TheDark

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Undead Legion Animal Swarm Demonic Army Dark Leaders Dark Champions Dark Rulers

Heroes

Many adventurers from nigh and distant lands have gathered to join their powers against the forces of evil. The need for this merging to be efficient is of outmost importance if the powers of evil are to be defeated.

Common Abilities

Barbarian

Descendants of ancient war tribes, Barbarians seek notoriety in the deepest dungeons. Masters of closed quarters warfare, superbly trained in the use of Axes and with exceptional balance and stamina, only a few adversaries can withstand their powerfull blows. Brought up in the highest mountain ranges, they do not feel comfortable in open spaces. Every care should be taken to avoid ranged attackers lest they quickly perish because they lack any means of returning fire. A Totem Claw is given to every Barbarian by his tribe leader after the completion of their initiation ceremony to be borne with pride as a proof of their manlyhood.

Inherent Abilities

Attributes

Totem Claw

Warrior

Rigorously trained in warfare, Warriors are true knights seeking to deliver tormented souls from their eternal unrest. Apt with all kinds of swords and blunt weapons, able to parry even the most powerfull blows with their shields, and with adequate archery training, Warriors are exceptional all-around fighters able to guide a team to victory. Gallant Warriors are presented with a Deed of Valour as a proof of their worth in combat. Some Warriors have succumbed to the allure of wealth and joined the forces of darkness seeking to destroy true heroes. No mercy should be allowed to these traitors.

Inherent Abilities

Attributes

Deed of Valour

Monk

As pilgrims from the East, where Demons always played a large role in the lives of mortals, monks are known to roam the world in their everlasting quest to battle the denizens of Hell. To be able to do this, they all spent their youth with mental and physical training. While not strong, nor able to withstand much damage, this training and their high agility allows a monk to strike fast and often, albeit with only moderate damage, without getting hurt. Relics inspire and hearten Monks during their travels.

Inherent Abilities

Attributes

Relic of the East

Sorcerer

Wise and learnt in the Arcane Arts, sorcerers totally rely on their spells to fight their enemies. Their power is awesome, and destructive for friend and foe. This is also their weakness: any failure to control this power can easily spell their demise. Truely experienced Sorcerers use Scrying Globes to focus their magical powers.

Inherent Abilities

Attributes

Scrying Globe

Rogue

While warriors can be very good marksmen, Rogues are without doubt the true champions of archery. Their sharp eyes and intensive training allows them to use bows faster and better as anyone else. And they need this as well, because they generally do not survive long when being attacked. Teddy Bears provide comfort and help keep a Rogue on her toes. Beleaguered survivors from the deepest dungeons claim that some Rogues have unfortunately joined the forces of evil, beware.

Inherent Abilities

Attributes

Teddy Bear

Bard

Bards roam in places where adventurers gather. Always available for a drink and some conversation they have managed to gather deep knowledge in the Arcane arts, listening closely to endless Sorcerer bragging. Bards are very skilled in handling swords being often the epicentre of many brawls. This duality of Bards implies that success lies in their powers of adaptation. Notorious Bards should drink out of a Silver Chalice to celebrate victory.

Inherent Abilities

Attributes

Silver Chalice

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TheDark Guide - Version 1.3