An adventurer must be at least one of the following character classes. A human adventurer can only be one class, whereas non-humans can combine classes. A character with combined classes has more playing options, but advances more slowly in the professions because experience gets divided between the classes.
Cleric[]
This character focuses on casting helpful spells.
(Gold range: 70 AU to 180 AU.)
- Clerics cannot use a cutting weapon that draws blood.
- Clerics gain 1-8 HP per level up to level 9, then 2 HP per level afterward (before any Con bonus).
Fighter[]
This class focuses on strength and might.
(Gold range: 70 AU to 180 AU.)
- All weapons and armor are useable by a fighter.
- Fighters gain 1-10 HP per level up to level 9, then 3 HP per level (before any Con bonus).
Magic-User[]
This class focuses on offensive spells.
(Gold range: 10 AU to 80 AU.)
- Magic-users cannot use any armor, and are restricted to a dagger or staff.
- Magic-users gain 1-4 HP per level up to level 11, then 1 HP per level (before any Con bonus).
- A magic-user starts with four first-level spells.
Thief[]
This class focuses on trickery and misdirection.
- Thieves can only use leather-based armor and a limited list of weapons.
- Thieves gain 1-6 HP per level up to level 10, then 2 HP per level (before any Con bonus).