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98 | 98 | Cavemen and Cavewomen start with exceptional strength but,
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99 | 99 | unfortunately, with neolithic weapons.
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100 | 100 |
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| 101 | + Convicts are escaped prisoners who are on the run, actively |
| 102 | + wanted by the Yendorian authorities. All they have to their name |
| 103 | + is an attached heavy iron ball & chain, and their striped prison |
| 104 | + t-shirt. Due to their life in prison, Convicts have developed an |
| 105 | + immunity to all forms of illness. Otherwise they are fairly weak, |
| 106 | + and are always hungry. Convicts have a special affinity with |
| 107 | + rats, and are able to tame them. |
| 108 | + |
101 | 109 | Healers are wise in medicine and apothecary. They know the
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102 | 110 | herbs and simples that can restore vitality, ease pain, anes-
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103 | 111 | thetize, and neutralize poisons; and with their instruments, they
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104 | 112 | can divine a being's state of health or sickness. Their medical
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105 | 113 | practice earns them quite reasonable amounts of money, with which
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106 | 114 | they enter the dungeon.
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107 | 115 |
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| 116 | + Infidels are cultists of the evil god Moloch. They are quite |
| 117 | + proficient in black magics, but less so in the physical combat. |
| 118 | + As an Infidel, your goal is not to retrieve the Amulet, but to |
| 119 | + return it to its hiding place within Gehennom. |
| 120 | + |
108 | 121 | Knights are distinguished from the common skirmisher by
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109 | 122 | their devotion to the ideals of chivalry and by the surpassing
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110 | 123 | excellence of their armor.
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