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 | Life Blood | Defence | Move | Attacks | To Hit | Starting Leadership | Leadership per level | Bonus every 5 levels | | 10 | 2 | 4 | 0 | +2 | 75 | 4 | 1 Attack/1 LB | The Dwarf also has Tunnel ability
Starting Equipment |
| Axe & Hatchet | 3 Attacks | |
Battle Axe | 1 Attack, +2 To Hit | |
Crossbow | 1 Attack, +1 To Hit, 3 Range |
| |
Leather | 1 Defence, Allows Scouts | |
Chainmail | 2 Defence | |
Full Plate | 4 Defence, -1 Move |
|
Elf | Life Blood | Defence | Move | Attacks | To Hit | Starting Leadership | Leadership per level | Bonus every 5 levels | | 8 | 1 | 6 | 1 | +0 | 100 | 2 | +1 To Hit/Spell | The Elf starts with 3 spells (Can't start with level 5+ except Forest)
Starting Equipment |
|
2 Swords | 4 Attacks | |
Sword & Rapier | 3 Attacks, +1 To Hit | |
2 Rapiers | 2 Attacks, +2 To Hit | | Short Bow | 1 Attack, 5 Range | |
Quarterstaff | 1 Attack, 2 Range |
|
| Leather | 1 Defence, Allows Scouts | | Robes | 1 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 | Life Blood | Defence | Move | Attacks | To Hit | Starting Leadership | Leadership per level | Bonus every 5 levels | | 8 | 1 | 5 | 0 | +0 | 125 | 5 | 10 Command | The Knight also has Wound ability
Starting Equipment |
|
Sword & Shield | 2 Attacks, +1 Defence | |
Claymore | 1 Attack, +2 To Hit | |
Spear | 2 Attacks, 2 Range | |
Short Bow | 1 Attack, 5 Range | |
Crossbow | 1 Attack, +1 To Hit, 3 Range |
|
| Leather | 1 Defence, Allows Scouts | | Plate Mail | 3 Defence | | Full Plate | 4 Defence, -1 Move |
| | The Crossbow actually has 6 Range, but is listed as 3. |
Wizard | Life Blood | Defence | Move | Attacks | To Hit | Starting Leadership | Leadership per level | Bonus every 5 levels | | 6 | 1 | 5 | 0 | +0 | 100 | 4 | Spell | The Wizard starts with 5 spells (Can't start with level 5+ Forest)
Starting Equipment |
|
2 Daggers | 2 Attacks | | Quarterstaff | 1 Attack, 2 Range |
|
| Robes | 1 Defence, Allows Mages |
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