There are 4 options available when it comes to resting:
Over time as you perform actions your apprentice will build up stress, this stress needs to be reduced via rest. Poetry – Charisma – Pretty Pants / Pants of Mastery Science – Wisdom – Grounding Wellies / Boots of Mastery Theology – Constitution – Faithful Vestment / Robe of Mastery Strategy – Dexterity – Strategic Hat / Helm of Mastery Magic School – Intelligence – Elemental Gloves / Gloves of MasteryĬombat School – Strength – Brutal Axe / Sword of Mastery Like with Jobs, schooling can also alter your stats and also awards special unique items as your apprentice increases in schooling levels. The more you develop the faster and more expensive schooling in those skills becomes. While going to school costs money it is the fastest and easiest way to develop your skills. Night Guard – Strength/Constitution – Defender’s Legs.īanker – Charisma/Intelligence – Greedy Gloves. Stablehand – Strength/Constitution – Stench Filter.įortune Teller – Intelligence/Wisdom – Skeptic’s Coat. These rewards are:Ĭonstruction – Strength/Constitution – Workman’s Choppa.Ĭhurch – Intelligence/Wisdom – Faithful sandals. Every job also has a reward item, performing the job a certain amount of times will grant you this item as a reward. (Note: the job bonus is 3 times the displayed daily earnings)Īll jobs have the potential to reward you with stat adjustments over time. There are a total of 8 jobs available, though the last 4 are only options for your apprentice as he grows older.Ī good piece of advice for working is to pick a job and stick at it, while you might have several bad days to begin with every time you work the job you’ll gain more skill, eventually you’ll break the threshold and be brilliant at that job, earning not only the gold displayed but also a job bonus for a full week’s work. Training: +6 Combat Attack and Defence, +6 Magic Attack and Defence.Įquipment: +Master Gloves, Tunic and Boots, Chain Coif, Longsword +1 Ranger: +1 Str, +1 Dex, +1 Con, +1 Int, +1 Wis, +5 Combat Attack and Defence, +5 Magic Attack and Defence. 10 Temperament, +14 Combat Attack and Defence. These are:įighter: +2 Str, +1 Dex, +1 Con. When starting a new game you are presented with 9 options to determine which type of starting bonuses you receive. The first dungeons are pretty easy and the loot you gain can be sold off when you return. Then it’s a question of deciding on your options to make more cash, the easiest is to get a job, but you might be tempted to try a little adventuring. Hold back a little for resting, if you don’t have gold to rest with you’ll be spending several weeks recovering your stress rather than just 1 or 2. With the gold you have, depending on your personal choice, you might want to do a little combat training, this will come in handy when you start heading out for adventure.
The shopkeeper’s offers will adjust based on your charisma and fame, so at this stage you probably won’t be offered huge amounts of money, but at this stage you don’t need huge amounts either. Selling off duplicate or unwanted items is a great way of getting some fast training gold. The best thing to do right off the bat is to check your inventory, depending on your mentor choices you might have some new items to equip or some you might wish to sell for a quick gold boost.