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1[[foldercontrol]]
2
3!!Classes
4[[folder:Barbarian]]
5[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/barbarian.png]]
6[[caption-width-right:350:A male Human Barbarian]]
7
8A skilled melee fighter, the Barbarian has little armor but makes up for it in speed and strength.
9----
10%%* BarbarianHero:
11* BrutishCharacterBrutishWeapon: As might be expected from a Barbarian, their default weapon is an iron axe.
12* FragileSpeedster: They have great Strength and Dexterity growth, allowing them to move fast and hit hard, but their Constitution is tied with Intelligence for the slowest-growing of all their stats.
13[[/folder]]
14
15[[folder:Warrior]]
16[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/warrior_5.png]]
17 [[caption-width-right:350:A male Human Warrior]]
18A trained and heavily-armored soldier, the Warrior is skilled with several types of weapon.
19----
20* LuckilyMyShieldWillProtectMe: They start off with a Bronze Shield and a decent shield skill.
21* MagicallyIneptFighter: While none of the martial classes have good Intelligence, Warriors are notable for having the lowest Intelligence growth in the entire game, at a measly ''1.''
22* MightyGlacier: They have excellent Constitution growth, but poor Dexterity.
23
24[[/folder]]
25
26[[folder:Healer]]
27[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/healer.png]]
28 [[caption-width-right:350:A male Human Healer]]
29A talented physician but poor fighter, the Healer begins starts with several useful tools for healing.
30----
31* AntiDebuff: They start with a spell book of Cure Ailment, which removes status effects from them and nearby allies.
32* CombatMedic: Though they're never going to be great at it due to their mediocre physical stats, they're still fully capable of joining into a fight and are decent with polearms.
33* MagicStaff: They start with a Magicstaff of Slow.
34* SupportPartyMember: Their proficiency with Alchemy and starting support spells means that they're well-suited to this role, though there's of course nothing stopping them from picking up more offensive magic options as the game goes on.
35
36[[/folder]]
37
38[[folder:Rogue]]
39[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rogue_6.png]]
40 [[caption-width-right:350:A male Human Rogue]]
41A weak and poorly-equipped adventurer, the Rogue uses skill and dexterity to make up for their shortcomings.
42----
43* BowAndSwordInAccord: They start off with a Bronze Sword and a Shortbow, and are equally skilled in the use of both.
44* FragileSpeedster: Fantastic Dexterity, but tied with the Mesmer, Hunter, and Accursed for the lowest Constitution growth in the game.
45* InTheHood: Always start with a green hood and cloak.
46* MasterOfUnlocking: Rogues have a decent Tinkering skill and start with three lockpicks.
47* UtilityPartyMember: Their starting skill with Alchemy, Tinkering, and Appraisal makes them well-suited to this role, brewing potions, unlocking doors, and identifying items for the other players.
48* WeakButSkilled: They move fast and start with several useful utility skills, but they don't really hold up in most direct fights.
49
50[[/folder]]
51
52[[folder:Wanderer]]
53[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/wanderer.png]]
54 [[caption-width-right:349:A male Human Wanderer]]
55A hardened traveler, the Wanderer is low in armor and combat ability, but starts the game with several useful pieces of equipment.
56----
57* InTheHood: Always start with a brown hood.
58* JackOfAllStats: They have fairly average growth rates in Strength, Dexterity, Constitution, and Perception, and their Intelligence growth, while still not very good, is a bit better than most of the other martial classes.
59* RingOfPower: They start with a Ring of Warning, which allows them to see nearby enemies on the minimap.
60
61[[/folder]]
62
63[[folder:Cleric]]
64[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cleric.png]]
65 [[caption-width-right:350:A male Human Cleric]]
66A student of the church, the Cleric fairly well equipped and able in many ways, making for a well-rounded adventurer.
67----
68* BoringButPractical: Clerics combine decent starting stats and equipment with better magical aptitude than most melee classes. Their starting weapon is also a Mace, which is exceptionally effective against [[DemBones the skeletons who make up most of the enemies in the Mines.]] These factors make them quite helpful for beginners, but don't expect to be doing anything particularly flashy for a while.
69* CarryABigStick: Like a lot of fantasy Clerics, they specialize in maces.
70* JackOfAllStats: Their description in the game even calls them "well-rounded." They have basic proficiency in several skills and a starting inventory that combines [[MagicKnight a mace, shield, and summoning scrolls]]. Their stats make them lean more towards MightyGlacier territory, however, as they have poor Dexterity growth.
71* SummonMagic: They start off with three Scrolls of Summon, which spawn a friendly allied monster to aid the Cleric in combat.
72
73[[/folder]]
74
75[[folder:Merchant]]
76[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/merchant_03.png]]
77[[caption-width-right:350:A male Human Merchant]]
78
79A seasoned trader, the Merchant is skilled in bartering and adept but unsuited to direct combat.
80----
81* TheFace: Their high Charisma and skill with Bartering means that they'll likely be the one interacting with merchants in multiplayer games.
82* HighClassGlass: They start with a Monocle, which allows them to appraise items more quickly and allows even monster characters to barter with merchants.
83[[/folder]]
84
85[[folder:Wizard]]
86[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wizard_08.png]]
87 [[caption-width-right:350:A male Human Wizard]]
88A wise magician, the Wizard is frail but extremely well versed in magic.
89----
90* AnIcePerson: One of the spell books they start with is for the Cold spell, which damages and slows enemies.
91* MagicalAccessory: They come equipped with an Amulet of Magic Reflection and a Cloak of Protection, giving them a little bit more survivability.
92* MagicStaff: They start with a Magicstaff of Light.
93* PlayingWithFire: One of the spell books they start with is for the Fireball spell, which damages enemies and [[ManOnFire sets them on fire]] to cause DamageOverTime.
94* RobeAndWizardHat: They come equipped with a cloak and a Wizard Hat, the latter of which boosts their Intelligence slightly.
95* SquishyWizard: The Wizard has absolutely ''terrible'' physical stats, but high Intelligence growth and several powerful spells to start with.
96
97[[/folder]]
98
99[[folder:Arcanist]]
100[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arcanist_8.png]]
101 [[caption-width-right:350:A male Human Arcanist]]
102A cunning spellcaster, the Arcanist is less magically adept than the Wizard, but hardier and better equipped.
103----
104* InTheHood: They're equipped with a purple hood by default.
105* MageMarksman: Arcanists start with Crossbow and quiver of Fire Arrows alongside a few Magicstaffs and a Forcebolt spell book, and have great growth for both Intelligence and Dexterity.
106* MagicStaff: They start with a Magicstaff of [[OpenAndShut Opening]] and a Magicstaff of Fire.
107
108[[/folder]]
109
110[[folder:Joker]]
111[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/joker_35.png]]
112 [[caption-width-right:350:A male Human Joker]]
113A wild card, the Joker comes with very little equipment but has a few tricks up their sleeves nonetheless.
114----
115* GoodLuckCharm: The Joker starts with the Luckstone, a rock that lowers the amount of weight they're carrying.
116* JackOfAllStats: The most extreme example of this in the game, Jokers have the exact same stat growth in every single stat.
117* LethalJokeCharacter: The Joker may be a nearly-naked jester with some mostly-terrible starting equipment and no combat skills, but they also come with a few very rare and valuable items and their JackOfAllStats nature means that they can be pretty versatile (if a bit of a MasterOfNone).
118* MagicalClown: The have some magical skill and a Confuse spell book to start with, and their [[JackOfAllStats totally average stat growth]] means that they're normally at least somewhat suited to spellcasting.
119* RingOfPower: While most of their starting equipment isn't very good, they also start with an extremely useful Ring of Levitation.
120* {{Teleportation}}: They start off with three Scrolls of Teleportation, which teleport them to a random place in the level when used.
121
122[[/folder]]
123
124[[folder:Sexton]]
125[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sexton.png]]
126 [[caption-width-right:350:A male Human Sexton]]
127A temple officer who serves unseen, the Sexton uses stealth and magic to slip their way through the dungeon with the aid of a few rare tools.
128
129Added by the Blessed Addition update.
130----
131* CarryABigStick: Like the Cleric, maces are the Sexton's default melee weapon.
132* ForcedSleep: They start with a spell book for the Sleep spell, which knocks an enemy unconscious until they take damage.
133* RingsOfDeath: They start with three Steel Chakrams.
134* MagicKnight: The Sexton starts off with a few useful spells and decent magical aptitude as well as skill with Maces and Shields.
135* OpenAndShut: They start with the spellbooks for the Open and Lock spells, which do ExactlyWhatItSaysOnTheTin.
136
137[[/folder]]
138
139[[folder:Ninja]]
140[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ninja_32.png]]
141 [[caption-width-right:350:A male Human Ninja]]
142A highly specialized assassin, the Ninja ambushes foes with swords or ranged weapons, using a few other tricks to get out of bad situations.
143
144Added by the Blessed Addition update.
145----
146* BearTrap: They start with three of them, useful for setting up ambushes or dropping while running away from an enemy.
147* DiscOneNuke: Ninjas start off with a Crystal Sword, a weapon that normally doesn't show up until way later into the game. It's nearly broken, but if the player keeps it long enough to find a few Scrolls of Repair it's not going to be rivaled by any non-artifact weapon for quite a while.
148* InTheHood: They start off with a black hood that also covers their face.
149* {{Invisibility}}: They come with a potion of invisibility, useful for slipping past enemies or setting up a BackStab against a particularly tough foe.
150* {{Ninja}}: [[ExactlyWhatItSaysOnTheTin As the name suggests]].
151* StealthExpert: Ninjas have the highest starting Stealth skill in the game at 60.
152* {{Teleportation}}: They begin with a few Scrolls of Teleport in case they need to make a quick getaway.
153
154[[/folder]]
155
156[[folder:Monk]]
157[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/monk_2.png]]
158 [[caption-width-right:350:A male Human Monk]]
159Disciplined and hardy, Monks have little in the way of offensive training or material goods, but can rely on their excellent fortitude and adaptability.
160
161Added by the Blessed Addition update.
162----
163* BareFistedMonk: As is common for fantasy monks, the Monk is skilled with unarmed combat.
164* LuckilyMyShieldWillProtectMe: Though they don't start with a shield, they're quite good with them.
165
166[[/folder]]
167
168[[folder:Conjurer]]
169[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/conjurer_6.png]]
170 [[caption-width-right:266:A male Human Conjurer]]
171A frail but adept spellcaster, the Conjurer is uniquely able to conjure allies with mana.
172
173Added by the Myths and Outcasts DLC, the Conjurer is the signature class of the [[DemBones Skeleton]].
174----
175* InTheHood: They start with a red hood and cloak.
176* MageMarksman: While Conjurers don't start with any ranged weapons, they do have some levels in the Ranged skill.
177* MagicStaff: They come equipped with a Magicstaff of [[ShockAndAwe Lightning]].
178* SquishyWizard: {{Downplayed}}. Despite specifically being called "frail" in their description, their Constitution growth isn't actually that bad, and is better than most of the other magic-focused classes.
179* SummonMagic: The Conjurer's defining feature is their unique Conjure Skeleton spell, which summons a skeletal minion to fight on the Conjurer's behalf.
180
181[[/folder]]
182
183[[folder:Accursed]]
184[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/accursed.png]]
185 [[caption-width-right:350:A male Human Accursed]]
186The Accursed suffers from bestial hunger, but gains supernatural magic power and speed. An arcane library found deep within the dungeon might have a cure.
187
188Added by the Myths and Outcasts DLC, the Accursed is the signature class of the [[OurVampiresAreDifferent Vampire]].
189----
190* BareFistedMonk: The Accursed starts with a very high Unarmed skill, and can regain health and hunger by killing enemies with unarmed {{Back Stab}}s.
191* BigEater: The downside of the curse is that it makes the Accursed get hungry much faster than usual. Even with hunger disabled the curse will still damage the player, forcing them to eat food to regain health.
192* CursedWithAwesome: They do need to eat more, but they have fantastic Intelligence, high movement speed, and the ability to drain vitality from slain foes. Curing the curse is generally agreed to actually be a massive downgrade.
193* FragileSpeedster: One of the upsides of the curse is a massively increased movement speed, but the Accursed is tied for the lowest Constitution growth in the game.
194* {{Invisibility}}: They start with a spell book of Invisibility, which is useful for evading foes or setting up a BackStab.
195* LifeDrain: A successful unarmed BackStab will cause the Accursed to regain some health and hunger, counteracting the drawbacks of their curse somewhat.
196* SquishyWizard: They have the highest starting Intelligence of all the classes at 10 (when most other mage classes start with one or two), as well as beginning with a very high Magic skill. They also have the joint lowest Constitution growth in the game.
197
198[[/folder]]
199
200[[folder:Mesmer]]
201[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mesmer.png]]
202 [[caption-width-right:350:A male Human Mesmer]]
203Unsuited for direct confrontation, the Mesmer uses their magic and leadership ability to enlist powerful allies.
204
205Added by the Myths and Outcasts DLC, the Mesmer is the signature class of the [[SuccubiAndIncubi Succubus]].
206----
207* AnIcePerson: As well as their CharmPerson magic they also start with a spell book of Cold, which damages and slows enemies it hits.
208* CharmPerson: The focus of the class. They start with both a staff and spell book of Charm Monster, the latter of which is unique to the Mesmer.
209* MagicStaff: Come equipped with a Staff of Charm Monster.
210* RingOfPower: They begin with a +2 Ring of Protection, to give them a bit more survivability.
211* SquishyWizard: The Mesmer is tied for the worst Constitution growth of all the classes at 1, and has the absolute worst starting Constitution at ''negative 4''.
212
213[[/folder]]
214
215[[folder:Brewer]]
216[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/brewer.png]]
217[[caption-width-right:350:A male Human Brewer]]
218
219A talented alchemist, the Brewer is also comfortable with relationships and bar-room brawls that a good brew will bring.\
220\
221Added by the Myths and Outcasts DLC, the Mesmer is the signature class of the [[TheAlcoholic Goatman]].
222----
223* AlchemyIsMagic: Their specialty, starting with several potions, an Alembic, and high Alchemy skill.
224* BareFistedMonk: They start the game with a good-quality axe, but their Unarmed skill is significantly higher than their Axe skill.
225[[/folder]]
226
227[[folder:Mechanist]]
228[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mechanist_0.png]]
229 [[caption-width-right:350:A male Human Mechanist]]
230A skilled craftsman, the Mechanist uses a toolkit to make and maintain mechanical weapons, letting contraptions do the dirty work.
231
232Added by the Legends and Pariahs DLC, the Mechanist is the signature class of the [[TokenRobot Automaton]].
233----
234* DifficultButAwesome: The Mechanist has fairly mediocre stats and almost no combat skill to start off with, but their turrets and traps can be extremely useful with decent planning and resource management. If you know what you're doing, it's widely agreed to be one of the best classes in the game. If you don't know what you're doing, it might end up being the worst.
235* TheEngineer: While any class can use the Tinkering Kit to make traps and turrets, the Mechanist is the only class to start with one and specialize in the Tinkering skill.
236* {{Magitek}}: The Mechanist specializes in making various magical traps, turrets, and even a robotic assistant, though they can also make more mundane things like {{Bear Trap}}s and empty bottles.
237* TrapMaster: They start off with a few {{Bear Trap}}s and a sleep trap, and can easily produce more traps with their Tinkering Kit.
238
239[[/folder]]
240
241[[folder:Punisher]]
242[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/punisher_4.png]]
243 [[caption-width-right:350:A male Human Punisher]]
244The Punisher picks unfair fights, toying with foes using dark magic and a whip before making the execution, or releasing one's inner demons to do the job.
245
246Added by the Legends and Pariahs DLC, the Punisher is the signature class of the [[SuccubiAndIncubi Incubus]].
247----
248* BondageIsBad: The whip, mask, and association with the [[SuccubiAndIncubi Incubus]] most definitely makes this class reminiscent of a BDSM dominator/dominatrix, and all of those combined with the propensity for DarkMagic implies this trope.
249* DiscOneNuke: Punishers start off with a Crystal Axe, a weapon that normally doesn't show up until way later into the game. It's nearly broken, but if the player keeps it long enough to find a few Scrolls of Repair it's not going to be rivaled by any non-artifact weapon for quite a while.
250* DoNotDropYourWeapon: A special function of the Punisher's Whip is that it can be used to whip items out of an enemy's hands if that enemy is under certain status conditions, such as confuse or sleep.
251* EnemyCivilWar: Punishers start with a Ring of Conflict, which causes nearby enemies to attack each other.
252* EnemyWithout: Their unique Inner Demon spell, which manifests the inner demons of whatever it strikes. In practice, this means that it creates a duplicate of the target that is hostile to the original, and [[{{Synchronization}} all damage done to the duplicate also affects the original]].
253* JackOfAllStats: Their stat growth is almost the same for every stat, except for Constitution which is a bit worse.
254* MalevolentMaskedMen: The Punisher wears a unique Executioner Hood, which carries a unique effect that increases mana regen after killing something with the whip.
255* {{Teleportation}}: They have the unique Teleport Other spell, which teleports a target towards the caster, disorienting the target for an amount of time proportionate to the distance traveled.
256* WhipOfDominance: Punishers wield whips as their weapon, as fitting for being an [[SuccubiAndIncubi Incubus]] with a BDSM theme.
257[[/folder]]
258
259[[folder:Shaman]]
260[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shaman_9.png]]
261 [[caption-width-right:350:A male Human Shaman]]
262The Shaman is a mystic whose connection to nature spirits allows them to shapeshift into bestial forms. Each form's talents provide diverse advantages in the dungeon.
263
264Added by the Legends and Pariahs DLC, the Shaman is the signature class of the [[OurGoblinsAreDifferent Goblin]].
265----
266* MaskOfPower: They come equipped with the unique Shaman Mask, which doubles mana regeneration when transformed.
267* VoluntaryShapeshifting: They gain several unique spells as they increase in level that allow them to take the forms of different monsters, each of which has special bonuses and innate spellcasting.
268** The [[RodentsOfUnusualSize Rat Form]] grants bonus Dexterity, Intelligence, and Perception, as well as the Detect Food and [[SuperSpeed Speed]] spells.
269** The [[BigCreepyCrawlies Spider Form]] grants bonus Strength, Constitution, and Perception, as well as the [[AllWebbedUp Spray Web]] and Poison spells.
270** The [[OurTrollsAreDifferent Troll Form]] grants bonus Strength and Constitution but a penalty to Dexterity, and gives the Shaman the [[GradualRegeneration Troll's Blood]], [[MegatonPunch Power]] [[ChargedAttack Strike]], and [[SupernaturalFearInducer Fear]] spells.
271** Finally, the [[OurDemonsAreDifferent Imp Form]] grants permanent levitation and a bonus to Intelligence and Perception, as well as the [[FireIceLightning Elemental Focus]], [[ShockAndAwe Lightning]], and Confuse spells. Uniquely among the transformations, they're also able to wield spell tomes and {{Magic Staff}}s.
272* WitchDoctor:
273
274[[/folder]]
275
276[[folder:Hunter]]
277[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunter_33.png]]
278 [[caption-width-right:350:A male Human Hunter]]
279Equipped to track and bring down foes from afar, the Hunter uses special arrows and a magic boomerang to ensure they never have to fight toe-to-toe.
280
281Added by the Legends and Pariahs DLC, the Hunter is the signature class of the [[BigCreepyCrawlies Insectoid]].
282----
283* BattleBoomerang: They start with a unique magical boomerang, which not only returns to them shortly after being thrown but is also unbreakable.
284* FragileSpeedster: Hunters have high Dexterity growth but are tied for the worst Constitution growth of all the classes.
285* TrickArrow: They start out with three quivers of arrows: Hunting Ammunition, which poisons and slows enemies; Swift Ammunition, which allows a bow to be drawn faster; and Silver Ammunition, which deals bonus damage to undead and demonic foes. They also have two Scrolls of Conjure Arrow, which can spawn more ammunition for them beyond those three types.
286
287[[/folder]]
288
289!!Creatures
290!!!Playable Races
291[[folder:Humans]]
292[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/human_char.png]]
293 [[caption-width-right:350:A male Human Barbarian]]
294The default race available to anyone who owns the game, Humans possess no particular advantages or disadvantages, and are equally suited to any of the classes. They are also the only race that has access to all of the classes from the DLC right from the start, while the monstrous races need to unlock the ability to play any of the DLC classes besides their signature class.
295
296NPC humans spawn throughout the dungeon, and are hostile to all monster races except Automatons.
297----
298* BoringButPractical: They have no really interesting mechanics but also no massive weaknesses, and can trade with shopkeepers much more easily than most of the monster races.
299* HumansAreAverage: They have no major drawbacks or unique bonuses, and are about as good with one class as they are with any other. NPC humans can come equipped with pretty much any sort of equipment.
300
301[[/folder]]
302
303[[folder:Skeletons]]
304[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skeleton_char.png]]
305 [[caption-width-right:350:A Skeleton Conjurer]]
306Added in the Myths and Outcasts DLC, Skeletons do not need food, cannot be set on fire, take reduced damage from most weapons, and can even come back from the dead if they had more than 75 mana when they died, at the cost of losing all of their mana. To counteract this, skeletons also take more damage from maces and polearms, regenerate health and mana at a quarter of the usual rate, and swim at half the speed of other races.
307
308The Skeleton's signature class is the [[SummonMagic Conjurer]].
309
310Enemy Skeletons are an extremely common foe in the Mines, making up almost all of the enemies faced for the first few floors. Unusually for a playable monster race, NPC Skeletons are still hostile to Skeleton players.
311----
312* AchievementMockery: Trying to eat food as a Skeleton will earn you the "Boneheaded" achievement.
313* AwesomeButImpractical: Skeleton player-characters don't need food, are resistant to most forms of physical trauma, and are resistant to both magic and burning. The downside? They ''can't'' eat, and they regain MP and HP at ''a quarter'' of the normal rate, meaning that you'll be relying on potions and fountains. This is crippling on classes that rely on either of those, such as warriors or wizards; unless you get insanely lucky with RNG, your run won't go far unless you flee from most fights or learn to cheese the AI. However, certain classes can take advantage of this; Rogues who usually won't be taking many blows, for instance, or Warriors who can reliably block most incoming damage.
314* DemBones: They're a ambulatory skeletons.
315* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Skeleton ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
316* HolyBurnsEvil: Since they're undead, [[HolyWater blessed water]] will damage them.
317* PurelyAestheticGender: While this is normally {{Averted}}, the Skeleton bears special mention for being the only player race to actually ''[[InvertedTrope invert]]'' this trope. Since both male and female skeletons use the same model, the only difference between genders is the small bonus to a single stat determined by character's gender.
318* TheUndead
319* WizardNeedsFoodBadly: The only race to avert this since they don't have a digestive system.
320
321[[/folder]]
322
323[[folder:Vampires]]
324[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vampire_char.png]]
325 [[caption-width-right:350:A male Vampire Accursed]]
326--->Voiced by: Chris Kukla
327Added in the Myths and Outcasts DLC, Vampires cannot eat regular food, instead consuming blood vials dropped by enemies killed by bleeding or backstabs. On top of this, they are burned by the touch of water, which makes areas like the swamp extremely treacherous. To help with both of these issues, they start with the Bloodletting and Levitate spells, and have the ability to drain their own health to power spells they cast.
328
329The Vampire's signature class is the [[CursedWithAwesome Accursed]].
330
331NPC Vampires spawn primarily in Bram's castle, and attack with health-draining magic.
332
333----
334* BloodMagic: Both player and NPC Vampires have the Bloodletting spell, which deals damage and causes enemies to bleed.
335* CastFromHitPoints: If they try to cast a spell that they don't have enough mana for, their health will be consumed to fuel the spell instead, though this also weakens the spell. It is possible to kill yourself with this if you aren't careful.
336* EarlyGameHell: While the first few levels are tricky for any race, the vampire's need for blood combined with the fact that the mines are mostly populated by the totally-bloodless skeletons means that they have a particularly rough time. Once they get to the Swamp, where nearly every enemy can drop blood vials, it starts getting much easier. Considering the Vampire's powerful innate spells, it might even be intentional as a way to balance them.
337* HereWeGoAgain: Several of the ending crawls imply that the player character is well on the road to becoming the next Baron Herx, but the Vampire ending unambiguously states that they rise to power as a terrifying necromancer and take over much of the known world, inciting rumors of a hero who will rise up and slay them in turn.
338* KillItWithWater: All water in the game damages vampires, including bottled water and trying to drink from faucets and fountains.
339* LifeDrain: NPC Vampires have two unique, unobtainable spells that do this. Drain Soul is a projectile spell that absorbs health and mana from a foe, while Vampiric Aura causes ''all'' damage dealt to absorb health.
340* OurVampiresAreDifferent: They're blood-drinking humanoid undead with [[RedEyesTakeWarning red eyes]], pale skin, and visible fangs that drink the blood of people and animals alike. The game doesn't really indicate what their reactions would be to most of the typical vampire weaknesses since there's no garlic, silver, or sunlight in the game, but they are burned by the touch of water.
341
342[[/folder]]
343
344[[folder:Succubi]]
345[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/succubus_char.png]]
346 [[caption-width-right:350:A Succubus Mesmer]]
347Added as a playable race in the Myths and Outcasts DLC, Succubi are blue-skinned feminine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport and Polymorph spells learned, allowing them to make a quick getaway and more easily blend in with humans, as well as being able to recruit drunk or confused humans.
348
349The Succubus's signature class is the [[CharmPerson Mesmer]].
350
351Enemy Succubi sometimes spawn when a player drinks from a fountain, as well as spawning naturally in hell. They attack with charm spells to turn the players and their allies against one another, and if they take too much damage they'll attempt steal an item from one of their foes and teleport away.
352----
353* AmazingTechnicolorPopulation: Dark blue skin.
354* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
355* BizarreSexualDimorphism: The fact that trying to play as a male Succubus will instead select the Incubus implies that they're the same sexually-dimorphic species.
356* CharmPerson: NPC Succubi are able to charm characters, forcing them to fight the succubus's enemies for them.
357* EroticAsphyxiation: Implied by the fact that Amulets of Strangulation give mana as well as draining health when worn by a succubus.
358* GuysSmashGirlsShoot: While NPC Incubi use melee weapons and teleport closer to enemies, NPC Succubi only use spells and teleport away from enemies.
359* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
360* ScrewThisImOuttaHere: If an NPC succubus takes enough damage, they'll attempt to steal something from their attacker and then teleport away.
361* ShapeshiftingSeducer: Since Succubus players innately know the Polymorph spell they're the monster race most suited to passing themselves off as human so as to charm them into service. Being [[SuccubiAndIncubi Succubi]], this trope is implied.
362* {{Stripperific}}: NPC Succubi never wear armor, and their default outfit appears to be little more than a bikini.
363* SuccubiAndIncubi: They fit the typical depiction as seductive feminine demons who utilize magic to confound and charm others.
364* {{Teleportation}}: Both player and NPC Succubi have the Teleport spell, which teleports them to a random spot in the dungeon.
365
366[[/folder]]
367
368[[folder:Goatmen]]
369[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goatman_char.png]]
370 [[caption-width-right:350:A male Goatman Brewer]]
371--->Voiced by: Chris Kukla
372Added as a playable race in the Myths and Outcasts DLC, Goatmen are humanoid goats with a love for drink. Their main gimmick is hangovers, which give a penalty to Dexterity and the same InterfaceScrew that other races suffer when drunk. Hangovers can be temporarily alleviated by getting drunk, which has no drawbacks and gives the Goatman a boost to Strength and Charisma. To feed into their alcoholism, Goatmen have a chance to gain one to three potions from Fountains when they drink from them, which can include bottles of booze if they need a hangover cure quick. Drunk Goatmen can also recruit drunk humans.
373
374
375The Goatman's signature class is the [[AlchemyIsMagic Brewer]].
376
377NPC Goatmen spawn in Hell and the Citadel, and come in ranged, melee, and magic-using varieties. They also have a tendency to throw potions at their foes.
378----
379* TheAlcoholic: Goatman players are heavily incentivized to drink and drink often. Not only does [[BoozeBasedBuff being drunk give you stat bonuses]] and have no drawbacks, but going too long without a drink will give a hangover that gives the same penalties that being drunk does for other races. Even their image in the character select screen shows them passed out in a drunken stupor.
380* BoozeBasedBuff: Goatman players get stat bonuses when drunk, without the InterfaceScrew that being drunk normally has.
381* ExtremeOmniGoat: One of the perks of playing as a Goatman is the ability to eat canned food without needing a Can Opener.
382* FaunsAndSatyrs: Their goat-like features combined with their propensity for drunkenness is definitely reminiscent of satyrs, and the in-game book "Bottle Book" even outright calls them satyrs.
383* YouNoTakeCandle: The in-game book "Bottle Book," which seems to have been authored by a Goatman, is written like this.
384--> My name Screambleat Dunghoof, and I write book for tribe record so tribe keep the Screambleat thinkwater.
385
386[[/folder]]
387
388[[folder:Automatons]]
389[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/automaton_char.png]]
390 [[caption-width-right:350:A male Automaton Mechanist]]
391Added as a playable race in the Legends and Pariahs DLC, Automatons are steampunk-style humanoid robots that consume scrap, books, scrolls, stone, and gems to fuel their boiler instead of having to eat food. Rather than Mana, Automatons have Heat, the regeneration of which is determined by how well-fueled their boiler is rather than their Intelligence stat. To help keep their boiler fueled, they also start with a unique spell that reduces nearby items into scrap. Unlike the other monster races, Automatons are friendly with humans.
392
393The Automaton's signature class is the [[TheEngineer Mechanist]].
394
395NPC Automatons spawn in the Ruins and Caves, and are neutral and able to be recruited regardless of race. They have no equipment by default, but will pick up nearby items to equip themselves.
396----
397* BizarreSexualDimorphism: Despite being [[NoBiologicalSex robots]], players can choose to play as a male or female Automaton. Males have orange "faces," while females have blue.
398* TheBlank: They don't really have "faces" so much as they have "headlamps."
399* {{Magitek}}: If the player lockpicks them, it can cause them to self-destruct, leaving behind a pile of metal and magical scrap.
400* SelfDestructMechanism: An NPC Automaton with low health has a chance to self-destruct, dying in an explosion that damages everyone nearby. A player can also trigger this by sneaking up on them and using a lockpick, which produces a large pile of scrap.
401* {{Steampunk}}: Sentient humanoid robots who run on steam power.
402* TokenRobot: Automatons are the only mechanical enemy in the entire game.
403* AWizardDidIt: There's an in-game book titled "Citadel Servant FAQ," which answers frequently-asked-questions from customers who purchased a "Citadel [[TradeSnark TM]] Boiler Motivated Servant," one of which is why healing spells work on a machine. The Answer?
404--> Magic is mysterious and powerful, and so there are many details that cause this to occur.
405
406[[/folder]]
407
408[[folder:Incubi]]
409[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/incubus_char.png]]
410 [[caption-width-right:350:An Incubus Punisher]]
411--->Voiced by: Chris Kukla
412Added as a playable race in the Legends and Pariahs DLC, Incubi are red-skinned masculine demons who gain bonuses from cursed items and can freely remove them, while blessed equipment can't be unequipped so easily (though they still gain bonuses from them). They begin with the Teleport spell, as well as a unique spell called Arcane Mark. Arcane Mark highlights a selected enemy on the minimap, nullifies all of their damage resistances, and makes it so the Incubus's Teleport spell is cheaper to cast and will always teleport the Incubus behind their mark.
413
414
415The signature class of the Incubus is the Punisher.
416
417NPC Incubi can appear in the Ruins, Hell, the Crystal Caverns, the Citadel, and can be spawned from golden fountains after entering the Sand Labyrinth. They, unlike their feminine counterparts, can actually use weapons. When in combat they will often teleport to confuse their prey and attack from a random direction.
418----
419* AmazingTechnicolorPopulation: Bright red skin.
420* BadIsGoodAndGoodIsBad: Being demons, blessings are something you'll want to avoid while curses work the same as blessings do for most of the other races.
421* BizarreSexualDimorphism: The fact that trying to play as a female Incubus will instead select the Succubus implies that they're the same sexually-dimorphic species.
422* EroticAsphyxiation: Implied by the fact that Amulets of Strangulation give mana as well as draining health when worn by an incubus.
423* GuysSmashGirlsShoot: While NPC Succubi only use spells and teleport away from enemies, Incubi use melee weapons and teleport closer to enemies.
424* HornedHumanoid: Though the voxel graphics mean they could easily be mistaken for hair, they have two black horns curling behind their head.
425* HellBentForLeather: When not wearing armor, their outfit is nothing more than a leather harness, leather straps, and a leather thong.
426* {{Stripperific}}: NPC Incubi never wear armor, and their default outfit appears to be little more than a leather harness and underwear.
427* SuccubiAndIncubi: In contrast to Succubi, Incubi fit the mold of a more aggressive sort of demon, rather than a seductive one.
428* {{Teleportation}}: Both player and NPC Incubi have the Teleport spell, which teleports them to a random spot in the dungeon. If they use the Arcane Mark spell on an foe, their Teleport will instead teleport them directly behind that creature.
429
430[[/folder]]
431
432[[folder:Goblins]]
433[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/goblin_char.png]]
434 [[caption-width-right:350:A male Goblin Shaman]]
435--->Voiced by: Chris Kukla
436Added as a playable race in the Legends and Pariahs DLC, Goblins are green-skinned, pointy-eared humanoids. Every time they gain a skill level in one weapon skill, they also boost two other weapon skills, and all of their equipment degrades more slowly. However, raising any weapon skill takes longer, and they are incapable of memorizing spells.
437
438
439The Goblin's signature class is the [[WitchDoctor Shaman]].
440
441NPC Goblins spawn very commonly in the Swamps, and somewhat less often in the Sand Labyrinth. They use a variety of equipment, and will pick up and use any weapons and armor they find lying on the ground.
442----
443* MagicallyIneptFighter: Goblin players are the only race totally incapable of memorizing spells, only able to use innate spells granted by classes like the Conjurer or Shaman and spells cast through items like tomes and staves.
444* MasterOfNone: While their weapon skills do increase faster overall, increasing any individual weapon skill takes much longer for a goblin character.
445* MultiMeleeMaster: Whenever a Goblin player increases their skill in one of the melee weapon types, they also increase their skill with two other weapon skills. This means that a Goblin player can switch around which type of weapon they're using much more freely, depending on what's available to them and what the current enemies are weak to.
446* OurGoblinsAreDifferent: They're mostly pretty standard fantasy goblins, being green, pointy-eared humanoids who are about a foot shorter than humans. They're less intelligent than humans but are adaptable with what equipment they're good with, and often scavenge new equipment they find.
447* WasOnceAMan: The in-game book ''Surviving the Mines'' puts forth the idea that they're what happened to miners who were working too deep into the mines and ended up "devolving" somehow.
448
449[[/folder]]
450
451[[folder:Insectoids]]
452[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/insectoid_char.png]]
453 [[caption-width-right:350:A male Insectoid Hunter]]
454--->Voiced by: Chris Kukla
455Added as a playable race in the Legends and Pariahs DLC, Insectoids are large, humanoid insects. Their mana is combined with their hunger meter in the form of Energy, which is capped at 50, constantly decreases, and is refilled by eating food. To help with the fact that they'll need to eat more often, they have no penalty from eating cursed or spoiled food. They also get three innate spells: Flutter, Dash, and Spray Acid.
456
457
458The Insectoid's signature class is the Hunter.
459
460NPC Insectoids spawn commonly in the Sand Labyrinth, and are often equipped with steel equipment and the Spray Acid spell.
461----
462* ExtremeOmnivore: Eats any sort of food: fresh meat, mouldy -2 tins, vials of blood, anything that isn't straight up rotten (aka broken and useless).
463* HollywoodAcid: The Spray Acid spell, which they know innately. It sprays out a wave of bright green acid that damages equipment in an affected creature's inventory.
464* InsectoidAliens: Certainly look the part.
465* VideoGameDashing: Their unique Dash spell, which thrusts the player in the direction they're moving.
466* WingsDoNothing: Played straight for NPC Insectoids, which cannot fly over gaps despite having wings, but Insectoid players get the Flutter spell to gain temporary levitation.
467
468[[/folder]]
469
470!!!Bosses
471
472[[folder:The Minotaur]]
473[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/minotaur_8.png]]
474 [[caption-width-right:350:Official Game Art of the Minotaur]]
475->"My pet hungers for human flesh... what a pity if you should be here when he arrives."
476-->--''Baron Herx warning you of the Minotaur floor.''
477--->Voiced by: Chris Kukla
478The Baron's pet and an extremely powerful enemy that will sometimes spawn if the player takes too long to complete a level. As early as the first floor, and on random chance, he will set it upon you. You'll get a warning taunt from Herx mentioning either "his pet" or "the beast" and you have between ninety seconds and three minutes to find the exit, gather your party, and get ''out.''
479
480----
481* AchillesHeel: If you do want to fight it, [[ShockAndAwe lightning magic]] is a good choice.
482* BeastInTheMaze: The Minotaur Maze, which is [[ExactlyWhatItSaysOnTheTin a maze with a Minotaur in it.]] Hope you're a fast runner.
483* ContractualBossImmunity: Being as powerful as it is, it's impossible for a player to [[CharmPerson Charm or Dominate]].
484* StalkedByTheBell: The Minotaur appears more and more frequently the longer the player takes to clear levels. After a short delay, you'll be chased by a three-block-tall man-bull who can smash down any obstacle, walk over pits, and outrun nearly anything else in the game. He packs more HP than Baron Herx, and knows exactly where you are at all times; upon spawning, he will proceed to bulldoze his way directly to you in a straight line. Unlike most instances of this trope, you can kill the Minotaur, as he lacks many forms of ContractualBossImmunity; if you're a sufficiently-powerful wizard or a ''really'' tanky warrior, you might just be able to slay the beast.
485* EvenEvilHasLovedOnes: If the Minotaur spawns after the player kills Baron Herx, Orpheus and Erudyce will mention that it's been a bit mopey since Herx's death, implying that it actually had some affection for its master.
486* LightningBruiser: After floor 25, the Minotaur's speed massively increases, making it hard to outrun even for fairly fast-moving players.
487* ImplacableMan: When this thing spawns, you have two options. Either fight (and probably die) or run for the exit. You can't hide from the beast. It will just [[DynamicEntry smash down whatever wall]] and even [[ScrewTheRulesIHaveSupernaturalPowers walk over bottomless pits]] to get to you.
488
489[[/folder]]
490
491[[folder:Baron Herx]]
492[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2020_09_10_18_13_56.png]]
493->"Welcome to your doom, mortal!"
494-->--''Baron Herx before you fight him.''
495--->Voiced by: Sheridan Kane Rathbun
496The Baron himself.
497----
498* AristocratsAreEvil: Herx is, or well was, a Baron of Hamlet, and a gigantic greedy S.O.B as well.
499* BigBad: Was this before Blessed Addition. Shared this with his master, Baphomet.
500* BigNo: Has this reaction upon dying.
501* BringIt: Baron Herx' comments progress to this. Initially, he [[SmugSnake sarcastically wishes you luck]] before [[EvilLaugh cackling maniacally.]] By the time you clear the [[BuildLikeAnEgyptian Sand Labyrinth,]] you're on his doorstep, and he challenges you to come down and get him.
502* CameBackStrong: After striking a deal with the devil and dying in his own mines, Herx returned to life as a lich, which obviously made him even more powerful than he was as a simple, cold-hearted baron.
503* TheComputerShallTauntYou: Baron Herx occasionally comments on your progress or threatens you as you descend further into his lair.
504* DemBones: Not a piece of meat or flesh on his blackened bones.
505* DiscOneFinalBoss: He was the FinalBoss prior to the Blessed Addition update, when Orpheus and Erudyce were added.
506* EvilLaugh: He does this quite a bit, often while taunting you or when the Minotaur has just been unleashed.
507* FlunkyBoss: When he's not spamming lightning. he tends to dash away and summon demons or imps to fight for him.
508* GoldFever: Herx is so hungry for gold, he was tricked by his own slaves, who trapped him in his own mines. Unfortunately, his death didn't stick.
509* OurLichesAreDifferent: Herx struck a deal with the devil to become what he is now.
510* PowerFloats: Is permanently levitating. But killing him over a pit won't let his purple orb fall into it.
511* RedEyesTakeWarning: Herx has glowing red eyes, most likely from satanic power.
512* ShockAndAwe: Herx's main method of attacking is a barrage of lightning projectiles.
513
514[[/folder]]
515
516[[folder:'''Secret Boss''']]
517!!!Baphomet
518[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baphomet_fireball_7.png]]
519->"Everyone you love will be turned to ash by the power of Hell!"
520-->--''Baphomet's unused dialogue.''
521--->Voiced by: Chris Kukla?
522The creature responsible for Herx's resurrection as a lich. Banish him, and Herx will be no more. He is an alternate final boss pre-blessed addition that you fight in Hell.
523----
524* {{Baphomet}}: [[ExactlyWhatItSaysOnTheTin Well obviously]]. Doesn't really look much like the traditional depictions of Baphomet though, instead being a somewhat generic-looking BigRedDevil.
525* DealWithTheDevil: He's the reason why Herx became [[OurLichesAreDifferent a lich]], though the exact nature of this bargain is never specified.
526* FlunkyBoss: Summons demons, imps, shadows and boulders/flaming boulders to attack you.
527* HornsOfVillainy: Baphomet has huge horns in his voxel model and is a devil responsible for Herx being a lich.
528* PlayingWithFire: His main method of attacking is fireballs, obviously.
529* RedAndBlackAndEvilAllOver: Except for his horns and two shoulder spikes, Baphomet is this.
530* TrueFinalBoss: He held this position prior to the Blessed Addition update, when Orpheus and Erudyce were added.
531
532[[/folder]]
533
534[[folder:Orpheus and Erudyce]]
535[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/erudyce.png]]
536->"Our access to power has only increased, since you removed Herx."
537->"Allow us to thank you for giving his [[TitleDrop Barony]] over to us."
538-->--''Orpheus and Erudyce taunting you before you fight them.''
539--->Orpheus voiced by: Josiah Colborn aka mistersneak
540--->Erudyce voiced by: Desiree Colborn
541The Archmagisters of the Magician’s Guild, the siblings Orpheus and Erudyce became liches following a brief collaboration with Baron Herx.
542
543
544Once Herx was trapped, the Archmagisters made their move and went to the Caves to begin their plot to gain power and overtake the realm.
545
546Added in the Blessed Addition update, Orpheus and Erudyce serve as the FinalBoss of the game.
547----
548* AnIcePerson: Erudyce wields an unbreakable MagicStaff of Cold, which is her primary method of attack.
549* BigBad: The Archmagisters are the final bosses in Barony without the Classic Mode enabled.
550* DemBones: Much like Herx, neither Orpheus nor Erudyce have any flesh or meat left. Only black bones.
551* EvenEvilHasLovedOnes: When one of them dies the other is absolutely outraged towards the player, swearing that they'll use the player's soul to resurrect their sibling.
552* EvilLaugh: Just like Herx, they will often laugh maniacally when the Minotaur shows up to hunt down the player.
553* FireIceDuo: Erudyce primarily uses cold spells and is dressed in blue, while Orpheus summons fireballs and is dressed in red and gold. Even their arena gets in on it, containing pools of both lava and water.
554* FlunkyBoss: Erudyce can spawn corrupted automatons, who do not drop any items.
555* DualBoss: Both siblings attack the player in the same fight.
556* GetBackHereBoss: [[DownplayedTrope Downplayed.]] Erudyce will generally not come too close to you, but will still chase you, while peppering with spells.
557* GuysSmashGirlsShoot: Orpheus's primary tactic is to aggressively charge the player with his Crystal Sword, while Erudyce keeps her distance and peppers the player with spells.
558* ImplacableMan: Orpheus will always be hard snapping at your heels, while dishing out sword strikes and releasing fireballs.
559* LifeDrain: Both Orpheus and Erudyce are able to use this. Erudyce shooting a projectile, while Orpheus, when Erudyce is dead, will sometimes trigger [[VampiricDraining Vampiric Aura]], causing his sword slashes to be unblockable and to heal him sometimes.
560* MagicMissile: If she's not spamming Cold spells at you, Erudyce is probably casting Magic Missile instead.
561* MemeticMutation: Orpheus' reaction to Erudyce dying has been memed by the Barony community, including the voice actor of Orpheus.
562-->'''Orpheus:''' Big mistake, cretin! Time to suffer!
563* OurLichesAreDifferent: Much like Herx, both Orpheus and Erudyce struck a deal with a devil to turn into liches. Unlike Herx, it's unknown what devil that is.
564* OnlySaneWoman: A few [=NPCs=] will comment that Erudyce is typically considered to be the brains of their operation.
565* PlayingWithFire: Orpheus will sometimes launch fireballs at the player, or make fireballs rain down from the sky.
566* PowerFloats: Just like Baron Herx, the pair are constantly levitating.
567* RedEyesTakeWarning: Just like Herx.
568* RedOniBlueOni: Orpheus is the red oni to Erudyce's blue. Orpheus is assertive, brash, and rude, while Erudyce is sly, cunning, and FauxAffablyEvil. They're even wearing red and blue outfits.
569* {{Teleportation}}: Erudyce will sometimes teleport above the pit at the center of the arena, while Orpheus will randomly teleport when hit.
570
571[[/folder]]
572
573!!Other Characters
574
575[[folder:Shopkeepers]]
576[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shopkeeper_0.png]]
577 [[caption-width-right:350:Typical Shopkeeper]]
578----
579* InexplicablyIdenticalIndividuals: Every single merchant looks the same as every other one.
580* ShopliftAndDie: Try to rob them, and they''ll fire off endless barrages of {{Magic Missile}}s until one of you is dead.
581[[/folder]]
582
583[[folder:Merlin]]
584[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/merlin_in_hell.jpg]]
585 [[caption-width-right:350:Merlin in Hell]]
586A powerful wizard and former member of the Magician's Guild, Merlin has been working tirelessly to assist the people endangered by Herx's actions and undermine the lich's schemes.
587----
588* DreamingOfThingsToCome: In a letter to the Magician's Guild, he mentions having dreams of a firey demonic force behind Herx's powers.
589* GreaterScopeParagon: Though he's only mentioned in a few in-game books and appears very rarely, a letter you can find from him indicates that he's the one who made the magic orbs, founded Minetown and the order of merchants seen in the game (as well as training the latter in magic), and has been working tirelessly to undermine Herx's plans off-screen. Also, he can appear as a Champion Human NPC, like others.
590* ShockAndAwe: Wields a staff of lightning like the ZAP Brigade and is, possibly, their founder.
591* WalkingShirtlessScene: For some reason, Merlin is met without a breastpiece.
592[[/folder]]
593
594[[folder:The ZAP Brigade]]
595[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zap_brigadeer.png]]
596 [[caption-width-right:350:Classic Zap Brigadeer]]
597->"The Minotaur is coming! Let us slay any other foul beasts here as well!"
598-->--''The ZAP Brigade announcing their presense.''
599The Zap Brigade is a group of people who hunt minotaurs, armed with mage staves of lightning. They will rarely appear just before the minotaur shows up, and relentlessly hunt it down, and can also appear in groups when using a +2 scroll of summoning. Their staffs can be picked up when they die, and the can be recruited by players with a high enough leadership skill.
600----
601* HunterOfMonsters: They specialize in hunting down minotaurs.
602* MeleeATrois: If you're playing as a monster race that is unfriendly to humans, the arrival of the ZAP brigade can be a double-edged sword. Best-case scenario, they'll kill the minotaur while being weakened enough by the fight that you can easily pick off the survivors and loot the corpses, or at least keep each other busy long enough for you to make an exit. Worst-case scenario, you now have to deal with both the Minotaur ''and'' a group of up to 9 dangerous, magic-wielding enemies all trying to kill you at once.
603* ShockAndAwe: They all wield staves of lightning, which is the greatest weakness of the minotaur.
604
605[[/folder]]
606
607

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