Profession
**Martial
Artist**
Martial Artists Attack or Kick their opponents with their hands or feet
rather than using weapons. As they advance in skill level, Martial Artists
can also Jumpkick, Sweep, and attack their opponents using the Chi art
forms. Highly skilled Martial Artists eventually abandon armor and rely
solely on their agility to avoid physical damage.
Martial Artists need particular abilities to survive in the kingdom. They
must have sufficient agility to kick, jump, block and parry blows, and
move quickly in close quarters. They must also have sufficient strength to
damage their opponents and a strong constitution to withstand injuries
from physical combat.
**Mentalist**
Mentalists focus the power of their minds into psionic energy. They must
be intelligent so that they do not exhaust their psionic energy and have
to resort to physical combat. They can slay their foes quickly and from a
distance, without dirtying their hands in physical combat. However,
Mentalists must concentrate and make each psionic attack count to avoid
wastefully depleting their psionic energy.
Mentalists need particular abilities to survive in the kingdom. They must
have sufficient intelligence to form psionic disciplines. Intelligence
also determines how much psionic energy Mentalists initially possess and
how many psionic energy points
they gain at each experience level.
True Mentalists who attain the psionics skill level of Wizard begin to
regain their psionic energy at an accelerated rate.
**Healer**
Healers are skilled in the use of both weapons and psionics. Although they
rely primarily on psionics, Healers should also be adept with weapons. A
Healer uses more psionic energy to form an offensive psionic discipline
than a Mentalist uses, so when Healers are in heavy combat, they might
deplete their psionic energy and have to fall back on physical combat.
Also, Healers, unlike Mentalists, only regain psionic energy points over
time if they are undamaged, so they must stay fully healed.
Healers need particular abilities to survive in the kingdom. They must
have sufficient wisdom to form psionic disciplines and sufficient strength
to wield weapons. Wisdom also determines how much psionic energy Healers
initially possess and how many psionic energy points they gain at each
experience level.
Healers use some of the same disciplines as Mentalists and have some
disciplines of their own. Healers have the special ability to use the Heal
discipline to heal damage to themselves and others. A good Healer is
always aware of the health of others and is willing to lay a healing hand
upon the wounded. Healers who attain the healing skill level of Healer can
restore life to a corpse using the CritCure discipline.
**Thief**
Thieves prefer hiding in the shadows and backstabbing their foes in
surprise attacks rather than engaging in prolonged physical combat. They
also enjoy picking locks and pilfering the possessions of other characters
by stealing, mugging, and using traps. Thieves are also able to form
psionic disciplines; however, they draw on their health points each time
they form a discipline.
Thieves need particular abilities to survive in the kingdom. They must
have sufficient agility to set and disarm traps, sufficient strength to
backstab, and sufficient intelligence to form disciplines.
**Fighter**
Fighters are masters of weapons who Attack, Shoot
or Stab their opponents.
Fighters need particular abilities to survive in the kingdom. They must
have sufficient strength to damage their opponents in combat, sufficient
agility to hit accurately and parry blows, and a strong constitution to
withstand injuries from physical combat.
Fighters who attain the 8th experience level with an alignment of good
with good tendencies can become Paladins.
Fighters who attain the 15th, 17th, and 20th experience levels can
specialize in a weapon and thus receive greater skill gains and inflict
increased damage in combat.
**Barbarian**
Barbarians are fierce warriors who thrive on chaos and are able to carry
great amounts of weight without becoming encumbered. Their distrust of
psionics makes them resistant to psionic attack; however, it also makes it
difficult for them to use psionically-imbued items. They like to break
powerful items and sometimes go berserk in combat.
Barbarians need particular abilities to survive in the kingdom. They must
have sufficient strength to damage their opponents in combat, sufficient
agility to hit accurately and parry blows, and a strong constitution to
withstand injuries from physical combat.
Barbarians who attain the 15th, 17th, and 20th experience levels can
specialize in a weapon and thus receive greater skill gains and inflict
increased damage in combat.
Note The Barbarian trainer is on a remote and dangerous island east of
Nork. If you are a beginning player, it would be wise to dedicate to one
of the other professions until you are familiar with the kingdom.
**Paladin**
Paladins are noble Fighters who have attained the 8th experience level
with an alignment of good with good tendencies. Fighters can become
Paladins by dedicating to the Paladin trainer. Paladins can continue to
receive weapons training from the Fighter trainer, but they must go to the
Paladin trainer for specialization training.
Paladins have greater combat abilities than Fighters and are more
resistant to psionic attack. However, Paladins must remain faithful to the
forces of good. If they slay a non-hostile creature, even accidentally,
they are stripped of their Paladinhood and must seek atonement in order to
regain it.
Paladins who attain the 15th, 17th, and 20th experience levels can
specialize in a weapon and thus receive greater skill gains and inflict
increased damage in combat.
Source: Original mirror