Starting Out / Picking Your Class
One of the most important things in Barony is knowing how you will progress through the game. Currently, there are 13 different classes, all with their own unique starting items and abilities, as well as legendary items that will be especially useful with their set of skills. I suggest trying all of them at least once to see what skills you like, then find the closet thing to your ideal build.
The barbarian is a melee fighter who starts with little to no armor, but comes skilled in the mace and axe skills, and basic in swimming and shield. Legendary weapons that will be effective with the barbarian are the mystic axe Parashu (found in levels 1-5), and the talking mace Sharur (found in levels 6-10).
The warrior is a heavily-armored melee fighter who specializes in the polearm, leader, sword, and shield skills. They also come with a bow, and have a basic ranged skill. To put these skills to use, I recommend seeking out Odin’s prized spear Gungir (minotaur maze), or King Arthur’s sword, Dyrnwyn (6-10).
Healers have very poor combat skills, but are consistent in their ability to heal themselves, and others at will. They start with the “healing” and “cure ailment” spells, and are also skilled in casting. Also basic in swimming, magic, and polearm.
Rogues make very skilled thiefs, specializing in lock-picking and stealth. Their green robes conceal their movement, and they have basic abilities with appraise, ranged, and sword.
Wanderers are skilled swimmers, and are basic with stealth, trading, ranged, and polearm. They start with basic clothes, lots of food, and a crossbow.
Clerics are good all-around adventurers. They come jam-packed with a full set of armor, food, spells, and a mace at the start. Also are basic at swimming, leadership, magic, and mace.
Merchants are skilled at trading and appraising items, and are basic with leadership and axe. i would only recommend playing as a merchant in multiplayer, because they are generally lacking in combat abilities by themselves.
Wizards are masters of the arcane arts. They start with a wizard robe, hat, cloak, and quarter staff. Skilled in the ways of casting and magic, wizards are still basic with polearm.
Arcanist fail in comparison to the wizards magical abilities, but are hardier and start with more gear to help them throughout the dungeons. They are skilled in casting, and are basic with locks, stealth, magic, ranged, and sword.
Jokers are certainly a unique class, starting with a varity of items ranging from blindfolds and cream pies, to more useful items such as knifes and rings of levitation (which let you fly). They lack any special skills, but come with basic experience of locks, trading, leader, casting, and magic.
Sextons are one of the three new blessed addition classes. They start with a crystal shard (very serviceable blue torch), leather armor, and spell-books for open and locking. Sextons are skilled in the arts of stealth, casting, and magic, basic in ranged, and novice with a sword and shield.
Ninjas are probably the most entertaining class to play as. Attacking from the shadows, ninjas are expert (one level above skilled) in stealh and swordsmanship, and are also skilled in ranged. They start with a crystal sword, which has low-durability but high damage.
The last class there is the monk (my personal favorite). I enjoy playing as the monk because they start off very simple but effective. They start with leather armor, a ring of slow digestion (so you can eat less), and spell-book of light. Aside from these excellent starting items, he has a very interesting skill set. Skilled in shield, basic in casting, and novice in leader, magic, ranged, and polearm. My favorite play-style is a shield and polearm battlemage, and the monk is perfect for that.