Class & Race Details

Explore the unique classes and races of Acropolis MUD. Find out about their abilities, strengths, and what makes each one special.

Legend
  • CP Creation Point: This determines how much experience is required to advance to a new level.
    The basic allowance is 60 CP; after 60, you will require higher experience points to gain levels.
    You gain more CPs through character customization in exchange for spells and skills.
  • KAL Kick A** Level: A way to compare power play with other classes.
  • RP Role Playability: A way to compare role playability based on interactivity of spells, skills, and special class commands.
  • Suggested Classes: Recommended classes for each race.
  • Racial Abilities: Special abilities or resistances unique to each race.

First Racess

Human
Human

Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versitile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices. They cost 0 creation points.

0 / 60 CP
Suggested Classes
Any class
Racial Abilities
  • No special abilities
  • Can train primary stat higher than other races
  • Better benefit from magical devices
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Elf
Elf

Elves are known for their high intelligence and magical affinity. They excel as mages and have a natural resistance to charm and sleep spells. Elves are agile and perceptive, making them excellent scouts and spellcasters.

6 / 60 CP
Suggested Classes
Mage
Racial Abilities
  • High intelligence
  • Resistant to charm and sleep
  • Excellent perception
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Halfling
Halfling

Halflings are nimble and clever, excelling in stealth and trickery. They are quick-witted and resourceful, making them excellent thieves and mages. Halflings are known for their luck and ability to avoid danger.

6 / 60 CP
Suggested Classes
Mage, Thief
Racial Abilities
  • High dexterity, intelligence, and wisdom
  • Exceptional luck
  • Stealthy and resourceful
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Dwarf
Dwarf

Dwarves are sturdy and strong, known for their resilience and combat prowess. They make excellent warriors and are resistant to poison and magic. Dwarves are skilled craftsmen and miners.

6 / 60 CP
Suggested Classes
Warrior
Racial Abilities
  • High strength and constitution
  • Resistant to poison and magic
  • Skilled craftsmen and miners
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Sprite
Sprite

Sprites are small, winged creatures with excellent dexterity and agility. They are quick and hard to hit, making them ideal rogues. Sprites are also attuned to magic and can be powerful spellcasters.

6 / 60 CP
Suggested Classes
Thief, Mage
Racial Abilities
  • Excellent dexterity and agility
  • Can fly
  • Attuned to magic
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Giant
Giant

Giants are massive and incredibly strong, towering over other races. They are formidable warriors with great endurance and physical power. Giants are resistant to physical damage and can wield heavy weapons with ease.

6 / 60 CP
Suggested Classes
Warrior
Racial Abilities
  • Massive strength and endurance
  • Resistant to physical damage
  • Can wield heavy weapons
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Half Dragon
Half Dragon

Half Dragons are the offspring of dragons and other races. They inherit some of the dragon's natural abilities and resistances, making them formidable warriors and spellcasters. They cost 15 creation points.

Half Dragons have natural resistance to fire and cold damage, and they can use their dragon heritage to enhance their combat abilities. They are particularly skilled in both physical combat and magical arts.

15 / 60 CP
Suggested Classes
Warrior, Mage
Racial Abilities
  • Resistant to fire and cold damage
  • Enhanced combat abilities
  • Natural affinity for magic
  • Dragon heritage bonuses
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Second Races

Barbarian
Barbarian

Barbarians are huge fighters, born and raised in the tundras and plains in close-knit tribes. They are honorable and courageous however a bit dim-witted.

Barbarians are resistant to fire, lightning, and cold however they are vulnerable to mental attacks. They cost 10 creation points.

Barbarians get the forge and smash lock skills.

15 / 60 CP
Suggested Classes
Any class
Racial Abilities
  • Resistant to fire, lightning, and cold
  • Vulnerable to mental attacks
  • Gets forge and smash lock skills
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Dark Elf
Dark Elf

Dark elves are elves that have fled the surface for the underground. Years of living underground have allowed them to evolve certain inherent magical abilities, and also made them unable to handle light. Dark elves have been known for their ties to the demon queen Lloth and their evil ways. Dark elves are quick and intelligent, but not very strong.

15 / 60 CP
Suggested Classes
Mage
Racial Abilities
  • Can detect hidden creatures easily
  • Can see in the dark
  • Resistant to fire, cold, and negative energy
  • Vulnerable to light, holy, and lightning attacks
  • Gets dark ritual spell
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Brownie
Brownie

Brownies are small, quick, intelligent creatures. They make great thieves and decent magic users, but not very good fighters.

Brownies get permanent hide, sneak, haste, and detect hidden. They are resistant to disease, poison, cold, charm, negative, and summon, but are vulnerable to bash. They cost 9 creation points.

Brownies get the fast hands skill.

15 / 60 CP
Suggested Classes
Warrior
Racial Abilities
  • Permanent hide, sneak, haste, and detect hidden
  • Resistant to disease, poison, cold, charm, negative, and summon
  • Vulnerable to bash
  • Gets fast hands skill
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Mindflayer
Mindflayer

Mindflayers are disgusting octopus-looking creatures, and are not very quick or powerful at all, but are extremely intelligent. They also have a few special abilities such as detect magic and planeshift.

Mindflayers can naturally detect magic, invisible creatures, evil creatures, hidden creatures, and good creatures. They also resist magic and mental attacks. They are vulnerable to slashing attacks however. They cost 14 creation points.

Mindflayers get the magic drain spell.

15 / 60 CP
Suggested Classes
Mage
Racial Abilities
  • Can detect magic, invisible creatures, evil creatures, hidden creatures, and good creatures
  • Resistant to magic and mental attacks
  • Vulnerable to slashing attacks
  • Gets magic drain spell
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Pixie
Pixie

Pixies are very similar to sprites, but much quicker. They get everything that sprite's get however they also get the fast hands skill and permanent invisibility (which can be both a blessing and a curse). They also get slightly better stats.

Pixies are affected by invisiblity, haste, detect hidden, and flying. They are resistant to magic, lightning and charm, and are vulnerable to negative, bash, and fire. They cost 9 creation points.

Pixies get the fast hands skill.

15 / 60 CP
Suggested Classes
Rogue
Racial Abilities
  • Affected by invisibility, haste, detect hidden, and flying
  • Resistant to magic, lightning and charm
  • Vulnerable to negative, bash, and fire
  • Gets fast hands skill
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Titan
Titan

Titans are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Titans make the best warriors of any race, but are ill-suited for any other profession.

Titans resist heat and cold with nary a mark, due to their huge mass. They are also resistant to lightning attacks and diseases. However, their slow minds make them extremely vulnerable to mental attacks. Titans, due to their size and stamina, receive the fast healing and bash skills for free. (Only Titan warriors receive bash). Titans cost 10 creation points.

Titans get the smash lock skill.

10 / 60 CP
Suggested Classes
Warrior
Racial Abilities
  • Resistant to heat, cold, lightning attacks and diseases
  • Vulnerable to mental attacks
  • Gets fast healing and bash skills for free (Only Titan warriors receive bash)
  • Gets smash lock skill
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Dragon
Dragon

Dragons are even rarer than halfdragons but are extremely powerful. They cost a lot of creation points but they can train their stats to very high levels and get a good set of resistances and free abilities.

Dragons resist fire, cold, lightning, and slashing attacks, but they are vulnerable to piercing attacks. They can see in the dark and detect magical objects as well. They cost 20 creation points.

Dragons get the spit skill, as well as fire breath, lore, and second attack for free.

20 / 60 CP
Suggested Classes
Any class
Racial Abilities
  • Resistant to fire, cold, lightning, and slashing attacks
  • Vulnerable to piercing attacks
  • Can see in the dark
  • Can detect magical objects
Free Skills
  • Spit
  • Fire breath
  • Lore
  • Second attack
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Vampire
Vampire

Vampires are powerful undead humanoids, gifted with the powers of regeneration and detect evil, plus a few other abilities. They cannot eat normal food and must either feed on sleeping victims or eat the leftovers of defeated opponents. They are good in just about every class.

Vampires can see in the dark, detect evil creatures, they are naturally faster at regenerating hitpoints, and they are immune to negative energy attacks. They are also resistant to poison and cold. They are vulnerable to holy attacks, wood, silver, magic, and fire though. They cost 12 creation points.

Vampires get the feed skill.

12 / 60 CP
Suggested Classes
Warrior
Racial Abilities
  • Can see in the dark
  • Can detect evil creatures
  • Faster hitpoint regeneration
  • Immune to negative energy attacks
  • Resistant to poison and cold
  • Vulnerable to holy attacks, wood, silver, magic, and fire
  • Gets feed skill
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First Classes

Mage
Mage

Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class.

All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate. The default skill selection for mages is as follows:

7 / 10
KAL
6 / 10
RP
Skills
  • Blink - blink out of existence to avoid an attack.
  • Lore - the lore of magical items
Spell Groups
  • Beguiling - spells that control the mind
  • Combat - offensive magics, such as fireball and chill touch
  • Detection - informational magics, such as detect magic and identify
  • Enhancement - spells that maximize physical potential, such as haste
  • Illusion - magics for concealing and deceiving
  • Maladictions - a selection of curses fit for any witch
  • Protective - defensive magics, ranging from armor to stone skin
  • Transporation - spells for getting from here to there
  • Weather - spells for conjuring and mastering the elements
  • Arcane - powerful mage spells
Type
Mage
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Cleric
Cleric

Clerics' spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posses an impressive area of protective magics, as well as fair combat prowess.

All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at a very dear cost. The default skill selection for clerics is as follows:

7 / 10
KAL
6 / 10
RP
Skills
  • Flail - the proper use of flails
Spell Groups
  • Attack - a selection of offensive magics
  • Creation - the making of physical objects, such as food and water
  • Curative - spells that cure the sick and feeble of their ailments
  • Benedictions - powerful magics that grant the blessings of the gods
  • Detection - informational magics, such as detect magic and identify
  • Healing - spells for treating wounds, from scratches to death blows
  • Maladictions - an assortment of curses
  • Protective - defensive magics, including the powerful sanctuary spell
  • Transportation - spells for getting from here to there
  • Weather - spells for conjuring and mastering the elements
  • Prayers - powerful cleric spells
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Thief
Thief

Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors.

All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes:

7 / 10
KAL
6 / 10
RP
Skills
  • Cutpurse - steal all of somebody's gold
  • Mace - the use of maces and other blunt weapons
  • Sword - swordplay and fencing
  • Backstab - the art of hitting your opponent by surprise
  • Dodge - the best way to take a punch is not to be there
  • Second attack - with training, the skilled thief can hit twice as fast
  • Trip - a good way to introduce an opponent to the floor
  • Hide - the art of remaining undetected in a room
  • Peek - used to look into a person's belongings
  • Pick lock - a useful skill for breaking and entering
  • Sneak - with this skill, a thief can walk through a room undetected
Type
Rogue
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Warrior
Warrior

Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for.

Warriors begin with skill in the sword, and gain a second attack in combat. Other weapon skills may be purchased cheaply, or gained in the default skill package, which includes the following:

5 / 10
KAL
5 / 10
RP
Skills
  • Increased damage – a lot like enhanced damage
  • Weaponsmaster – this group provides knowledge of all weapon types
  • Shield block – the art of parrying with a shield
  • Bash – a forceful rush with the body, designed to flatten your foes
  • Enhanced damage – this skill multiplies your damage in battle
  • Parry – the art of parrying with weapons
  • Rescue – allows you to take the blows aimed for a companion
  • Third attack – allows the skilled warrior to land three blows in one round
Type
Warrior
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Psionicist
Psionicist

Psionicists are generally accomplished magic users but also have quite a talent for psionic abilities. They have access to most mage spells but also get access to the psionics spell group. See help psionics for details.

4 / 10
KAL
8 / 10
RP
Type
Mage
Spell Groups
  • Psionics
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Necromancer
Necromancer

Necromancers are sorcerers who have a taste for the darker side of magic. They get access to most mage spells but also have access to the necromancy spell group. See help necromancy.

6 / 10
KAL
9 / 10
RP
Type
Mage
Spell Groups
  • Necromancy
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Druid
Druid

Druids are priests of nature, able to command the elements and transform into animals. They have access to both healing and offensive spells, and can summon animals to aid them in battle. Druids are versatile and resilient.

8 / 60
CP
Suggested Classes
Druid
Racial Abilities
  • Command nature
  • Transform into animals
  • Summon animal allies
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Monk
Monk

Monks are martial arts students who favor hand-to-hand combat over the use of weapons. They can still use weapons in combat however they get bonuses without. Monks deal more damage bare-handed than using the strongest of weapons. They get the focus chi skill, the chi blast skill, up to fifth attack, counter attack, kung fu, and more.

6 / 10
KAL
7 / 10
RP
Type
Warrior
Skills
  • Focus chi
  • Chi blast
  • Up to fifth attack
  • Counter attack
  • Kung fu
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Second Classes

Archmage
Archmage

Archmages are mages with unnatural magical ability. This ability allows them acess to all mage spells plus the arcane group and the high magic group. See help arcane and help high magic for details.

8 / 10
KAL
8 / 10
RP
Suggested Classes
Any class
Racial Abilities
  • Resistant to fire, cold, lightning attacks and diseases
  • Vulnerable to mental attacks
  • Gets fast healing and bash skills for free (Only Titan warriors receive bash)
  • Gets smash lock skill
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Priest
Priest

Priests are similar to clerics but have a more powerful connection with the spirit world. They get all cleric spells plus the prayers and blessings spell groups. See help prayers and help blessings.

8 / 10
KAL
8 / 10
RP
Type
Mage
Spell Groups
  • Prayers
  • Blessings
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Knight
Knight

Knights are elite warriors, excelling in combat and defense. They are the best fighters among the second classes. See help knight for details.

8 / 10
KAL
5 / 10
RP
Type
Warrior
Skills
  • Elite combat
  • Defense
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Assassin
Assassin

Assassins are expert killers, skilled in stealth and deadly attacks. They are good fighters but their spell selection is limited. See help assassin for details.

8 / 10
KAL
6 / 10
RP
Type
Rogue
Skills
  • Stealth
  • Deadly attacks
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Mystic
Mystic

Mystics blend magic and psionics, gaining access to a wide range of spells and mental abilities. See help mystic for details.

7 / 10
KAL
8/ 10
RP
Type
Mage
Spell Groups
  • Magic
  • Psionics
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Warlock
Warlock

Warlocks are accomplished sorcerers who have a taste for the darker side of magic. They have access to most mage spells but also have access to the necromancy spell group and the dark magic spell group. See help necromancy and help dark magic for details.

7 / 10
KAL
5 / 10
RP
Type
Mage
Spell Groups
  • Necromancy
  • Dark Magic
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Ranger
Ranger

Rangers are a mix between a fighter and a druid. They get decent fighting skills but they also get earth magic as well as other clerical spells. They receive lunge also.

7 / 10
KAL
5 / 10
RP
Type
Rogue
Skills
  • Lunge
Spell Groups
  • Earth Magic
  • Clerical Spells
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Samurai
Samurai

Samurais are warriors of legend who have stuidied the martial arts and have incorporated weapons into their art. They get many of the skills that warrior and monks get as well as the kamikaze skill which gives large bonuses in combat. They also have vorpal swing which slightly increases their chance for a vorpal decap or allows them to preform one without a vorpal weapon.

4 / 10
KAL
7 / 10
RP
Type
Warrior
Skills
  • Kamikaze - combat bonuses
  • Vorpal swing - increased decapitation chance
  • Spiritlink - channel target's energy
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Paragon System

Paragon System End-Game

Paragon is an end-game progression system that lets Heroes on their second incarnation (or higher) continue growing beyond level 101.

By ascending, you earn paragon levels, granting paragon points that can be invested in two ways:

  • Paragon Skills - Special abilities earned every 100 paragon levels
  • Paragon Stats - Passive bonuses to meta stats (one point per paragon level)

Paragon Stats

Paragon stat points provide passive bonuses to meta stats to provide character power gains past level 101.

One stat point is awarded per paragon level and can be distributed to specific categories:

Combat Attack-focused
Sustain Defensive-focused
Utility Non-battle stats
Available Stats
Combat & Sustain Stats
Crit Chance
Critical hit probability
Crit Damage
Critical hit damage multiplier
Recuperation
Health regeneration rate
Concentration
Mental focus and spell accuracy
Endurance
Stamina and fatigue resistance
Utility Stats
Prosperity
Gold and item drop rates
Penetration
Armor and resistance bypass
Alacrity
Attack and cast speed
Insight
Experience gain and learning rate
Celerity
Movement and action speed
Potency
Spell power and effectiveness
Total Paragon Stats Summary
Combat Stats
Crit Chance Crit Damage Penetration
Sustain Stats
Recuperation Concentration Endurance
Utility Stats
Prosperity Insight Celerity Potency

Paragon Skills

Paragon skills are end game special abilities. Every 100 paragon levels grants one skill point you can invest in three distinct trees:

Vanguard (Combat-focused)
Tier 1
Precision Strike 0/15
Enduring Armor 0/15
Tier 2 (25 pts in T1)
Cleave 0/15
Bulwark 0/15
Tier 3 (25 pts in T2)
Mighty Swing 0/15
Iron Will 0/15
Tier 4 (25 pts in T3)
Weapon Mastery 0/1
Tier 5 (1 pt in T4)
Battle Roar 0/15
Riposte 0/15
Tier 6 (25 pts in T5)
Juggernaut's Resolve 0/15
Whirlwind 0/15
Tier 7 (25 pts in T6)
Armament Expert 0/1
Tier 8 (1 pt in T7)
Indomitable Force 0/15
Tier 9 (15 pts in T8)
Titan's Strength 0/15
Tier 10 (15 pts in T9)
Overpower 0/15
Tier 11 (15 pts in T10)
Avatar of War 0/1
Sorcery (Magic-focused)
Tier 1
Arcane Aptitude 0/15
Mana Infusion 0/15
Tier 2 (25 pts in T1)
Comet 0/15
Mana Shield 0/15
Tier 3 (25 pts in T2)
Singularity 0/15
Mystic Ward 0/15
Tier 4 (25 pts in T3)
Grimoire Mastery 0/1
Tier 5 (1 pt in T4)
Demi 0/15
Evocate 0/15
Tier 6 (25 pts in T5)
Twincast 0/15
Celestial Echo 0/15
Tier 7 (25 pts in T6)
Familiar Bond 0/1
Tier 8 (1 pt in T7)
Time Dilation 0/15
Tier 9 (15 pts in T8)
Elemental Mastery 0/15
Tier 10 (15 pts in T9)
Arcane Overload 0/15
Tier 11 (15 pts in T10)
Avatar of Magic 0/1
Subtlety (Stealth-focused)
Tier 1
Nimbleness 0/15
Decoy 0/15
Tier 2 (25 pts in T1)
Shadowstep 0/15
Cloak of Shadows 0/15
Tier 3 (25 pts in T2)
Bio 0/15
Smoke Bomb 0/15
Tier 4 (25 pts in T3)
Gadgeteer 0/1
Tier 5 (1 pt in T4)
Camouflage 0/15
Exploitation 0/15
Tier 6 (25 pts in T5)
Evasion 0/15
Garrote 0/15
Tier 7 (25 pts in T6)
Hidden Arsenal 0/1
Tier 8 (1 pt in T7)
Reflect 0/15
Tier 9 (15 pts in T8)
Poison Dart 0/15
Tier 10 (15 pts in T9)
Ghostwalk 0/15
Tier 11 (15 pts in T10)
Avatar of Shadows 0/1

Commands

Paragon Status
paragon status

Displays your current level, XP and unspent points.

Paragon Stats
paragon stat

Displays your total stat points and current allocations.

paragon stat allocate <stat_name> [num]

Spend stat points on a chosen meta stat.

paragon stat reset <accept|cancel>

Refund all stat points at the cost of 10 gold per paragon level.

Paragon Skills
paragon skill

Shows your total skill points and breakdown per tree.

paragon skill <tree>

Displays skills in chosen tree with allocations and prerequisites.

paragon skill allocate <skill_name>

Spend one skill point on the chosen skill.

paragon skill reset <accept|cancel>

Refund all spent skill points at a cost of 10 gold per paragon level.

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