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Carrot says "Choose your class depending on what you like doing - stats matter"When you create a character in terraMUD, you must choose which class you want to be.

The available classes are - Assassin, Barbarian, Cleric, Fighter, Bard, Mage, Paladin, Ranger, Thief, Monk, Druid and Alchemist.


An Alchemist is 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 mage subclass, and so are competent spell casters. Their knowledge about material makes them better fighters than mages.
Skills: Recharge, Transmute, Enchant
Prime Requisites: Constitution, Intelligence Suggested
Races: Dwarves, Human, Elf

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. Part of their murderous training involves learning to pick locks, which they can do almost as well as thieves. Also, they have the ability to look ahead into new areas for victims with the scout skill.
Skills: Backstab, Hide, Sneak, Pick, Scout.
Prime Requisites: Dexterity, Strength
Suggested Races: Hobbit, Human, Dwarf

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. Barbarians also possess the berserk skill, raising their hp and dexterity in a furious battle-frenzy.
Skills: Bash, Circle, Berserk
Prime Requisites: Strength, Constitution, Dexterity
Suggested Races: Half-Giant, Human, Dwarf, Orc

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. Bards also have above average ability to cast healing spells.
Skills: Charm, Fortune, Sing
Prime Requisites: Intelligence, Dexterity
Suggested Races: Human, Elf, Dwarf, Half-elf

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. They can also pray to gain additional piety for a short time.
Skills: Turn, Pray
Prime Requisites: Piety
Suggested Races: Human, Half-Elf, Gnome

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. Because of their affinity to their surroundings, they can also use the track skill.
Skills:Barkskin, Track, Transform
Prime Requisites: Piety, Dexterity
Suggested Races: Gnome, Hobbit

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
Prime Requisites: Strength, Dexterity
Suggested Races: Human, Half-Giant, Dwarf, Orc

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 characters, once the mage has learned them.
Skills: Enchant, Teach

Prime Requisites: Intelligence
Suggested Races: Human, Elf, Half-Elf

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 constitution to heal himself by meditating. 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 are not benefitted by armor, but receive better armor class bonuses from high dexterity than other classes. Their hands must be free so they can use their special fighting skills. There are special weapons for monks, but they are indeed rare. Because of their spiritual ties, they can cast healing spells better than average.
Skills: Meditate, Touch
Prime Requisites: Piety, Constitution, Dexterity
Suggested Races: Human, Dwarven

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: Piety, Strength
Suggested Races: Human, Dwarf, Gnome, Orc

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. They can also use the scout skill to see into a nearby area. 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. Because they have close ties to the druidic arts as well as combat prowess, they can cast healing spells better than average.
Skills: Track, Search, Hide, Sneak, Scout, Haste
Prime Requisites: Dexterity
Suggested Races: Human, Hobbit

A thief is a very valuable character 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: Pick, Peek, Steal, Hide, Sneak, Scout, Backstab
Prime Requisites: Dexterity
Suggested Races: Human, Hobbit

These suggestions are, of course, only guidelines, since a character of any race can become any class. Just 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. You will also have been asked to distribute 54 points between the five character statistics - Strength, Dexterity, Constitution, Intelligence and Piety, with none being smaller than 3 or larger than 18. Note that it is suggested that different classes need some statistics higher than other statistics.

Might. Physical power. Call it what you will, strength is a direct measure of a characters ability to wield a weapon and carry their belongings and the amount of force with which they can hit their enemies. It is the prime requisite of fighters and barbarians.

Speed and agility are the core of dexterity. A characters dexterity determines their ability to dodge hits, pick locks, hide, flee from a battle gone awry, i.e. in general, it helps them stay out of harms way. It also assists those classes gifted with the ability of circling to keep ahead of their foes more effectively. Dexterity is the prime requisite of assassins, thieves, druids, and rangers.

Physique, ability to ward off ailments and general health make up a characters constitution. It assists in the recovery of hit points, the resistance to poisons and disease and along with class type, is the basis of determining hit points. Constitution is the prime requisite for alchemists and monks.

This is the innate ability of a character to solve complex problems in a timely manner. One of the most important uses for intelligence is in the casting of spells, which joins the comprehension of ancient, intricate mystical scrawl and ability to remember and properly administer enchanted spell components. When these come together, the miracle known as spell casting is born. It is the prime requisite of mages and bards.

Dutifulness, devotion and concentration are the core of piety. It is the bastion of the holy, the strength of the devout. The ability to concentrate successfully assists in the recovery of magic, healing the injured, and searching for all things not obvious. It is the prime requisite of clerics and paladins. The available races are - Elf, Dark-Elf, Half-Elf, Orc, Half-Orc, Goblin, Troll, Ogre, Half-Giant, Dwarf, Hobbit, Gnome and Human.

The race you chose will alter your chosen stats as follows.

One of the eldest races, elves have accumulated a vast collection of arcane knowledge over their vast cultural tenure. Slightly smaller than humans, with a hint of frailty, they rely on their wits to survive and prosper. Elves have a close kinship with the woods, and their ability to see in the dark blends well with their love of deep forests.
Adjustments: Strength -1, Constitution -1, Intelligence +2

Dark elves, hating all and hated by all, are elves that have abandoned their forest heritage to dwell in the deepest of subterranean lairs. Their contempt for all life makes them excellent assassins, often plying their trade more for enjoyment than necessity. Dark elves can see in the dark.
Adjustments: Dexterity +1, Intelligence +1, Piety -2

Half-elves are the product of a human and elven couple and, while not embraced by either culture, they are generally liked by all. Though smaller than humans, their elven lineage makes them of above average intelligence. Their multi-cultural heritage makes them diversely skilled and is typically welcomed into any adventuring party.
Adjustments: Strength -1, Intelligence +1

Orcs are large, volatile demi-humans, feared and respected as the most war-proficient race. Their strength and agility have earned them a name as excellent fighters. Their combat prowess is offset by their lack of piety and their general difficulty with solving complex problems. Orcs can also see in the dark.
Adjustments: Strength +1, Dexterity +1, Intelligence -1, Piety -1

The product of an orc and human couple, this large, powerful demi-human is generally viewed with suspicion by either of their descendant races. Their orcish heritage often leads them to be fierce combatants, shunning the mystic arts for the thrill of hand-to-hand combat. They are slightly less pious than average, concentrating more on melee.
Adjustments: Strength +1, Piety -1

A race of ill-intentioned demi-humans, the goblin is usually found beneath the earth, contesting space with the other subterranean races that they despise greatly. They are not very bright, but their small size gives them advantages as far as speed and agility. Goblins can see in the dark.
Adjustments: Dexterity +1, Intelligence -1

Large, strong, ugly and stupid, trolls enjoy hoarding treasure, killing for pleasure and eating raw flesh. Trolls generally prefer to travel alone, but can sometimes be found in groups of three or more. Their life of feasting on whatever putrescent sustenance crosses their path gives them amazing constitution, but they lack wits and piety. Able to see in complete darkness, they have little reason other than hunger to venture out into the light.
Adjustments: Constitution +2, Intelligence -1, Piety -1

Ogres are a race of huge demi-humans, second only to half-giants in size and strength. They are generally intolerant of other races, preferring solitude to reign over their tiny fiefdoms, although they have been known the form strategic alliances to further their domination of the smaller races. Their brutish strength is offset by their below-average intellectual capacity.
Adjustments: Strength +1, Intelligence -1

Half-giants are the results of an unusual couple, a giant and a human. The offspring of such a pair is typically both enormous in size and in strength, towering over the common townsfolk. While not as pious or intelligent as some, their enormity makes them excellent warriors, having little or no fear of combat.
Adjustments: Strength +2, Intelligence -1, Piety -1

A dwarf is a stocky and short demi-human, standing about 4 feet tall. Dwarves are sturdy fighters and are known to be stubborn and practical. They typically dwell beneath the surface, seeking their fortune through mining the earth. They also possess the ability to see in the dark.
Adjustments: Strength +1, Constitution +1, Piety -2

These home-loving, gentle demi-humans are also known as halflings. They are the nimblest of races which, combined with their small stature, makes them excel at dexterity-related activities, whether it be thievery or exploring tangled brush. Their strength and piety are slightly less than those of humans.
Adjustments: Strength -1, Dexterity +2, Piety -1

The most pious of races, gnomes are the surface-dwelling cousins to the dwarf. Though small in stature, they make excellent clerics, druids, and paladins. Because they often have ties to the divine art of healing, gnomes are well sought-after companions.
Adjustments: Strength -1, Constitution -1, Piety +2

The most common race, humans typically make their living by farming the land or bartering goods with other races. There are, however, those among them who know their destinies lie elsewhere and yearn for adventure.
Adjustments: Constitution +1