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[ Fighter ]
[ To Hit ] 8 (20)
[ To Save ] 13
[ To Cast ] N/A
[ Exp Needed ] 300
[ Double Attack ] 15,000 exp
[ Description ]
Fighters are the backbone of any king's army. They are solid and stable in combat, using their strength and skill to defeat their foes. They can equip any weapon or armor and progress by learning new ways to strike. Unfortunately, they lack any magical abilities and are thus prone to magical damage.

[ Paladin ]
[ To Hit ] 8 (20)
[ To Save ] 12
[ To Cast ] 11
[ Exp Needed ] 325
[ Double Attack ] 16,000 exp
[ Spells ]
[ Healing Touch ] 1 SP; 4d1 Healing
[ Minor Heal ] 2 SP; 1d8 Healing
[ Major Heal ] 5 SP; 2d10 Healing
[ Description ]
Paladins are a cross between a fighter and a priest. These holy fighters fight just as well as any fighter, but they also have the ability to call on the power of God to heal themselves. Like fighters, they can use any weapon or armor they wish. They aren't quite as prone to magical attacks as Fighters.

[ Priest ]
[ To Hit ] 11 (20)
[ To Save ] 9
[ To Cast ] 10
[ Exp Needed ] 350
[ Spells ]
[ Minor Harm ] 2 SP; 1d8 Damage
[ Minor Heal ] 2 SP; 1d8 Healing
[ Major Harm ] 5 SP; 2d10 Damage
[ Major Heal ] 5 SP; 2d10 Healing
[ Shocking Grasp ] 5 SP; 1d18 Damage
[ Flame ] 15 SP; 4d10 Damage
[ Phantom ] 15 SP; 1d35 Damage
[ Holy Rain ] 25 SP; 6d9 Damage
[ Mind Kill ] 40 SP; 6d12 Damage
[ Description ]
Priests are known for their great healing powers, but they also posses decent fighting skills. They derive their magical abilities from God Himself, thus possessing powers beyond that of normal man. They can only use slings or blunt weapons in combat, but can equip any armor.

[ Psionic ]
[ To Hit ] 14 (20)
[ To Save ] 7
[ To Cast ] 8
[ Exp Needed ] 325
[ Spells ]
[ Description ]
These mind control magic users are slightly more powerful than their wizard brethren. Their spells are strictly offensive and highly volatile. Their casting skill is slightly better then that of wizards, but they aren't as good in hand-to-hand combat. Like Wizards, Psionic can only use staff and daggers at melee and daggers and darts at missile. They can also only wear robes because they need their freedom of movement.

[ Thief ]
[ To Hit ] 10 (19)
[ To Save ] 11
[ To Cast ] N/A
[ Exp Needed ] 250
[ Double Attack ] 17,000 exp
[ Description ]
Thieves live as much by their wit as they do by their sword. These quick-minded and nimble warriors can catch even the most experienced foe off guard. Thieves can backstab their foes--doing twice the normal damage. Thieves can only equip blade weapons and use leather armor due to their need of free movement.

[ Tracer ]
[ To Hit ] 9 (20)
[ To Save ] 10
[ To Cast ] 10
[ Exp Needed ] 350
[ Spells ]
[ Bee Swarm ] 2 SP; 1d8 Damage
[ Call Hawk ] 5 SP; 2d10 Damage
[ Call Eagle ]5 SP; 1d18 Damage
[ Dragon Wings ] 15 SP; 2d20 Damage
[ Tiger Attack ] 25 SP; 5d11 Damage
[ Hail Storm ] 40 SP; 9d8 Damage
[ Description ]
Tracers are the people of the woods. With great fighting abilities and the help of their animal friends, they are deadly in battle. Tracers can wield any weapon but must use leather armor, due to their need for mobility. Unfortunately, Tracers advance slowly due to their range of skills.

[ Wizard ]
[ To Hit ] 13 (20)
[ To Save ] 8
[ To Cast ] 8
[ Exp Needed ] 300
[ Spells ]
[ Magic Arrow ] 2 SP; 1d8 Damage
[ Lightning ] 5 SP; 2d10 Damage
[ Flame Arrow ] 5 SP; 1d18 Damage
[ Torch ] 15 SP; 2d20 Damage
[ Singing Sword ] 15 SP; 1d35 Damage
[ Blade of Death ] 25 SP; 5d11 Damage
[ Blade of Vagabond ] 25 SP; 1d50 Damage
[ Disruption ] 40 SP; 4d20 Damage
[ Etheral Vortex ] 70 SP; 8d20 Damage
[ Fire Focus ] 90 SP; 9d35 Damage

[ Description ]
Wizards are normally seen as personal guards to very important people. Wizards lack fighting ability, but make up for it with magical prowess, often killing their foes with a single wave of their hand. They can only wield a dagger or staff in close range and a dagger or darts in missile. Due to their need of freedom for casting spells, they can equip no armor besides robes and bracers.

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