| Helherron Classes | |
| This page contains some notes about what each class is useful for. Some of the classes have some specializations (such as 1 handed or ranged). These specializations are listed purely to describe a class using a certain set of skills. Helherron doesn't separate the classes in specializations. | |
| Class | Barbarian |
| Skill Points | 7 - 10 |
| Battle Skill | 2-h sword, 2-h axe, Mace or Polearm |
| Second Skill | Toughness |
| Third Skill | 2-h sword, 2-h axe, Mace or Polearm |
| Primary Attributes | Strength, Constitution, Dexterity |
| Favored Races | Golem, Troll |
| Summary | The
Barbarian is a 2 handed fighting machine.
With +5 to all 2 handed weapons, except for the Staff, it makes sense
to use one of these skills. Toughness
at +5 will give plenty of extra hit points, and they'll need them. Investing in another 2 handed weapon skill is a good idea because of the randomness of weapon drops. Having more options available can help out. Except for Golems, Barbarians make good Hunters and you can probably get a decent enough starting skill that you won't have to put skill points in it. You also only need Kicking if you don't have a Locksmith, but the starting value will probably be sufficient so you wouldn't have to add any skill points. |
| Class | Bard |
| Skill Points | 8-12 |
| Battle Skill | Music |
| Second Skill | Trading, Magic, Lockpicks, Detecting or Hunting |
| Third Skill | <See Second Skill> |
| Primary Attributes | Wisdom, Willpower, <Skill dependent> |
| Favored Races | Lizardman, Fairy |
| Summary | A Bard uses Music to turn the tide of battle by randomly casting Priest spells when they 'Use' an instrument. A Bard can also cover a variety of other skills if your party needs them. A Lizardman Bard could be your hunter, a Halfling Bard could pick locks, an Elf Bard could be your trader. There are many combinations that you can use for your secondary skills. Whatever you use, you'll need to pay attention to the primary attributes for those skills and add them to the list of attributes you'll need for your build. |
| Class | Fighter (1-handed melee) |
| Skill Points | 8-11 |
| Battle Skill | Sword or Axe |
| Second Skill | Shield |
| Third Skill | Toughness |
| Primary Attributes | Strength, Dexterity, Constitution |
| Favored Races | Troll, Orc |
| Summary | Standard 1 handed melee fighter. If you want a Blacksmith, an Axe wielding Dwarf is the best build you can get to cover that requirement (that's not to say one of the other can't be your blacksmith though). |
| Class | Fighter (2-handed melee) |
| Skill Points | 8-11 |
| Battle Skill | Mace, Staff or Polearm |
| Second Skill | Toughness |
| Third Skill | Dodge, Mace, Staff or Polearm |
| Primary Attributes | Strength, Constitution, Dexterity |
| Favored Races | Troll, Orc |
| Summary | Standard 2 handed fighter. So why take a 2-handed melee fighter over a Barbarian? Maces and Polearms come in both 2 handed and 1 handed versions. By focusing this build on Mace and Polearm you could have a lot of options when it comes to using weapons you find. While you could do the same with a Barbarian, you won't have the Shield skill to give you that extra little DB. |
| Class | Fighter (Ranged) |
| Skill Points | 8-11 |
| Battle Skill | Bow or Crossbow |
| Second Skill | Toughness |
| Third Skill | Lockpick or Dodge |
| Primary Attributes | Dexterity, Strength, Constitution |
| Favored Races | Halfling, Elf |
| Summary | Standard ranged fighter. A Halfling Fighter could be your locksmith, since fighters do get +3 to Lockpick. However, you'll start pretty low so there will be a lot of retrying. If you don't want to take a Thief or Halfling Merchant but do want Lockpick, a Halfling Fighter may be just the thing for you. |
| Class | Mage |
| Skill Points | 9-13 |
| Battle Skill | Magic |
| Second Skill | Scribing |
| Third Skill | <Any 1-handed weapon skill> |
| Fourth Skill | ? |
| Primary Attributes | Intelligence, Willpower, Wisdom |
| Favored Races | Fairy, Elf |
| Summary | Uses
magic to help the party, both before and during combat. Mages get a lot of skill points, but
unfortunately, there isn't much to spend them on. They get +5 to both scribing and alchemy. Scribing is more useful for mage
spells. I haven't actually used
scribing much, but it may be useful if you have a quickened character that
could use a scroll before doing their standard attack (see the tips section
for more info). Pick a 1-handed weapon skill to focus on. You'll want to equip a shield, and 'carry' a one handed weapon (I say carry, not use, you don't want to melee with a Mage). You can make a +Mana weapon at the Artificer if you don't find one. I usually pick Daggers because they are light and you tend to find +Mana daggers. Additionally, you can use 'Tactics' to shift points from your weapon skill into Defense Bonus. If you can get the skill up to about 60, then you can get the +20 DB from using tactics (+20 is the maximum shift). After it hits 60 there is no reason to put more into it. |
| As for what to do with the other skill points, Dodge(+2) and/or Toughness(+1) are okay. However, since they have terrible modifiers you aren't going to be getting much by spending points in them. Adding the max to dodge every level will get you around +14 DB by the end of the game, maxing toughness will get you around +12 HPs. Not much to write home about. Shield(+1) isn't worth it since you'd get only about +3 to DB by the end of the game. Mages do get +3 to Trading, but unfortunately they start too low to be of much good. If you didn't have a Bard or Merchant, then you *could* use your Mage for Trading. | |
| Class | Merchant (Ranged) |
| Skill Points | 9-12 |
| Battle Skill | Bow or Crossbow |
| Second Skill | Trading |
| Third Skill | Dodge |
| Fourth Skill | ? |
| Primary Attributes | Charisma, Intelligence, Dexterity |
| Favored Races | Elf, Fairy |
| Summary | Show
me the money! A Merchant (more
specifically, the Trading skill) can drastically change the amount you pay
for and sell items for. In Helherron,
you will NEVER have enough money, so this class is really beneficial. It can also produce some decent archers
with the Halfling, Elf or Fairy races.
If your merchant has enough skill points for a 4th skill, then you'll
need to look at your build and decide on a skill you want to have, there
isn't really a dominant choice for that fourth slot. A Halfling Merchant can start with a very decent Bow and Lockpick skill and can be your locksmith if you don't want to take a Thief. |
| Class | Merchant (Melee) |
| Skill Points | 9-12 |
| Battle Skill | Sword or Axe |
| Second Skill | Trading |
| Third Skill | Shield |
| Primary Attributes | Charisma, Intelligence, Strength |
| Favored Races | Lizardman, Dwarf |
| Summary | The melee version of a Merchant. I'm not entirely sure why you'd use this build. The melee skills would start so low that you'd miss a lot right up front. Plus the classes that are good at Melee aren't as good at trading as the ranged classes, so you're defeating the purpose of having a Merchant in the first place. |
| Class | Monk |
| Skill Points | 9-12 |
| Battle Skill | Martial Arts |
| Second Skill | Dodge |
| Third Skill | Toughness |
| Fourth Skill | Prayer |
| Primary Attributes | Dexterity, Strength, Constitution |
| Favored Races | Lizardman, Elf |
| Summary | Martial
artist. Monks really can dish out
some damage. Additionally, they
ignore the zones of control, so they can walk around an enemy and backstab it
in a single turn. Backstab gives
pretty substantial bonuses to your attack, so this is definitely something to
use to your advantage. The only drawback to monks is that they can't harm enemies that require magic weapons with their hands. In those cases you can use the Monks Priest spells to help out in combat. Lizardmen can start with the highest Martial Arts skill, while an Elf would have the highest Prayer skill. If you want a Monk that can cast spells, then go with an Elf and reverse the Third and Fourth Skill choices. |
| Class | Priest |
| Skill Points | 9-12 |
| Battle Skill | Prayer |
| Second Skill | Scribing |
| Third Skill | Mace |
| Fourth Skill | ? |
| Primary Attributes | Wisdom, Willpower, Intelligence |
| Favored Races | Fairy, Elf |
| Summary | Priests are one of the most useful classes in the game. They get a selection of spells that help out tremendously in all situations and most of their spells don't require line of sight, which helps out more than you might guess. Much of the same things that apply to Mages also apply to Priests (look at the Mage Summary). However, take Mace as the weapon skill, since Priests get +2 to that skill you'll be able to get to 60 faster. Alchemy also makes sense for a priest since you could brew healing potions for those characters that can't read. |
| Class | Ranger |
| Skill Points | 8-11 |
| Battle Skill | Any weapon skill |
| Second Skill | Hunting |
| Third Skill | Detecting |
| Primary Attributes | Dexterity, Strength, Intelligence |
| Favored Races | Any |
| Summary | I cannot justify this class. It just doesn't have the skill modifier's to make it work by mid game, let alone through the entire game. Some of the starting builds look really promising, but I think long term it just falls flat. It needs some +5 weapons skills (or at least +4) and a higher Prayer modifier. I think the other classes are just more useful. |
| Class | Thief (Ranged) |
| Skill Points | 8-12 |
| Battle Skill | Bow or Crossbow |
| Second Skill | Dodge |
| Third Skill | Toughness |
| Primary Attributes | Dexterity, Strength |
| Favored Races | Halfling, Elf |
| Summary | Your
locksmith and a good archer to boot.
I have yet to see anyone that has anything to Steal, so I'm not sure
that skill is worth raising. The
Thief also has some good modifiers in many other skills. However, it doesn't get all that many
skill points and those skills will typically start pretty low. Some builds may find that the Thief can
handle some skills other than the core skills, which would make it even more
useful. You could add points to the Lockpicks skill if you don't want to retry the pick lock as often. |
| Class | Thief (Melee) |
| Skill Points | 8-12 |
| Battle Skill | Sword or Dagger |
| Second Skill | Shield |
| Third Skill | Dodge |
| Primary Attributes | Dexterity, Strength |
| Favored Races | Orc, Lizardman |
| Summary | The melee version of a Thief. While more useful than a Melee Merchant, it has many of the same problems as that class does. For role playing, go for it, otherwise use something else. |