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Knights
Knights are the fighters of the noble class. They are well schooled in the
ways of chivalry and conduct themselves with honor and dignity.
Knights may use any weapon, wear any armor except for leather, and
use any shields.
In addition, because of a Knight’s innate strength of character, he or she
is immune to paralyzation, whether they by carried by spells or poison.
They also have the ability to repair damaged weapons or armor. This
ability is done automatically to any weapons or armor in their inventory.
Knights and the other Warrior subclasses do not rise in experience as
quickly as a Warrior.
Weapons:
Any
Armor:
Not Leather
Shields:
Any
Starting Health:  25 + d18
Rangers
Rangers are woodsmen and hunters, adept at tracking, survival, and
pathfinding. Rangers may wear any armor up to and including plate
armor, and use any weapon. Rangers because of their skills at tracking
and survival automatically decrease their traveling time between cities.
In addition, Rangers do extra damage equivalent to their level to their
opponents.
Weapons:
Any
Armor:
Any
Shields:
Any except Tower
Starting Health:  25 + d18
Archers
Archers are the marksmen of the Empire, adept at using any missile
weapon during melee. They may wear any armor up to and including
chain, and use any weapon. They may not use shields. Archers have a
chance of causing a critical strike upon a target per experience level
when using any missile weapon (longbow or shortbow). A critical
strike equals 3x the normal damage caused for the weapon used.
Weapons:
Any
Armor:
Any Leather or Chain only
Shields:
None
Starting Health:  25 + d16
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