=== Classes === Once a race has been chosen, you will need to pick a class. For the first few adventures it is suggested that you run a warrior. Spell casting generally requires a more experienced player that is familiar with survival techniques. Note that the class stat bonuses only affect character generation. Warrior A Warrior is a hack-and-slash character, who solves most of his problems by cutting them to pieces, but will occasion- ally fall back on the help of a magical device. His prime stats are Strength and Constitution, and a good Dexterity can really help at times. A Warrior will be good at Fight- ing and Throwing/Bows, but bad at most other skills. Mage A Mage must live by his wits. He cannot hope to simply hack his way through the dungeon, and so must therefore use his magic to defeat, deceive, confuse, and escape. A mage is not really complete without an assortment of magical devices to use in addition to his spells. He can master the higher level magical devices far easier than anyone else, and has the best saving throw to resist effects of spells cast at him. Intelligence is his primary stat, and determines his spellcasting ability. Wearing heavy armor, or most kinds of gloves, will severly damage his spellcasting abilities, so While there is no rule that says a mage cannot become a good fighter, most mages will prefer to rely on their spells. Priest A Priest is a character of holy devotion. They explore the dungeon only to destroy the evil that lurks within, and if treasure just happens to fall into their packs, well, so much more to the glory of their church! Priests receive their spells from a deity, and therefore do not choose which spells they will learn. They are familiar with magical dev- ices, preferring to call them instruments of god, but are not as good as a mage in their use. Priests have good sav- ing throws, and make decent fighters, preferring blunt weapons over edged ones. Wisdom is the priest's primary stat, determining spellcasting ability. Ranger A Ranger is a warrior/mage. He is a good fighter, and the best of the classes with a missile weapon such as a bow. The ranger learns spells much more slowly than a mage, but is capable of learning all but the most powerful spells. Because a ranger is really a dual class character, more experience is required for him to advance. A ranger has a good stealth, good perception, good searching, a good saving throw, and is good with magical devices. His primary stats are Intelligence (which determines his spellcasting ability) and Dexterity. Paladin A Paladin is a warrior/priest. He is a very good fighter, second only to the warrior class, but not very good at mis- sile weapons. He receives prayers at a slower pace then the priest, but can receive even the most powerful prayers. Because a paladin is really a dual class character, it requires more experience to advance him. A paladin lacks much in the way of abilities. He is poor at stealth, per- ception, searching, and magical devices. He has a decent saving throw due to his divine alliance. His primary stats are Wisom , which determines his magic ability, and Strength which he uses for melee. Mystic A Mystic learns both the holy prayers of priests and the magic of mages. While he is the weakest fighter of all the classes, he gains spells the fastest, and has the most mana. A mystic relies almost only on his spells, and is not very good at activating magical items. He is, however, moderatly skilled at throwing weapons at his enemies from afar. There are said to be rare spellbooks in the dungeon that teach him discplines that lie beyond the scope of other classes. His primary stats are Wisdom and Intelligence, which combine to determine his spellcasting power. Bard A bard is an artist. He adventures neither for gold nor fame but for the value of the experience. His fighting skills are decent, and he can use a variety of musical instruments to play magic tunes. As he delves deeper in the dungeon, better quality instruments can be found which he can use to play more powerful melodies. The bard is a master of lore - he knows many legends of powerful artifacts and were he to find one of these, simple knowledge of the artifact's name can be sufficient for him to know all of its abilities. The bard's primary stat is Charisma, which his musical abilities depend on, and he can also use good Dexterity and Intelligence. Spellsword As indicated by his name, the spellsword can both fight and cast mage spells. He has similar (though slightly inferior) fighting and shooting skills to the paladin, and unlike the ranger can access the full range of mage spellbooks, though he starts receivnig them only at level 5. He is the slowest of all classes to advance. Like a paladin, he has lousey stealth, perception, and searching, though his skills with magical devices and alchemy are decent, as is his saving throw. His primary stats are Strength, which he uses for fighting, and Intelligence, which he uses for spellcasting. === Recommended combinations of Race and Class === Warrior Mage Priest Ranger Paladin Mystic Bard Spellsword Human Yes Yes Yes Yes Yes Yes Yes Yes Half-Elf Yes Yes Yes Yes Yes Yes Yes Yes Elf Yes Yes Yes Yes No Yes Yes Yes Hobbit Yes Yes No No No No Yes No Gnome Yes Yes Yes No No No No Yes Dwarf Yes No Yes No Yes Yes No No Half-Orc Yes No Yes No No No No Yes Half-Troll Yes No Yes No No No No No Dunadan Yes Yes Yes Yes Yes Yes Yes Yes High-Elf Yes Yes No Yes No No Yes Yes Angel Yes Yes Yes Yes Yes Yes Yes Yes Demon Yes Yes No Yes No No No Yes Nilbog Yes No No No No No No No Rattikin Yes Yes No Yes No No No Yes Felpurr Yes Yes Yes Yes Yes Yes Yes Yes === Stat and Other Bonuses Tables === STR INT WIS DEX CON CHR Hit Dice EXP/Lev Warrior +5 -2 -2 +2 +2 -1 9 +0% Mage -5 +3 0 +1 -2 +1 0 +30% Priest -1 -3 +3 -1 0 +2 2 +20% Ranger +2 +2 0 +1 0 0 4 +30% Paladin +3 -3 +1 0 +2 +2 6 +35% Mystic -6 +4 +4 0 0 0 1 +32% Bard -1 +1 -2 +2 0 +3 3 +15% Spellsword +3 +2 -2 0 +1 0 5 +45%