The death of [56 Diabolis] Hakan (Gnome)

in A Well Traveled Path

from the perspective of [56 Diabolis] Hakan (Gnome)

<held>               a spellbook
<held>               an iron shovel


< 177h/177H 100v/100V Pos: standing >
Pardon?

< 177h/177H 100v/100V Pos: standing >
The following epic skills are available to you:
-----------------------------------------------
chant mastery             Teacher:  Aerlyn
summon familiar           Teacher:  the witch
advanced meditation       Teacher:  Father Tel
scribe mastery            Teacher:  the scribe
silent spell              Teacher:  Karig Gwynhar, the wolfen archmage
shield combat             Teacher:  Kurlon, the mercenary of endless battles
infuse life               Teacher:  the ghost of Gilman Quintaragon, Conjurer
toughness                 Teacher:  a bloody butcher
improved endurance        Teacher:  Eriic
fix                       Teacher:  the city smithy
smelt                     Teacher:  Carmotee
infuse magical device     Teacher:  Deathium
epic strength             Teacher:  Olat
epic power                Teacher:  Ezallixxel
epic agility              Teacher:  Grellinar, the high ranger
epic intelligence         Teacher:  the undead wizard
epic dexterity            Teacher:  the captain of the Ceothian Guard
epic wisdom               Teacher:  Chauseis, the high elf priestess
epic constitution         Teacher:  Thurdorf
epic charisma             Teacher:  Frolikk
epic luck                 Teacher:  Babedo
ship damage control       Teacher:  a leather-hided headless commodore

The following epic skills are available to you:
-----------------------------------------------
chant mastery             Teacher:  Aerlyn
summon familiar           Teacher:  the witch
advanced meditation       Teacher:  Father Tel
scribe mastery            Teacher:  the scribe
silent spell              Teacher:  Karig Gwynhar, the wolfen archmage
shield combat             Teacher:  Kurlon, the mercenary of endless battles
infuse life               Teacher:  the ghost of Gilman Quintaragon, Conjurer
toughness                 Teacher:  a bloody butcher
improved endurance        Teacher:  Eriic
fix                       Teacher:  the city smithy
smelt                     Teacher:  Carmotee
infuse magical device     Teacher:  Deathium
epic strength             Teacher:  Olat
epic power                Teacher:  Ezallixxel
epic agility              Teacher:  Grellinar, the high ranger
epic intelligence         Teacher:  the undead wizard
epic dexterity            Teacher:  the captain of the Ceothian Guard
epic wisdom               Teacher:  Chauseis, the high elf priestess
epic constitution         Teacher:  Thurdorf
epic charisma             Teacher:  Frolikk
epic luck                 Teacher:  Babedo
ship damage control       Teacher:  a leather-hided headless commodore


< 177h/177H 100v/100V Pos: standing >
You have memorized the following spells:
(11th circle)  3 - summon ghasts
(10th circle)  2 - raise lich
( 7th circle)  5 - protect undead
( 5th circle)  8 - heal undead
( 1st circle)  2 - minor creation

You can memorize 10 1st, 11 2nd, 10 3rd, 9 4th, 7 6th, 1 7th, 5 8th, 5 9th and 3 10th circle spell(s).

< 177h/177H 100v/100V Pos: standing >
You are using:
<held>               a spellbook
<held>               an iron shovel

< 177h/177H 100v/100V Pos: standing >
 Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[   Forger    ] Lohrr tell me 51, 52, 53 or 54 for levels

There are 1 visible god(s) on.

 Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[54 Ranger          ] Rramqa  (Human)[Commoner]
[54 Diabolis        ] Hakan  (Gnome)[Knight]
[54 Healer          ] Lielz  (inv) (Githzerai)[Knight]
[54 Paladin         ] Keane  (Dwarf)[Commoner]
[54 Diabolis        ] Sury  (Gnome)[Knight]
[54 Reaper          ] Rae  (Gnome)[Commoner]
[54 Ethermancer     ] Ahzolot  (Grey Elf)[Knight]
[52 Warrior         ] Uzafk  (Halfling)[Knight]

There are 8 mortal(s) on.

Total visible players: 9.
Total connections: 23.

Record number of connections this boot: 25.

< 177h/177H 100v/100V Pos: standing >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                
protection from cold       
protection from living     
sleep                      
vampiric touch             

3rd CIRCLE:
animate dead               
dispel magic               
embalm                     
sense follower             

4th CIRCLE:
life leech                 
rejuvenate minor           
strength                   
unmaking                   
wither                     

5th CIRCLE:
coldshield                 
concealment                
feeblemind                 
fireshield                 
heal undead                 [in spellbook]
levitate                   
raise spectre              
teleport                   

6th CIRCLE:
cone of cold               
enervation                 
minor globe of invulnerability  
rejuvenate major           
vitalize undead            

7th CIRCLE:
knock                      
protect undead              [in spellbook]
raise wraith               
reveal true name           

8th CIRCLE:
destroy undead             
detect invisibility        
dispel invisible           
haste                      
improved invisibility      
negative concussion blast  

9th CIRCLE:
age                        
create golem               
dimension door              [in spellbook]
energy drain               
globe of darkness          
raise vampire              
undeath to death           

10th CIRCLE:
blackmantle                
cloak of fear              
fly                        
mass embalm                
raise lich                  [in spellbook]
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich            [in spellbook]
power word kill            
summon ghasts               [in spellbook]

12th CIRCLE:
create greater dracolich   


1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                
protection from cold       
protection from living     
sleep                      
vampiric touch             

3rd CIRCLE:
animate dead               
dispel magic               
embalm                     
sense follower             

4th CIRCLE:
life leech                 
rejuvenate minor           
strength                   
unmaking                   
wither                     

5th CIRCLE:
coldshield                 
concealment                
feeblemind                 
fireshield                 
heal undead                 [in spellbook]
levitate                   
raise spectre              
teleport                   

6th CIRCLE:
cone of cold               
enervation                 
minor globe of invulnerability  
rejuvenate major           
vitalize undead            

7th CIRCLE:
knock                      
protect undead              [in spellbook]
raise wraith               
reveal true name           

8th CIRCLE:
destroy undead             
detect invisibility        
dispel invisible           
haste                      
improved invisibility      
negative concussion blast  

9th CIRCLE:

< 177h/177H 100v/100V Pos: standing >
The Eternal Suffering Inn
Obvious exits: -S
The zombie of an old man sits here.
The zombie of a massive man is here hard at work.

< 177h/177H 100v/100V Pos: standing >
Experience till level: 28981845

< 177h/177H 100v/100V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter
* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman

Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding.  It will also increase your ability to hit your foes.
each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter

* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid

< 177h/177H 100v/100V Pos: standing >
Conjurer Skills
=========================================
The following is a list of all the skills and spell available to the Conjurer class:

==See also==
* Conjurer 
* Memorize

==Innate abilities==
None.

==Skills==
1st Level: 1h bludgeon, 1h piercing, 2h bludgeon, bandage, carve, climb, concentration, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim

==Spells==
1st Circle: detect magic, magic missile, minor creation
2nd Circle: burning hands, chill touch, mirror image, sleep
3rd Circle: acidimmolate, agility, concealment, dispel magic, mage flame, shocking grasp, strength
4th Circle: infravision, levitate, lightning bolt, ray of enfeeblement, reveal true name, wall of force, weapon enchantment
5th Circle: coldshield, conjure elemental, fireshield, identify, sense follower, slowness, wall of stone
6th Circle: color spray, feeblemind, minor globe of invulnerability, stone skin, teleport, wall of iron
7th Circle: airy water, cone of cold, dimension door, fireball, haste, ice storm, stornogs metamagic shroud, wall of flames, wall of ice, web
8th Circle: detect invisibility, disintegrate, globe of invulnerability, improved invisibility, prismatic spray
9th Circle: fly, gate, relocate
10th Circle: farsee, group stone skin, stornogs shimmering starshell
11th Circle: conjure greater elemental, group globe of invulnerability, prismatic cube, stornogs spheres
12th Circle: group stornogs spheres

Conjurer Skills
=========================================
The following is a list of all the skills and spell available to the Conjurer class:

==See also==
* Conjurer 
* Memorize

==Innate abilities==
None.

==Skills==
1st Level: 1h bludgeon, 1h piercing, 2h bludgeon, bandage, carve, climb, concentration, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim

==Spells==
1st Circle: detect magic, magic missile, minor creation
2nd Circle: burning hands, chill touch, mirror image, sleep
3rd Circle: acidimmolate, agility, concealment, dispel magic, mage flame, shocking grasp, strength
4th Circle: infravision, levitate, lightning bolt, ray of enfeeblement, reveal true name, wall of force, weapon enchantment
5th Circle: coldshield, conjure elemental, fireshield, identify, sense follower, slowness, wall of stone
6th Circle: color spray, feeblemind, minor globe of invulnerability, stone skin, teleport, wall of iron
7th Circle: airy water, cone of cold, dimension door, fireball, haste, ice storm, stornogs metamagic shroud, wall of flames, wall of ice, web
8th Circle: detect invisibility, disintegrate, globe of invulnerability, improved invisibility, prismatic spray
9th Circle: fly, gate, relocate
10th Circle: farsee, group stone skin, stornogs shimmering starshell
11th Circle: conjure greater elemental, group globe of invulnerability, prismatic cube, stornogs spheres
12th Circle: group stornogs spheres


< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter
* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman

Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter

* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid

< 177h/177H 100v/100V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter
* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman

Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

The zombie of a blacksmith leaves south.
Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.
The zombie of a scribe leaves south.
each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter

* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
A vampire of a grand knight enters from the south.
The acolyte enters from the south.
The zombie of a blacksmith enters from the south.
A vampire of a grand knight leaves south.

< 177h/177H 100v/100V Pos: standing >
Rogue Skills
=========================================
The following is a list of all skills available to the Rogue class:

==Rogue Specializations==
* Assassin
* Thief

==See also==
* Rogue


==Innate abilities==
None.

==Skills==
1st Level: 1h piercing, awareness, backstab, bandage, blindfighting, carve, circle, climb, double attack, dual wield, fishing, hide, kick, mount, pick lock, ranged weapons, retreat, safe fall, salvage, sneak, swim, switch opponents, unarmed damage
10th Level: appraise
20th Level: parry, subterfuge
46th Level: disguise

==Spells==
None.

Rogue Skills
=========================================
The following is a list of all skills available to the Rogue class:

==Rogue Specializations==
* Assassin
* Thief

==See also==
* Rogue


==Innate abilities==
None.

==Skills==
1st Level: 1h piercing, awareness, backstab, bandage, blindfighting, carve, circle, climb, double attack, dual wield, fishing, hide, kick, mount, pick lock, ranged weapons, retreat, safe fall, salvage, sneak, swim, switch opponents, unarmed damage
The acolyte leaves south.
10th Level: appraise
20th Level: parry, subterfuge
46th Level: disguise

==Spells==
None.


< 177h/177H 100v/100V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
Experience till level: 28981845

< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
The Eternal Suffering Inn
Obvious exits: -S
The zombie of a massive man is here hard at work.

< 177h/177H 100v/100V Pos: standing >
Along Bliss Boulevard
Obvious exits: -N -E -W
A skeletal acolyte stands here.

< 177h/177H 99v/100V Pos: standing >
Drifts in the snow are being formed by the wind.

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >
The acolyte leaves west.

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >
The sun rises over the northern horizon.

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >
Newhaven Way and Bliss Boulevard
Obvious exits: -E -S -W
A skeletal acolyte stands here.

< 177h/177H 98v/100V Pos: standing >
Along Newhaven Way Before an Eerie City
Obvious exits: -N -S
The vampire of a grand knight strolls along here.
The zombie of an old man sits here.

< 177h/177H 97v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
Between a Row of Wicked Trees on Newhaven Way
Obvious exits: -N -S

< 177h/177H 99v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -S
[4] A corpse is here.
An elegant gate hangs here blocking the right side entrance.
A rusting gate hangs here blocking the left side of the entrance.
An old hound dog is sitting here by the counter.

< 177h/177H 98v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -N -S
A spellbook has been tossed aside here.
A steel short sword lies discarded here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[4] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
a satchel used to hold various items lies here. (illuminating)
[4] A large wooden torch has been discarded here.

< 177h/177H 96v/100V Pos: standing >
 
   ******^..M^    
  *******..^M^^   
 *******..^..M^+  
 ******.^...^^^+  
 *****..@+++++++  
 ****.+++.....^M  
 .**..+.....^^.^  
  ....+.....^..   
   ...+.....^^    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 95v/100V Pos: standing >
 
   ******..^M^    
  ******..^..M^   
 ******.^...^^^+  
 *****..++++++++  
 ****.++@.....^M  
 .**..+.....^^.^  
 .....+.....^..^  
  ....+.....^^.   
   ...+.......    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 94v/100V Pos: standing >
 
   *****..^..M    
  *****.^...^^^   
 *****..++++++++  
 ****.+++.....^M  
 .**..+.@...^^.^  
 .....+.....^..^  
 .....+.....^^..  
  ....+........   
   ...+.......    
Fertile Grasslands of the Hearth Valley
Obvious exits: -N -E -S -W

< 177h/177H 94v/100V Pos: standing >

< 177h/177H 96v/100V Pos: standing >
You don't have that spell memorized.

< 177h/177H 99v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
 
   ******..^M^    
  ******..^..M^   
 ******.^...^^^+  
 *****..++++++++  
 ****.++@.....^M  
 .**..+.....^^.^  
 .....+.....^..^  
  ....+.....^^.   
   ...+.......    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 98v/100V Pos: standing >
 
   ******^..M^    
  *******..^M^^   
 *******..^..M^M  
 ******.^...^^^+  
 *****..@+++++++  
 ****.+++.....^M  
 .**..+.....^^.^  
  ....+.....^..   
   ...+.....^^    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 97v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -N -S
A spellbook has been tossed aside here.
A steel short sword lies discarded here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[4] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
a satchel used to hold various items lies here. (illuminating)
[4] A large wooden torch has been discarded here.

< 177h/177H 96v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -S
[4] A corpse is here.
An elegant gate hangs here blocking the right side entrance.
A rusting gate hangs here blocking the left side of the entrance.
An Orc (medium) Magister Militum of The Empire of &+ stands in mid-air here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An old hound dog is sitting here by the counter.

< 177h/177H 94v/100V Pos: standing >
Hint: When you are poisoned, ask a cleric for help. You can also buy some anti-venom vials in Gnome and Goblin hometowns, they will make poison much less painful.

< 177h/177H 94v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 177h/177H 95v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 177h/177H 95v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 177h/177H 95v/100V Pos: standing >
You sit down and relax.

< 177h/177H 96v/100V Pos: sitting >
Nah... You feel too relaxed to do that...

< 177h/177H 100v/100V Pos: sitting >
Nah... You feel too relaxed to do that...

< 177h/177H 100v/100V Pos: sitting >
Nah... You feel too relaxed to do that...

< 177h/177H 100v/100V Pos: sitting >
An Orc gives an order to his followers.
An Orc says 'do me a favor'
An Orc says 'do me a favor'
An Orc says 'do me a favor'
An Orc says 'do me a favor'

< 177h/177H 100v/100V Pos: sitting >
You clamber to your feet.

< 177h/177H 100v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -N -S
A spellbook has been tossed aside here.
A steel short sword lies discarded here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[4] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
a satchel used to hold various items lies here. (illuminating)
[4] A large wooden torch has been discarded here.

< 177h/177H 98v/100V Pos: standing >
 
   ******^..M^    
  *******..^M^^   
 *******..^..M^+  
 ******.^...^^^+  
 *****..@++++MM+  
 ****.+++.....^M  
 .**..+.....^^.^  
  ....+.....^..   
   ...+.....^^    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 96v/100V Pos: standing >
 
   ******..^M^    
  ******..^..M^   
 ******.^...^^^+  
 *****..++++M+M+  
 ****.++@.....^M  
 .**..+.....^^.^  
 .....+.....^..^  
  ....+.....^^.   
   ...+.......    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 95v/100V Pos: standing >

< 177h/177H 99v/100V Pos: standing >
 
   *****..^..M    
  *****.^...^^^   
 *****..++M+M+++  
 ****.+++.....^^  
 .**..+.@...^^.M  
 .....+.....^..^  
 .....+.....^^..  
  ....+........   
   ...+.......    
Fertile Grasslands of the Hearth Valley
Obvious exits: -N -E -S -W

< 177h/177H 99v/100V Pos: standing >
 
   ******..^M^    
  ******..^..M^   
 ******.^...^^^+  
 *****..+M+M++++  
 ****.++@.....^^  
 .**..+.....^^.M  
 .....+.....^..^  
  ....+.....^^.   
   ...+.......    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 97v/100V Pos: standing >
 
   ******^..M^    
  *******..^M^^   
 *******..^..M^+  
 ******.^...^^^+  
 *****..@M+M++++  
 ****.+++.....^^  
 .**..+.....^^.M  
  ....+.....^..   
   ...+.....^^    
An Immaculate Stone Highway
Obvious exits: -N -E -S -W

< 177h/177H 96v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -N -S
A spellbook has been tossed aside here.
A steel short sword lies discarded here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[4] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A stout cudgel carved from oak wood lies here.
a satchel used to hold various items lies here. (illuminating)
[4] A large wooden torch has been discarded here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands here.
An Orc (medium) Magister Militum of The Empire of &+ stands in mid-air here.

< 177h/177H 95v/100V Pos: standing >
A Well Traveled Path
Obvious exits: -S
[4] A corpse is here.
An elegant gate hangs here blocking the right side entrance.
A rusting gate hangs here blocking the left side of the entrance.
An old hound dog is sitting here by the counter.

< 177h/177H 93v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 177h/177H 93v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 177h/177H 94v/100V Pos: standing >
An Orc enters from the south.
An Orc enters from the south.
An Orc enters from the south.
An Orc enters from the south.

< 177h/177H 94v/100V Pos: standing >
You say in gnome 'what?'

< 177h/177H 98v/100V Pos: standing >
An Orc gives an order to his followers.
An Orc says 'give these 2 items to deathtesti'
An Orc says 'give these 2 items to deathtesti'
An Orc says 'give these 2 items to deathtesti'
An Orc says 'give these 2 items to deathtesti'

< 177h/177H 100v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 177h/177H 100v/100V Pos: standing >
You say in gnome 'which?'

< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
An Orc gives you a necklace of halfling ears of dexterity.

< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
You say in gnome 'ok'

< 177h/177H 100v/100V Pos: standing >
An Orc gives you some black leather gloves with mithril blades of endurance.

< 177h/177H 100v/100V Pos: standing >
You sit down and relax.

< 177h/177H 100v/100V Pos: sitting >
a rusted gate suddenly glows brightly!
An Orc slowly fades out of existence.

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >
Autosaving...
An Orc stops following an Orc.
An Orc stops following an Orc.
An Orc stops following an Orc.
An Orc stops following an Orc.

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >
The day has begun.

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >
You are carrying: (10/11)
some black leather gloves with mithril blades of endurance [86%]             
a necklace of halfling ears of dexterity [42%]             
a small leather bag
a magical essence of Strength
a quill
a pair of mermaid leggings of endurance (glowing)
a shimmering gold chainmail from Hell, Avernus
some glowing marble cuirass from Hell, Avernus
a gnomish flamethrower (glowing)
a spellbook

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >

< 177h/177H 100v/100V Pos: sitting >
A Well Traveled Path
Obvious exits: -S
[4] A corpse is here.
An elegant gate hangs here blocking the right side entrance.
A rusting gate hangs here blocking the left side of the entrance.
An old hound dog is sitting here by the counter.

< 177h/177H 100v/100V Pos: sitting >
You clamber to your feet.

< 177h/177H 100v/100V Pos: standing >
Your shovel breaks through the earth, revealing a rotten corpse ready for use.
A corpse is preserved for an additional 108 hours.

< 177h/177H 100v/100V Pos: standing >

< 177h/177H 100v/100V Pos: standing >
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!

< 176h/177H 100v/100V Pos: sitting >
< T: Hakan TP: sit TC:few scratches E: An Orc sta EP: few scratches >
 An Orc parries your futile lunge at him.
An Orc snaps into visibility.

< 176h/177H 100v/100V Pos: sitting >
< T: Hakan TP: sit TC:few scratches E: An Orc sta EP: few scratches >
 An Orc snaps into visibility.
An Orc's slash seriously wounds you.
OUCH!  That really did HURT!
An Orc's powerful pierce seriously wounds you.
OUCH!  That really did HURT!
An Orc's impressive slash strikes you hard.
An Orc's powerful slash seriously wounds you.
OUCH!  That really did HURT!
An Orc's impressive slash strikes you very hard.

< 66h/177H 100v/100V Pos: sitting >
< T: Hakan TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 An Orc parries your futile lunge at him.
An Orc snaps into visibility.

< 66h/177H 100v/100V Pos: sitting >
< T: Hakan TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 Deathtesti winks suggestively.

< 66h/177H 100v/100V Pos: sitting >
< T: Hakan TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
An Orc's powerful slash causes you to grimace in pain.
OUCH!  That really did HURT!
An Orc's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
An Orc's slash hits you.
You feel your pulse begin to slow and you realize you are mortally wounded...