|
| You start in one of six base classes, or as an Apprentice. Each class needs 9 in its key stat. Later you can TRAIN into a specialist sub-class of your base class, for one training session and a teacher of that class. |
| Class | Needs | Plays like |
| Fighter | STR 9 | Weapon master with the most hit points; tanks for groups and solos well |
| Thief | DEX 9 | Steal, hide, sneak, set traps and poison; light armour |
| Cleric | WIS 9 | Prayers: good clerics heal, evil clerics harm; any armour |
| Mage | INT 9 | Strongest spells, weakest body; cloth only |
| Druid | CON 9 | Nature chants and animal forms; must stay Neutral |
| Bard | CHA 9 | Songs that lift the group and sting enemies, plus thief skills |
| Apprentice | INT 5, WIS 5 | Stays at level 1 learning common skills, then trains into any class it qualifies for, including trade classes |
| Some specialists are picky: Paladin is Human only and must be Good or Evil; Monk is Human, Elf or Half Elf; Ranger must stay Neutral. QUALIFY shows what you can train into now, and HELP <class> explains any class in game. |
| [guides] [handbook] [races] [classes] [world] [levels] [help] [search] [home] [play] |