isengard.nazgul.com:4040
guidesmapscontactresources
Guides & Docs

book of knowledge
player's guide
player policy
help files

home
maps
guides
contact
resources

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.

Jump to...

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
Key Stats:
Strength
Constitution
Intelligence
Sugg. Races:
Dwarf
Human
Elf
back to top

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
Key Stats:
Strength
Dexterity
Sugg. Races:
Halfling
Human
Dwarf
back to top

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
Key Stats:
Strength
Constitution
Dexterity
Sugg. Races:
Half-giant
Human
Dwarf
back to top

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
Key Stats:
Piety
Sugg. Races:
Half-elf
Human
Dwarf
Elf
back to top

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
Key Stats:
None
Sugg. Races:
None
back to top

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
Key Stats:
Piety
Sugg. Races:
Half-elf
Human
Gnome
back to top

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
Key Stats:
Piety
Dexterity
Sugg. Races:
Gnome
Halfling
back to top

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
Key Stats:
Strength
Constitution
Dexterity
Sugg. Races:
Half-giant
Human
Dwarf
Orc
back to top

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
Key Stats:
Intelligence
Sugg. Races:
Elf
Human
Half-Elf
back to top

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
Key Stats:
Piety
Constitution
Dexterity
Sugg. Races:
Human
Dwarf
back to top

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
Key Stats:
Strength
Piety
Sugg. Races:
Gnome
Human
Dwarf
Orc
back to top

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
Key Stats:
Dexterity
Sugg. Races:
Human
Halfling
back to top

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
Key Stats:
Dexterity
Sugg. Races:
Human
Halfling
back to top

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
Adjustments:
Strength +1
Piety -1
back to top

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
back to top

Somewhat shorter than humans, the elf is of weaker constitution and higher intelligence.

Gnome
Adjustments:
Piety +1
Strength -1
back to top

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
back to top

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
back to top

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
back to top

A cross between the giant and human races, a half-giant is brutally strong and makes a very good warrior.

Half-Orc
Adjustments:
Constitution -1
back to top

There is no text for this race, as it is not formally listed in the Book of Knowledge item in-game.

Halfling
Adjustments:
Dexterity +1
Strength -1
back to top

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
Adjustments:
Constitution +1
back to top

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
Adjustments:
Strength +1
Piety -1
back to top

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
back to top

Orcs are fierce warriors, who in their homelands prefer banding together for hunting and raiding. Orcs are strong and make good warriors.

Troll
Adjustments:
Strength +1
Intelligence -1
back to top

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.

All Contents Copyright © 1999. All rights reserved.