Subclassing is the process of joining a subclass. The overall idea and procedure are the same for all five of ShadowMUD's classes. You must be at least level 10 to join a subclass. Subclassing is not mandatory--you are welcome to remain a general member of your class with a broad range of abilities. There is also no upper limit on the level at which you may join a subclass. Each class has a set of skills (6 usually, 8 in the case of Clerics) which governs the commands used by that class: Prayer for Clerics, Magic for Magi, Deception for Rogues, Combat for Fighters, and Discipline for Monks. Joining a subclass alters your maxes in your class skills. When you pick a subclass, you are choosing to specialize in one of these skills. The help files listed below for each class show how the skills for your class are related to each other. The rest of this file will explain a little bit of how these skills are affected when you subclass, so it will make more sense if you check the circle of skills at the bottom of your class's help file first. These are the help files describing the skills for each class: Class Help File ----- --------- Cleric <help cleric faith> Fighter <help fighter combat> Mage <help mage magic> Monk <help monk discipline> Rogue <help rogue deception> The diagram at the bottom of each file shows how the skills are related to each other. The one at the center is your main control skill. That skill is not affected by subclassing--it has the same max for every member of your class. When subclassing you will decide your main subclass to master, and optionally which ones you secondary or journeyman in. As you pick your main, secondary, or journeyman subclasses your skills will lower or raise based on your picks and you will receive an xp refund if any skill is over the new skill max, note depending on the order of your choices your skill could drop then reraise losing skill pts and getting an xp refund. When deciding your subclass you will need to find the master trainer for that subclass. For mages and rogues you apprenticeship for your main master, and journeyman for your secondaries. Fighters you specialize for main and journeyman for your secondaries, for monks you join a clan or journeyman a clan. For clerics you become a follower of [a deity], savant for your secondaries, and adept in your thirds. The result of the new maxes is that you can gain commands at higher or lower levels than someone of a different subclass. You may expect at level 100 to get up to rank L in your control skill and your specialty skill, rank J or K in the secondary or journeyman ones, and rank G at maximum in the other twos skills. In the case of clerics, who have eight skills, the two remaining ones, you can expect to have up to rank G in your control skill, and up to some rank E's in every other class skill. Abilities will also try and take into account if you have subclassed/journeymaned or not and provide a boost when compared to someone that has not subclassed, For example monk estrength, if subclassed as a mind monk they will get an extended period of time and power, if journeymaned they will also get an extended period but a smaller amt, while none subclassed with get a basic time and power. NOTE: Abilities may be limited to a only those of main subclass to promote unquiness, balance, or other design choices. Any ability limited in such a way will have it noted in thier help file some way. See also: subclasses, journeyman