1. General tips every PK'er should follow no matter class/racePet if solo, Spells, Enchanted armor, vials (heal, recall, sanct, other useful ones of course) be smart about going in gates/rifts, know who's wanted where in your group, and have the group formation aliased or something incase it gets messed up.
2. Mercenary -- Tips for PK'ing one, and using one(Spec'd weapon, enchants, vials, use retreat when in trouble, keep opponent bashed) (When fighting them, try to disarm them if you can or keep them bashed so they cannot use vials, blind them if possible, maledictions if you have some)
3. Swashbuckler -- Tips for PK'ing one, and using one(Heavier, harder hitting weapon in the main hand, quicker more accurate in the off hand again vials and spelled up, with enchants on armor)
4. Barbarian -- Tips for PK'ing one, and using one(NEVER backstab or Cleave one, if you do your probably going to die. They use any kind of weapon, just use the best one depending on the situation. Fury is a must during battle. You can use headbutt if you want to risk it, but i'd prolly just bash or disarm.)
5. Priest -- Tips for PK'ing one, and using one, also what religions to watch out for when thinking on PK(Excellent healers, Sanctuary on whomever is your tank, pet if solo fighting, scrolls for pet/FoD/Charm/other useful things, staves are really nice, a nice enchanted suit for when fighting spell casters, a scroll of ethereal form is nice for when your oponent is ethereal or if you get in trouble and need to escape.)
6. Paladin -- Tips for PK'ing one, and using one (Heavy armor, keep spells up, sanct is really important, can heal themselves, have great anti-evil spells(bog is beasty) stay mounted on a pet, or behind their pet if they are solo.)
7. Hellion -- Tips for PK'ing one, and using one(Heavy armor, Always start with a cleave in pk unless its a barbarian, prepare your weapon with poison, plague, weaken, curse before battle. Use hellfire, it hurts XD)
8. Shaman -- Tips for PK'ing one, and using one (Voodoo is beast, but has many drawbacks, so use it as little as possible and with knowledge of what your doing. Heals. Sanct and SA up at all times, staves)
9. Rogue -- Tips for PK'ing one, and using one(Bstab all but barbs, circle stab, hamstring if you wish to take out legs. Good at doing damage if not under attack of course, have to attack people with noone behind them so are excellent caster fighters. Are 1 hit machines. Scrolls!!! enchants, spelled up (gs, frenzy is a must))
10. Scout -- Tips for PK'ing one, and using one(Now have the strongest pets in the game!
Also, ambush is great, camouflage, HERBS!!!, bows are Great, switch to spear quickly if pet is killed or almost dead, if dirted they arent as useful)
11. Bard -- Tips for PK'ing one, and using one(c major if fighting solo with a pet, f minor if no pet, SCROLLS, spelled up, B chord if no pet and they are a room away and noone else is near, if in group songs of sleep is LEET)
12. Sorcerer -- Tips for PK'ing one, and using one(MIRROR IMAGE, Spelled up charm with a nice weapon/armor, WANDS, spells and enchants are important...have eth scroll/wand ready, acid blast is beast, if there is alot petrification is really good for taking them out. you can always depet if you want their items
)
13. Warlock -- Tips for PK'ing one, and using one(Elementals! Magma! Stone Skin! Wands!)
14. Necromancer -- Tips for PK'ing one, and using one(LOTS OF ANIMATES! Wands/scrolls/staves, Eth if anyone that can 1 hit u is fighting you, have eth ready just in case, FoD = destroys elfs/lighties, Strongest Class By Far, Spell up undead and give them weapons, ENCHANTS ARE MAJOR)[/b]
That's it for classes.
Race next.
15. Human -- Is it worth choosing this race? What are they good at?(Balanced stats and +3 for main, No weaknesses)
16. Half-Elf -- Is it worth choosing this race? What are they good at?(weak vs iron, good vs charm pretty averaged out stats too)
17. Halfling --Is it worth choosing this race? What are they good at?(good vs magic, bad vs blunt, can hide/sneak no matter the class, Small
)
18. Gnome -- Is it worth choosing this race? What are they good at?(gets max WIS, Good int, Just all out good for casters, good vs magic, bad vs blunt, has detect burried(?), innate deep tongue, small)
19. Elf -- Is it worth choosing this race? What are they good at?(master sneak, very good vs magic/charm, weak vs iron, ) negative energies, and sickness, not too good for melee, FoD Destroys them, low wis, high dex, Max Cha, Light only)
20. Deep-Elf --Is it worth choosing this race? What are they good at?(same as elves, but also has faerie fire. but weak vs light, instead of nega-energies, Max INT, Dark only)
21. Dwarf --Is it worth choosing this race? What are they good at?(Mastered Axe innate, Max Con, really strong and durable melee, detect buried, They are resistant to poison and disease but find
it quite difficult to swim, small, very strong and their endurance, toughness, and general
health are unsurpassed.)
22. Centaur --Is it worth choosing this race? What are they good at?(good vs blunt, has kick innate, good vs cold, acid weak vs fire, horrible dex, ridable, large, excellent scouts)
23. Sprite --Is it worth choosing this race? What are they good at?(gets max DEX, can fly innately, as well as faerie fire and fog, weak vs sickness, blunt, iron good vs magic/mental, excellent swashies and shamans, get fun talk XD Sprites resist regimentation and therefore cannot hold the alignments of principled, dogmatic or aberrant.)
24. Griffon -- Is it worth choosing this race? What are they good at?(good vs cold, acid. immunity to sickness. good vs charm, no armor, not many enchants from lack of armor, very durable, ridable, light only, claws)
25. Giant -- Is it worth choosing this race? What are they good at?(Max Str, good vs sickness. innate bash, and boulder throwing, weak vs mental attacks, very weak vs lightning, EXCELLENT Warriors, Not too great at any caster besides shaman, GIANT)
26. Minotaur --Is it worth choosing this race? What are they good at?(innate gore, good vs magic/charm, weak vs energy/sonic this hard-headed race has an odd defense against charms
and mental attacks that also makes mind speech extremely difficult. Minotaurs resist regimentation and therefore cannot hold the alignments of principled, dogmatic or aberrant.)