The death of [53 Shaman] Derius (Grey Elf)

in In the Dark Troglodyte Caves

from the perspective of [56 Gypsy] Noh (Orc)

<worn on head>       an icy stone hat from Lair of the Asunwa Jaguar
<worn on eyes>       a tarnished gold visor
<worn in ear>        a robin's tail feather (glowing) (illuminating)
<worn in ear>        a robin's tail feather (glowing) (illuminating)
<worn on face>       an unique diamond veil
<worn around neck>   a tight golden chain [modified]
<worn around neck>   a mermaid scale necklace (illuminating)
<worn about body>    a black-skulled robe
<worn as quiver>     a flaming dragonscale quiver
<worn about waist>   a dented platinum belt
<worn on belt buckle>a midnight blue tome with silver bindings (glowing)
<attached to belt>   a tome of wizardry
<worn on arms>       the sleeves of the swamp troll
<held as shield>     a cracked granite buckler from The Savannah of Broken Trusts
<worn around wrist>  a black and white zebra-hide wristband
<worn around wrist>  a dented obsidian bracelet from The Chasm of the Misty Vale
<worn on hands>      some soft white gloves
<worn on finger>     a sapphire ring
<worn on finger>     a sapphire ring
<held>               a rugged adventurers satchel (illuminating)
<worn on legs>       some static dragonscale leggings
<worn on feet>       boots of endurance


< 651h/677H 166v/168V Pos: standing >
A troglodyte sentinel attacks an air elemental. [0 hits]

< 651h/677H 167v/168V Pos: standing >
A troglodyte sentinel assists a troglodyte sentinel heroically.
A troglodyte sentinel suddenly attacks an air elemental!

< 653h/677H 168v/168V Pos: standing >
An air elemental attacks a troglodyte sentinel. [4 hits]

< 654h/677H 168v/168V Pos: standing >
A troglodyte sentinel attacks an air elemental. [0 hits]

< 656h/677H 168v/168V Pos: standing >
You are already standing.

< 657h/677H 168v/168V Pos: standing >
You start chanting...

< 657h/677H 168v/168V Pos: standing >
A troglodyte sentinel attacks an air elemental. [0 hits]
An air elemental attacks a troglodyte sentinel. [4 hits]

< 658h/677H 168v/168V Pos: standing >
You complete your spell...
[Damage: 127 ] A huge shower of arcing electricity engulfs a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: small wounds E: sentinel sit EP:  small wounds >
 You start chanting...

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: small wounds E: sentinel sit EP:  small wounds >
 A troglodyte sentinel attacks an air elemental. [1 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: small wounds E: sentinel sit EP:  small wounds >
 [Damage: 65 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: small wounds E: sentinel sit EP:  few wounds >
 Casting: electrical execution 

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: small wounds E: sentinel sit EP:  few wounds >
 You complete your spell...
[Damage: 113 ] A huge shower of arcing electricity engulfs a troglodyte sentinel.
An air elemental attacks a troglodyte sentinel. [3 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: small wounds E: sentinel sit EP:  nasty wounds >
 A troglodyte sentinel attacks an air elemental. [1 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sit EP:  nasty wounds >
 You start chanting...

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sit EP:  nasty wounds >
 [Damage: 31 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sit EP:  nasty wounds >
 A troglodyte sentinel clambers to his feet.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  nasty wounds >
 A troglodyte female leaves north.
[Damage: 69 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 You complete your spell...
[Damage: 106 ] A huge shower of arcing electricity engulfs a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 You attack a troglodyte sentinel. [0 hits]
A troglodyte sentinel attacks an air elemental. [1 hits]
An air elemental attacks a troglodyte sentinel. [3 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 [Damage: 21 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.
You start chanting...

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 [Damage: 15 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 A troglodyte sentinel attacks an air elemental. [0 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 [Damage: 67 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 You complete your spell...
You grin evilly as you send a green beam of disintegration streaking towards a troglodyte sentinel!
[Damage: 182 ] You smile happily as your disintegration ray hits a troglodyte sentinel!

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 [Damage: 23 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP: pretty hurt >
 [Damage: 19 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.
An air elemental attacks a troglodyte sentinel. [3 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 [Damage: 20 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 A troglodyte sentinel attacks an air elemental. [1 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 You start chanting...

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 [Damage: 24 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 Casting: disintegrate 
A troglodyte sentinel attacks an air elemental. [0 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 [Damage: 24 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 [Damage: 20 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.
You complete your spell...
You grin evilly as you send a green beam of disintegration streaking towards a troglodyte sentinel!
[Damage: 365 ] You disintegrate a troglodyte sentinel into small bits!
A troglodyte sentinel is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Humanoid(s) for boon # 1304.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a troglodyte sentinel.
You have killed 1 of 1 Humanoid(s) for boon # 1304.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 A troglodyte female enters from the north.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 An air elemental attacks a troglodyte sentinel. [1 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 The arcs of electricity surrounding a troglodyte sentinel ground out!

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 [Damage: 21 ] Electrical arcs continue to blacken and pincushion a troglodyte sentinel.
You're too busy fighting to be pulling things out of bags!

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 A troglodyte sentinel attacks an air elemental. [1 hits]
Sorry, you aren't allowed to do that in combat.

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 It appears to be the corpse of a troglodyte sentinel.
a few coins

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 You attack a troglodyte sentinel. [0 hits]

< 659h/677H 168v/168V Pos: standing >
< T: air TP: sta TC: few wounds E: sentinel sta EP:  awful >
 The arcs of electricity surrounding a troglodyte sentinel ground out!
A troglodyte sentinel is stunned!
A troglodyte sentinel is incapacitated and will slowly die, if not aided.
An air elemental attacks a troglodyte sentinel. [2 hits]

< 659h/677H 168v/168V Pos: standing >
An air elemental fades from your mortal viewing...

< 659h/677H 168v/168V Pos: standing >
What should the spell be cast upon?  You must specify a target!

< 659h/677H 168v/168V Pos: standing >
You start chanting...

< 659h/677H 168v/168V Pos: standing >
A troglodyte assassin sneaks in from the west.

< 659h/677H 168v/168V Pos: standing >
You complete your spell...
[Damage: 99 ] Your lightning bolt shatters a troglodyte sentinel to pieces.
A troglodyte sentinel is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Humanoid(s) for boon # 1304.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a troglodyte sentinel.
You have killed 1 of 1 Humanoid(s) for boon # 1304.

< 659h/677H 168v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -N -W
A few drops of fresh blood are scattered around the area.
[2] The corpse of a troglodyte sentinel is lying here.
A troglodyte assassin sneaks through the tunnels here.
A troglodyte female prowls through the caves here.
*An air elemental is here looking like a small living tornado. (minion) 

< 659h/677H 168v/168V Pos: standing >
You quickly scan the area.
You see nothing.

< 659h/677H 168v/168V Pos: standing >
You get a few coins from the corpse of a troglodyte sentinel.
There were: 3 platinum coins, 18 gold coins. 

< 659h/677H 168v/168V Pos: standing >
Ok.
You put 3 platinum, 18 gold, 0 silver, and 0 copper coins into a large leather backpack.

< 659h/677H 168v/168V Pos: standing >
It appears to be the corpse of a troglodyte sentinel.
Nothing.

< 659h/677H 168v/168V Pos: standing >
You start chanting...

< 662h/677H 168v/168V Pos: standing >
A troglodyte assassin sneaks west.
Casting: fireball 

< 663h/677H 168v/168V Pos: standing >
You complete your spell...
[Damage: 142 ] You throw a fireball at a troglodyte female and have the satisfaction of seeing her enveloped in flames.
You suddenly see a troglodyte female's foot in your chest.
A troglodyte female attacks you. [1 hits]

< 662h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  small wounds >
 You start chanting...

< 662h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  small wounds >
 You feel your skill in sorcerous spell knowledge improving.

< 662h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  small wounds >
 You complete your spell...
[Damage: 169 ] You throw a fireball at a troglodyte female and have the satisfaction of seeing her enveloped in flames.

< 662h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  few wounds >
 An air elemental says in orc 'Today is a good day to die!'
An air elemental suddenly attacks a troglodyte female!
An air elemental snaps into visibility.
You attack a troglodyte female. [0 hits]

< 662h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  few wounds >
 A troglodyte female attacks you. [1 hits]

< 661h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  few wounds >
 You don't have that spell memorized.

< 661h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  few wounds >
 You don't have that spell memorized.

< 661h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  few wounds >
 An air elemental attacks a troglodyte female. [2 hits]
You start chanting...

< 661h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 Casting: lightning bolt *

< 661h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 A troglodyte female attacks you. [1 hits]

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 You complete your spell...
[Damage: 99 ] The lightning bolt hits a troglodyte female with full impact.

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 You don't have that spell memorized.

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 You start chanting...

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 An air elemental attacks a troglodyte female. [3 hits]

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 Casting: disintegrate **

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 Casting: disintegrate *

< 654h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte sta EP:  nasty wounds >
 You dodge a bash from a troglodyte female, who loses her balance and falls.
A troglodyte female attacks you. [1 hits]

< 648h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte ass EP:  nasty wounds >
 Casting: disintegrate 

< 648h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte ass EP:  nasty wounds >
 You complete your spell...
You grin evilly as you send a green beam of disintegration streaking towards a troglodyte female!
[Damage: 179 ] You smile happily as your disintegration ray hits a troglodyte female!
An air elemental attacks a troglodyte female. [5 hits]

< 648h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte ass EP:  awful >
 You start chanting...

< 648h/677H 168v/168V Pos: standing >
< T: Noh TP: sta TC:few scratches E: troglodyte ass EP:  awful >
 You complete your spell...
[Damage: 96 ] Your lightning bolt shatters a troglodyte female to pieces.
A troglodyte female is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Humanoid(s) for boon # 1304.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a troglodyte female's last actions in this world.
You have killed 1 of 1 Humanoid(s) for boon # 1304.

< 648h/677H 168v/168V Pos: standing >
You get a few coins from the corpse of a troglodyte female.
There were: 2 platinum coins, 14 gold coins. 

< 648h/677H 168v/168V Pos: standing >
Ok.
You put 2 platinum, 14 gold, 0 silver, and 0 copper coins into a large leather backpack.

< 648h/677H 168v/168V Pos: standing >
It appears to be the corpse of a troglodyte female.
Nothing.

< 648h/677H 168v/168V Pos: standing >
You quickly scan the area.
A troglodyte assassin who is close by to your west.

< 648h/677H 168v/168V Pos: standing >
You start chanting...

< 649h/677H 168v/168V Pos: standing >
An air elemental fades from your mortal viewing...

< 650h/677H 168v/168V Pos: standing >
Casting: improved invisibility 

< 651h/677H 168v/168V Pos: standing >
You complete your spell...
You vanish.

< 651h/677H 168v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -N -W
Fresh blood covers everything in the area.
The corpse of a troglodyte female is lying here.
[2] The corpse of a troglodyte sentinel is lying here.
*An air elemental is here looking like a small living tornado. (minion) 

< 652h/677H 168v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -E -S
A crafting recipe lies here collecting dust.
A troglodyte assassin sneaks through the tunnels here.
An air elemental enters from the east.

< 654h/677H 166v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -N -W
Fresh blood covers everything in the area.
The corpse of a troglodyte female is lying here.
[2] The corpse of a troglodyte sentinel is lying here.
An air elemental enters from the west.

< 657h/677H 164v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -S -D
Fresh blood splatters cover the area.
[2] The corpse of a troglodyte female is lying here.
An air elemental enters from the south.

< 658h/677H 163v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -N -W
Fresh blood covers everything in the area.
The corpse of a troglodyte female is lying here.
[2] The corpse of a troglodyte sentinel is lying here.
An air elemental enters from the north.

< 660h/677H 162v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -E -S
A crafting recipe lies here collecting dust.
A troglodyte assassin sneaks through the tunnels here.
An air elemental enters from the east.

< 660h/677H 161v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -N -E -S
The corpse of a troglodyte berserker is lying here.
The corpse of a troglodyte sentinel is lying here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.
A large and burly troglodyte sentinel stands here dutifully.
An air elemental enters from the north.

< 661h/677H 159v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -E -S
A crafting recipe lies here collecting dust.
A troglodyte assassin sneaks through the tunnels here.
An air elemental enters from the south.

< 663h/677H 159v/168V Pos: standing >
You quickly scan the area.
A troglodyte sentinel who is close by to your south.
A troglodyte berserker who is not far off to your south.
A troglodyte female who is a brief walk away to your south.
A magnificent heavy warhorse who is a brief walk away to your south.

< 664h/677H 160v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -N -E -S
The corpse of a troglodyte berserker is lying here.
The corpse of a troglodyte sentinel is lying here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.
A large and burly troglodyte sentinel stands here dutifully.
An air elemental enters from the north.

< 666h/677H 160v/168V Pos: standing >
You quickly scan the area.
A troglodyte assassin who is close by to your north.
A troglodyte female who is close by to your east.
A troglodyte female who is not far off to your south.
A magnificent heavy warhorse who is not far off to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.

< 668h/677H 162v/168V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -W -D
The corpse of a troglodyte female is lying here.
A troglodyte female wanders around snarling.
An air elemental enters from the west.

< 669h/677H 161v/168V Pos: standing >
You quickly scan the area.
A troglodyte sentinel who is close by to your west.
A troglodyte berserker who is close by below you.
A troglodyte sentinel who is close by below you.
A Grey Elf who is close by below you.

< 670h/677H 162v/168V Pos: standing >
A troglodyte female leaves down.

< 674h/677H 166v/168V Pos: standing >
You start chanting...

< 674h/677H 166v/168V Pos: standing >
Casting: wall of stone ****

< 676h/677H 168v/168V Pos: standing >
Casting: wall of stone ***

< 677h/677H 168v/168V Pos: standing >
You complete your spell...

< 677h/677H 168v/168V Pos: standing >
You have memorized the following spells:
( 8th circle)  1 - globe of invulnerability
( 7th circle)  1 - dimension door
               1 - airy water
( 6th circle)  2 - teleport
               2 - stone skin
               1 - minor globe of invulnerability
( 5th circle)  1 - identify
               2 - conjure elemental
               2 - wall of stone
( 4th circle)  3 - lightning bolt
               1 - wall of force
( 3rd circle)  1 - concealment
               1 - strength
               4 - dispel magic
               1 - agility
( 2nd circle)  5 - burning hands
               3 - sleep
               1 - mirror image
( 1st circle)  2 - minor creation
               6 - magic missile

And you are currently memorizing the following spells:
    8 seconds:  ( 7th) fireball
   17 seconds:  ( 7th) fireball
   23 seconds:  ( 4th) lightning bolt
   31 seconds:  ( 6th) stone skin
   34 seconds:  ( 1st) magic missile
   44 seconds:  ( 9th) electrical execution
   54 seconds:  ( 9th) electrical execution
   63 seconds:  ( 9th) electrical execution
   72 seconds:  ( 8th) disintegrate
   81 seconds:  ( 8th) disintegrate
   88 seconds:  ( 4th) lightning bolt
   96 seconds:  ( 7th) fireball
  105 seconds:  ( 7th) fireball
  111 seconds:  ( 4th) lightning bolt
  120 seconds:  ( 8th) disintegrate
  127 seconds:  ( 4th) lightning bolt
  136 seconds:  ( 8th) improved invisibility
  143 seconds:  ( 5th) wall of stone

You can memorize 2 1st, 1 2nd, 2 3rd and 1 5th circle spell(s).

< 677h/677H 168v/168V 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


< 677h/677H 168v/168V 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


< 677h/677H 168v/168V Pos: standing >
You sit down and relax.

< 677h/677H 168v/168V Pos: sitting >
You have memorized the following spells:
( 8th circle)  1 - globe of invulnerability
( 7th circle)  1 - dimension door
               1 - airy water
( 6th circle)  2 - teleport
               2 - stone skin
               1 - minor globe of invulnerability
( 5th circle)  1 - identify
               2 - conjure elemental
               2 - wall of stone
( 4th circle)  3 - lightning bolt
               1 - wall of force
( 3rd circle)  1 - concealment
               1 - strength
               4 - dispel magic
               1 - agility
( 2nd circle)  5 - burning hands
               3 - sleep
               1 - mirror image
( 1st circle)  2 - minor creation
               6 - magic missile

And you are currently memorizing the following spells:
    8 seconds:  ( 7th) fireball
   17 seconds:  ( 7th) fireball
   23 seconds:  ( 4th) lightning bolt
   31 seconds:  ( 6th) stone skin
   34 seconds:  ( 1st) magic missile
   44 seconds:  ( 9th) electrical execution
   54 seconds:  ( 9th) electrical execution
   63 seconds:  ( 9th) electrical execution
   72 seconds:  ( 8th) disintegrate
   81 seconds:  ( 8th) disintegrate
   88 seconds:  ( 4th) lightning bolt
   96 seconds:  ( 7th) fireball
  105 seconds:  ( 7th) fireball
  111 seconds:  ( 4th) lightning bolt
  120 seconds:  ( 8th) disintegrate
  127 seconds:  ( 4th) lightning bolt
  136 seconds:  ( 8th) improved invisibility
  143 seconds:  ( 5th) wall of stone

You can memorize 2 1st, 1 2nd, 2 3rd and 1 5th circle spell(s).
You continue your study.

< 677h/677H 168v/168V Pos: sitting >
You start meditating...

< 677h/677H 168v/168V Pos: sitting >
A troglodyte female enters from below.

< 677h/677H 168v/168V Pos: sitting >
You have finished memorizing fireball.

< 677h/677H 168v/168V Pos: sitting >
Experience till level: 446583

< 677h/677H 168v/168V Pos: sitting >
Autosaving...

< 677h/677H 168v/168V Pos: sitting >
Oof! a troglodyte female bumps into a greyish stone wall...

< 677h/677H 168v/168V Pos: sitting >
You have finished memorizing fireball.

< 677h/677H 168v/168V Pos: sitting >
You have finished memorizing lightning bolt.

< 677h/677H 168v/168V Pos: sitting >
You have finished memorizing stone skin.

< 677h/677H 168v/168V Pos: sitting >
You have finished memorizing magic missile.

< 677h/677H 168v/168V Pos: sitting >
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


< 677h/677H 168v/168V Pos: sitting >
You have finished memorizing electrical execution.

< 677h/677H 168v/168V Pos: sitting >
Experience till level: 446583

< 677h/677H 168v/168V Pos: sitting >
Experience till level: 446583

< 677h/677H 168v/168V Pos: sitting >
Experience till level: 446583

< 677h/677H 168v/168V Pos: sitting >
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


< 677h/677H 168v/168V Pos: sitting >
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


< 677h/677H 168v/168V Pos: sitting >
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       :