************************************************************* Book of Knowledge by Charon ************************************************************* Set forth upon these pages is a brief account of the knowledge that all wise adventurers should carry with them as they venture forth into the realms. Your quest begins at the Tree of Life. From the tree your path can go many directions, to limbo for the foolish and to vast wealth and treasures for those who are well prepared and knowledgeable from the beginning. You will begin at level one, and your goal is to rise in level and status, until you have traveled the farthest reaches, gained the highest treasures, and defeated the most powerful of monsters. Very few will reach this height, so good luck to you. Here is some information you should know and use about the city of Oceancrest, and the classes and races within. The classes: Assassin An assassin is one who lurks in shadows, waiting to backstab his or her victim. Assassins are noted for their ability to deal quick death; a single attack being capable of doing incredible amounts of damage. The assassin can hide better than most classes. Skills: Steal Backstab Peek Prime Requisites: Dexterity Strength Suggested Races: Hobbit Human Dwarf Barbarian Raised in the harsh lands of tribal villages, barbarians are hearty warriors capable of sustaining blow after blow from opponents. The barbarian can bash its opponent, rendering them stunned for a while and unable to attack. The barbarian can circle an opponent, an excellent tactic used while fighting. Skills: Bash Circle Prime Requisites: Strength Constitution Dexterity Suggested Races: Half-Giant Human Dwarf Orc Cleric The cleric is the most powerful of the classes in the arts of healing. In addition to the ability to heal, the cleric can turn the undead. Clerics can also achieve magical powers only bested by a mage. Skills: Turn Pray Prime Requisites: Piety Suggested Races: Human Half-Elf Gnome Fighter The fighter is a master of the fighting arts. As the fighter advances he will achieve great proficiency in the use of weapons. iThe fighter is able to bash and circle opponents like a barbarian. Skills: Bash Circle Prime Requisites: Strength Dexterity Suggested Races: Human Half-Giant Dwarf Orc Mage A master of the magic arts, the mage will gain the power to unleash incredible amounts of damage by means of spells, but magic alone cannot overcome all enemies. A mage can teach low level spells to other players, once the mage has learned them. Skills: Teach Prime Requisites: Intelligence Suggested Races: Human Elf Half-Elf Paladin The paladin is a brave warrior of faith, and must continue to be good aligned in order to inflict damage. An evil paladin suffers greatly. The paladin is a powerful warrior and healer, and like clerics, can turn the undead. A paladin suffers a small loss if he flees from a fight. Skills: Turn Pray Prime Requisites: Strength Piety Suggested Races: Human Dwarf Gnome Orc Ranger The ranger is a skillful fighter with the abilities to track opponents, to search for hidden exits, monsters, and treasures, and to hide from enemies very well. A ranger can hasten, and thus be allowed to attack faster than other classes. Rangers are necessary for some of the quests, as tracking can be required in some areas. Parties without a ranger can become hopelessly lost. Skills: Track Haste Prime Requisites: Dexterity Suggested Races: Human Hobbit Thief A thief is a very valuable player in any group of adventurers, and in some cases, necessary. A thief is capable of picking locks and stealing from opponents, and has the ability to sneak undetected from place to place. Like the assassin, a thief can backstab. Skills: Steal Pick Peek Backstab Prime Requisites: Dexterity Suggested Races: Human Hobbit These suggestions are of course only guidelines, since a player of iany race can become any class. Oceancrest has seen many a powerful Hobbitish Barbarian, Half-Giant Cleric, or Elven Ranger. Be wise to the fact that all classes have their strengths and weaknesses, and that a group of warriors will get no further than a group of mages, since cooperation between classes is vital to success. The Races: Dwarf A dwarf is a stocky and short demihuman, standing about 4 feet tall. Dwarves are sturdy fighters, and are known to be stubborn and practical. Adjustments: Strength +1 Piety -1 Elf Somewhat shorter than humans, the elf is of weaker constitution and higher intelligence. Adjustments: Intelligence +1 Strength -1 Gnome A cousin of the dwarf, gnomes are small demihumans which can become very capable clerics and paladins. Adjustments: Piety +1 Strength -1 Half-Giant A cross between the giant and human races, a half-giant is brutally strong and makes a very good warrior. Adjustments: Strength +2 Intelligence -1 Piety -1 Half-Elf A cross between the elven and human races, a half-elf can become a master in any class. Adjustments: Intelligence +1 Constitution -1 Hobbit Small and agile, the hobbit specializes in dexterity, and thus makes a good thief, assassin, or ranger. Adjustments: Dexterity +1 Strength -1 Human What is man? Who knows? And if you are actually reading this, perhaps you should stop mudding for about a week, and read philosophy. Adjustments: Constitution +1 Orc Orcs are fierce warriors, who in their homelands prefer banding together for hunting and raiding. Orcs are strong and make good warriors. Adjustments: Strength +1 Constitution +1 Dexterity -1 A note on chaos: Those who choose to be chaotic be forewarned: you will be able to attack and steal from other players, but also can be attacked and stolen from. From time to time, a powerful chaotic character may decide to wreak havoc upon anyone of a lower level, and thus vulnerable to him or her. Remember then, that if you chose to be chaotic, you must accept both its benefits and its penalties. The Dungeonmasters, being the kind and sensitive people they are, will allow you to change from chaotic to lawful once in your life, if you have seen the light and wish to mend your sinful ways. A lawful player may never become chaotic. Where to begin: There are several areas designed for beginning adventurers, look for these in the areas surrounding the Tree of Life. You will find plenty of areas to get you started. You should also read the Guide to Oceancrest, and ask Styx to send you a map of Oceancrest. A note on quests and quest items: Once you have attained your third title, you may want to begin looking for quest items and begin completing the quests. To get a start at this, talk to Vlassen the Wise, or to Aetolos, in the Red Eye Pub.