The first character classes to be released will be those concerned primarily with combat while those dealing spells and miracles will follow at a later date.
This has been a conscious decision on behalf of KJC.
This will give players time to get to grips with the simpler specialist characters but also allows us to monitor their effect on the game.
It is better to take a bit of time and get it right.
For convenience, we have grouped these classes with those currently available for most of their actions. Thus the archer mentioned above would be considered as a fighter.
This was a conscious decision intended to prevent players from having to use many orders to cover all the new character types.
Fighter
Archer & Footman
The skill of the fighter can be measured by their speed in combat.
Highly skilled fighters attack considerably faster than other classes.
The archer and the footman have specialised in this area of combat.
Within their chosed field, either missile weapons or melee weapons, they are significantly faster than even a fighter of similar proficiency, but will always remain no better than other classes in the other field.
Thus an archer with 50 Skill will fire a bow faster than a fighter with 50 Skill, but swing a sword slower than a fighter.
Due to their natural affinity with bows, elves and the most common archers.
Dwarves on the other hand, preferring to fight their foes face to chest, are the most common footmen.
Tunnel Soldier & Ranger
These two cover the opposites of wilderness and dungeons.
The ranger is used to taking advantage of the lay of the land and open spaces.
In these areas he is better than a typical fighter is, though not as good as an archer or footmen with their chosedn weapon.
Underground though, the character is claustrophobic and no better than other classes.
The tunnel soldier on the other hand is the exact opposite.
He has mastered the art of tunnel fighting and tactics in confined spaces.
Above ground, though he is agoraphobic and fights no better than other classes.
Tunnel fighters are invariably halfbloods and dwarves as a consequence of their typical upbringing.
Peasant
Every village teems with these would-be heroes.
Kitted out with their father's pitchfork they are ready to slay dragons, or more likely fall to the first goblin.
Unable to use anything other than fists and pole-arms, they pose little threat.
Why recruit one> Well, everybody expects peasants to run at the first sign of danger, so if they start being hacked to pieces and chewed up then the party will be less scared than if Lionheart, Master at Arms was butchered.
Further, having a few at the front of the party gives valuable time for the rest to prepare spells or even get some unopposed blows at the monsters.
The final reason is that they are cheap to replace. Thus feeding some to a dragon as a diversion, while the more important fighters lay into its flanks may well prove a cost effective tactic (not particularly noble, but then they did want to fight a dragon, didn't they?).
Further certain characters may not join a party without a skivvy to fetch and carry for them.
Beserker
These are truly fearsome in combat but due to their reckless nature are quite rare.
They have frighteningly fast combat reflexes in melee, but these are hampered should they wear any armour.
In fact the more armour they wear, the worse they are.
They tend to fight with abondon to the point where even the stout dwarves have had enough.
Don't expect these characters to live long.
Knight
This champion of law is a master of melee.
His attitude though is one of absolute honour so that while he is with the party no 'rob' type orders may be issued. Should any be attempted, they will be ignored.
Knights are not always good, byt they are just.
Thief
Burglar & Assassin
The burglar is much poorer in combat than the thief, fleeing at the first drop of blood.
This is not good for party morale and can precipitate a general rout.
On the other hand though, the burglar is adept at stealing.
No job is too big for a proficient burglar.
The assassin is poor at stealing, little better than a fighter, but in combat, the assassin plays a very useful role.
Should he be able to sneak up behing a humanoid opponent and attack with a dagger, it is certain that the target will receive considerably more damage than a frontal assault.
Mages and Priests
There have been great changes to how spells are used in combat.
Time to cast spells greatly depends on the power and type of spell or miracle used.
For this reason, we have decided to hold back on the introduction of character classes.
Mage
Classes will include aspects of magic such as necromancy, alchemy, summoning, elementalism and illusions, although warrior mages and sages have also been drafted.
Specialist mages have sacrificed flexibility for depth of knowledge.
Thus they are better at casting their chosen spells, but outside of their chosen field they are as green as an apprentice is.
Priest
Priests will be bound by their personal alignment and chosen deity.
They will be the most blinkered of the character classes so will be added last.
They so far include paladins, druids, lay healers and seers.
Others
There are draft versions for smiths, duellists, merchants and mystics amongst others.
Depending on what we do with alliances and cities in the dim and distant future there may well be scope for warlords, viziers, princes and just possibly kings.
This though is another story and we cannot comment further just yet.