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, discovered the rarest 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 Land of Isengard, and the classes and races within.
Class:
Alchemist ·
Assassin ·
Barbarian ·
Bard ·
Builder ·
Cleric
Druid ·
Fighter ·
Mage ·
Monk ·
Paladin ·
Ranger ·
Thief
Race:
Dwarf ·
Dark-Elf ·
Elf ·
Gnome ·
Goblin ·
Half-Giant ·
Half-Elf
Half-Orc ·
Halfling ·
Human ·
Ogre ·
Orc ·
Troll
The Classes:
Alchemist
An Alchemist is a a master of phyical materials and
of the natural elements that make up all life. They are
particularly fond of metals and gems, and can become great
artificers capable of transmuting normal elements into true
magical materials. Alchemists are a specialty Mage class,
and so are competent spell casters. Their knowledge about
material makes them better fighters than Mages. The
ultimate goal of Alchemists is to produce their Great Work,
an artifact of great power. To do this, however, they need a
complete understanding of the relationship between the
physical and magical worlds.
Skills:
Detect Magic
Transmute
Enchant
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Key Stats:
Strength
Constitution
Intelligence
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Sugg. Races:
Dwarf
Human
Elf
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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:
Sneak
Backstab
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Key Stats:
Strength
Dexterity
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Sugg. Races:
Halfling
Human
Dwarf
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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
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Key Stats:
Strength
Constitution
Dexterity
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Sugg. Races:
Half-giant
Human
Dwarf
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Bard
The bard is a very clever and resourceful character class.
Bards can be expected to spend their lives in search of knowledge
of the arts and sciences. The young bard is usually quite foolish.
The more scholarly bards can entertain an entire room with a song
which will envigorate all. Also, bards have been known to charm
friends and foes so completely that they are beyond harm.
Bards also have a limited ability to read a person's aura
and get a glimpse of their future. This skill is not inherent, and
requires the memorization of the spell or acquisition of the proper
components.
Skills:
Charm
Sing
Fortune
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Key Stats:
Piety
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Sugg. Races:
Half-elf
Human
Dwarf
Elf
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Builder
The builder is a special class in the employ of a high level
character. The builder is contracted to build special areas for the
character. NOTE - You must be Level 16+ and of impeccable reputation, cost is 500,000 gold pieces.
Skills:
Building
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Key Stats:
None
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Sugg. Races:
None
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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,
and in some cases can cast spells that even a mage cannot achieve.
Skills:
Turn
Pray
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Key Stats:
Piety
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Sugg. Races:
Half-elf
Human
Gnome
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Druid
A druid is a master of the natural arts, and can
use his or her powers to utilize natural plants and flowers
for healing purposes. Druids also have great control over
their own bodies, and are able to resist the effects of poisons
that would be deadly to other classes. Druids are also good
healers.
Skills:
Prepare Herbs
Resist Poison
Track
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Key Stats:
Piety
Dexterity
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Sugg. Races:
Gnome
Halfling
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Fighter
The fighter is a master of the fighting arts. As the fighter
advances he will achieve great proficiency in the use of weapons.
The fighter is able to bash and circle opponents like a barbarian.
Skills:
Bash
Circle
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Key Stats:
Strength
Constitution
Dexterity
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Sugg. Races:
Half-giant
Human
Dwarf
Orc
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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. In addition, the mage
is the only class that is able to enchant things.
Skills:
Teach
Enchant
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Key Stats:
Intelligence
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Sugg. Races:
Elf
Human
Half-Elf
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Monk
The monk is the master of self-discipline. By calling upon
inner strength, the monk can do grave damage to foes. A monk must
spend his time in self-contemplation, growing stronger all the time.
He can call upon his strength to heal himself or others, or to hide from
his enemies. The path of the monk is a hard one, but those few warriors
who chose it will be rewarded with powers beyond most mortal men. Due to
the nature of the monk, they cannot wear most armors and cannot use rings
or shields. Their hands must be free so they can use their special fighting
skills. There are special weapons and armors for monks, but they are rare
and hard to find.
Skills:
Sneak
Pick Locks
Meditate
Touch of Death
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Key Stats:
Piety
Constitution
Dexterity
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Sugg. Races:
Human
Dwarf
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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. The
paladin is also required to spend a term serving in the militia to show
their interest in benefitting society.
Skills:
Turn
Pray
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Key Stats:
Strength
Piety
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Sugg. Races:
Gnome
Human
Dwarf
Orc
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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
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Key Stats:
Dexterity
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Sugg. Races:
Human
Halfling
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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:
Sneak
Pick Locks
Peek
Backstab
Steal
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Key Stats:
Dexterity
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Sugg. Races:
Human
Halfling
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These suggestions are of course only guidelines, since a player
of any race can become any class. Isengard has seen many a
powerful Halfling 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.
Elf
Adjustments:
Intelligence +2
Strength -1
Constitution -1
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Somewhat shorter than humans, the elf is of weaker
constitution and higher intelligence.
Gnome
A cousin of the dwarf, gnomes are small demihumans which
can become very capable clerics and paladins.
Goblin
Adjustments:
Strength +1
Constitution +1
Intelligence -2
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There is no text for this race, as it is not formally listed in the Book of Knowledge item in-game.
Half-Elf
Adjustments:
Intelligence +1
Constitution -1
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A cross between the elven and human races, a half-elf
can become a master in any class.
Half-Giant
Adjustments:
Strength +2
Intelligence -1
Piety -1
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A cross between the giant and human races, a half-giant
is brutally strong and makes a very good warrior.
Half-Orc
There is no text for this race, as it is not formally listed in the Book of Knowledge item in-game.
Halfling
Small and agile, the halfling specializes in dexterity,
and thus makes a good thief, assassin, or ranger. They are also
known to other races as hobbits, but they prefer to be called by
their chosen name of halfling.
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.
Ogre
There is no text for this race, as it is not formally listed in the Book of Knowledge item in-game.
Orc
Adjustments:
Strength +1
Constitution +1
Dexterity -1
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Orcs are fierce warriors, who in their homelands
prefer banding together for hunting and raiding. Orcs are
strong and make good warriors.
Troll
Trolls are an evil race. Large, strong, ugly and stupid, they
enjoy to hoard treasure, kill for pleasure and eat raw flesh. Trolls
generally prefer to travel alone, but can sometimes be found in groups of
three or more.
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 talk to and look at monsters. Also visit our map section and read the player's guide.
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 begin on your first quests, try talking to some of the permanent
monsters scattered around the land. Of course, be sure to look at it
before talking to it, or else you might find yourself in a battle you
cannot win.