcane multiplier: x4
Special: Able to use Musical instruments for an additional Arcane bonus.

[u]Healer (Magic user)[/u]

[i]Healers are magic users skilled in the art of healing and restoration. Very weak at direct combat, need to be protected by fighters.[/i]

Primary Attributes: Willpower, Knowledge

Maximum Encumbrance: 12
HP (Hit Points): 6 + 3 * level
MP (Magic Points): 20 + 4 * level
Damage multiplier: x2
Arcane multiplier: x5
Hit and Evade: -20%

[u]Wizard (Magic user)[/u]

[i]Wizards are the most powerful magic users capable of dealing massive damage to enemies. They are very weak at direct combat and need to be protected by fighters.[/i]

Primary Attributes: Willpower, Knowledge

Maximum Encumbrance: 10
HP (Hit Points): 6 + 2 * level
MP (Magic Points): 20 + 5 * level
Damage multiplier: x2
Arcane multiplier: x5
Hit and Evade: -20%

[b]Racial Classes[/b]

There are special racial classes, limited to certain races only, and they are based on one of the basic classes.

[u]Champion (base class: Knight)[/u] (Humans and Half Elves only)

Knight with slightly lower Maximum Encumbrance. Bonus damage vs sorcerers and warlocks. Extra resistances.

Maximum Encumbrance: 35
HP (Hit Points): 6 + 7 * level
Damage multiplier: x5
Resistance to Sorcery +15.
Resistance to Fire/Cold/Lightning +5.

[u]Troubadour (base class: Bard)[/u] (Humans only)

Bard with lower healing capabilities but better support magic.

[u]Mage Knight (base class: Knight)[/u] (Elves only)

Knight with a much lower Maximum Encumbrance but access to some magic.

Maximum Encumbrance: 30
HP (Hit Points): 6 + 6 * level (-1 * level compared to Knight)
MP (Magic Points): 10 + 2 * level
Arcane multiplier: x5

[u]Sage (base class: Wizard)[/u] (Elves and Half Elves only)

Wizard with a limited access to healing spells.

[u]Troll Slayer (base class: Warrior)[/u] (Dwarves only)

Warrior with higher health and guaranteed critical hit vs all kinds of trolls. Can't use shields and has one less accessory slot.

Maximum Encumbrance: 30
HP (Hit Points): 6 + 9 * level ( +3 * level compared to Warrior)
Damage multiplier: x6
Resistance to Fear +50

[u]Battlesmith (base class: Warrior)[/u] (Dwarves only)

Warrior with limited magical capabilities at the expense of fighting capabilities. Can use fire spells and has access to some support magic.

Maximum Encumbrance: 28
HP (Hit Points): 6 + 5 * level (-1 * level compared to Warrior)
MP (Magic Points): 10 + 1 * level
Damage multiplier: x4 (-2 compared to Warrior)
Arcane multiplier: x3

[b]Special Combat Abilities[/b]

Each class has a unique combat ability that can be used once (after which the party needs to rest to replenish it). This ability can target all party members, single characters, or a monster.

Charge (Knights)
Target: ALL MONSTERS
* special attack targeting all monsters, guaranteed hit

Strike (Warriors)
Target: SINGLE MONSTER
* special attack, guaranteed critical hit

Stun (Archers)
Target: SINGLE MONSTER
* special attack, makes target monster skip next attack, guaranteed hit

Play Song (Bards)
Target: ALL PARTY MEMBERS
* remove Afraid
* restore 10% HP
* restore 10% MP

Focus (Wizards)
Target: ON SELF
* restore 33% MP

Recovery (Healers)
Target: ALL PARTY MEMBERS
* fallen characters back to Conscious
* restore 25% HP

[b]Talents[/b]

Characters have talents based on their class. Talents determine the secondary use of Knowledge attribute is used.

Tactics (Knights and Warriors)
Knowledge increases Critical Hit Chance.

Awareness (Archers and Bards)
Knowledge is added to Dexterity for the purpose of Evade calculations.
Knowledge reduces damage from traps.

Magical Resistance (Wizards and Healers)
+1 Fire/Cold/Lightning resistance per 3 Knowledge.

[b]Races[/b]

[u]Humans[/u]
[i]Humans are the youngest and the most abundant race in Amberland. The most versatile race. No special abilities.[/i]
* They require 5% less experience to level up.

[u]Half Elves[/u]
[i]When humans wander too long in forests they might meet a beautiful elf princess or something. If they get attracted to the elven beauty then a half elf might be born.[/i]
* Can use "Elven Song" spell regardless of class.
* Slightly lower Strength and slightly higher Willpower.

Perfect choice if you want a Knight or Warrior that can use a bit of magic.

[u]Elves[/u]
[i]The oldest race in Amberland. Long living and proficient in magic.[/i]
* Can use "Elven Song" and "Elven Touch" spells regardless of class.
* Additional +1 MP (Magic Point) per level.
* Lower starting Strength and higher starting Willpower.
* Inborn Sorcery Resistance +10.
* They require 5% more experience to level up which makes them level up slower than other races.

[u]Dwarves[/u]
[i]Masters of digging in the underground. But some drop this noble profession and become adventurers.[/i]
* Additional +10% to Critical Hit Chance when using axes.
* +1 to Maximum Encumbrance (can wear heavier equipment).
* Lower starting Willpower and higher starting Strength.

[b]Subraces[/b]

Each race is further divided into subraces. For example, Elves can be Wood Elves, High Elves, or Grey Elves. A character receives all perks and penalties associated with the selected race and subrace.

Each subrace has at least one (up to three) perk affecting attributes (+1 Attribute X every Y levels) and usually another perk such as a bonus to Maximum Encumbrance, inborn resistance, etc.