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The Heroes


Each of the heroes have different strengths and weaknesses, being able to play two characters in any one game  means that you can find heros with complementary skills. For example playing with a wizard/sorceress and an assasin/theif together means that you will struggle with direct combat, as both characters are more skilled in ranged attacks.

Character Attributes


Below are the list of attributes for the characters, the number on the left of each attribute is what the character starts off with, the number on the right is the maximum the characters can achieve for each attribute.

{  Note: strength is how strong your character is, 
Magic is how much magical power your character holds, 
Dexterity is the measure of the speed and accuracy of your attack 
and Vitality is the measure of how much 
   life your character possesses.   }




Warriors      Strength: 20 - 1000
Magic: 5 - 50
Dexterity: 10 - 100
Vitality: 15 - 15


Mages Strength: 5 - 50
Magic: 20 - 1000
Dexterity: 15 - 150
Vitality: 5 - 100



Priests Strength: 10 - 100
Magic: 15 - 150
Dexterity: 5 - 50
Vitality: 20 - 1000



Thieves Strength: 15 - 150
Magic: 10 - 100
Dexterity: 20 - 1000
Vitality: 10 - 50




The Warrior
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 learnt to survive in the most hostile of environments, to overwhelm wild beasts with their bare hands and, above all, to fight the goblins and 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 masters 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 few 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 once 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.


The Amazon
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 serious 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 bringing 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. Similarly to 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 Wizard
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 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 the 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 may 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.


The Sorceress
Very little is known about the sorceresses' early years. Rumor 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 sorceresses' power is Nature itself. And indeed, they have no match when it comes to knowing the right plants to combine in order to create terrible spells. But their most terrifying power, which may be seen as either a gift or a curse, is lycanthropy, which transforms them into a beast, half woman, half wolf. The sorceresses 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 difficult to find. Worse still, the rat and lizard men have overrun their territory. The Sorceresses realized that they wouldn't be strong enough to confront them, so they had to leave the safe cover of the trees and venture further out towards the villages. 
The village inhabitants still eye them with mistrust, even today, but the sorceresses 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 magical powers.


The Monk
In the past, before the darkness descended, many monasteries were established in the region of Ormar. 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 (i.e. those weapons other than swords). The staff has become their favorite weapon. They have also studied white magic, so that they can use it to help their neighbor and conquer Evil.
There are now far fewer monks than there were in the past. Nearly all of the monasteries have fallen under attacks from the wyverns sweeping across the region. Monks now represent good, as well as life and its combat. They are still held in high regard because of both their skills with a staff and their ability to heal wounds.


The Priestess 
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 on thieves in direct combat, or use their magic to alleviate the suffering of the sick.

The Assasin
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 travelers. 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 or use his magic. This tactic is very effective against the serpents that are rife in the region. The assassins have also mastered a number of spells.

The Theif
The thieves' reputation precedes them in the region of Serkesh. All of these women have demonstrated at one time or other that they have the stuff of which thieves are made. Thus, they became members of the renowned Thieves Guild, where they could develop their natural talents further. Within the guild they learnt to use their skills to break into merchants' lavish residences to steal gold and precious jewels.
They also learnt how to kill sentries using projectile weapons and to set traps for travelers at nightfall. Their skill set is considerable and makes them very dangerous opponents, both in direct combat and when using long range weapons.