The Warrior Class & Subclasses
Note: This is a suggestion on what would be easiest for starting off as a new player, not what would be the most powerful down the road for an advanced player. These two things get confused by a lot of people who have been playing for years.
warrior is one of the more difficult classes to start off with playing. I've seen people in game suggest this class to new players, and they are simply incorrect. The easiest way to learn the game is as a necro or druid, but some people like the hard way. I didn't know anything about alter or muds when I started, and I picked warrior as my first character. It is a headache of stats because warrior requires strength, constitution, dexterity, and charisma just to play in general. If you want to play solo then you also need intelligence for the mage spells like shield, displacement, and other elemental shields. It takes a lot of time to build up the stats to feel like you can play the game, and even after that it isn't the best class for solo-play.
It isn't all bad though, you can get great XP as a warrior through combos, and you have a good amount of damage. Warrior is great at higher levels if you play as a hitter in a group or as a tank, but getting to that point is quite the headache in my opinion. Having played warrior first then necro I can say without a doubt necro is a million times easier and more enjoyable for day to day play.
There are some options with warrior's subclasses. They might not necessarily be the easiest setup, but they are the ones I feel are most beneficial down the road. These are also what most players seem to pick when it comes to warrior as a first class.
Warrior Cleric Thief, Mage Druid Necro
As a warrior, if you want to play solo cleric as a second class is really strong. This gives you access to the majority of the cleric healing spells, and sooner than later. Also warrior and cleric both require the charisma skill for warrior skills and cleric spells. This means you will have at least one stat in common between your first and second class. You'll also have access to most of the cleric healing spells when your reach the later 20s of your first class. Then when you hit level 30 warrior your second class should be level 25, and you get the all powerful cleric incarnate. The incarnate does so much damage, and it is a complete game changer for the warrior cleric player. You will find that places you had problems with before are now easy as can be. You can also set yourself to tank in certain areas and pick up a little bit more XP for fights, and you'll be protecting your incarnate and keeping it alive for longer.
Your third class will be thief, and this will allow you early access to things like sneaking, searching, lock picking, and other necessary thief skills. You'll also have the ability to hide and use shadow decoys when you are getting into the mid 30s with your main class. You will also have the ability to steal gold in certain areas when your first class is at 30, then again when you get leveled up enough to steal on the mainland. You'll also have dexterity and charisma trained up for warrior cleric, and thief uses these two stats as well.
The biggest issue with this class setup is the time it takes to train stats. You can't just go hog wild on leveling and not expect to get pinned into a corner. A lot of your points will be taken up by training stats, then to add insult to injury a lot of warrior skills take four training points instead of three. Overall expect to be training point poor for the most of your game play.
Another thing which isn't talked about much is the requirement for a warrior to constantly have a sanctuary up to survive. This is fine for a caster like necro or druid with high regen, but even as a maxed out warrior you can expect a mana regen of right around 30 per tick. This makes it almost impossible to recast sanctuary. Your best bet is to brew sanctuary unguents, or potions later to use when out fighting.
As a bit of a side note. Once you get warrior to 35 and cleric to 30 you will have access to petitioning angels. This in combination with knowing group cast allows you to group cast bless with one other person and get a good chunk of hit roll. This means you can focus on Dam roll and war skill, and use a angel's bless for your HR before going out to fight. This makes for a pretty powerful equipment set where damage is the priority.
The last three classes of mage, druid and necro are there just because they have to be. Having mage as fourth gives you access to the shields and displacement when you are getting off the nooby islands which is important. Then with necro as sixth you have the ability to do some soul stealing down the road, though this may not be reasonable any longer with the recent changes in January of 2021. Nothing offensive should be expected from your last three classes. They are there just for some defensive spells and utility clean up to make sure you can do some things easier.
Warrior Thief Cleric, Mage Necro Druid
This is the other common warrior setup, and for good reason. Having cleric as a third class means you still get access to most of the healing options, just with a little more work. The real benefit to thief as second class is the higher level thief skills you'll have access to. You'll be able to steal on the mainland much easier, and this is a great way to get gold, even if it is a bit tedious. You'll also have quicker access to the hide skill, and this allows you to go places way beyond your level just by sneaking and hiding around. In mushZ you can activate stealth mode with alt+shift+s, and then sneak around pretty much anywhere. With a proper thief set with skill and DR you'll even be able to hit some mobs with freak backstabs and get the achievements if that's your sort of thing. All this and you'll still have an incarnate when you reach level 35 in your warrior class, which is level 25 in cleric. Once this happens you'll have a lot of different options available to you on how you wish to play.
The issue of stats won't be any easier with warrior thief cleric, but at least they won't be worse. Thief does require intelligence, so you'll be training that earlier, and it will pay off when it comes time to get displacement and other mage spells. I only put this class setup below warrior cleric because getting the incarnate and cleric spells like healing touch, haven, solace, and petition angel earlier make a world of difference in game play. That being said, as you level up and your second class gets higher you'll find the options thief offer for offense and gold are pretty great. Just be ready to spend some time grinding and training stats. Older players say that warrior thief is the most powerful solo class in game, but the time it takes to get there is very high. This is why it isn't always the best class for someone playing for the first time, but great for a second character.
The last three classes of mage, necro and druid are there just because they have to be. Having mage as fourth gives you access to the shields and displacement when you are getting off the nooby islands which is important. Druid is there in case you want to use the brawn spell for extra strength, along with agility for boosting dex. Also unnatural spring can be helpful for brewing unguents as cleric, and at level 10 druid you get access to mud walker which is a life saver for movement when in swamps or bogs. Then with necro as fifth you have the ability to do some soul stealing down the road, though this may not be a reasonable thing to attempt any longer with the recent changes in January of 2021. Druid is just there to be there. Things like unnatural spring can be helpful for brewing unguents as cleric, and at level 10 druid you get access to mud walker which is a life saver for movement when in swamps or bogs, but nothing offensive should be expected from your last three classes. They are there just for some defensive spells and utility clean up to make sure you can do some things easier.
Necro class & subclass options
Druid class & subclass options