Players select a race for themselves that represents the kind of being they
are. Each race receives a starting bonus for one of the basis attributes,
as well as a permanant bonus in one other area.

The Races are:

*Elf
  +10 to starting Psychic Ability
  Half experience required for Psychic Ability quests
  Always can "see invisible" (see the "see invisible" spell)

*Dwarf
  +10 to starting Constitution
  Half experience required for Constitution quests
  Always "sturdy" (see the "sturdiness" spell)

*Human
  +10 to starting Intelligence
  Half experience required for Intelligence quests
  Never affected by traps

*Ogre
  +10 to starting Strength
  Half experience required for Strength quests
  Increased odds of not being bashed by monsters or players

*Halfling
  +10 to starting Dexterity
  Half experience required for Dexterity quests
  Increased odds of dodging offensive spells

*Players select a character class for themselves that represents their 
background and inclinations. Classes give your character enhanced abilities. 

The classes are:

*Warrior
  Starts with +3 shield ability
  Starts with +3 two-weapon ability
  Starts with +3 defensive ability
  25% chance of dealing double damage (sysop configureable)
  50% combat damage bonus (sysop configureable)
  No 2 second action penalty when fighting with 2 weapons
  Can use talismans to repair weapons, shields and armor.
  Must earn double experience when training Psy and Thief.
  Only needs to earn half experience when training Shield, Two-Weapon and 
   Defense

*Sorcerer
  Has double magic points
  100% bonus (sysop configureable) to timed offensive spells (langour, 
   weakness, mesmerization, mania and aggravation).
  400% bonus (sysop configureable) to damage-dealing offensive spells 
   (fireball, blast, lightning and exhaustion).
  Starts out knowing the lightning and langour spells
  May use the 'trance' command
  5% chance of dealing double damage (sysop configureable)
  No 2 second action penalty when casting spells
  May instill items with spells
  Increased odds of spell targets failing to dodge
  Must earn double experience when training Weapon and Thief bonuses
  Timed spells last longer (based on your Psy)
  Magic points regenerate at twice the normal rate

*Barbarian
  Has increased body and fatigue points
  Has increased carrying capacity
  Increased odds of successfully bashing an opponant
  Permanant +10 to armor class
  20% chance of dealing double damage (sysop configureable)
  Can use the berserker rage- multiplies your combat bonus by 2.5 (sysop
   configureable), and can be turned on and off at will
  Must earn double experience when training Psy and Thief.  

*Thief
  Starts with +5 thief bonus
  Always hits when attacking enemies unaware of thief's presence
  Has increased odds of successfully stealing from players and monsters
  Cannot be blocked by monsters when attempting to leave a room
  15% chance of dealing double damage (sysop configureable)
  40% chance of dealing triple damage when attacking unaware enemies (sysop
   configureable)
  When achieving thief bonus "auto-hide", can automatically find a hiding
   space when entering a room with more than 25% cover.
  2 second action timer bonus when robbing
  Must earn double experience when training Psy. 
  Have their thief skill level figured into stealth checks
  Cannot be robbed (sysop configureable)
  When achieving "lockpicker" thief level, can walk through locked regular
   and magic doors without first unlocking them (does not apply to special
   doors or chant operated doors)

*Duelist
  Starts with +3 edged weapon bonus
  Starts with +3 blunt weapon bonus
  Starts with +3 pole weapon bonus
  Parrying does full damage
  50% combat hit bonus (sysop configureable)
  No 2 second action penalty when fighting with 2 weapons
  25% chance of dealing double damage (sysop configureable)
  Can use talismans to repair weapons, shields and armor.
  Must earn double experience when training Psy and Thief. 
  Only needs to earn half experience when training Edged, Blunt and Pole

*Cleric
  Has increased magic points
  Starts with +5 blunt weapon bonus
  No 2 second action penalty when fighting with 2 blunt weapons
  100% bonus (sysop configureable) to timed defensive spells (invisibility, 
   invulnerability, shield, see invisible, stealth, haste, protection, 
   strength, sturdiness, and levitation).
  100% bonus (sysop configureable) to healing spells (healing, vigor and 
   restoration heal twice as many body/fatigue points)
  Casting heal/vigor/restore restores ALL points if both the caster and 
   target are not engaged in combat
  Starts out knowing the healing and vigor spells
  May use the 'trance' command
  10% chance of dealing double damage while using blunt weapons, 5% chance
   when using other weapons (sysop configureable)
  No 2 second action penalty when casting spells
  May instill items with spells
  Increased odds of spell targets failing to dodge
  Must earn double experience when training Weapon (excepting blunt) and 
   Thief bonuses 
  Timed spells last longer (based on your Psy)
  Only needs to earn half experience when training Blunt and Psy 
  Spell casting only costs 1/2 the normal number of magic points
  Magic points regenerate at twice the normal rate

*Mystic
  Starts with +5 unarmed combat bonus
  Starts with +5 defensive ability
  Has increased magic points
  50% boost (sysop configureable) to all timed spells 
  125% boost (sysop configureable) to damage-dealing spells (exhaustion, 
   lightning, blast and fireball)
  10% chance of dealing double damage in unarmed combat, 5% chance with other 
   weapons (sysop configureable)
  Starts out knowing the seek, bring and safe return spells
  May use the 'trance' command
  No 2 second action penalty when casting spells
  No 2 second action penalty when fighting with 2 unarmed combat weapons
  May instill items with spells
  Increased odds of spell targets failing to dodge
  Must earn double experience when training Weapon (excepting unarmed combat)
   and Thief bonuses 
  Timed spells last longer (based on your Psy)
  Magic points regenerate at twice the normal rate

*Choosing a class does not generally restrict what your character can and 
cannot do, it merely gives you bonuses in the areas cited above. For example, 
non-thieves can still rob, non-warriors can still fight and non-mages
can still learn and cast spells, and so on.

As a minor adjunct, your character's "title" is initially set to whatever
class you've chosen. Only players who have achieved the necessary level
of power and prestige may later change their titles to something else.
You must be "approximate level" 20 or higher to change your title (changing
your title doesn't change your class).

