? Classes


After the basic characteristics (stats) of your player have been determined, he will be given the choice of one or more occupations (classes) for which he is qualified. They will be listed beside the player. The player is eligible for a class if his statistics meet the minimum specified for that class. For instance, if his Strength meets the minimum requirement, he may become a Hirebrand (fighter). If his Dexterity is high enough, he may choose to become a Thief. Typically, the player should select a class which allows him to maximize his potential to the party. Frequently a player will have two or more class choices, however no matter how poor the player, he will be allowed to be a Peasant. Select the choice that will be most beneficial for both the player himself and his party.

Associated with each class are a number of factors which will affect how your player does in the dungeon. Each class has a hit bonus, so that players of some classes (such as Hirebrands and Paladins) receive additional personal hit points, while players of classes which are weaker physically, such as mages and sages, receive fewer personal hit points. In addition, the choice of a class will affect how rapidly the player advances personal levels. Some classes, such as thieves, allow the player to advance levels relatively easily, while more difficult classes, such as rangers or sages, have very slow advancement. Be aware that if a player is a member of a slowly advancing race (such as an elf) as well as being a member of a slowly advancing class (such as a sage), the effect will be compounded and your player is likely to advance very slowly indeed. Similarly, if a player of an "expensive" race selects a rapidly advancing class, some of the disadvantage will be offset.

Listed below are the 10 player classes:

Members of some classes can throw magical (illusionary) and others can throw priestly (religious) spells. A few (such as rangers and sages) can actually throw both. Spells can be used to help defeat monsters in combat, or can be used passively to assist party members, such as healing wounds, curing poison, etc. (See Spells for more information).

Certain classes are restricted from various types of weapons and armor. Priests, for instance, may not use any weapons with a point or blade, since such weapons shed blood. Thieves, on the other hand, can use any weapon, but may not wear anything heavier than leather armor since it restricts their movement.

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