(A tad obscure, maybe. I just wanted to avoid writing "Bug bat birds". Or, worse, "bird bug bats", "bat bird bugs", etc... Which, for all I know, are actual different things in your world and not me misremembering at the spur of the moment... )
(Blah, I was thinking of designations for the cavern, not the creatures. I can cube consonance when paying attention.)
((What were the combat bonuses of being a knight again?))
(First, to terrify me that I was supposed to have given you a bonus and I forgot. But upon reminding myself . . . ) Since it's a common game design trap to make a combat character overpowered via bonuses, it's mostly that warriors and hunters avoid penalties. So it's easier for you to travel safely in the dark and you won't suffer a penalty if you lose your helmet in battle (or sell it, I suppose).
I've really, really understated the role of professions in this game. Dustan (Dustan Hache) has gotten the most use out of his, remarkably, as the doctor has somehow managed not to die this whole time and he keeps looting bandages off of dead people. Speaking of whom, I could use an action from him and Alyssa (Rautherdir). And Gary (Coolrune206), if available.
Back tomorrow!
Neither are actually useful to Tohil as he's never going into the dark or removing his cult hood. Wouldn't removing "Fail terribly" from the combat table of warriors actually affect their combat effectivity?
Need stats? Recall that removing a bad result increases the chance of getting a good result, a la deck pruning in games like Magic; but here, unlike Magic, you have only 6 results on a basic die instead of dozens of results in a basic deck.
Specifically, the expected value for damage to an enemy when rolling a d6 is 2.96. Remove the Fail terribly result and it becomes a d5, average 3.55 damage.
That is a 0.59 step in damage. To put it into perspective, most improvements in your weapons give you around 0.2 per "level." So, going from a basic attack with a d6 to an iron sword with a d7, your damage goes up by 0.22. The difference between an iron sword and a workstone sword is a mere 0.17. Raising the weapon quality on a workstone sword one level gets you another 0.25.
Therefore, a warrior who removes the Fail terribly result from every attack is effectively armed with a fine workstone sword (worth 210 opal) when wielding a basic butcher's knife. That'd be awesome, but no; all players would choose to be warriors in order to take advantage of that.
To balance this system better, I might like to give out such a bonus for real (because it sounds awesome), but I'd have to figure out something equally awesome for all other professions to bring them up to strength. Not happening anytime soon.