Neophyte
Tier 1, the path of faith
You walk the path of healing and faith: you're the first to learn Cure Wounds and the five wards, and a blessed weapon of your own deity makes your heals stronger and your wards last longer.

- Comes from
- Mundane
- How to become one
- Mundane, with Curse Resistance (from Sinistra or Gerard); no level needed
- Leads to
From the original game
“Some mundane people choose the path of faith and knowledge, seeking a way to reach their spiritual guidance. These become neophytes, who focus their knowledge on prayers, healing and protective skills, thinking more of others than of themselves.”
What sets it apart
- You're the only starting path that can learn Cure Wounds, which heals you or a friend a few steps away, and the five wards, one against each color of damage.
- Two weapons are yours alone at this tier: followers of Shining can wield the Neophyte Sickle, and the Gifted the Neophyte Sword. Either raises your cast rating by half while you hold it, and both need 36 strength.
- Faith gives you mana and is the attribute your spells' gems ask for; intelligence and Magic Use raise your cast rating, which makes your heals bigger and your wards last longer.
- Your shield goes far for a caster: Shield Use reaches 7 for you, against the Apprentice's 2, and Fighting and Spears reach 6. The Fighter still goes further with every weapon.
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 6 skills at all: Toughness, Lightning, Entangle, Revitalize, Cure Poison, Flare.
| Skill | Highest level |
|---|---|
| Fighting | 6 |
| Weapon Mastery | 5 |
| Dodge | 5 |
| Axes | 4 |
| Swords | 4 |
| Shield Use | 7 |
| Daggers | 5 |
| Spears | 6 |
| Spear Mastery | 4 |
| Ranged Weapons | 4 |
Every skill (45)
| Skill | Highest level |
|---|---|
| Fighting | 6 |
| Weapon Mastery | 5 |
| Dodge | 5 |
| Axes | 4 |
| Swords | 4 |
| Shield Use | 7 |
| Venom Resistance | 10 |
| Curse Resistance | 10 |
| Heat Resistance | 10 |
| Cold Resistance | 10 |
| Illusion Resistance | 10 |
| Daggers | 5 |
| Spears | 6 |
| Tend Wounds | 10 |
| Cure Wounds | 10 |
| Magic Use | 10 |
| Toughness | Can't learn |
| Focus | 10 |
| Lightning | Can't learn |
| Protection from White | 10 |
| Protection from Red | 10 |
| Protection from Green | 10 |
| Protection from Blue | 10 |
| Protection from Yellow | 10 |
| Spear Mastery | 4 |
| Entangle | Can't learn |
| Revitalize | Can't learn |
| Cure Poison | Can't learn |
| Flare | Can't learn |
| Ranged Weapons | 4 |
| Mining | 10 |
| Logging | 10 |
| Fishing | 10 |
| Foraging | 10 |
| Farming | 10 |
| Husbandry | 10 |
| Smelting | 10 |
| Smithing | 10 |
| Carpentry | 10 |
| Fletching | 10 |
| Tailoring | 10 |
| Cooking | 10 |
| Alchemy | 10 |
| Skinning | 10 |
| Jewelcrafting | 10 |