|
| Apprentice |
Apprentices stay at level 1 and learn only the common non-combat skills while they find their feet. When they have chosen a path they use TRAIN with a teacher of that class to become it, so save a training session for the change.
Every hero starts as somebody else: a farmer, a scribe, a hireling who carried the torch. In the old tales a crowd of villagers set out and only the survivors become heroes. The apprentice is that life before the adventure starts. |
| In short | Stays at level 1 learning common skills, then trains into any class it qualifies for, including trade classes |
| Needs | INT 5, WIS 5 |
| Specialises into | Artisan, Gaoler, Sailor, Scholar, or any other class |
| Races | all 25 |
| HELP APPRENTICE in game tells you more; QUALIFY lists what you could train into now. |
| Abilities | Apprentice by level Specialists: Artisan, Gaoler, Sailor, Scholar |
| Where to train and find your peers |
| Mud School | Zump's Guild Room and the training rooms where everyone starts. |
| The School Tower | A teaching tower of ten rings, west from the temple. |
| Midgaard | The guilds of every class are a short walk from the temple. |
| « Bard |
| [guides] [handbook] [races] [classes] [world] [levels] [help] [search] [home] [play] |