User Guide

THE PATH OF MIGHT (FIGHTER)
Should you choose the path of Might, you will begin life as a Fighter.
Fighters are on the front lines of combat. They employ a variety of
weapons to eradicate a foe. As Fighters grow in experience, they will come
to their first crossroads, whether to fight for themselves, as Mercenaries,
or fight for the good of all as a Crusader.
Mercenary
Mercenaries are professional fighters. They rarely do anything without
financial reward tied to the end of it. Do not underestimate them,
however, for they have dedicated themselves to studying the art of
melee. They have foregone the use of magic in favour of greater skill in
arms and armour. As Mercenaries grow in experience, they will again
face a choice – whether to specialise as an Assassin, the paid killer of
men, or as a Gladiator, for whom fighting is an art.
Gladiator: Gladiators, like Mercenaries, are paid fighters. They are the
ultimate evolution of the true warrior. Their skill with weapons is
unmatched, and their ability to vanquish foes with single blows heroic.
Many legendary sagas have been written about Gladiators.
Assassin: Assassins are men who live in the shadows, always prepared
to take the life of any who are doomed to become their target. They are
the ghost fighters, who with special skills can strike without being
detected, and leave without a trace. Their skill with weapons is second
only to the Gladiator. With the addition of the skills only they can use,
the Assassin is a formidable opponent.
Crusader
Crusaders are noble fighters who have devoted their lives fighting for
justice. As such, they have been granted limited skill in the magical arts.
While not as powerful as a trained Scholar or Healer, the magic is a
welcome addition to their weapon–bearing abilities. As Crusaders
become more skilled, they must eventually face a choice between
fighting for the good of mankind as a Paladin, or for the good of nature
as a Ranger.
Paladin: Paladins are the defenders of truth and justice for all of
mankind. Their bravery and unwavering dedication to what is right and
good separates them from the "unworthy". They are experts in the
schools of Light and Spirit Magic. Once Paladins find a cause, they are
prepared to fight for it to their deaths.
Creating Characters 36
Half–Orc
After the Great Cataclysm, all that existed of Half–Orc culture was lost
or destroyed. They were led out of the Great Cataclysm by Ekan'dia, of
a clan of Half–Orcs known as the Dia clan. Most of the Half–Orcs today
have no memories of Ekan'dia, or of any sort of Half–Orc clan
distinction.
Half–Orcs are strong in Might, so they make excellent Fighters (the cost
to raise the Might Stat by 2 points is 1 point from the Points Available
pool). Unfortunately, their sheer size causes them to be fairly slow in
Speed (the cost to raise the Speed Stat is 2 points per 1 point raised).
CLASSES (THE PATHS OF MIGHT AND MAGIC)
Each character must begin the game as either a Fighter (a warrior) or
an Initiate (a spellcaster). In order to move onto the next Class, talk to
various NPCs (non–player characters or computer-controlled characters)
around town. Some will tell you about "Promotion Quests". When you
accept Promotion Quest, you will be choosing between two Classes that
are more specialised. For example, a Fighter may choose to become a
Crusader. After completing his first-level Promotion Quest, he can then
potentially become either a Ranger or Paladin. An Initiate may advance
to Scholar, and then perhaps become either a Mage or Lich.
Remember: Once you have chosen a class, you cannot go back to another!
"…As an adventurer, you will face many obstacles, challenges, and quite
often, death. As a student of the world, you must make the decision of
what your ultimate goal will be. Pay heed, young one, and remember the
path, for it is the doom of men that they forget…"
– General Halfdan Bloodaxe
35 Creating Characters
FIGHTER INITIATE
(Path of Might) (Path of Magic)
Mercenary Crusader Scholar Healer
Assassin Gladiator Ranger Paladin Mage Lich Priest Druid
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