This is a page about a playable character class. For other uses, see Farmer.
Farmers are an interesting class. While they are unspecialised and start out with no combat skill, they have the potential to be good to excellent fighters, with a slew of practical and useful skills and bonuses. Their starting equipment reflects their practical bent.
Manual Description[]
Even among the most average folks, there are some valiant and larger-than-life persons who are born to achieve more than their parents and grand parents. After the news about the impending danger had spread throughout the lands, those people started their journey to the location in the Drakalor Chain which might change their destiny — and the destiny of their world. Farmers are neither great fighters nor skilled magicians, but they possess inner strength and endurance from years of labor. Often they are accompanied by their trusted dogs. They are accustomed to hunger and hardship and often have very little to lose compared to the amount of fame they might be able to win. Equipped with a broad knowledge about herbs and food, they are probably the best prepared class (except for Barbarians and Beastfighters) for extensive travels.
Farmers are trained in the following skills: Archery, Bridge building, Cooking, First Aid, Fletchery, Food Preservation, Gardening, Haggling, Herbalism, Smithing, Stealth, Survival, and Woodcraft.
Basic Information[]
Base Stats[]
Statistically average stats for each race are listed below. Male Farmers can be expected to have an extra point in Strength, female Farmers an extra point in Dexterity.
Race | St | Le | Wi | Dx | To | Ch | Ap | Ma | Pe |
Human | 15 | 12 | 12 | 12 | 14 | 10 | 10 | 12 | 12 |
Troll | 25 | 4 | 9 | 10 | 24 | 6 | 5 | 8 | 9 |
High Elf | 14 | 13 | 10 | 19 | 11 | 9 | 14 | 15 | 17 |
Gray Elf | 13 | 14 | 11 | 16 | 10 | 7 | 19 | 18 | 17 |
Dark Elf | 13 | 10 | 14 | 17 | 13 | 6 | 12 | 18 | 16 |
Dwarf | 17 | 10 | 12 | 10 | 18 | 8 | 8 | 11 | 13 |
Gnome | 13 | 11 | 10 | 14 | 15 | 12 | 9 | 16 | 13 |
Hurthling | 9 | 9 | 11 | 17 | 16 | 12 | 10 | 9 | 12 |
Orc | 18 | 6 | 11 | 11 | 17 | 7 | 6 | 8 | 10 |
Drakeling | 17 | 9 | 14 | 11 | 18 | 9 | 7 | 12 | 11 |
Mist Elf | 13 | 16 | 10 | 16 | 9 | 7 | 24 | 23 | 19 |
Ratling | 14 | 8 | 10 | 15 | 19 | 5 | 6 | 11 | 16 |
Starting Skills[]
Skill | Typical Value | Typical Modifier | Available Ingame? |
Archery | 15 | 3d4 | No |
Bridge building | 15 | 3d5 | Yes |
Cooking | 15 | 4d5 | No |
First aid | 35 | 3d4 | N/A |
Fletchery | 15 | 3d4 | No |
Food preservation | 55 | 4d4 | No |
Gardening | 30 (depends on Learning) | 4d5 | Yes |
Haggling | 35 | 3d5 | N/A |
Herbalism | 35 | 3d4 | Yes |
Smithing | 15 | 3d5 | Yes |
Stealth | 25 | 3d3 | Yes |
Survival | 45 | 3d4 | No |
Woodcraft | 10 | 4d5 | No |
Crowning Gifts[]
HP, PP, To-hit Growth by Level[]
HP: Low
PP: Low
Melee to-hit: Medium
Ranged to-hit: Very low
Special Abilities[]
Class Abilities[]
- Takes 20% fewer weapon marks to train Polearms.
- Heir gift: vigilant clothes (light furs for Trolls) of resilience. Note that this armor seems to be of particularly good quality—the clothes have typical stats of [+3, +3], and sometimes even as much as [+3, +6].
Class Powers[]
- Level 6: their carrying capacity is doubled.
- Level 12: they need only half as much food as everybody else
- Level 18: they learn to pick herbs with a lot more skill to select the better ones.
- Level 25: able to make iron rations from corpses.
- Level 32: they receive better chances to increase their physical attributes and physical attribute potentials.
- Level 40: gain a +3 bonus to strength and toughness.
- Level 50: all corruption effects are reduced by 30%.
Starting Gear[]
Human | Troll | High Elf | Grey Elf | Dark Elf | Dwarf |
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Gnome | Hurthling | Orc | Drakeling | Mist Elf | Ratling |
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