Basic Classes
- Clerics are militant priests who serve powerful gods.
- Fighters are brave warriors who excel in battle.
- Thieves are sneaky burglars who use dirty tricks.
- Magic-Users are arcane wizards and eldritch warlocks.
- Rangers are skilled archers and adept explorers.
Demi-Human Classes
- Dwarves are a stout, militant people who dwell in mountains.
- Elves are a keen, graceful people who dwell in forest glades.
- Halflings are a plucky, inquisitive people who dwell near hills and rivers.
Expansion Classes
- Barbarians are wild berserkers and raiders.
- Paladins are holy knights and crusaders.
- Druids are wise, nature-oriented spellcasters.
- Illusionists are magicians who specialize in illusion magic.
- Shamans summon elemental and animal spirits.
Hybrid Classes
- Spellswords are a mix of fighter and magic-user.
- Nightblades are a mix of magic-user and thief.
- Assassins are a mix of fighter and thief.
- Bards are a mix of fighter, magic-user, and thief.
Each adventurer class features unique special abilities that set them apart from one another.
Dual Classing and Multi-Classing
Adventure Master handles the concept of dual and multi-classing by offering distinct hybrid classes that explicitly mix the abilities of the fighter, magic-user, and thief. The player may choose a hybrid class to achieve one of these versatile combinations.
Changing Classes
A player can elect to change their class at any time by sacrificing 1/2 of their current XP. This will usually reduce their level by 1. The PC must pay the training costs for the new, lower level and lose access to any class-specific magic items unless the new class is also capable of using those items.

