Here’s a guide for everyone that brings together details from various places, such as the player manual, in-game info, and other sources. The goal isn’t really to give new facts; instead, it gathers existing info in a single, easy-to-access spot. Each section mentions the sources used.
Strength: This tells us how strong a character is, like their muscles and endurance. It decides how much damage they can do in close combat.
Dexterity: This is about how nimble and coordinated a character is. It helps in dodging attacks and handling things with precision.
Reflexes: This measures how quick and responsive a character is. It affects how fast they can attack and dodge incoming blows.
Mind: Here, we’re looking at a character’s wisdom and smarts. It influences the magical energy they can use for casting spells.
Body: This measures a character’s physical toughness and overall health. It decides how much endurance and health they’ve got.
Perception: This is about how aware a character is of their surroundings. It helps in spotting traps, secrets, and avoiding surprise attacks.
Luck: Luck is all about how lucky a character is. It can affect a lot of things in their adventures.
Humans: Humans live all over Farmoor. They can handle different weather because they naturally resist it by 5%. They also learn things quickly, getting a 20% bonus in experience. Anyone can choose from all the different classes.
Half-Elf: Half-Elves usually resemble their elven parent. They have the creativity and drive of their human parent combined with the nature-loving and magical abilities of their elven parent. They still have a strong connection to the magic of their elven ancestors.
- Mind: +2
- Reflexes: +2
- Strength: -1
- Hit Points: -5
- Novice Bows at level 3
- All classes are available for study.
Half-Orc: Half-Orcs often resemble their orc parent, carrying the traits of their orcish ancestry, resulting in a sometimes grumpy and brutish demeanor. Fortunately, their human side usually keeps these tendencies in check, allowing them to interact well within society. The Half-Orc retains a strong inclination towards combat, influenced by the orc’s natural affinity for it.
- Strength: +5
- Mind: -5
- Endurance: +35
- Hit Points: +10
- Death Knight
Elf: Elves are typically shorter and slimmer than humans, but don’t be fooled by their delicate appearance. They are swift and robust, often catching their foes off guard. Elves have a deep connection with nature and the arts, and their extended lifespan allows them to master these skills. They also possess a natural affinity for magic.
- Strength: -3
- Dexterity: +5
- Reflexes: +3
- Mind: +3
- Hit Points: -5
- Magic Resistance: +20%
- Novice Bows at level 5
- Novice Nature Magic at level 5
Dwarf: Dwarves are stout and sturdy individuals, often with rosy cheeks, dark beards, and hair, a trait that even some of the women share. Many non-adventurous Dwarves spend their lives delving into the depths of the earth in search of precious metals. They use these metals to craft some of the finest armor and weapons in the land. Dwarves have a natural inclination for combat and a deep-seated distrust of magic.
- Strength: +3
- Body: +5
- Mind: -5
- Endurance: +30
- Attack: +5
- To Hit: +30%
- To Crit: +15%
- Disease Resist: +20%
- Poison Resist: +20%
- Novice Axes at level 5
Khoth: Khoth individuals are humans with the blood of dragons coursing through their veins. An ancient cult devoted to Thrymm, the Dragon Lord, believed that infusing dragon blood into their bodies would grant them the power of the donor dragon. After many generations, this belief became a reality. Khoth possess a natural affinity for magic, and their unique abilities are based on the type of dragon blood infused during the ancient rituals. The blood of Black, Blue, Green, Red, and White dragons were utilized in these ceremonies.
- Strength: +3
- Mind: +5
- Reflexes: -3
- Dexterity: -5
- Armor Class: +10
- Death Knight
Warrior: Warriors are the tough fighters who excel in armed combat and defense. In battles, they take the lead, facing the most dangerous creatures of Farmoor. They can use Chain Armor, employ Battle Tactics, dodge attacks, wield shields, axes, polearms, daggers, and are knowledgeable in lore and bows.
Mage: Mages are dedicated to learning the powers of fire, ice, and magic. They channel this knowledge into powerful spells to unleash on their enemies. Mages wear Leather Armor and are skilled in Fire Magic, Water Magic, Air Magic, Earth Magic, Mind Magic, daggers, lore, and alchemy.
Thief: Thieves are stealthy assassins that lurk in the shadows of Farmoor. They wear Leather Armor and possess skills in lore, polearms, bows, staff, alchemy, dodge, detect traps, and disarm traps.
Cleric: Clerics dedicate their lives to the gods of Farmoor, gaining magical powers through faith and service. They wear Leather Armor and have skills in Divine Magic, Nature Magic, Water Magic, Air Magic, staff, dodge, and shields.
Druid: Druids are followers of the Famoorian gods of nature, embracing the teachings of the wilds. They wear Leather Armor and possess skills in Healing Magic, Earth Magic, lore, staff, bows, daggers, haggle, and shields.
Necromancer: Necromancers master life and death, using elemental and arcane spells. They wear Leather Armor and have skills in Fire Magic, Arcane Magic, Air Magic, daggers, maces, alchemy, and water magic.
Paladin: Paladins are holy warriors fighting evil and undead using blessed spells and strength of arms. They wear Chain Armor and have skills in Healing Magic, Mind Magic, staff, maces, battle tactics, daggers, and shields.
Death Knight: Death Knights are unholy warriors who use fear, pain, and disease to attack good in the world. They wear Chain Armor and possess skills in Fire Magic, Mind Magic, polearms, axes, maces, dodge, and shields.
Bard: Bards are versatile adventurers using songs for magical effects. They wear Leather Armor and are skilled in detecting and disarming traps, daggers, dodge, thieving, maces, bows, and haggling.
Monk: Monks dedicate themselves to physical perfection, shaping their bodies into deadly machines. They wear Leather Armor and possess skills in lore, daggers, detecting and disarming traps, haggling, alchemy, staff, and battle tactics.
In the game, skills show how much a party member knows and how good they are at it. The type of skills and how good they can get depend on the character’s class. Skills cover things like magic, using weapons, fighting strategies, and even the details of alchemy.
Skills have three levels that show how well a character knows that skill:
These levels decide what a character can do with the skill. If a character is a master in Arcane Magic, they can use more powerful spells compared to a mage who only knows the basics. You can check the Skills Mastery table to see which skills a class can learn and what level they can reach.
To reach the next level, a character has to find the right teacher and meet their training requirements. Another aspect of a skill is its level, which goes up to 20. This shows how skilled a character is in that particular skill. To get better, you spend skill points earned during your adventures. Spending these points is like getting better at using that skill. The cost to move up a level is the same as the level itself. For instance, if your sword skill is at level 18, you need 19 skill points to reach level 19.
To keep the maps easy to read, I might need to split them into different sections. I’ll make sure each section is clear and understandable as I explore and add more maps.
Fire Temple Island:
That's everything we are sharing today for this Legendary Journeys guide. This guide was originally created and written by Gymnos. In case we fail to update this guide, you can find the latest update by following this link.