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Treasure Keeper Generals

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The most important member of your party in Treasure Keeper is your general, his death represents the end of your game, he is the only member capable of using the weapons and armour found and he has a large Life Blood as well.
The 4 Generals that you can choose at the beginning are each unique in terms of skills, attributes and henchmen.

Dwarf
DwarfLife BloodDefenceMoveAttacksTo HitStarting LeadershipLeadership per levelBonus every 5 levels
10240+27541 Attack/1 LB
The Dwarf also has Tunnel ability

Starting Equipment
Axe & Hatchet3 Attacks
Battle Axe1 Attack, +2 To Hit
Crossbow1 Attack, +1 To Hit, 3 Range
Leather1 Defence, Allows Scouts
Chainmail2 Defence
Full Plate4 Defence, -1 Move


Elf
ElfLife BloodDefenceMoveAttacksTo HitStarting LeadershipLeadership per levelBonus every 5 levels
8161+01002+1 To Hit/Spell
The Elf starts with 3 spells (Can't start with level 5+ except Forest)

Starting Equipment
2 Swords4 Attacks
Sword & Rapier3 Attacks, +1 To Hit
2 Rapiers2 Attacks, +2 To Hit
Short Bow1 Attack, 5 Range
Quarterstaff1 Attack, 2 Range
Leather1 Defence, Allows Scouts
Robes1 Defence, Allows Mages
The Short Bow isn't strictly better than the Quarterstaff because
Undead are immune to range, but the Quarterstaff counts as melee


Knight
KnightLife BloodDefenceMoveAttacksTo HitStarting LeadershipLeadership per levelBonus every 5 levels
8150+0125510 Command
The Knight also has Wound ability

Starting Equipment
Sword & Shield2 Attacks, +1 Defence
Claymore1 Attack, +2 To Hit
Spear2 Attacks, 2 Range
Short Bow1 Attack, 5 Range
Crossbow1 Attack, +1 To Hit, 3 Range
Leather1 Defence, Allows Scouts
Plate Mail3 Defence
Full Plate4 Defence, -1 Move
The Crossbow actually has 6 Range, but is listed as 3.


Wizard
WizardLife BloodDefenceMoveAttacksTo HitStarting LeadershipLeadership per levelBonus every 5 levels
6150+01004Spell
The Wizard starts with 5 spells (Can't start with level 5+ Forest)

Starting Equipment
2 Daggers2 Attacks
Quarterstaff 1 Attack, 2 Range
Robes1 Defence, Allows Mages