:::: The Book of Knowledge :::: You hold a dusty tome in your hands, a tome older than any other you have seen or ever will see. The pages within hold information that were written long before you were born and will still be educating those who come long after you are dead. This is it; this is the Book of Knowledge. It provides the most vital information on the inhabitants that walk this realm and the professions they seek. Herein lies invaluable information for the journey that lies ahead... :::: ASSASSIN :::: Prime Requisites: Strength, Dexterity Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The assassin is the cold warrior of the night. He moves in shadow, stalking his prey. Assassins have the ability to backstab their opponents, doing massive damage in one blow by attacking in surprise from the shadows. Assassins can hide better then most, and they often can sneak from place to place without being seen. Due to there slippery nature, assassins are able to dodge attacks on occasion. The ability gets better the more powerful they become. The assassin may also scout for his potential prey, keeping himself out of danger while he does so. An assassin can be so murderous and diabolical, that they will often envenom their blades to kill their victims long after they strike and fade into the shadows. At higher levels, they owe allegiance to the dark courts of Caladon, as well as several dark organizations across Derlith. See HELP ASSASSINS for some roleplaying notes. Assassins must pledge to reach levels 8, 9, 10, and 11. Abilities: Backstab, Envenom, Peek, Scout :::: BARD :::: Prime Requisites: Piety, Intelligence Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll Bards are the traveling lore masters and storytellers of Derlith. Early on in their lives, they set out to travel the land to find out as much as they can. Often they attend colleges in order to gain expertise in particular areas as well. As such, they know a lot about the lands and the creatures in them. This gives bards a unique perspective on almost everything, and chances are that they will know something about almost anything they find, particularly items and weapons. A bard's singing ability is legendary, and it is said to be able to heal the body. Some other more traveled bards are said to be able to mentally revitalize those that hear their music. It is also said that bards are able to learn songs which can damage their enemies through the power of magic, as well as many other magical affects. Some creatures are so enticed by a bards stories and song, that they are instantly charmed and under the sway of the bard. Bards play a vital role in Derlith, as they act as historians. Don't let this fool you. Bards are quite roguish, and they definitely know how to have a good time. Abilities: Charm, Sing, Identify Bards can learn different songs to do different things. :::: BERSERKER :::: Prime Requisites: Strength, Dexterity, Constitution Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll Berserkers are wild men - most are nomads who roam the Baladus Plains. Blood and steel are all they know and understand. The lust for battle burns within them. A berserker often goes berserk in battle (hence his namesake), heightening his senses and increasing his strength. Despite his usual large size, a berserker is often quick as a cat, and can dance circles around his enemies, confusing them. With his brute strength, he is often able to daze his enemies, bashing them senseless. See HELP BERSERKERS for some roleplaying notes. Abilities: berserk, circle, bash, kick :::: CLERIC :::: Clerics on Realms are all of different deities. You must choose which diety you want at character creation. All clerics endeavor to increase the influence of their diety in the world of Derlith. All clerics are able to pray to their diety in order to get increased piety. Clerics of Aramon (HELP ARAMON) Aramon is the god of deceit, the void, death, strife, and ambiguity. His sole purpose is to bring about the total destruction of Derlith by plunging it into a realm of infinite darkness. As such, his priests seek to kill, mame, destroy, and scheme to this end. Aramon's clerics are highly tied to necromantic arts, so they deal with the undead often. As such, they are able to call forth undead to aid them. They are also able to enthrall these undead creatures, thereby charming them to not cause the cleric any harm. Aggressive undead will not usually attack a cleric of Aramon without provocation. Aramon clerics must remain evil at all times, less they risk the wrath of Aramon. Clerics of Aramon hate clerics of Enoch, and they will go way out of their way to destroy them by any means. Abilities: pray, teach, enthrall, animate Restrictions: Must wear light armor. Must remain evil. Healing spells on others are penalized. Races: Cambion, Goblin, Half-Elf, Half-Giant, Half-Orc, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Tiefling, Troll Clerics of Ares Ares is the god of war, destruction, bloodlust, and violence. Conquest is his chief goal, and anywhere he can increase it, he gains more influence. As such, priests of Ares tend to be of a less civilized mindset. Ares priests are not very adept at healing as clerics usually are. A priest of Ares is much like a berserker-priest, in that he is able to go berserk in combat in order to do more damage. Also like a berserker, an Ares priest is able to bash his opponents to oblivion, although not as well. Ares priests are always in the vanguard of any barbarian conquests, and they often seek to lead in battle all over Derlith. Clerics of Ares despise clerics of Ceris, often openly attacking them or driving them away. Abilities: pray, teach, bash, berserk Restrictions: Must remain neutral. Healing spells are always cast at half level. Races: Barbarian, Cambion, Goblin, Half-Elf, Half-Giant, Half-Orc, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Troll Clerics of Ceris (HELP CERIS) Ceris is Derlith's goddess of healing, fertility, and compassion. She seeks to prevent death, violence, and war however possible. Her clerics are often renown as the best healers and disease curers in the entire world. It is even said that some of the more powerful Ceris clerics are able to raise back people from the dead! As Ceris clerics are pacifists, they abore combat. As such, they are not very good with weapons, and are only able to use blunt and pole class weapons. Clerics of Ceris openly despise any kind of violence or evil. As such, they stand in the way of followers of Ares and Aramon whenever possible. Ceris' followers try to stay clear of priests of Enoch, as those priests recently have been on a crusade to subjegate followers of Ceris using "righteous violence". Abilities: pray, teach, turn, healing spell bonus Restrictions: Light armor only. Pole and blunt weapons only. Must not go to extreme good or evil alignment. Races: Human, Half-Elf Special: rejuvinate spell (HELP REJUVINATE) resurrect spell (HELP RESURRECT) Clerics of Enoch (HELP ENOCH) Enoch is Derlith's god of martial righteousness, truth, justice, and paladins. He seeks to spread his influence however possible by helping the weak and oppressed, by showing them his light and the singular truth of his ways. Clerics of Enoch seek to convert all people to follow the beliefs of Enoch, and they will openly fight if necessary to do this. They hunt out evil wherever they find it, even if it's not really there in some cases. Followers of Aramon are to be given no mercy, as Enoch has a long standing feud with Aramon. Others who aid him receive no mercy either. Enoch clerics of higher power are able to use a holyword to smite their evil enemies. They are also very good with weapons and armor, due to their martial nature. Undead fear clerics of Enoch, and often run in fear from their increased turning abilities. A cleric of Enoch must remain good, or their power is liable to wane, and the Inquisitors' Order might come looking for them for questioning. Abilities: holyword, pray, teach, turn, turn bonus Restrictions: Must remain as good as possible, or abilities wane. Races: Half-Elf, Half-Giant, Half-Orc, Human, Kataran, Seraph Clerics of Gradius (HELP GRADIUS) Derlith's dwarves all follow the god Gradius, their god of mining, metallurgy, earth, and creation. Gradius is a jovial god, known as the best drinker and carouser in the heavens. On Derlith, he seeks to increase his influence primarily through dwarven expansion and building, but also through conquests against evil humanoids such as orcs, goblins, ogres, trolls, and giants. Dwarven clerics of Gradius are second in warfare only to clerics of Ares, and they often are seen at the head of dwarven armies leading in perilous charges, screaming their god's name. Upon reaching certain power, a cleric of Gradius is able to smother opponents with the power of earth. He is also able to conjure creatures of earth to aid and assist him in combat. Healing is not a strong suit of a Gradius cleric, as they are more focused on the areas of warfare and elemental earth magic. Clerics of Gradius will seek to spread their god's influence in any way they can, most often by killing as many orcs, goblins, ogres, giants, and trolls as possible. Abilities: pray, teach, smother, conjure(earth only) Restrictions: Must remain neutral to light blue, or powers will wane, sometimes not functioning. Healing magic is penalized. Bonus: see "help vile" for more information. Races: Dwarf only Clerics of Kamira Kamira is Derlith's goddess of merriment, adventure, thieves, gambling, and excitement. She is all about having a good time at all costs. Her priesthood is completely chaotic, being one huge long party whenever any clerics are awake and not unconscious. She is also the goddess of luck, and many wish the luck of Kamira on their allies before battle or some other risky endeavor. Clerics of Kamira are said to be unnaturally lucky. So much so, that nobody will gamble with them, and in some places it's even illegal! They also have a tendancy to "borrow" things and give them to the poor, or otherwise to play practical jokes on people, so they are fully versed in the ability to steal. Clerics of Kamira are good of heart, and must remain so, or their power with the goddess will wane. They are some of the best explorers in the land, able to search almost as well as some rangers, and to hide as well as a thief. At a certain point, they even learn to pick locks. The enemy of a cleric of Kamira is anybody not out to have a good time. Abilities: pray, teach, pick, peek, steal, naturally lucky, search and hide well Restrictions: Must remain good, or powers will wane, Must wear light armor, no missile weapons. Races: Gnome, Half-Elf, Halfling, Human :::: DEATHKNIGHT :::: Prime Requisites: Strength, Piety Compatable Races: Cambion, Dark-Elf, Goblin, Half-Elf, Half-Giant, Half-Orc, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Tiefling, Troll A fearsome warrior augmented by powerful necromantic magics, a death knight derives most of his demonic power directly from his evil god. The mission of the death knight is the systematic and ordered pain and suffering of all in his path. A death knight can be so evil as to drain the life from his enemy when he attacks him. If he performs a blood sacrifice prior to battle, he may infuse his dark soulless body with the drained life energies of his victims. A death knight may pray to infuse his body with evil, in order to do more damage in attacks and also raising him strength for a time. This evil is so destructive, in fact, that very powerful death knights are able to touch their enemies and channel it into them, doing extreme damage. Death knights also show their excellent combat abilities by their ability to kick their victims once they reach enough experience to do so. The nemesis of the death knight is the paladin, the warrior of light. The Death Knight is so strong in his evil faith that he may renounce a Paladin to do harm. Paladins are attacked on sight, as no quarter can be given to the just and merciful. Abilities: Pray, Bloodsacrifice, Harm, Kick, Renounce :::: DRUID :::: Prime Requisites: Intelligence, Constitution Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The druid is the master of elements and the forces of mother nature. Such is the affinity he has for the powers of the universe, that he can conjure elemental creatures of earth, air, fire, and water to assist him. The forest is the kingdom of the druid, where he can be the most together with nature. The order of druids in Derlith is a complex hierarchy. The most experienced druids can call very powerful elemental creatures to fight for them, yet only those druids with the most devotion can hope to hold them to this world for long. Like a ranger, a druid may also find tracks in a room in order to determine routes of travel most often used. However, unlike a ranger, a druid is able to commune with nature to learn the whereabouts of nearby creatures. See HELP DRUIDS for some roleplaying notes. Abilities: Conjure, Track, Barkskin, Commune :::: FIGHTER :::: Prime Requisites: Strength, Dexterity Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The fighter is a master of weapons and fighting arts. He travels from place to place to do battle in armies as a vassal or as a mercenary. The more powerful fighters are masters of the lands around them. Fighters may circle their enemies in attacks, confusing them for many seconds before moving in to strike. Like barbarians, fighters are also able to bash their opponents senseless with force of strength. In addition, they are able to kick their enemies in combat as an augmentation to their fighting skills with weapons. Fighters are also able to disarm their opponents, depriving their enemies of their weapons in order to have a better advantage. At higher levels, the fighter of high intelligence is able to cast some spells to help him fight. There are several clans throughout Derlith in which a fighter may join - most often those opposing thieves and assassins. See HELP FIGHTERS for some roleplaying notes. Abilities: Bash, Circle, Disarm, Kick :::: LICH :::: Prime Requisites: Intelligence, Constitution Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll A lich is the result of forbidden necromantic magics. Some mages, when they reach venerable age, set out to extend their lives forever. To do this, they magically transform themselves into a lich using powerful negative energies. The result is an evil and undead being, which is the bane of all life in its path. A newly created lich is a shadow of its former self, having to start all over again to advance in power and experience. A lich is averse to healing magics, and no such spells will work for them or to their benefit. The magical energies which the immortal lich uses are a tap on its own life force. As such, a lich doesn't cast spells as the living do, but drains its own life to do so. A lich may touch a living creature and drain the life from it, leeching part of the creature's life force for itself. In addition, liches may also draw on the positive energy of the world around them to regenerate their own life force. As a result, there is always a deathly coldness whenever a lich is present. Due to the feeble nature of a lich's new body, they take more damage from physical attacks then normal. However, since they are essentially magical undead creations, they tend to resist magic the more powerful they get. They even absorb some of the damage to replenish their life force. A lich is unaffected by poison or disease, as these are weaknesses it only had in its former life. A lich is able to be turned by clerics and paladins, which actively hunt them down to destroy them. The lich is the destroyer of all things living and will kill at all costs. It must remain evil. If it does not, it surely will fade out of existence. On the world of Derlith, the lich owes allegiance to no one but itself. Abilities: Drain, Regenerate, Magic resistance :::: MAGE :::: Prime Requisites: Intelligence, Piety Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll A mage is the user of magic, the powerful wielder of the arcane arts. At low levels a mage is not very powerful, but at higher levels, he may control powerful magic which may destroy all in his path. A single spell from a mage is often able to do massive damage to an enemy. A mage's learning of arcane arts is so intense, that he may detect the presence of magic around him at all times. When he becomes powerful enough, he gains the power to temporarily enchant items. A mage is also a superb teacher, able to instruct beginning pupils in some low level magical abilities. When he reaches a certain level of magical ability, a mage may recharge items such as wands and staves. He does this by transmuting gold into magical energy. The amount of power in the magical item determines the amount of gold needed. The center of power for the mage on Derlith is in the Highport Wizards' Guild. There, all arcane knowledge is stored throughout the land. A society of mages exists which most mages are able to join, yet this is not required. Abilities: Teach, Transmute, Enchant, Always detects magic :::: MONK :::: Prime Requisites: Strength, Constitution Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The monk is the silent warrior of martial arts. With his hands alone, he is able to harm his enemies using ancient techniques of fighting known only to his order. Very few weapons, however, are made specifically for monks in order for them to fight creatures of a magical nature. To regain his strength, a monk may enter a meditative trance while fighting. A monk may also concentrate to focus his mental energy on his opponent. This makes him hit his targets easier. At higher levels, his power is such that he may touch his enemy, sending mystic vibrations throughout his target's body. This can severely damage and even fatally wound his opponent. The monks of Derlith owe allegiance to no one, wandering the land with the soul purpose of seeking enlightenment. Abilities: Meditate, Focus, Touch of Death, Kick :::: PALADIN :::: Prime Requisites: Strength, Piety Compatable Races: Dwarf, Elf, Half-Elf, Half-Giant, Half-Orc, Human, Kataran, Seraph The paladin is a holy warrior of a god, the crusader of all that is righteous and just. A paladin can be so strong in his faith that it gives him power against his enemies in combat, making his attacks do more damage then normal. He may also turn back evil creatures of the undead with his faith, sometimes just harming them but other times destroying them utterly. A paladin is always able to determine the evil or good nature of those around him. Also, paladins of extreme faith and power are able to lay hands on people to heal them almost to full health three times per day. The nemesis of the paladin is the Death Knight, a blatant creation of evil and a mockery of his faith. Paladins may renounce a Death Knight with the martial strength of their faith to harm them. A paladin normally attacks a Death Knight on sight in order to send the creature to Hell where it belongs. Abilities: Pray, Turn, Hands, Renounce, always can know-aura :::: RANGER :::: Prime Requisites: Strength, Dexterity, Intelligence Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The ranger is the protector of the forest and guardian of nature. His goal is the destruction of all that seeks to harm nature, and to thwart all that is an affront to it. A ranger is an excellent scout, able to search ahead of his companions without being seen. He may also search the ground and find common routes of travel by finding tracks, making him an invaluable asset when trying to escape areas such as mazes. Rangers search better then most, making them the best explorers in all of Derlith. Last but not least, the ranger is an excellent fighter, being able to wield a weapon in each hand when he attacks. The most common enemy of a ranger is any undead, creatures of which he despises as a mockery to all that is natural. To this end, rangers of Derlith have been known to become some of the best vampire hunters that have ever lived. They are the only ones known to be able to detect the foul creatures at night. Rangers are known to hunt liches as well at times. See HELP RANGERS for some roleplaying notes. Abilities: Scout, Track, Second, Ambush, Mistbane :::: ROGUE :::: Prime Requisites: Strength, Dexterity Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The rogue is a swashbuckling outlaw, living from job to job and by his sword. Whether he be bounty hunter or bandit, pirate or conman, he is an extreme jack of all trades in regards to the seedier sides of life in Derlith. Above all, however, a rogue favors honorable combat. Rogues are often partisons which help oppressed peoples fight evil authority. Rogues are similar to thieves and similar to assassins, but excel as neither. The biggest advantage a rogue has is his acrobatics. A rogue is extremely hard to hit, as he can dodge and sometimes even riposte attacks against him. A rogue is also able to wield two weapons at the same time, and is able to disarm his opponents, although not as well as a fighter. Rogues may also kick their enemies in combat at times, dealing extra damage. Rogues are good fighters, but they lack the staying power of the fighter and the bruteness of a barbarian. The rogue is the master of the ambush, and he can jump from the shadows to ambush his opponents, catching them by surprise. Due to nefarious activities, Rogues are also able to pick locks once they reach a certain height in their profession. Several organizations will accept Rogues into their ranks across Derlith, as the criminal and fighting knowledge of the Rogue is always widely desired. Abilities: Ambush, Disarm, Kick, Pick, Second :::: THIEF :::: Prime Requisites: Strength, Dexterity Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll Thieves are the rogues of Derlith, the common criminals and scam artists. Their goal in life is to get ahead no matter what the cost, whether to themselves or to others. A thief can steal very well, often taking things from his victim's inventory without them even knowing it is even missing until hours later. He also may peek at his victim's possessions so that he may know what he can take. Like an assassin, a thief has the ability to strike from the shadows, stabbing his enemy in the back to do massive damage in one strike. Although he is not as adept at it as an assassin, the thief is still often able to kill his opponent in this manner. All but the most exotic locks often are not an obstacle for a thief, as he has the ability to pick them open to always get where he wants to go. A thief can also hide in the shadows and often sneaks from place to place without being seen, making him hard to detect or catch. A thief is so dexterous, that he is able to dodge attacks the more experienced he becomes. Sometimes the moves they make are amazing. Thieves must pledge to reach levels 8, 9, 10, and 11. Abilities: Steal, Peek, Backstab, Pick :::: VAMPIRE :::: Prime Requisites: Strength, Intelligence Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The vampire is the undead creature of the night. He has a hatred of all that is living, as he must rely on the blood of the living to survive. The night is the vampire's kingdom. When the sun sets across Derlith, hordes of vampires come out to feast. During the night, a vampire is able to bite any living creature, doing massive damage in a single strike. He may also transform himself into a translucent mist, unable to be detected until the time of his attack. Contrary to popular belief, a vampire is not powerless when the sun comes up. A vampire is often able to hypnotize his victim, even in daylight. This renders an enemy harmless to the vampire, as the victim perceives the vampire to be a friend and thus will not attack. There aren't many organizations across Derlith which a vampire may join, as many are afraid of his unnatural power. At least one organization solely for vampires is rumored to exist somewhere in Derlith, however. Abilities: Bite, Mist, Hypnotize :::: WEREWOLF :::: Prime Requisites: Strength, Constitution Compatable Races: Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll The werewolf is the render of flesh, the bane of mankind, and the creature of the full moon. Werewolves often travel in packs in order to hunt their victims. Werewolves are magical in nature, and thus are not harmed by traditional weapons and attack techniques. Magic spells or enchanted weapons are required to harm them. A werewolf never attacks with weapons, except on very rare occasions. Instead, he uses powerful jaws and razor sharp claws to attack his victims, rending them to a bloody pulp. A werewolf is able to fight in a wild frenzy, attacking in a whirlwind to destroy his enemies. He may also maul his victim, knocking him to the ground and rendering him helpless to fight back for a time. Possessing a keen sense of smell, a werewolf is able even to detect invisible opponents in his midst. Werewolves are also faster healers then most, owing to their wild nature. No organization across Derlith will accept a werewolf into their ranks. Just as well, a werewolf wants nothing to do with any order but his own pack, and he will generally shun all civilization. It is also well known throughout Derlith that werewolves detest vampires and will kill them on sight. Abilities: Frenzy, Maul, Howl, Track, Pack Damage Bonus :::: MULTICLASS :::: Multi-class characters are a common thing in standard D&D, so we thought we'd try to port them into Mordor. While there are big benefits to being multi-class, most noteably being able to have alot of the abilities of both classes, there are also penalties - the primary one being that multi-class characters automatically receieve 3/4 the exp from everything. Therefore, it takes them a third as long to level. In addition, while multi-class characters have abilities in both their classes, the abilities are not always as strong as a full person of that class would be in them. For instance, when stealing, a fighter/thief is not as good as a pure thief of the same level, and he can't ever steal gold. In some cases, an ability might not even be available. To use the above example, a fighter/thief is unable to bash. It is strongly suggested that only veteran players attempt to level one of these classes, as they will be quite taxing to level. Once they are high level, though, they will be incredibly cool and well-rounded classes. The following is a list of the multi-class combinations available at character creation. These are the only ones available for right now. More may be added at a later date. Note: Initial HP/MP is always the average of the normal alotted to each class. Note 2: Stat and save adjustments per level has been customized for each of these combinations. Note 3: All ability benefits and restrictions are not mentioned here. You will need to find out some for yourselves. Note 4: All multi-class chars train at the location of their first class. FIGHTER/MAGE HP/lvl: 5 MP/lvl: 4 Thac0: Fighter Allowed Races: Cambion, Elf, Half-elf, Gnome, Dark-elf, Seraph, Tiefling Description: Fighter/Mages are warrior mages. The first ones appeared among the elves, with their mages specifically trained for war with orcs and other evil forest denizens. A fighter/mage can automatically detect-magic just like a mage. They also cast faster than a fighter does. Fighter/mages are required to wear light armor, and they are unable to bash, and do not circle as well as a pure fighter. FIGHTER/THIEF HP/lvl: 6 MP/lvl: 2 Thac0: Fighter Allowed Races: Cambion, Dwarf, Elf, Half-elf, Halfling, Orc, Half-orc, Kataran, Kobold, Goblin, Tiefling Description: A fighter/thief is usually a fighter that started out trying to be a thief at a young age and gained some skills in that profession, and then moved on to just be a fighter because they liked focusing more on fighting skills than thieving. A fighter/thief can pick locks, peek, steal, backstab, sneak, and hide just like a thief can, although not as well. Fighter/thieves are also required to wear light armor, and they are unable to bash, and do not circle as well as a pure fighter. CLERIC/ASSASSIN HP/lvl: 5 MP/lvl: 3 Thac0: Cleric Allowed Races: Half-orc, Cambion Description: Cleric/assassins are clerics which specialize in killing people. As a result, they train as assassins as well as in the clerical arts. A cleric/assassin may only pledge to Aramon, as the Cult often trains its clerics in this manner. A cleric/assassin is able to backstab, scout, sneak, hide, and use envenom just like a normal assassin can, only not always as well. They also cast a little slower, cannot teach, and their healing is as if they are half their level. MAGE/THIEF HP/lvl: 5 MP/lvl: 4 Thac0: Mage Allowed Races: Elf, Gnome, Cambion, Half-elf, Tiefling Description: A mage/thief is usually a former thief which discovered they had abilities in the arcane arts and gave up their criminal career. This by no means stops them from being skilled thieves still, however. A mage/thief is able to pick, steal, dodge, hide, sneak, and backstab just like a normal thief, only not as well. As a result of deviating from their mage studies, their casting time is somewhat slower. Mage/thieves are still bound by mage armor restrictions. THIEF/MAGE HP/lvl: 5 MP/lvl: 3 Thac0: Thief Allowed Races: Elf, Gnome, Cambion, Half-elf, Tiefling Description: A thief/mage is a thief who once was a mage, or a thief who dabbles in arcane arts while being a thief. They retain their ability to detect magic, and they cast spells a little faster than a pure thief does. Dabbling in arcane arts causes a thief/mage's ability to steal to be lax somewhat. MAGE/ASSASSIN HP/lvl: 5 MP/lvl: 3 Thac0: Assassin Allowed Races: Cambion, Dark-elf, Tiefling Description: The mage/assassin is the ultimate assassin - the killer with magic. They are mages cross-trained to be assassins for various dark organizations. In fact, they recently have resurfaced. Previously, none had been seen since before the troubled times. It is believed they work for a dark order of shadow assassins, trained by the Nightshades, but these are only rumors. A mage assassin is able to scout, use envenom, and backstab just like an assassin, only not as well. They use an assassin's thac0 to fight. As a result of their cross-training, they do not automatically detect-magic, and they are unable to teach or learn how to enchant items. They are limited by mage restrictions on armor. :::: BARBARIAN :::: Adjustments: +1 Strength, +1 Dexterity, -2 Intelligence Compatable Classes: Assassin, Bard, Berserker, Cleric, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf Barbarians are wild savage humans who roam the Baladus Plains and other frontier areas of Derlith. They are tribal in nature, and are led by a barbarian chief or king usually. Humans in civilized areas often do not understand barbarians, and vice versa, so there are usually cool relations between them. Barbarians do not understand magic not related to battle enhancement or healing, so as a result they usually don't trust mages. All barbarian warriors are berserkers, and all barbarian clerics worship the god Ares, god of war, bloodlust, and battle. Blood, battle, tribal honor, and steel are all a barbarian understands or cares about. Barbarians are exceptionally large humans, occasionally over 7 feet in height. They are extremely robust in stature. Their savage nature causes them to be less intelligent due to ignorance, however. See in dark (infravision): No Size class: Large :::: CAMBION :::: Adjustments: +1 Intelligence, +1 Strength, -2 Piety Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage, Cleric/Assassin, Mage/Thief, Thief/Mage, Mage/Assassin Cambions are half-breeds between demons of Hell and humans. As such, they are often of greater intellect then a mere human would be. They appear just as humans, although they often have a distorted feature here and there, such as pointed ears or strange colored skin, hair, or eyes. On occasion they even have small horns. Cambions are very attuned to magic, and they make excellent mages. Many Cambion Death Knights can be found as well. Cambion women are ALWAYS beautiful and seductive, and they are often in highly influential positions. Due to their unworldly connections and sometimes deformities, Cambions aren't as dexterous as most. They aren't as robust in constitution as humans either. Type HELP CAMBIONS for roleplaying information. See in dark (infravision): Yes Size class: Medium :::: DARKELF :::: Adjustments: +2 Dexterity, -1 Strength, -1 Constitution, +1 Intelligence, -1 Piety Compatable Classes: Assassin, Bard, Berserker, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage, Mage/Assassin Dark elves, or Drow as they are sometimes called, are the ancient cousins of elves who were banished to the underworld for practicing evil magics and worshipping dark gods. Occasionally, one of these dark elves will wander to the surface of Derlith to live instead. These rogue dark elves never have a place in society and are shunned and often attacked by other elves of the surface. As a result, they often become criminals, living as thieves, assassins, or something equally bad. The dark elf's small and slender form and long fingers gives him a fighting edge in addition to helping him in matters of stealth. A dark elf is thus very agile. However, thousands of years under the surface of the world in darkness has rendered him not as strong as some surface races. Type HELP DARKELVES for roleplaying information. See in dark (infravision): Yes Size class: Medium :::: DWARF :::: Adjustments: +1 Strength, +2 Constitution, -1 Dexterity, -1 Piety, -1 Intelligence Compatable Classes: Assassin, Bard, Berserker, Cleric, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief Dwarves are jolly folk, short of stature and long of beard. They always have a very bulky and stocky appearance. Dwarves are some of the toughest fighters around, owing to years and years spent toiling in underground mines and hauling rock. Dwarves love beer and ale, and will always take the opportunity to drink them whenever the moment arrives. Due to their bulky build, dwarves are often stronger then other races of similar size, and they are often usually healthier. However, they aren't as quick as other races their size and also aren't very pious in general. Dwarves often make excellent armor and weapons, which they often use to great effectiveness. Battle, mining, honor, and spirits are the most important things to a dwarf, besides the history and traditions of his ancestors, which take precedence over all. Type HELP DWARVES for roleplying information. See in dark (infravision): Yes Size class: Medium :::: ELF :::: Adjustments: +2 Intelligence, -1 Strength, -1 Constitution, +1 Dexterity, -1 Piety Compatable Classes: Assassin, Bard, Berserker, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage, Fighter/Thief, Mage/Thief, Thief/Mage Elves are the dwellers of Derlith's forests, a fairy folk who have lived for centuries. The command elves have for magic is legendary, and as such they are often very good mages. Most of an elf's life is spent in intellectual persuits and studies of the world around him. He also has a fine appreciation of the arts, and often is able to sing and dance very well. The elves of Derlith make the best wine known, which is often consumed while sitting around fires telling stories of times ancient past. An elf is small and slender of stature, and due to his size he is not as robust or strong as some other races. However, his intellect eclipses that of nearly all other race on Derlith. See in dark (infravision): Yes Size class: Medium :::: GNOME :::: Adjustments: +1 Piety, +1 Constitution, +1 Intelligence, -1 Dexterity, -2 Strength Compatable Classes: Assassin, Bard, Berserker, Cleric, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage, Mage/Thief, Thief/Mage Gnomes are cousins of dwarves. They differ in appearance slightly from their cousins, having long noses and no beards. While a dwarf loves mining and stone crafts, a gnome excels in the craftsmanship of jewelry and fine art. Gnomes also prefer to live in the hills where they may communicate and trade easier with the world around them. Gnomes also have a love for invention, and they will often toil long into the night to try and figure out how a simple item works. Gnomes tend to be very good clerics, as they have come to know the arts of healing better then most races, and they are often quite pious in nature. See in dark (infravision): No Size class: Small :::: GOBLIN :::: Adjustments: +1 Strength, +2 Constitution, -3 Intelligence Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief It is said that after certain gods created elves, other jealous gods attempted to create a superior race and failed. The result was the goblin. The goblin is a small and repugnant creature with big bulbous eyes and pointy teeth. He is quite dull in intellect, yet he can eat almost anything and breeds like a rabbit. Goblins are also very strong for their size, often fooling their enemies. As a result, a goblin makes a very good fighter or barbarian. Many tribes of goblins exist in Derlith, often to the chagrin of the areas around them, as they often prey on weary travelers and merchants. Type HELP GOBLINS for roleplaying information. See in dark (infravision): Yes Size class: Small :::: HALFELF :::: Adjustments: +1 Dexterity, +1 Intelligence, -1 Constitution, -1 Strength Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage, Fighter/Thief, Mage/Thief, Thief/Mage Half elves are the result of the crossing of elves and humans. As a result, they often have no place to call a home, as neither side accepts them fully. Half elves living with humans fair better however, as elves tend to be a bit more racist then mankind. A half elf inherits his elven half's quick intellect as well as his smallness of stature. Half elves are able to become masters at any profession, and they can be found all across Derlith. See in dark (infravision): No Size class: Medium :::: HALFGIANT :::: Adjustments: +2 Strength, -1 Intelligence, -1 Piety Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf Half giants are a strange race, a magical cross between humans and hill giants. Standing often nine or ten feet tall, half giants have very brute strength. Half giants often live as barbarian gladiators and body guards, and usually learn to fight at a very young age. There are many special armors and weapons which are only usable by half giants, as any other being is too small of stature or weak to wear or wield them. Half giants tend to be a little more dull witted in general, and they are not very pious, owing mostly to their giantkin roots. Some half giants become very good assassins, but this is rare due to their large size. See in dark (infravision): No Size class: Large :::: HALFORC :::: Adjustments: +1 Strength, +1 Constitution, -1 Intelligence, -1 Piety Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief, Cleric/Assassin An illegitimate cross between an orc and a human, a half orc is shunned by all society. Most often these freaks of nature wind up as criminals. Half orcs are usually paid thugs, thieves or assassins. They can often be found high in the ranks of many of Derlith's criminal organizations. They are not as agile as some humans, but are often quite strong and sturdy. Most of them have bad attitude as well, brought on by an inferiority complex due to no one accepting them. See in dark (infravision): No Size class: Medium :::: HALFLING :::: Adjustments: +2 Dexterity, -2 Strength Compatable Classes: Assassin, Bard, Berserker, Cleric, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief Halflings get their namesake from the fact that they are roughly half the size of a human. Short and often plump, the halfling loves good food and drink. They also tend to have more body hair then humans, with tufts on the backs of their hands and feet. A halfling is very agile, owing to his small size. His small size handicaps him, however, when strength is considered. Halflings make the best thieves in Derlith, and almost everyone equates being a halfling and a thief as being one in the same. See in dark (infravision): No Size class: Small :::: HUMAN :::: Adjustments: Pick one stat to raise, and one to lower. Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf Humans are the most populous race in Derlith. They are often able to excel in any class. Most other races take a neutral view of humans, some viewing them all as being petty and materialistic. Some races, like orcs, ogres, and trolls, view humans as arch enemies or even as a food source. Humans are definitely the most flexible and powerful race in all of Derlith. Due to their flexibility and diversity, Humans are able to choose one stat to raise and one stat to lower during character creation. See in dark (infravision): No Size class: Medium :::: KATARAN :::: Adjustments: +2 Dexterity, +1 Constitution, -2 Intelligence, -1 Piety Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief Katarans are a race of savage cat people which live often live in Derlith's tropical jungles and temerate forests. They are quite uncivilized, to a point where most of the civilized societies of Derlith fail to understand or accept them. Katarans are medium of build and are quite strong for their size. Due to their cat-like nature, they are also EXTREMELY agile and quick. Kats, as they are sometimes called, have varying colors to their coats of fur, the females usually having brighter colors and more varied markings then the males. They all have tails which are almost prehensile. Because Katarans do not understand normal civilization too well, they often are not quite as intelligent as average due to ignorance. Katarans do not like, nor do they understand magic and magical things, and Kataran shamans are often the most feared members of their tribes. Due to their dexterity and constitution, Katarans are known to be some of the best assassins and thieves in all of Derlith. See in dark (infravision): Yes Size class: Medium :::: KOBOLD :::: Adjustments: +2 Dexterity, +1 Intelligence, -1 Constitution, -2 Strength Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief Kobolds are small dog-faced creatures which live in hills and low mountain regions underground. They are usually quite clever in large numbers, and they are often the bane of many halfling or gnome settlements in hilly areas all across Derlith. Kobolds are tribal in nature, and each community population often numbers in the thousands. They breed like rabbits. Dwarves cannot stand them, and they often have "Kobold tossing" events at parties or clan get togethers. Kobolds can live in any but the most terrible filth, so they are quite robust for their size. In addition, they are also pretty nimble, making excellent thieves. Due to their small size, however, they suffer from lack of strength much like halflings. See in dark (infravision): Yes Size class: Small :::: MINOTAUR :::: Adjustments: +2 Strength, -1 Dexterity, -1 Intelligence Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf Minotaurs are a magical creation from long ago. They are the result of some twisted archmage's experiment, crossing a bull and a human. The result was a very large humanoid creature with the head of a bull and the body of a human. Minotaurs have very brute strength and little intellect. They often live in areas which are often confusing to travel in, such as mazes and rocky canyons. Minotaurs have a habit of eating human flesh as well, but not so much as ogres and trolls. Minotaurs also have the misfortune of having the worst body odor in all the land. See in dark (infravision): No Size class: Large Abilities: Track :::: OGRE :::: Adjustments: +1 Strength, +2 Constitution, -1 Dexterity, -2 Intelligence Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf Ogres are ancient cousins of giants. They are big and very ugly, standing often between seven and eight feet tall. Tribes of ogres can be found in the mountains and sometimes in remote hilly areas. Ogres are very strong, a trait which they get from their relation to giants. They aren't very pious though, often caring more about when their next raid will be then anything else. Ogres make very good barbarians or fighters, and this is often what they become. Since they have a tendency to eat human flesh, they are not well tolerated by mankind. As a result they are often shunned by civilized areas. See in dark (infravision): No Size class: Large :::: ORC :::: Adjustments: +1 Strength, +1 Constitution, -2 Intelligence Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Thief Orcs are fierce warriors which live mostly in forests and hills. They look like a cross between a boar and a human, having pig-like nostrils, reddish eyes, and tusks which protrude from their mouths. Orcs often travel in bands, raiding humans, dwarves, and elves alike. Dwarves and orcs hate one another, as they've been enemies since the beginning of time. Orcs are quite strong for their size, yet they are also quite dull-minded. See in dark (infravision): Yes Size class: Medium :::: SERAPH :::: Adjustments: +2 Piety, +1 Intelligence, -2 Strength, -1 Dexterity Compatable Classes: Assassin, Bard, Berserker, Cleric, Druid, Fighter, Lich, Mage, Monk, Paladin, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage Seraphs are hybrid crosses between angels and humans of Derlith. Heavenly creatures have been known to walk the earth in Derlith in recent years due to the rise of evil in the land. Seraphs are usually quiet and keep to themselves. They only learn of their divine half later after growing up. Seraphs often make it their mission in life to point out any Cambion they may see to all around them. Cambions often hide in society wreaking havoc. Due to their divine connection, Seraphs are very very pious by nature. Thus, Seraphs make excellent clerics. See in dark (infravision): No Size class: Medium :::: TIEFLING :::: Adjustments: +2 Intelligence, +1 Dexterity, -2 Constitution, -1 Piety Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf, Fighter/Mage, Fighter/Thief, Mage/Thief, Thief/Mage, Mage/Assassin Tieflings are the offspring of demons and halflings. Thus they have inbred magical talent and intelligence. They often suffer from strange deformities due to their abyssal nature, such as a forked tail or tongue, steely spiked hair, clawed hands and feet, large horns, etc. The deformities tend to hamper their natural halfling dexterity as well as to make them have much less stature than normal for a halfling. Tieflings make some of the best mages on Derlith, and they only recently have begun to emerge in this regard. The majority of tieflings are of a multi-class nature, usually one having magical abilities. They are often hired out as assassins by one evil organization or another, as they have an inherent michievously evil nature. Most are shunned at birth as some kind of bad omen, and they are drawn to criminal and chaotic behavior like a moth to a flame. All tieflings have red eyes with black or white pupils which glow when the light is low. See in dark (infravision): Yes Size class: Small Note: Tieflings must be Chaotic. :::: TROLL :::: Adjustments: +1 Strength, +3 Constitution, -1 Dexterity, -1 Intelligence, -2 Piety Compatable Classes: Assassin, Bard, Berserker, Cleric, Deathknight, Druid, Fighter, Lich, Mage, Monk, Ranger, Rogue, Thief, Vampire, Werewolf Trolls are hideous humanoid beings which stand approximately nine feet tall. Their skin is mottled and greenish in color, and they smell terrible. Most trolls are uncivilized and totally unintelligent beasts. A few, however, are of a different type which actually form themselves into organized tribes to raid humans. A troll's favorite food is human flesh, a delicacy which he is always hunting for. As a result, trolls are often not allowed into civilized areas and are often attacked by guards if sighted within city limits. A troll can live in any but the most horrible conditions of filth and as such has an extremely high constitution. They aren't very smart or pious, however, as all they care about is what they are going to fight or eat next. In general, most other races don't like trolls, especially humans. See in dark (infravision): Yes Size class: Large