...Diversity...
You may initially create your character as single, dual, triple or quad class. There are 6 classes in which to take, mix and match as you will, casters, melee. Each of the 6 classes may be raised up to 40, and each class has its own prime class abilities, and mechanics under which it operates. Classes like Acrobats, mages and thieves are made for damage, while clerics, warriors and to a lesser degree, sorcerers, offer a higher chance of survival (in theory). Each class fills its own niche with a grouping envirnoment. More over, each class has the ability fit into how the class is played, not just what tools it has. Class diversity really begins and ends with quad class (original diku characters).

Life, movement and mana tables will reflect more benefits to single and dual class characters, which in the end receive the least amount of abilities. Quad and triple class characters are more open ended to playing lots of different styles. Single class characters have the strongest abilities, and cost the most to level, but have the least levels in which to attain power in. Quad class characters, receive the most skills, and suffer from leveling a lot of classes. Dual and triple class characters fall respectfully into the table between single and quad class.

Practices, Exp, Skills
Skills and abilities may be trained up to 100. Other means may be attained to raise some skills beyond this cap. Almost all class skills are scaled to perform better for prime class characters then single class characters. ALmost all abilities have the chance to raise on useage of the skill in question. Some skills are passive, others active, there are literally hundreds of skills for characters to gain. Some skills you can train and find out there are other skills you cannot train because you took a certain skill. Classes at the end of a class order will receive less practices per level then classes at the front of a character. Further more, practice sessions are limited in number, and you cant expect to be able practice everything to perfect; it should also be noted that using practice sessions on a skill past 30 pts will start to cost experience, with some skills this can get expensive very quickly. Spells and performances mana cost is skill based, so that the more you know an ability, the less mana it costs for spells, and the less movement it consumed for performance.

Leveling
When you character levels, a lot of things happen at once.
-Abilities open up to be learned. This costs practice sessions (and exp).
-Practice sessions and karma may be gained from a level in a guild.
-You might receive a perk point, or an item.
-Your max stats might go up.
-your worn items might gain increased stats or even new abilities to unlock.
-Your health, mana, movement and refilled.
-Your health, mana and movement goes up.
-You receive a divine point a level 40.
-Mobs turn aggressive at level 16 (level 12 for anarchys).
-Infirmaries stop working at level 22.
-Exp loss and age loss on system shock begain at level 18.


Perks
Characters may gain perk points in a variety of ways. Perk points must be had for a character to learn from a book of professions. Books may be found in game, if one is lucky enough. There are approximately 30 different types of books which can be ready, each a short story with a morale. Each perk is a skill which can only be attained from the book, and only for a point. These special abilities offer may ways to make a character more diverse. Perk books may not be unlearned, and there is a max amount of these abilities which may be learned by a character.

Divine Points
Everytime a character gains a 40 in a class, they will receive divine pts. These points may be used to purchase equipment from vendors in game which sell equipment for specific classes. These vendors are mildly ellusive. Specific tokens exist in game for refunding this equipment.

Character Stats
Your characters class order is set by the classes you choose.
-Single class stat orders are set for simplicitys sake.
-Dual class characters have the 1st 2 prime stats.
-Triple class characters use 3 classes for the 1st 3 stats rolled.
-Quad class characters have 1 game assigned stats.


Some classes rely more on some stats then others. Thieves and Acrobats rely upon dexterity for backstabbing and dragon punching, and also need consitution and strength. Mages and sorcerers really want int, while clerics want wisdom and then int. A triple class sorcerer, mage, cleric would roll int, wis, con, str, dex, while a dual class warrior thief would roll str, dex, con, int, wis. A quad class warrior acrobat cleric sorcerer would roll str, dex, wis int.

Three Types of Stats
Base stats, natural, the stat that gets rerolled.
Modified stats, altered, by spells or equipment.
Max stats, mod stats may not exceed max stats.
Max stats may not exceed 45.
Max stats will inrcease mainly with avatar levels.
Max stats may be increased by equipment, as can mod stats.


Five stats
Strength. How much you can carry, also adds hitroll and damageroll for melee.
Intelligence. How much magic force you can contain, also increases spell damage.
Wisdom. How much mana you regenerate, and how quickly, also effects healing.
Dexterity. Movement, armor class, backstab tables, performance damage, thac0, move regen.
Constitution. System shock checks, total health, damage reduction, health regen.


Rerolling
As a character advances, in order to get the most out of a character, they might choose to reroll. Using a reroll token in a meditation chamber, will randomize dice rolls for the characters new stats. These rerollers ONLY affect natural stats. There are 5 stat rollers, alpha tokens, for level 1-20, and also used during new character creation. Omega tokens are for rerolling natural stats of characters level 21-40. Avatar reroll tokens are prismatics, for level 1-20 avatars, and tetrahedral tokens, for high end characters level 21-40 in an avatar class. Tet tokens are capable of rolling up to 22 in stats. Prismatics may roll up to 20. alpha tokens may roll up to 17, and omega an 18. As noted prior, max stats may not exceed 45. The 5th token is an immortal stat roller token, which you will have to bleed for in a quest to attain one of these, which can roll max natural stats of 25.

Max Stat Rerolls
Once a character attains level 40, he or she may choose use max stat reroll tokens. There are 5 of these tokens, which can only be found on event and quest mobs. These tokens also are useable as a stat light source at avatar level 20. Max stats can still increase while leveling in mortal and advanced guilds, and gain max stats through perk points. Max stat tokens each have a prime class value, so that prime stats for a class will always have a range 2 pts higher then non prime stats. Theives and Acrobats roll dex, warriors strength, clerics wisdom while mages and sorcerers roll int prime. Prime stats may roll between 21 and 27, while non prime stats may roll 19 to 25. All characters start with 18 as a max stat, and NO class rolls constitution as prime. The stat roller rolls intentionally low, though it can roll high, occasionally. Mafia tokens roll dex, Mind tribe tokens roll wis, arcane magi tokens roll int, while dogs of war roll strength and council of war rolls constitution. Con is the hardest stat to roll high, and the hardest stat to find in general.

Avatars
To join an avatar class, one must have a level 40 in the base class for the avatar in question. Using the command 'level gain' in the room with the class trainer, will join you to the guild. A single class avatar doesnt have many options. A quad class avatar mage, could technicaly take all 4 elementalist classes as avatars. There are 4 avatar classes available to each character. A character must have level 40 warrior to become a berserker. the command 'spells' and the command 'skills' may be used to see skill trees.

-Warrior Guilds: Paladin, Avenger & Berserker
-Acrobat Guilds: Ninja & Monk
-Rogue Guilds: Assassin & Blackguard
-Cleric Guilds: Vicar & Priest
-Sorcerer Guilds: Wizard & Warlock
-Magi Guilds: Elementalist of Fire, Water, Air & Earth





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