Realms of Arkania: Blade of Destiny
  • Renegade
    #6
    nem tudom, hogy az újnál van-e hint, de régen hogy örültem volna, ha tudom mit jelent az Aelotius, Claudibus, Ififaxus spell :)

    na meg némi vallás bónusz:

    Deity Effects

    • Praios +1 Courage
    • Rondra +1 Swords
    • Efferd +1 Swim
    • Travia +1 Treat Poison
    • Boron +1 Human Nature
    • Hesinde +1 Alchemy
    • Firun +1 Missile, Track
    • Tsa +1 Charisma
    • Phex +1 Stealth, Pickpocket
    • Peraine +1 Treat Disease, Treat Wounds
    • Ingerimm +1 Tactics
    • Rahja +1 Dance, Seduce, Instrument

    régi kasztok/hintekkel (kicsit D&D első kiadás ízű, hogy néhány faj, egyben kaszt is):

    • Jester / She-Jester
    Requirements: Courage 12, Dexterity 12, Agility 12, Superstition 7.
    Weapon Skills: Pointed, Thrown.
    Skills: Body, Social, some Craftsmanship.
    Restricted Weapons: Crossbow, 2h Swords, high Cutting/Axes.
    Restricted Armor: Plate Armor, Chainmail Shirt, Scale Armor.

    My Opinion: Non-essential. Their ranged option is thrown weapons, which aren't
    terribly useful, and they can't wear good armor, but their high agility makes
    them likely to avoid attacks. Decent social skills and good body skills.
    Not surprisingly, kind of a gimmick character.


    • Hunter / Huntress
    Requirements: Agility 12, Intuition 12, Claustrophobia 7.
    Weapon Skills: Missiles, Polearms, Thrown.
    Skills: Body, Nature, Intuition.
    Restricted Weapons: Crossbow, 2h Swords, high Cutting/Axes.
    Restricted Armor: Plate Armor, Chainmail Shirt, Scale Armor.

    My Opinion: A decent choice, although everything they do, elves do better.
    Awesome missiles skill makes them your go-to ranged combatant, although they
    can't use crossbows for some ungodly reason. Good as a front man if you don't
    want elves for some reason.


    • Warrior / She-Warrior
    Requirements: Courage 13, Strength 12, Violent Temper < 4.
    Weapon Skills: Swords, Two-Handed Swords, Cutting, Polearms, Missile, Thrown.
    Skills: Some Body, some Lore.
    Restricted Weapons: None.
    Restricted Armor: None.

    My Opinion: The powerhouse of Realms of Arkania, warriors are beasts. Best
    armor choices, focus on swords and decent skill in all other weapons, and
    all-around excellent combat ability. I'd highly recommend taking one or two.


    • Rogue / She-Rogue
    Requirements: Courage 12, Dexterity 13, Agility 13.
    Weapon Skills: Pointed, Thrown.
    Skills: Body, Social, Craftsmanship, Intuition.
    Restricted Weapons: 2h Swords, high Cutting/Axes.
    Restricted Armor: Plate Armor, Chainmail Shirt, Scale Armor.

    My Opinion: Everything jesters do, rogues do better. Rogues on the whole
    aren't terribly useful, but their pickpocket and locks skills make them worth
    having around. To fill out their weak attack power, use poison.


    • Thorwalian
    Requirements: Courage 12, Strength 13, Superstition 7.
    Weapon Skills: Axes, Cutting.
    Skills: Some Body, some Lore, some Nature.
    Restricted Weapons: High Cutting/Axes/2h Swords.

    My Opinion: Kind of a poor man's warrior. Don't get me wrong, they're pretty
    good: it's just that for the most part, warriors are better. Thorwalians have
    decent swimming and some nature aptitudes, but are mostly forced to use axes
    instead of swords, so they miss out on magic swords later on.


    • Dwarf / Dwarvess
    Requirements: Dexterity 12, Strength 13, Claustrophobia < 4, Avarice 7.
    Weapon Skills: Axes.
    Skills: Some Body, Lore, Craftsmanship, Some Nature, Intuition.
    Restricted Weapons: High Axes/2h Swords, some Cutting.

    My Opinion: A good second fighter-type, about on-par with thorwalians. They
    have more LP than any other class, good axe skills, plus decent crafts-
    manship, including treat wounds/disease and locks. If you bring a dwarf,
    you don't necessarily need a rogue or jester.


    • Warlock / Witch
    Requirements: Charisma 13, Intuition 12, Acrophobia < 4.
    Weapon Skills: None.
    Skills: Some Body, some Social, some Lore, Craftsmanship, Nature, Intuition.
    Spells: Mostly spread out, some Illusion.
    Restricted Weapons: Most Pointed, Polearm, Sword, Cutting, Missiles.
    Restricted Armor: Shields, All Leather, Toadskin, Pothelm, Iron Helm,
    All Chainmail, Plate Armor, Scale Armor.

    My Opinion: Hmmm. Honestly, they're not very good. In the same way the
    jester is kind of a gimmick character, the warlock is definitely the gimmick
    spellcaster. They have bad combat abilities, weird spell selection, but
    pretty good skill choices. I personally don't put much stock in them.


    • Druid / Druidess
    Requirements: Courage 13, Wisdom 12, Necrophobia < 4.
    Weapon Skills: None.
    Skills: Some Body, some Craftsmanship, Nature, Intuition.
    Spells: Mostly spread out, some Domination.
    Restricted Weapons: Most Pointed, Polearm, Sword, Cutting, (Missiles in
    Star Trail onward).
    Restricted Armor: Shields, Toadskin, Pothelm, Iron Helm, All Chainmail,
    Plate Armor, Scale Armor.

    My Opinion: A decent choice. Definitely better in Blade of Destiny, where
    they have the ability to use bows (and shoot arrows out of their chests),
    but other than that, a good focus on domination spells (including Evil Eye),
    good nature skills, and good treat disease/wounds/poison. Just be warned
    that there's a portion in Star Trail where your druid won't be able to
    come along unless you have a disguise/invisibility spell trained up.


    • Magician / Magicienne
    Requirements: Wisdom 13, Charisma 12, Superstition < 4.
    Weapon Skills: Polearms.
    Skills: Lore, some Craftsmanship.
    Spells: Mostly spread out, some focus on a school of your choosing.
    Restricted Weapons: Most Pointed, Polearm, Sword, Cutting, Missiles.
    Restricted Armor: Shields, All Leather, Toadskin, Pothelm, Iron Helm,
    All Chainmail, Plate Armor, Scale Armor.

    My Opinion: The workhorse of the spellcaster classes, the magician is like
    the caster version of the warrior. Kinda weak on LP and combat ability, but
    has insane AP growth and an amazing number of spell-up attempts at level up.
    Plus, you can choose what school they focus on. Definitely take one along.


    • Green Elf
    Requirements: Wisdom 13, Agility 12, Avarice < 4.
    Weapon Skills: Missiles, Pointed, Swords.
    Skills: Body, some Craftsmanship, Nature, Intuition.
    Spells: Clairvoyance, some Transformation, then spread out.
    Restricted Weapons: High Cutting/Axes, 2h Swords.
    Restricted Armor: Plate Armor, Scale Armor, (Chainmail restricted in Star
    Trail onward).

    • Ice Elf
    Requirements: Agility 13, Intuition 12, Acrophobia < 4.
    Weapon Skills: Polearms, Thrown.
    Skills: Some Body, Craftsmanship, some Nature, Intuition.
    Spells: Mostly spread out.
    Restricted Weapons: High Cutting/Axes, 2h Swords.
    Restricted Armor: All Chainmail, Plate Armor, Scale Armor.

    • Silvan Elf
    Requirements: Agility 13, Intuition 13, Avarice < 4.
    Weapon Skills: Missiles, Pointed, Swords, Polearms.
    Skills: Body, some Craftsmanship, Nature, Intuition.
    Spells: Mostly spread out, some Clairvoyance.
    Restricted Weapons: High Cutting/Axes, 2h Swords.
    Restricted Armor: All Chainmail, Plate Armor, Scale Armor.

    My Opinion: Green and Silvan elves are pretty similar, in that they have
    good missiles and swords skills, good nature and intuition, and decent
    supplemental spellcasting abilities. Ice elves kinda break the mold with
    their polearms and thrown weapons, but otherwise they're similar. All in all
    a good "multiclass" type character, with fair skill at everything, only really
    lacking in armor choices. Like druids, there's a part in Star Trail where
    you'll need specific magic to allow them entry.