On the left are the starting and maximum attributes attained by level up points, and on the right are what effects they have.
Str: | 20 - | 1000 | 5 points = +1 AC | 2 points = +1 Damage | |
Mag: | 5 - | 50 | 2 points = +1 Mana | |
Dex: | 10 - | 100 | 2 points = +1 To Hit | 5 points = +1 AC | 8 points = +1 Damage | |
Vit: | 15 - | 150 | 1 point = +2 Life |
Str: | 5 - | 50 | 5 points = +1 AC | 8 points = +1 Damage | |
Mag: | 20 - | 1000 | 2 points = +3 Mana | |
Dex: | 15 - | 150 | 2 points = +1 To Hit | 5 points = +1 AC | 4 points = +1 Damage | |
Vit: | 5 - | 100 | 1 point = +1 Life |
Str: | 10 - | 100 | 5 points = +1 AC | 8 points = +1 Damage | |
Mag: | 15 - | 150 | 1 point = +1 Mana | |
Dex: | 5 - | 50 | 2 points = +1 To Hit | 5 points = +1 AC | 8 points = +1 Damage | |
Vit: | 20 - | 1000 | 2 points = +5 Life |
Str: | 15 - | 150 | 5 points = +1 AC | 4 points = +1 Damage | |
Mag: | 10 - | 100 | 4 points = +3 Mana | |
Dex: | 20 - | 1000 | 2 points = +1 To hit | 5 points = +1 AC | 2 points = +1 Damage | |
Vit: | 10 - | 50 | 2 points = +3 Life |
Thanks to Chasm for the attribute effects.
The finest warriors are born in the heart of Ardyl's forests. From their earliest years, they have to become tough and develop absolute physical strength to be able to confront the dangers lurking in their region. As children, they learned to survive in the most hostile of environments, to overwhelm wild beasts with their bare hands and, above all, to fight the goblins the skeletons which abound in their land. They have also put their many expeditions to the various villages to good use by acquiring the mastery of swordsmanship. They usually end up as mercenaries or master of arms. These warriors are now the strongest men alive. Their powerful, yet agile muscular frame makes them formidable opponents in direct combat. Their strength fills the lords with dread and there are very few that would dare challenge them in single combat. They stalk their enemies with the patience of a hunting cat, and can swoop down on them with the speed of a hawk. They do have one weakness, however: they dislike magic because they consider it a demeaning means of combat. They prefer by far the incisive cut and hard steel of the sword to the use of spells. |
Amazons are fierce horsewomen who live in the region of Ardyl. They are entrusted at a young age to a Mother and soon become formidable warriors, showing no fear of either physical strength or magic powers. They learn as a group to compensate for their lack of physical strength through their agility and flexibility. Guided by their Mother, they must continually undergo a series of stern trials with the aim of strengthening their spirit and making them a match for any warrior. The worst of these "character-building" trials involves them venturing into the goblins' den and brining back the skull of their leader... The Amazons gain the upper hand in direct combat thanks to their agility and the way in which they can anticipate their opponent's blows. Their enemies describe it as being involved in a relentless dance of death. Like the warriors, the Amazons have mastered the use of the sword, demonstrating impressive accuracy. It is, indeed, very rare for them to use magic. |
The greatest wizards come from the region of Marghor. Tradition has it that the ancient wizards always come to Marghor to choose those who have the Gift to become apprentice wizards. This happens when the candidates are in their adolescence. Their whole life is then turned upside down. They return with their master to his tower, a solitary place conducive to reading and learning. These young wizards spend most of their time immersed in the spell books of ancient wizards. For years on end they wear their eyesight out poring over scrolls, spending endless nights in their master's library. And then gradually, they begin to master increasingly difficult and complex spells. Unfortunately, however, the wizards' towers have now disappeared since the lizard and rat men invaded the region. They carried out attacks on the towers; killing many apprentices in the process... The young wizards have now been left with no alternative other than to fight for survival. But as they have never handled weapons they can only rely on their magic powers to defend themselves, as they have always preferred to concentrate on developing their minds, rather than their bodies. But, despite their lack of any physical strength, they have managed to impress their enemies with the intensity of their spells. |
Very little is known about the sorceress' early years. Rumour has it that they learnt their magic by themselves in the shady clearings of Marghor's forests. Others allege that the goddess Kaliba, herself, took them under her wing. The source of the sorceress' power is nature itself. And indeed, they have to much to learn when it comes to knowing the right plants to combine in order to create terrible spells. The sorceress' are universally feared on account of their potent magic. However, for some time now, the ingredients that make up their strange concoctions have become more difficulty to find. Worse still, the rat and lizard men have overrun their territory. The Sorceress' realized that they wouldn't be strong enough to confront them, so they had to leave the safe covers of the trees and venture further out towards the villages. The village inhabitants still eye them with mistrust, even today, but the sorceress' pay little heed to this as it is vital for them to keep on the move, roaming the land of Uma in search of new ingredients that will enhance their magic powers. |
In the past, before the darkness descended, many monasteries were established in the region of Omar. The prospective monks were sent to these monasteries where they became good men, enjoying the respect of all. The monks spent many years in this place of prayer, learning various combat techniques and spells. Although less accomplished than wizards or warriors in these respective arts, the monks have the advantage of being highly competent in the complementary disciplines of war and magic. Isolated from the rest of the world in their peaceful haven, they have had years to master the use of blunt weapons. The staff has become their favourite weapon. They have also studied white magic, so that they can use it to help their neighbour and conquer Evil. There are now far fewer monks than there were in the past. Nearly all the monasteries have fallen under the attacks from the wyverns sweeping across the region. Monks now represent good, as well as life. They are still held in high regard because of both their skills with a staff and their ability to heal wounds. |
As with the monks, the priestesses have divided their lives between religious devotion and learning the arts of combat and magic. The source of their strength is their faith and they fight in the name of the gods. In a world increasingly threatened every day by the Darkness, they stand out as beacons of Good and Life. During their travels they offer assistance to beggars, and they are quite prepared to take of thieves in direct combat, or use their magic to alleviate the suffering of the sick. |
In order to survive, assassins often begin their careers by relieving merchants of their purses. From their youth, they know how to move around in the dark without making a single sound and steal from sleeping travellers. Their exploits always end up attracting the attention of the Thieves Guild in Serkesh. The assassins have settled in this region, so that they can benefit from the lessons of more accomplished exponents than themselves. In time, the most able of the young apprentices can even surpass their masters. As they are cunning and nimble, assassins often use projectile weapons when attacking their opponents in combat. Even if they are capable of engaging in direct combat, they actually prefer to kill their enemy even before he has had the time to draw his sword of use his magic. This tactics is very effective against the serpents that are rife in the region. The assassins have also mastered a number of spells. |
The Thieves' reputation precedes them in the region of Serkesh. All of these women have demonstrated at one time or another that they have the stuff of which thieves are made. Thus, they become members of the renowned Thieves Guild, where they could develop their natural talents further. Within the guild they learned to use their skills to break into merchant's lavish residences to steal gold and precious jewels. They also learned how to kill sentries using projectile weapons and to set traps for travellers at nightfall. Their skill set is considerable and makes them very dangerous opponents, both in direct combat and when using long range weapons. |