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Classes

Your class decides the skills and spells you will learn. You can always see more in the game with the help command.

Cleric

Clerics are the most defensively orientated of all the classes. Most of their
spells focus on healing or defending the faithful, with their few combat spells
being far less powerful than those of mages. However, clerics are the best
class by far at healing magics, and they posses an impressive area of
protective magics, as well as fair combat prowess.
 
All clerics begin with skill in the mace. Other weapon or shield skills must
be purchased, many at a very dear cost. The default skill selection for
clerics is as follows:
 
skills:
flail the proper use of flails
 
spell groups:
attack a selection of offensive magics
creation the making of physical objects, such as food and water
curative spells that cure the sick and feeble of their ailments
benedictions powerful magics that grant the blessings of the gods
detection informational magics, such as detect magic and identify
healing spells for treating wounds, from scratches to death blows
maladictions an assortment of curses
protective defensive magics, including the powerful sanctuary spell
transportation spells for getting from here to there
weather spells for conjuring and mastering the elements
prayers powerful cleric spells
Prime attribute
Wisdom
Hit points per level
10 to 14
Magic
Casts spells
How class selection works in the game
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Class Selection
Choosing a class WILL determine type of character. Class selection will
determine skills and spells that will be available to you. You may customize
or not customize. We recommend customization to fit your need if you are
familiar with MUDs.
 
Again, all the information are based on our opinions only.
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Use the following legends:
KAL - Kick A** Level -> A way to compare power play with other Classes.
RP - Role Playablity -> A way to compare role playability based on
interactivity of spells, skills, and special
class commands.
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