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).