Ruleset / Player Characters / Classes
Character Races
Fighter-MU
Magic-User
MU-Thief
Clerics are those who have devoted themselves to the service of a deity, pantheon or other belief system. Most clerics spend their time in mundane forms of service such as preaching and ministering in a temple, but there are those who are called to go abroad and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and chaos. Player character clerics are assumed to be among the latter group.
Clerics fight about as well as thieves but not as well as fighters. They are hardier than thieves--at least at lower levels--as they are accustomed to physical labor that the thief would deftly avoid. Clerics can cast spells of divine nature starting at 2nd level, and they have the power to turn the undead, that is, to drive away undead monsters by means of faith alone.
The Prime Requisite for clerics is wisdom, so characters must possess a wisdom score of 9 or higher to become a cleric. They may wear any armor but may only use blunt weapons (specifically including warhammer, mace, maul, club, quarterstaff and sling).
Class Level Details Chart
Spell Levels
Hit Dice
1 0 1d6 0 0 0 0 0 0
2 1500 2d6 1 0 0 0 0 0
5 12000 5d6 2 2 0 0 0 0
9 180000 9d6 3 3 2 2 0 0
10 270000 9d6+1 3 3 2 2 1 0
19 1080000 9d6+10 6 5 4 4 3 3
Fighters include soldiers, guardsmen, barbarian warriors and anyone else for whom fighting is a way of life. They train in combat and they generally approach problems head on, weapon drawn.
Not surprisingly, fighters are best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. Although they are not skilled in the ways of magic, fighters can nonetheless use many magic items, including but not limited to magical weapons and armor.
The prime requisite for fighters is strength--a character must have a strength score of 9 or higher to become a fighter. Members of this class may wear any armor and use any weapon.
14 840000 9d8+10 0 0 0 0 0 0
Fighter/magic-users may both fight and cast magic spells. Further, they are allowed to cast magic spells while wearing armor. Elven fighter/magic-users roll six-sided dice (d6) for hit points.
To become a member of a combination class, a character must meet the requirements of both classes. Combination class characters use the best attack bonus and the best saving throw values of their original two classes, but must gain experience equal to the combined requirements of both base classes to advance in levels.
Elves are the only characters eligible to be a member of one of these combination classes.
11 1080000 9d6+2 4 4 3 2 2 1
Magic-users are those who seek and use knowledge of the arcane. They do magic not as the cleric does (by faith in a greater power) but rather through insight and understanding.
Magic-Users are the worst of all the classes at fighting, as hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons. They are the least hardy, equal to thieves at lower levels but quickly falling behind.
The prime requisite for magic-users is intelligence--only characters with an intelligence score of 9 or higher can become magic-users. The only weapons they become proficient with are the dagger and the walking staff (or cudgel). Magic-users may not wear armor of any sort nor use a shield as such things interfere with spellcasting.
Magic-user/Thieves may cast spells while wearing leather armor and may use any weapon. These characters roll four-sided dice (d4) for hit points.
Thieves are those who take what they want or need by stealth, disarming traps and picking locks to get to the gold they crave (or "borrowing" money from pockets, beltpouches, etc. right under the nose of the "mark" without the victim ever knowing).
Thieves fight better than magic-users but not as well as fighters. Avoidance of honest work leads thieves to be less hardy than the other classes, though they do pull ahead of the magic-users at higher levels. Thieves can also HIDE IN SHADOWS, attacking with a +4 bonus and doing triple damage if successful.
The prime requisite for thieves is dexterity (characters must have a dexterity score of 9 or higher to become a thief). They may use any weapon but may not wear metal armor as it interferes with stealthy activities, nor may they use shields of any sort. Thieves also have a number of special abilities to help them do what the do. These include open locks, remove traps, pick pockets, move silently, climb walls, hide and listen. Such skills are basic at first but improve as the thief advances in level.