Classes And Statistics
~Classes~
Hero
The Hero class is the weakest class at the beginning of the game. However, it also has the most potential. By the later stages of the game, your powers will most likely cause your allies' own strength of pale in comparison.
The Hero gets a +0/+1 to all armors, a +1/+0 to all one-handed weapons, a +1/+0 to all bladed weapons, a +1 to the Strength Stat, a +2 to the Constitution Stat, and has 2 additional skill points to spend upon Leveling Up.
The Hero begins with a Leather Chestplate (+0/+1, Light Armor), an Iron Shortsword (+2/+0, Melee Range), a Pair of Trousers (+0/+0, Clothing), and a Pair of Sandals (+0/+0, Clothing).
Knight
The Knight is the main combat class in the game. It faces opponents head on, and has decent combat stats at the beginning that only get better as the game progresses.
The Knight gets a +0/+1 to Heavy Armors, a +1/+1 to all weapons, a +4 to the Constitution Stat, a +4 to the Strength Stat, and a +2 to the Charisma Stat.
The Knight begins with a Linen Shirt (+0/+0, Clothing), an Iron Longsword (+3/+0, Melee Range), an Iron Shield (+0/+2, Heavy Armor), a pair of Trousers (+0, +0, Clothing), and a Pair of Sandals (+0/+0, Clothing).
Rogue
The Rogue is one stealthy motherfucker. It prefers to sneak around opponents or assassinate them without causing a fuss. They also have the ability to pickpocket enemies.
The Rogue gets a +0/+1 to Light Armors, a +1/+0 to one-handed weapons, a +1/+0 to ranged weaponry, a +4 to the Sneak Stat, a +4 to the Charisma Stat, and a +2 to the Agility Stat.
The Rouge begins with a Linen Shirt (+0/+0, Clothing), two Iron Daggers (+1/+0, Melee Range), a pair of Leather Gloves (+0/+1, Light Armor), a pair of Trousers (+0/+0, Clothing), and a pair of Leather Boots (+0/+1, Light Armor).
Wizard
The Wizard is a magic-making class, as if you couldn't tell. They use magic to smite their enemies.
The Wizard gets a +1/+0 to Staves, a +0/+1 to Robes, a +5 to the Magic Stat, and a +3 to the Constitution Stat.
The Wizard Begins with a Hermit’s Robe (+0/+0, Robe), a Wooden Staff (+1/+0, Stave, Melee Range), a pair of Sandals (+0/+0, Clothing), and the Fireball spell (5 Damage, Medium Range, Burns, -2 Magic).
Bard
The Bard isn't very strong in solo combat. However, they make up for this by having some deliriously biznasty Support Abilities. By playing a song on their Lute, the Bard can unleash status-altering effects that can prove a blessing to their allies or spell their enemies’ downfall.
The Bard gets a +0/+1 to Light Armor, a +1/+0 to Musical Instruments, a +4 to the Constitution Stat and a +4 to the Charisma Stat.
The Bard begins with an Apprentice’s Lute (+1/+0, Melee Range), a Linen Shirt (+0/+0, Clothing), a pair of Leather Greaves (+0/+1, Light Armor), a pair of Sandals (+0/+0, Clothing), and the Invigorate Song (+4 Strength to allies within a 25 ft. radius for four posts, 3 turn cooldown).
~Stats~
This being somewhat of an RPG game, this will have stats. They will be broken down here.
Base Stats
Constitution: Simply put, your health. Run out of this and it’s game over. Resting heals 1/4 of your Constitution.
Strength: How strong you are. Mostly used for combat, but can be used for other tasks as well. During combat, you dish out 1/2 of your Strength in damage when you attack.
Defense: How much damage you can defend against. When you are attacked, 1/2 of your Defense will be subtracted from the damage you receive.
Magic: How well you can cast spells. When you cast spells, a certain amount is subtracted from your Magic. The more Magic you have, the more spells you can cast. Magic Regenerates by 2 points every post.
Stealth: How much of a stealthy mofo you are. Stealth is mainly used when swiping items or pickpocketing, but during combat, the party with the highest Stealth gains a damage boost equal to half of their Stealth during the first attack.
Charisma: How well people like you. People may only hand out certain quests if you have a high enough Charisma.
Each character’s original stats are like this, barring Class bonuses:
Constitution: 10
Strength: 8
Defense: 8
Magic: 8
Stealth: 8
Charisma: 8
Each applicant has eight Skill Points to spend increasing any of these Stats as they see fit. You do not have to use all of them right away; You can save them for the next time you level up. You can also take points away from any particular Stat as to gain more skill points to spend on other ones. Every time you level up, you gain six Skill Points to spend increasing your Stats (8, in the case of the Hero).
~+/-~
And now for one last thing in this section: The thing you saw above. The +/- thing. Here’s how it works for those of you who don’t know.
When a particular item is equipped, the number on the left is applied as a bonus or a detriment to the Strength stat. The one on the right is added or subtracted from your Defense.
And there you have it. It’s quite simple, really.