Skeletons
Guilds:
Racial information
Starting skills:
Weapons 3 / Climb 3 / Percept 3 /Jump 0 / Hide 0
Use Item 0 / Evade 3 / Parry 3 / Sneak 0 / Bandage 3
Starting abilities:
Infravision 1 / Crush Vulnerability 50 / Thrust Resistance 50
Fired Resistance 50 / Mentalism Resistance 50
Racial strengths and weaknesses:
Skeleton's immunity to bleeding and non-magical poison or disease
means they can handle toe to toe action better than their less combat
oriented brethren and their ability to wear any armor in the game makes
them formidable warriors indeed.
Their inabilty to train in swim restricts them from journeying to some areas.
Their lack of magical ability is a minor limitation considering their
combat prowess.