Apprentice

Tier 1, the path of magic

You take the first step into real magic, trading a fighter's body for Lightning, Entangle and Flare. Your intelligence and Magic Use decide how strong they are.

The Apprentice, as the game draws it
Comes from
Mundane
How to become one
Mundane, with Magic Use I (from Arno); no level needed
Leads to

From the original game

“A mundane who has advanced to the status of an Apprentice has taken the first step towards becoming a powerful wizard. The apprentice will have to give up some of his, or her, physical power in order to control the mystical energies of magic.”

What sets it apart

  1. Lightning, Entangle and Flare are yours alone among the three starting paths. Lightning strikes at range, Entangle slows everything around its target (and the more gems you set in it, the harder it is to shake off), and Flare lights up a cave.
  2. In exchange, your fighting skills cap low: Shield Use and Spear Mastery at 2; Swords, Axes and Weapon Mastery at 3; Fighting, Dodge, Spears and Ranged Weapons at 4. Daggers go furthest, to 6, and their gems ask only for agility.
  3. Your intelligence and Magic Use set your cast rating, which sizes every spell you throw.
  4. Cure Wounds and the five wards are closed to you, and to the Wizard after you. Your one healing skill is Tend Wounds, which mends a friend within arm's reach.

Skill caps

A cap is the highest level this class can train a skill to. The table lists the skills it caps lower; every other skill it can learn can reach level 10. It can't learn 9 skills at all: Cure Wounds, Toughness, Protection from White, Protection from Red, Protection from Green, Protection from Blue, Protection from Yellow, Revitalize, Cure Poison.

SkillHighest level
Fighting4
Weapon Mastery3
Dodge4
Axes3
Swords3
Shield Use2
Daggers6
Spears4
Spear Mastery2
Ranged Weapons4
Every skill (45)
SkillHighest level
Fighting4
Weapon Mastery3
Dodge4
Axes3
Swords3
Shield Use2
Venom Resistance10
Curse Resistance10
Heat Resistance10
Cold Resistance10
Illusion Resistance10
Daggers6
Spears4
Tend Wounds10
Cure WoundsCan't learn
Magic Use10
ToughnessCan't learn
Focus10
Lightning10
Protection from WhiteCan't learn
Protection from RedCan't learn
Protection from GreenCan't learn
Protection from BlueCan't learn
Protection from YellowCan't learn
Spear Mastery2
Entangle10
RevitalizeCan't learn
Cure PoisonCan't learn
Flare10
Ranged Weapons4
Mining10
Logging10
Fishing10
Foraging10
Farming10
Husbandry10
Smelting10
Smithing10
Carpentry10
Fletching10
Tailoring10
Cooking10
Alchemy10
Skinning10
Jewelcrafting10