Players select a race for themselves that represents the kind of being they
are. Each race receives a starting bonus for one of the basis attributes,
as well as a permanant bonus in one other area.
The Races are:
*Elf
+10 to starting Psychic Ability
Half experience required for Psychic Ability quests
Always can "see invisible" (see the "see invisible" spell)
*Dwarf
+10 to starting Constitution
Half experience required for Constitution quests
Always "sturdy" (see the "sturdiness" spell)
*Human
+10 to starting Intelligence
Half experience required for Intelligence quests
Never affected by traps
*Ogre
+10 to starting Strength
Half experience required for Strength quests
Increased odds of not being bashed by monsters or players
*Halfling
+10 to starting Dexterity
Half experience required for Dexterity quests
Increased odds of dodging offensive spells
*Players select a character class for themselves that represents their
background and inclinations. Classes give your character enhanced abilities.
The classes are:
*Warrior
Starts with +3 shield ability
Starts with +3 two-weapon ability
Starts with +3 defensive ability
25% chance of dealing double damage (sysop configureable)
50% combat damage bonus (sysop configureable)
No 2 second action penalty when fighting with 2 weapons
Can use talismans to repair weapons, shields and armor.
Must earn double experience when training Psy and Thief.
Only needs to earn half experience when training Shield, Two-Weapon and
Defense
*Sorcerer
Has double magic points
100% bonus (sysop configureable) to timed offensive spells (langour,
weakness, mesmerization, mania and aggravation).
400% bonus (sysop configureable) to damage-dealing offensive spells
(fireball, blast, lightning and exhaustion).
Starts out knowing the lightning and langour spells
May use the 'trance' command
5% chance of dealing double damage (sysop configureable)
No 2 second action penalty when casting spells
May instill items with spells
Increased odds of spell targets failing to dodge
Must earn double experience when training Weapon and Thief bonuses
Timed spells last longer (based on your Psy)
Magic points regenerate at twice the normal rate
*Barbarian
Has increased body and fatigue points
Has increased carrying capacity
Increased odds of successfully bashing an opponant
Permanant +10 to armor class
20% chance of dealing double damage (sysop configureable)
Can use the berserker rage- multiplies your combat bonus by 2.5 (sysop
configureable), and can be turned on and off at will
Must earn double experience when training Psy and Thief.
*Thief
Starts with +5 thief bonus
Always hits when attacking enemies unaware of thief's presence
Has increased odds of successfully stealing from players and monsters
Cannot be blocked by monsters when attempting to leave a room
15% chance of dealing double damage (sysop configureable)
40% chance of dealing triple damage when attacking unaware enemies (sysop
configureable)
When achieving thief bonus "auto-hide", can automatically find a hiding
space when entering a room with more than 25% cover.
2 second action timer bonus when robbing
Must earn double experience when training Psy.
Have their thief skill level figured into stealth checks
Cannot be robbed (sysop configureable)
When achieving "lockpicker" thief level, can walk through locked regular
and magic doors without first unlocking them (does not apply to special
doors or chant operated doors)
*Duelist
Starts with +3 edged weapon bonus
Starts with +3 blunt weapon bonus
Starts with +3 pole weapon bonus
Parrying does full damage
50% combat hit bonus (sysop configureable)
No 2 second action penalty when fighting with 2 weapons
25% chance of dealing double damage (sysop configureable)
Can use talismans to repair weapons, shields and armor.
Must earn double experience when training Psy and Thief.
Only needs to earn half experience when training Edged, Blunt and Pole
*Cleric
Has increased magic points
Starts with +5 blunt weapon bonus
No 2 second action penalty when fighting with 2 blunt weapons
100% bonus (sysop configureable) to timed defensive spells (invisibility,
invulnerability, shield, see invisible, stealth, haste, protection,
strength, sturdiness, and levitation).
100% bonus (sysop configureable) to healing spells (healing, vigor and
restoration heal twice as many body/fatigue points)
Casting heal/vigor/restore restores ALL points if both the caster and
target are not engaged in combat
Starts out knowing the healing and vigor spells
May use the 'trance' command
10% chance of dealing double damage while using blunt weapons, 5% chance
when using other weapons (sysop configureable)
No 2 second action penalty when casting spells
May instill items with spells
Increased odds of spell targets failing to dodge
Must earn double experience when training Weapon (excepting blunt) and
Thief bonuses
Timed spells last longer (based on your Psy)
Only needs to earn half experience when training Blunt and Psy
Spell casting only costs 1/2 the normal number of magic points
Magic points regenerate at twice the normal rate
*Mystic
Starts with +5 unarmed combat bonus
Starts with +5 defensive ability
Has increased magic points
50% boost (sysop configureable) to all timed spells
125% boost (sysop configureable) to damage-dealing spells (exhaustion,
lightning, blast and fireball)
10% chance of dealing double damage in unarmed combat, 5% chance with other
weapons (sysop configureable)
Starts out knowing the seek, bring and safe return spells
May use the 'trance' command
No 2 second action penalty when casting spells
No 2 second action penalty when fighting with 2 unarmed combat weapons
May instill items with spells
Increased odds of spell targets failing to dodge
Must earn double experience when training Weapon (excepting unarmed combat)
and Thief bonuses
Timed spells last longer (based on your Psy)
Magic points regenerate at twice the normal rate
*Choosing a class does not generally restrict what your character can and
cannot do, it merely gives you bonuses in the areas cited above. For example,
non-thieves can still rob, non-warriors can still fight and non-mages
can still learn and cast spells, and so on.
As a minor adjunct, your character's "title" is initially set to whatever
class you've chosen. Only players who have achieved the necessary level
of power and prestige may later change their titles to something else.
You must be "approximate level" 20 or higher to change your title (changing
your title doesn't change your class).