New Guide-Classes

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Help Keywords : NewGuide-Classes.
Help Category : newhelp.
Related Helps : Classes, Races, Subclasses, Classchange, Subclass change, Rebuild.
Last Updated  : 2017-06-16 13:02:10.
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Aardwolf Newbie Guide: Classes, Subclasses, & Races

Aardwolf has 7 different 'classes': Mage, Warrior, Thief, Ranger,
Psionicist, Paladin, and Cleric. Each class is specialized with a distinct
set of skills (and/or spells) fitting with the theme of the class. The
first class you select upon creation is considered your 'primary' class,
within which you also select a 'subclass' (subsequently explained). When
you remort, you gain all the skills and spells from the new class, but as
a general rule the offensive abilities of your primary class will be your
strongest attacks (see 'help <classname>').

Each class has 4 different 'subclasses' to choose from. Each subclass
provides a set of special skills/spells, and sometimes passive bonuses -
Soldiers (warrior subclass) can dual wield a weapon regardless of its
weight. It is wise to read the appropriate helpfiles before choosing a
subclass for two reasons: First, the additional abilities the subclass
provides might not cater to your desired style of play. Second, subclasses
are still a work in development and, as such, some may not yet be
realizing their eventual potential (see 'help subclasses').

Players are offered a variety of 'races' when creating a character, each
with nuances in stats, racial abilities, and elemental resistances. By far
the most important caveat of choosing a fitting race is determining what
stats you will be training ('help newbie-stats') and selecting a race
with appropriate stat modifiers. Keep in mind that training costs outlined
in 'raceinfo <race>' are additive modifiers; so a cost of '-1' will mean
that stat costs 1 less train per increase, while '1' means the stat will
cost 1 more train per increase.

As an example, the race stat modifier for dexterity for the dwarf race is 
'2'. This means that once a dwarf's dexterity stat is practiced up to 60 
(see explanation in 'help maxstats'), the race modifier of '2' will
make their cost be '3' trains. This is quite a disadvantage if the 
dwarf's primary class values dexterity highly. On the other hand, if you 
were to choose a sprite, with its '-1' modifier in dexterity, once 
dexterity is practiced to 60, it will still cost you only 1 train. It will
continue to cost 1 train until you get to the point where dexterity's 
base cost goes up to 3 trains (at 91). That's when this race modifier will 
only be able to keep the cost down to 2 trains.
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