The Classes
No decision is so important as which class to play. Below, the many
available classes are loosely grouped by their principal strength or
playstyle: Melee, Archery, Martial Arts, Magic, Devices, Hybrid, etc.
The primary spell stat for each class is highlighted.
For details on the Stats, see [a]. For information about the Skills,
see [b]. The skill descriptions in this document are for comparison
purposes only; for example, your fledgling berserker will not really be
born with Amber[25] melee skill. In general, skills are influenced by
level, race, class, stats and equipment. See the tables at the bottom
of this file ([c]) to compare the various classes' stat and skill
boosts at a glance.
Melee
Berserker
A Berserker is a fearful fighter indeed, immune to fear and
paralysis. At high levels, Berserkers can reflect bolt spells with
their tough flesh. Furthermore, they can remove cursed equipment by
force, and their special combat techniques are not affected by
anti-magic barriers. Berserkers cannot, however, use any magical
devices or read any scrolls, and are hopeless at all non-combat
skills. To offset these great disadvantages, they gain an important
class power - 'Recall' - very early.
Stats Skills
Strength +8 Disarming Very Bad
Intelligence -20 Device Very Bad
Wisdom -20 Save Very Bad
Dexterity +4 Stealth Very Bad
Constitution +4 Searching Very Bad
Charisma +4 Perception Very Bad
Life Rating 200% Melee Amber[25]
Base HP 22 Archery Very Bad
Experience 160%
Blood-Knight
Blood-Knights are fighters who have delved into the dark arts and can
perform some special offensive effects using their own health. In
addition to the HP cost, using such an ability causes bleeding, with
an amount proportional to the cost of the ability. These special
abilities rely on Constitution.
Blood-Knights are very unusual in that cuts and low health make them
more powerful; at full health their melee is nothing special, but the
more damaged and wounded they are, the faster and deadlier their
attacks become. On the brink of death they are the strongest fighters
imaginable, and stories of their legendary feats abound; but with
great power comes great risk of death, and you don't recall ever
meeting one of these heroes of legend in person!
Blood-Knights, like Blood-Mages, receive reduced benefits from
healing magic. Since a Blood-Knight relies on their own blood for
their power, this class is restricted to certain races; no non-living
race may walk the red path.
Stats Skills
Strength +2 Disarming Good
Intelligence -2 Device Bad
Wisdom -2 Save Fair
Dexterity +0 Stealth Poor
Constitution +3 Searching Poor
Charisma +2 Perception Bad
Life Rating 120% Melee Superb
Base HP 20 Archery Fair
Experience 150%
Duelist
The duelist is the ultimate one-on-one fighter, but finds himself at
a severe disadvantage when facing numerous strong foes at once. To
start a duel, the duelist first issues a challenge to his intended
foe; of course, this will wake the monster up, as there is no honor
in dueling a sleeping enemy! And while the duelist will honor the
fight as a one-on-one affair, many monsters have no such scruples.
Against a challenged foe the duelist is extremely strong, gaining
bonuses to saving throws, armor class, damage reduction and combat
prowess. On the other hand, due to the single-mindedness of their
focus, the duelist is quite vulnerable to unchallenged opponents.
Most of the special techniques of this class aim at enforcing the
sanctity of the duel.
The duelist only ever gains a single attack in combat, but they make
the most of this blow by gaining enhanced effects as they gain
experience. Able to wound, stun, and even hamstring their foes, the
prowess of the duelist in a one-on-one encounter is legendary!
Duelists favor light armors and weapons, and cannot equip a shield.
They gain no extra bonus for wielding a weapon with both hands. For
their techniques, the duelist relies on Dexterity.
Stats Skills
Strength +2 Disarming Fair
Intelligence +1 Device Fair
Wisdom -2 Save Bad
Dexterity +2 Stealth Fair
Constitution -3 Searching Poor
Charisma +2 Perception Poor
Life Rating 100% Melee Fair
Base HP 4 Archery Very Bad
Experience 150%
Mauler
The Mauler favors extremely heavy weapons, and possesses powerful
abilities whose effectiveness depends on the weight of the weapon.
While they only gain a limited number of blows which can never be
magically increased, they are capable of hitting opponents
exceptionally hard to make the most of each strike. Maulers must
wield a single weapon with two hands for their talents to function
properly.
Stats Skills
Strength +5 Disarming Good
Intelligence -2 Device Fair
Wisdom -2 Save Good
Dexterity -1 Stealth Bad
Constitution +3 Searching Poor
Charisma +2 Perception Bad
Life Rating 110% Melee Heroic
Base HP 18 Archery Very Bad
Experience 120%
Rune-Knight
The Rune-Knight is a mythical warrior, dedicated to the discovery of
ancient runes that hold immense power. They may fix mystical runes of
various types to their equipment in order to gain permanent bonuses;
even artifacts can be improved this way! Alternatively, they may
conjure a temporary rune which allows them to attack with enhanced
effects, or place one directly on their person for a one-time or
temporary bonus. Finally, they may alter their surroundings with
various runes of change.
All runes (except {Absorption}) require mana for creation; however,
unlike ordinary spellcasters, Rune-Knights do not regenerate mana on
their own. Rather, they must siphon mana from magical or elemental
attacks directed against them, and doing so requires the special rune
of {Absorption}. This rune should be worn at all times, or at least
kept handy.
Despite having mana, the Rune-Knight does not play like an ordinary
spellcaster; they are more like a weaponsmith but can, on occasion,
cast useful spells. If you have mana available, consider using these
spells; otherwise, play as a warrior and wait to absorb mana. This
can take time, depending on the foes you face, but the Rune-Knight's
honor should prevent them from seeking out weak, defenseless
spellcasters; and in any case, weak attacks can only take your mana
so high.
See [d] for more details on rune knights.
Stats Skills
Strength +0 Disarming Fair
Intelligence +1 Device Poor
Wisdom -1 Save Fair
Dexterity +1 Stealth Poor
Constitution +0 Searching Poor
Charisma +1 Perception Poor
Life Rating 101% Melee Fair
Base HP 7 Archery Poor
Experience 150%
Samurai
Samurai, masters of the art of the blade, are among the strongest
fighters and can use various special combat techniques. Samurai are
not good at most non-combat skills, and many magical devices in
particular may be too difficult for them to use. Wisdom determines a
Samurai's ability to use the special combat techniques available.
Samurai use the art of the blade called Kendo (or Bugei). Books of
Kendo are similar to spellbooks, but do not need to be carried
around; they are only required for studying new combat techniques.
Samurai need to wield a weapon to use Kendo, and many of their
techniques will add special properties to their blows; these are
often slays or brands such as flaming or poisoning, but can be much
more powerful than a normal brand. The mana pool of a Samurai does
not depend on their level but solely on wisdom; and they can use the
class power 'Concentration' to temporarily increase their mana beyond
its usual maximum value. The other Samurai class power, 'Assume a
Posture', allows them to choose different postures depending on the
needs of a situation.
Stats Skills
Strength +2 Disarming Good
Intelligence -2 Device Bad
Wisdom +1 Save Fair
Dexterity +2 Stealth Poor
Constitution +1 Searching Poor
Charisma +1 Perception Bad
Life Rating 107% Melee Superb
Base HP 12 Archery Very Good
Experience 130%
Warrior
A Warrior is a hack-and-slash character, who solves most of his
problems by cutting them to pieces, but will occasionally fall back
on the help of a magical device. Unfortunately, many high-level
devices may be forever beyond their use.
Warriors cast no spells. They hate magic. In fact, they even gain
experience for destroying high level spellbooks. They have a class
power - 'Sword Dancing' - which allows them to conduct a melee attack
in six random directions.
Stats Skills
Strength +4 Disarming Good
Intelligence -2 Device Bad
Wisdom -2 Save Poor
Dexterity +2 Stealth Poor
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 115% Melee Heroic
Base HP 18 Archery Heroic
Experience 100%
Weaponmaster
A Weaponmaster is exceptionally good with a single class of weapons,
obtaining special combat bonuses and powers which depend on their
chosen speciality. Focus is the key to success; weaponmasters are
truly lousy with off-speciality weapons, but few can match the
prowess they gain with something more suitable in their hands.
See [e] for more details on weaponmasters.
Stats Skills
Strength +3 Disarming Poor
Intelligence -3 Device Bad
Wisdom -2 Save Bad
Dexterity -2 Stealth Poor
Constitution +1 Searching Poor
Charisma +0 Perception Bad
Life Rating 105% Melee Heroic
Base HP 12 Archery Poor
Experience 135%
Weaponsmith
A Weaponsmith can improve weapons and armors for him or herself. They
are good at fighting, and they have potential ability to become even
better than Warriors using improved equipment. They cannot cast
spells, and are poor at skills such as stealth or magic defense.
A Weaponsmith extracts the essences of special effects from weapons
or armors which have various special abilities, and can add these
essences to another weapon or armor. Normally, each equipment can be
improved only once, but they can remove a previously added essence
from improved equipment to improve it with another essence. To-hit,
to-damage bonus, and AC can be improved freely up to a maximum value
depending on level. Weaponsmiths use class powers for Smithing
commands.
Stats Skills
Strength +3 Disarming Fair
Intelligence -1 Device Poor
Wisdom -1 Save Bad
Dexterity +1 Stealth Poor
Constitution +0 Searching Poor
Charisma -1 Perception Bad
Life Rating 106% Melee Very Good
Base HP 12 Archery Good
Experience 130%
Archery
Archer
Archers are to bows what warriors are to melee. They are the best
class around with any bow, crossbow, or sling. They need a lot of
ammunition, but will learn how to make it from junk found in the
dungeon. An archer is better than a warrior at stealth, perception,
searching and magical devices.
Archers have a class power - 'Create Ammo' - which creates pebbles or
shots from rubble, and arrows and crossbow bolts from bones.
Stats Skills
Strength +2 Disarming Very Good
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +2 Stealth Good
Constitution +1 Searching Fair
Charisma +0 Perception Poor
Life Rating 110% Melee Good
Base HP 12 Archery Amber[12]
Experience 110%
Sniper
Snipers are specialists in marksmanship, but not like archers who
fire off arrow after arrow in swift succession. They don't just
increase accuracy and power of shots by concentration, they can use
fearsome archery techniques.
What they require is powerful bows or crossbows, good quality
ammunition and the fortitude to bear up without flinching under any
situation.
Snipers know their enemies well and can shoot them from the shadows.
They have no time for magic.
Stats Skills
Strength +2 Disarming Good
Intelligence -1 Device Fair
Wisdom -1 Save Poor
Dexterity +2 Stealth Very Good
Constitution +1 Searching Fair
Charisma +0 Perception Poor
Life Rating 100% Melee Poor
Base HP 4 Archery Heroic
Experience 110%
Martial Arts
Force-Trainer
A Force-Trainer is a master of the spiritual Force. They prefer
fighting with neither weapon nor armor. They are not as good fighters
as are Monks, but they can use both magic and the spiritual Force.
Wielding weapons or wearing heavy armor disturbs use of the Force.
Wisdom is a Force-Trainer's primary stat.
Force-Trainers use both spellbook magic and the special spiritual
power called the Force. They can select a realm from Life, Nature,
Craft, Death, and Crusade. To use The Force, you select it just as if
it were spellbook 'F'; which means you need to press 'm' and then 'F'
to select the Force. The most important spell of the Force is
'Improve Force'; each time a Force-Trainer activates it, their Force
power becomes more powerful, and their attack power in bare-handed
melee fighting is increased temporarily. The strengthened Force can
be released at one stroke when a Force-Trainer activates some other
Force spell, typically an attack spell. They have a class power -
'Clear Mind' - which allows them to rapidly regenerate their mana.
Stats Skills
Strength +0 Disarming Fair
Intelligence -1 Device Very Good
Wisdom +3 Save Good
Dexterity +2 Stealth Good
Constitution +1 Searching Fair
Charisma +0 Perception Fair
Life Rating 100% Melee Fair
Base HP 4 Archery Good
Experience 135%
Monk
Monks are very different from most other classes in that they prefer
to fight unarmed; while they can use a few select weapons reasonably
well, their training in martial arts makes them more powerful with no
weapons. Monks also gain bonuses from empty armor slots; to gain the
resistances necessary for survival, some kind of armor will still be
eventually needed, but if the armor is too heavy it will severely
disturb the Monk's martial arts maneuvers. As the Monk gains levels,
more powerful forms of unarmed attack will become available, and the
defensive bonuses for having empty armor slots likewise increase.
The various sects of monks are devoted to different areas of magic;
they select one realm from Life, Nature, Craft, Trump and Death.
Monks will eventually learn all prayers in the discipline of their
choice. Wisdom determines their spellcasting ability.
Monks have two class powers, 'Assume a Posture' and 'Double Attack';
they can choose different postures for different situations, and use
powerful combinations of attacks for the finishing blow.
Stats Skills
Strength +1 Disarming Excellent
Intelligence -1 Device Good
Wisdom +1 Save Fair
Dexterity +3 Stealth Very Good
Constitution +2 Searching Fair
Charisma +1 Perception Fair
Life Rating 102% Melee Very Good
Base HP 12 Archery Excellent
Experience 130%
Mystic
Mystics are masters of bare-handed fighting, like Monks. Unlike
Monks, though, they do not learn normal spells; instead, they gain
mystical powers with experience, and these powers directly influence
their martial arts. In this respect, Mystics are somewhat similar to
Samurai; indeed, they even concentrate to boost their mana like the
Samurai. Mystics eschew weapons of any kind, and require the lightest
of armors in order to practice their martial arts. As with other
martial artists, their attack speed depends on their level and
Dexterity; their mana and fail rates, though, are influenced by
Charisma. Mystics are in tune with the natural forces around them,
and may even summon animals to their aid when necessary. It is
whispered that mystics have discovered a way to kill an opponent with
a single touch; but they do not share this knowledge with novices.
Stats Skills
Strength +2 Disarming Excellent
Intelligence -1 Device Good
Wisdom -2 Save Fair
Dexterity +3 Stealth Very Good
Constitution +1 Searching Fair
Charisma +2 Perception Fair
Life Rating 100% Melee Very Good
Base HP 4 Archery Excellent
Experience 130%
Magic
Blood-Mage
A Blood-Mage is similar to a normal mage in his selection and variety
of spells, but differs in that he has no separate mana pool; instead,
spells are powered by hit points. Moreover, due to the Blood-Mage's
abnormal constitution, all healing is much less effective than
normal; indeed, Blood-Mages completely eschew healing spells to not
disrupt the flow of blood that is the essence of their power. They
shun the realm of Life as anathema to all they hold sacred.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom -2 Save Good
Dexterity +1 Stealth Fair
Constitution +2 Searching Poor
Charisma -2 Perception Poor
Life Rating 108% Melee Bad
Base HP 10 Archery Bad
Experience 135%
Blue-Mage
Blue-Mages, like all mages, rely on magic rather than muscle; but
they are unique in the way they gain new spells, as they learn from
monsters rather than books. Blue-Mages' primary spellcasting stat is
Intelligence.
A Blue-Mage can learn and cast monster spells, summons, and even
ranged attacks as their own spells; this technique is called Blue
magic. Blue-Mages remember their spells permanently, but to learn a
spell they must be directly hit by it while their 'Learning' class
power is active. Because of this requirement, Blue-Mages never learn
spells like Haste or Healing that affect the monster itself.
Stats Skills
Strength -4 Disarming Fair
Intelligence +4 Device Superb
Wisdom -1 Save Good
Dexterity +1 Stealth Fair
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 98% Melee Bad
Base HP 4 Archery Bad
Experience 130%
Gray-Mage
The Gray-Mage casts spells from memory rather than books; a spellbook
is only required for the initial learning process. However, only ten
spells may be memorized at any given time; and while a Gray-Mage may
replace old spells with new ones, the total number of spells they can
study is limited.
Gray-Mages do not choose specific realms like book spellcasters;
instead, they choose a general bias towards either Good, Neutral or
Evil magic. So while all Gray-Mages may learn spells from the Arcane,
Armageddon, Chaos, Craft, Sorcery and Trump realms, only a Good Bias
allows access to Life and Crusade magic; only a Neutral Bias allows
access to Nature magic; and only an Evil Bias allows access to Death
and Daemon magic. At any one time, a Gray-Mage has relatively few
spells directly at their disposal; but their ability to pick the best
spells from an extremely large pool more than compensates for this.
As with most mages, the key stat is Intelligence.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom +0 Save Good
Dexterity +1 Stealth Fair
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 95% Melee Bad
Base HP 0 Archery Bad
Experience 130%
High-Mage
High-Mages are mages who specialize in one particular field of magic
and learn it very well - much better than an ordinary mage.
For the price of giving up a second realm of magic, High-Mages gain
substantial benefits in the mana costs, power, minimum levels, and
failure rates of the spells in their speciality realm. They are also
the only class able to cast Hex spells. High-Mages have a class power
- 'Eat Magic' - which absorbs mana from wands, staves, or rods;
although this power is not available to those who choose the Hex
realm. Their primary spellcasting stat is Intelligence.
Stats Skills
Strength -4 Disarming Fair
Intelligence +4 Device Superb
Wisdom +0 Save Good
Dexterity +0 Stealth Fair
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 94% Melee Bad
Base HP 0 Archery Bad
Experience 130%
Mage
A Mage is a spellcaster who must live by his wits, as he cannot hope
to simply hack his way through the dungeon like a warrior. A Mage
always carries his spellbooks with him, but also relies on magical
devices, which he can master easily. The primary spellcasting
statistic of a Mage is Intelligence.
Mages have few restrictions in choosing and learning spells; they can
freely choose any two realms when a character is created, although
their natural inclinations make Life magic fairly hard to learn. See
[f] for more information on magic, realms and book spellcasting.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom +0 Save Good
Dexterity +1 Stealth Fair
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 95% Melee Bad
Base HP 0 Archery Bad
Experience 130%
Necromancer
A Necromancer attempts to gain both power and knowledge through
communion with the dead. They rely on the special realm of Necromancy
to summon aid from the dead, whether directly in terms of undead
servitude, or indirectly through otherworldly knowledge. Necromancy
also offers many foul offensive spells; but all of these require
direct physical contact, and so need an empty, gloveless hand to
work. Yet this handicap is a cheap price to pay for the ability to
kill a foe with one deadly touch!
Necromancers forever hunt for the legendary Eye and Hand of Vecna to
complete their power.
Stats Skills
Strength -2 Disarming Fair
Intelligence +3 Device Superb
Wisdom -4 Save Good
Dexterity +1 Stealth Good
Constitution -1 Searching Poor
Charisma -2 Perception Poor
Life Rating 95% Melee Bad
Base HP 2 Archery Bad
Experience 125%
Sorcerer
Sorcerers are the all-around best magicians, being able to master all
spells from almost any magic realm without needing to study them or
gain proficiency with them. On the downside, they have by far the
fewest hit points of any class; they are also the worst fighters in
the dungeon, being unable to use any weapon but a Wizardstaff.
Sorcerers have a class power - 'Eat Magic' - which absorbs mana from
wands, staves or rods. Unlike other mages, they rely on Charisma as
their spell stat.
Stats Skills
Strength -5 Disarming Fair
Intelligence +0 Device Amber[2]
Wisdom -2 Save Heroic
Dexterity +2 Stealth Poor
Constitution +0 Searching Poor
Charisma +6 Perception Poor
Life Rating 65% Melee Very Bad
Base HP 0 Archery Very Bad
Experience 160%
Yellow-Mage
A Yellow-Mage is a type of Mage who focuses on rapid spell casting.
The casting speed of Yellow-Mages improves with experience; low-level
spells are particularly quick to use, and can eventually be cast as
many as five times in one round! But even a level 50 spell requires
less than half a turn for an accomplished Yellow-Mage.
In most other respects, a Yellow-Mage is similar to a Mage; they use
Intelligence as their primary spell stat, and may learn spells from
two spell realms of their choice. However, due to their focus on
hasty casting, some of the deepest and most powerful magic will
remain forever beyond their grasp.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom +0 Save Good
Dexterity +1 Stealth Fair
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 95% Melee Bad
Base HP 0 Archery Bad
Experience 130%
Devices
Alchemist
Alchemists are masters of tinctures, concoctions and infusions. They
can prepare themselves set infusions from potions that replicate the
effect - without consuming inventory space or being in danger of
shattering. They are reasonably good at melee, especially with the
right potions, though they cannot rival melee specialists. Even bad
potions are useful in their hands, as weapons or ingredients. Their
other abilities include creating copies of potions and turning items
to gold. They require intelligence for some of their abilities.
Stats Skills
Strength +0 Disarming Very Good
Intelligence +2 Device Fair
Wisdom -1 Save Fair
Dexterity +2 Stealth Fair
Constitution +0 Searching Very Good
Charisma -2 Perception Fair
Life Rating 101% Melee Good
Base HP 12 Archery Excellent
Experience 135%
Devicemaster
Devicemasters are excellent with magical devices, but poor in most
other skills. They may shoot or use melee in a pinch, but this will
never be their forte; instead, they conquer through their arsenal of
magical devices.
Each Devicemaster chooses to specialize in a particular class of
devices, and will gain extra bonuses for speciality items. These
bonuses include increased damage, increased speed of activation,
extra resistance to charge draining, and even the ability to
occasionally power these devices without consuming charges; each of
these abilities becomes stronger with experience. In addition,
speciality devices are easier to use, although all Devicemasters are
also good with devices of other types.
Devicemasters have several useful device-related powers; they may
detect magical devices from a distance, and gain the powerful talent
of Recharging very early on. At higher levels, they gain the ability
to move effects from one device to another, or to move magical
essences from one item to another if they specialize in Potions or
Scrolls. In times of desperate need, the Devicemaster may drain a
speciality item of multiple charges at once; this greatly increases
the power of the effect, but may destroy the device in the process.
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Superb
Wisdom +1 Save Fair
Dexterity +2 Stealth Poor
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 101% Melee Fair
Base HP 6 Archery Poor
Experience 130%
Magic-Eater
The Magic-Eater can absorb magical devices. Once absorbed, these
devices will function like normal objects and can be used whenever
charges are available. In effect, it is as if the Magic-Eater had
extra inventory slots for devices. However, absorbed magic can not be
drained the way normal devices can, nor can these objects be
destroyed. The number of slots for each kind of device is limited,
and the Magic-Eater will need to choose which object to replace once
the slots are all used. Absorbed magic cannot be recharged through
scrolls, spells, potions or activations; the Magic-Eater must rest to
regain charges. The rate at which absorbed devices recharge is
affected by Regeneration.
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Heroic
Wisdom +1 Save Fair
Dexterity +2 Stealth Poor
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 103% Melee Fair
Base HP 6 Archery Poor
Experience 130%
Prayer
Priest
A Priest is a character devoted to serving a higher power. They
explore the dungeon in the service of their God. They are fairly
familiar with magical devices, which they believe act as foci for
divine intervention in the natural order of things.
There are two types of priests: Good and Evil. If the priest chooses
Life or Crusade as their first realm, they will follow the path of
good; as such, they may not choose an evil realm for their second
realm. Good priests abhor bloodshed, and therefore are not
comfortable with edged weapons, although they eventually learn to
bless such weapons and then use them without disrupting their
prayers. Should a priest choose Death or Daemon as their first realm,
however, they will serve an evil god; evil priests actually enjoy
shedding blood, and suffer no such weapon restrictions. Of course,
evil priests abhor good things, and are unable to choose Life or
Crusade for their second realm.
Good priests have a strong affinity for Life prayers, and learn them
very well, even better than a High-Mage. Conversely, evil priests
favor prayers of Death, and receive strong bonuses when choosing this
foul realm. Otherwise, priests learn magic less efficiently than a
Mage would; but their greater stamina and combat skills compensate
for this. Priests, unlike Mages, cannot choose to study specific
spells; rather, they are granted new prayers by the whim of their
deity, presumably in accordance with some greater divine plan. The
primary stat for a priest is Wisdom.
Stats Skills
Strength -1 Disarming Poor
Intelligence -3 Device Good
Wisdom +3 Save Very Good
Dexterity -1 Stealth Poor
Constitution +0 Searching Poor
Charisma +2 Perception Bad
Life Rating 100% Melee Fair
Base HP 4 Archery Poor
Experience 120%
Stealth
Ninja
A Ninja is a fearful assassin lurking in darkness. He or she can
navigate effectively with no light source, catch enemies by surprise,
and kill with a single blow. Ninjas can use Ninjutsu, and are good at
locating hidden traps and doors, disarming traps and picking locks.
Since heavy armors, heavy weapons, or shields will restrict their
motion greatly, they prefer light clothes, and become faster and more
stealthy as they gain levels. A Ninja knows no fear and, at high
level, becomes almost immune to poison and able to see invisible
things. Dexterity determines a Ninja's ability to use Ninjutsu.
A Ninja can use Ninjutsu for lurking and surprise attacks. They gain
more Ninjutsu techniques as they gain levels. They have a class power
- 'Quick Walk' - which makes their walking speed extremely fast.
Stats Skills
Strength +0 Disarming Excellent
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +3 Stealth Superb
Constitution +2 Searching Very Good
Charisma +2 Perception Fair
Life Rating 100% Melee Superb
Base HP 4 Archery Poor
Experience 120%
Rogue
A Rogue is a character who prefers to live by their cunning, yet is
capable of fighting their way out of a tight spot when necessary.
Rogues are good at locating secret doors and hidden traps, and are
masters of trap-disarming and lockpicking. Their exceptional stealth
allows rogues to sneak around sleeping creatures without having to
fight; they can also backstab a fleeing monster or surprise an enemy
with a telling first blow. Rogues are fairly good at ranged combat,
and receive special bonuses when shooting with a sling.
Rogues can select one realm - Sorcery, Death, Trump, Arcane, Craft,
Law, or Burglary. Except for this last realm, rogues have certain
limitations on which spells they can learn, and they do not learn new
spells very quickly. The Burglary realm is unique to the rogue, and
the speciality of the class; it offers spells for setting traps,
picking pockets, negotiating with other thieves, and escaping from a
tight spot. Burglary rogues are agents of the Black Market and
receive favorable pricing from that shop. Burglary rogues use
Dexterity as their spellcasting stat, and can use this special art
from the beginning of their adventures; rogues of other realms,
however, rely on Intelligence and cannot learn magic spells before
they reach level 5.
Stats Skills
Strength +1 Disarming Excellent
Intelligence +1 Device Excellent
Wisdom -1 Save Fair
Dexterity +3 Stealth Very Good
Constitution +0 Searching Fair
Charisma +1 Perception Fair
Life Rating 100% Melee Excellent
Base HP 12 Archery Very Good
Experience 125%
Scout
The scout is the vanguard of any attack, and excels at stealth and
observation skills. Scouts are not the best at one-on-one combat, but
are unparalleled at ambush techniques for destroying groups of weak
sentries. Scouts are lightly armored, and heavy armor disrupts their
abilities. Unlike most characters, scouts are not at home in cramped
corridors; in open areas they can dodge attacks effectively, but
being confined severely hampers their defensive abilities.
Stats Skills
Strength +1 Disarming Very Good
Intelligence -1 Device Very Good
Wisdom +2 Save Fair
Dexterity +3 Stealth Excellent
Constitution +0 Searching Very Good
Charisma +0 Perception Fair
Life Rating 104% Melee Very Good
Base HP 8 Archery Heroic
Experience 130%
Hybrid
Chaos-Warrior
Chaos-Warriors are the feared servants of the terrible Demon Lords of
Chaos. Every Chaos-Warrior has a patron demon, who may give him a
reward on level-up; the Chaos-Warrior may be healed or polymorphed,
have his stats increased, or be rewarded with an awesome weapon. On
the other hand, though, he might be severely punished or simply
ignored by the patron; the Demon Lords of Chaos are unpredictable
indeed, although rewards are thankfully more common than punishments.
The exact reward will not depend on anything the player does, and is
up entirely to random chance and the patron; each patron gives out
different rewards and punishments.
Chaos-Warriors select one spell realm, either Chaos or Daemon; they
have no interest in other forms of magic. They can learn every spell
in their chosen realm. At level 40 they gain the powerful ability to
emit confusing lights, with the potential to stun, scare and confuse
every creature in sight.
Stats Skills
Strength +2 Disarming Poor
Intelligence +1 Device Good
Wisdom -1 Save Fair
Dexterity +0 Stealth Poor
Constitution +1 Searching Poor
Charisma +1 Perception Poor
Life Rating 109% Melee Excellent
Base HP 12 Archery Good
Experience 125%
Disciple
Trusted followers of mysterious ancient spirits known as the
'Purples', the Disciples roam the world running errands for their
masters, learning mighty spells and receiving rare items as rewards
for their work. There are three main flavors of Purple Disciples -
disciples of Karrot, disciples of Yeqrezh, and disciples of a group
of Purples known as the Troika. Each of the Purples expects different
things of their Disciples, and each helps them achieve their ends in
very different ways.
See [g] for more details on disciples.
Stats Skills
Strength -1 Disarming Fair
Intelligence +1 Device Excellent
Wisdom -1 Save Good
Dexterity +0 Stealth Fair
Constitution -1 Searching Fair
Charisma +1 Perception Poor
Life Rating 95% Melee Good
Base HP 14 Archery Good
Experience 125%
Ninja-Lawyer
The Ninja-Lawyer moves silently in the night, combining the stealth,
agility and offensive power of the ninja with the subtle practical
tools of the lawyer. Ninja-Lawyers, like specialist ninjas, prefer
light armour and stabbing weapons and acquire the powerful 'Quick
Walk' class power. A ninja-lawyer relies on both wisdom and
dexterity, requiring the former for legal tricks and the latter for
ninjutsu.
Stats Skills
Strength -1 Disarming Excellent
Intelligence +0 Device Good
Wisdom +0 Save Fair
Dexterity +2 Stealth Superb
Constitution +0 Searching Good
Charisma +2 Perception Fair
Life Rating 99% Melee Excellent
Base HP 8 Archery Poor
Experience 115%
Paladin
A Paladin is a combination of a warrior and a priest. Paladins excel
as melee fighters, but are only middling in ranged combat; their
stealth, perception, and device skill are likewise mediocre, though
their divine alliance gives them a decent saving throw. Wisdom
determines a Paladin's success at praying to his deity.
Paladins can select a realm from Life, Crusade, Daemon and Death.
Like priests, they cannot select which prayers to learn, but are
rewarded with new prayers by their deities. They can learn all
spells, but not as fast as priests. They detest paganism so strongly
that they even gain experience for destroying high-level pagan
spellbooks: 'pagan' means Life or Crusade spellbooks for a
Death/Daemon Paladin, and all spellbooks other than Life or Crusade
for a Life/Crusade Paladin. Paladins receive one class power, 'Holy
Lance' or 'Hell Lance', depending on the alignment of their realm.
Stats Skills
Strength +2 Disarming Poor
Intelligence -3 Device Fair
Wisdom +1 Save Fair
Dexterity +0 Stealth Poor
Constitution +2 Searching Poor
Charisma +2 Perception Bad
Life Rating 110% Melee Excellent
Base HP 12 Archery Very Good
Experience 135%
Ranger
A Ranger is a seasoned wanderer from the plains or woods, attuned to
the natural world. Rangers have few weak points; like mages they are
excellent with magic devices, yet they are also fairly good at using
bows and melee weapons. Their stealth, searching and perception have
been sharpened by their time in the wilderness, and their alliance
with the spirits of nature even gives them a good saving throw.
All rangers are trained in Nature magic, and all Nature spells are
available to them; they even learn these spells almost as fast as
mages. They can also select a secondary realm (Sorcery, Chaos, Death,
Trump, Arcane, and Daemon); but they are slow learners here, and may
find themselves unable to learn some of the highest level spells.
Another downside is that rangers, like the priestly classes, lack the
ability to choose their own spells; they will learn whatever the
capricious nature gods choose to teach them.
Rangers have a class power, 'Probe Monster', which allows them to
assess the strengths and weaknesses of the monsters they meet. The
magical powers of a ranger depend on Wisdom.
Stats Skills
Strength +2 Disarming Fair
Intelligence +0 Device Excellent
Wisdom +2 Save Fair
Dexterity +1 Stealth Fair
Constitution +1 Searching Fair
Charisma +0 Perception Poor
Life Rating 106% Melee Good
Base HP 8 Archery Very Good
Experience 140%
Red-Mage
Red-Mages make better fighters than most mages, and are also
versatile spellcasters who can use many realms without needing to
specialize in only one or two. The downside of this wide scope is
that Red-Mages' magic is fairly shallow; they have high fail rates,
minimum levels and mana costs, and are limited to the first two
spellbooks in each realm except for Arcane.
Red-Mages have a class power, 'Double Magic', which allows them to
cast two spells at once. As with regular mages, their spellcasting
stat is Intelligence.
Stats Skills
Strength +2 Disarming Poor
Intelligence +2 Device Very Good
Wisdom -1 Save Fair
Dexterity +1 Stealth Poor
Constitution +0 Searching Poor
Charisma -1 Perception Bad
Life Rating 106% Melee Good
Base HP 8 Archery Poor
Experience 140%
Warrior-Mage
A Warrior-Mage is precisely what the name suggests: a cross between a
warrior and a mage. To support their good-for-mages combat abilities,
Warrior-Mages begin the game with Arcane magic and can freely select
another spell realm. Although they do not gain new spells as fast as
regular mages, they will eventually learn every spell in both realms,
thus making them a very competitive choice for those who appreciate
Arcane spells. Their class powers allow them to convert either HP to
mana, or mana to HP, as needed.
Stats Skills
Strength +2 Disarming Fair
Intelligence +2 Device Excellent
Wisdom +0 Save Fair
Dexterity +1 Stealth Poor
Constitution +0 Searching Poor
Charisma +1 Perception Poor
Life Rating 106% Melee Good
Base HP 8 Archery Good
Experience 140%
Riding
Beastmaster
Beastmasters see the fierce creatures of the world as opportunities
rather than threats, and their riding skills are almost unparalleled.
Between their class powers and access to Trump magic, they have many
ways to summon or charm living creatures to serve as their hands and
feet. Beastmasters are some of the best shooters outside archery
specialists, and their melee skills are good enough to get by on.
Charisma determines the spellcasting prowess of a Beastmaster.
Stats Skills
Strength +1 Disarming Poor
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +1 Stealth Poor
Constitution +0 Searching Poor
Charisma +2 Perception Poor
Life Rating 103% Melee Fair
Base HP 6 Archery Heroic
Experience 120%
Cavalry
Cavalry are masters of horsemanship and enjoy riding to battle. Being
good at both melee and archery, they take pride in their overwhelming
offensive strength on horseback; but spellcasting is a closed book to
them, and magical devices difficult to use. High-level Cavalry learn
to forcibly saddle and tame wild monsters with their 'Rodeo' class
power.
Stats Skills
Strength +2 Disarming Fair
Intelligence -2 Device Bad
Wisdom -2 Save Fair
Dexterity +2 Stealth Poor
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 111% Melee Excellent
Base HP 10 Archery Heroic
Experience 120%
Mind
Mindcrafter
Mindcrafters rely not on book magic, but on the powers of the mind.
These mind powers are specific to this class, and range from
extrasensory perception to psychic attacks and the mental domination
of others. Most mind powers become accessible fairly early, but gain
in strength with more experience. Wisdom determines a Mindcrafter's
ability to use mind powers.
Mindcrafters' combat skills are reasonably good but far from
outstanding; a combination of physical and mental attacks often works
better for them than either one alone. A seasoned mindcrafter is very
hard to confuse, and can effortlessly detect the minds of others.
Mindcrafters have a class power, 'Clear Mind', which allows them to
rapidly regenerate mana.
Stats Skills
Strength -1 Disarming Fair
Intelligence +0 Device Very Good
Wisdom +3 Save Fair
Dexterity -1 Stealth Fair
Constitution -1 Searching Poor
Charisma +2 Perception Poor
Life Rating 99% Melee Fair
Base HP 4 Archery Good
Experience 125%
Mirror-Master
Mirror-Masters are spellcasters; like mages, they must live by their
wits. They can create magical mirrors, which they use to support
their special Mirror-Magic spells. Intelligence determines a
Mirror-Master's spellcasting ability.
Mirror-Masters gain more spells with experience, and their spells
also become more powerful over time. Much of their magic relies on
the careful placement of mirrors, which can be used for both offense
and defense. Mirror-Masters' abilities are also enhanced by standing
on a mirror; for example, they can perform quick teleports from there
or rapidly regenerate their mana. Nevertheless, not all Mirror-Magic
requires a physical mirror; many effects rely simply on light or
mirror-shards, or on uncertainty, reflection and illusion. The
maximum number of Mirrors which can be controlled simultaneously
depends on the player's level; sometimes, unnecessary mirrors may
need to be broken.
Stats Skills
Strength -2 Disarming Fair
Intelligence +3 Device Very Good
Wisdom +1 Save Very Good
Dexterity -1 Stealth Fair
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 100% Melee Bad
Base HP 4 Archery Poor
Experience 130%
Psion
Psions, like Mindcrafters, rely on their innate mental powers;
indeed, some of these powers resemble those of Mindcrafters. Unlike
Mindcrafters, though, Psions can select which powers they wish to
learn; together with their natural aptitude in a fairly broad range
of skills, this makes Psions one of the most versatile classes. Most
psionic powers are extremely strong, but the number of powers a Psion
can learn is very limited: one each at levels 1, 10, 15, 20, 30, 35,
40 and 50.
The potency of psionic powers can be scaled up or down as needed,
within limits; the more mana is spent, the more powerful the effect.
All psionic powers require great concentration, leaving the Psion
little time for pets. Psions do not have one fixed spell stat; they
can use either Intelligence, Wisdom or Charisma, whichever is the
highest. In this respect they are truly unique!
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Very Good
Wisdom +2 Save Very Good
Dexterity -1 Stealth Poor
Constitution -1 Searching Poor
Charisma +2 Perception Bad
Life Rating 96% Melee Fair
Base HP 4 Archery Poor
Experience 150%
Time-Lord
Time-Lords are masters of temporal magic, altering the flow of time
to their advantage. They gain new powers as their experience grows,
and are unique in their ability to use time-based spells against
monsters. Not only do these attacks damage a foe, they also inflict a
wide variety of possible effects, from slowing to amnesia, from
evolution to devolution, from weakening to stasis. In addition to
temporal attacks, Time-Lords gain great powers of speed, and become
naturally faster with experience. Legend has it that masters of time
can even see into the future, avoiding attacks that would otherwise
prove fatal!
Time-Lords are fairly proficient with magical devices, but are
mediocre fighters and not good at archery at all. At high levels,
they become resistant to time. Time-Lords' primary stat is Wisdom.
Stats Skills
Strength -1 Disarming Poor
Intelligence +0 Device Very Good
Wisdom +3 Save Fair
Dexterity -1 Stealth Poor
Constitution -1 Searching Poor
Charisma +0 Perception Bad
Life Rating 96% Melee Fair
Base HP 0 Archery Poor
Experience 125%
Warlock
Warlocks are a magical class; they derive their spells and powers not
from books, but from an eldritch pact made with a given class of
monsters. This pact is irrevocable and is made at the outset of the
Warlock's career. Depending on the class of monsters with whom they
ally, the warlock will gain unique bonuses, abilities and magical
powers; for example, alliance with the forces of the netherworld
grants resistances to poison and nether, enhanced constitution and
spells to control and conjure the unliving, as well as spells to
access the damaging forces of the netherworld directly. Each such
alliance has thematic bonuses and powers, and you can read the
details in the respective help sections.
Allying with a given class of monsters dramatically reduces the
warlock's ability to fight these foes. Instead, the warlock seeks
cooperation with their brethren, or perhaps domination over them;
direct assaults are rarely successful.
In addition to pact-related spells, all warlocks gain access to the
unique power of the Eldritch Blast. Their primary spell stat is
Charisma, since they seek dominion and alliance with their chosen
kin, and these monsters tend to have a strong will of their own.
See [h] for more details on warlock pacts.
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Superb
Wisdom -3 Save Very Good
Dexterity +0 Stealth Good
Constitution +2 Searching Poor
Charisma +2 Perception Poor
Life Rating 107% Melee Fair
Base HP 15 Archery Poor
Experience 135%
Other
Archaeologist
The Archaeologist is an erudite treasure hunter, seeking out the most
valuable prizes that the dungeon has to offer. At home in
subterranean caverns and vaults, he is rarely lost or snared in
traps. His powers of perception and detection are very great, as is
his skill with arcane devices. At high levels he can use the dark
magic of the entombed Pharaohs. The powers of the Archaeologist are
enhanced by Wisdom.
Stats Skills
Strength -1 Disarming Excellent
Intelligence +1 Device Excellent
Wisdom +2 Save Fair
Dexterity +1 Stealth Good
Constitution -1 Searching Very Good
Charisma +0 Perception Fair
Life Rating 106% Melee Good
Base HP 8 Archery Poor
Experience 120%
Bard
Bards are traditional musicians, and songs and sound are the
foundation of their magic. Four songbooks are available to a Bard,
two of them sold in towns. Some songs are over in a quick yelp,
consuming no more time than a magic spell would; but most continue to
be sung, with continuing effects, until the bard either chooses to
stop or runs out of mental energy. A bard can only ever sing one tune
at a time. The primary spell stat of a bard is Charisma.
Stats Skills
Strength -2 Disarming Poor
Intelligence +1 Device Excellent
Wisdom +2 Save Fair
Dexterity -1 Stealth Very Bad
Constitution -2 Searching Poor
Charisma +4 Perception Poor
Life Rating 100% Melee Poor
Base HP 4 Archery Bad
Experience 140%
Lawyer
Known for his unsurpassed expertise in the mysterious realm of Law,
the Lawyer has a comprehensive skillset that allows him to set and
detect traps, to slow or mystify his enemies, to quietly escape or
avoid dangerous fights, to acquire knowledge about the world around
him, and to make friends and influence people. As he relies on his
familiarity with Law and with tricks and approaches that have worked
in the past, the lawyer uses Wisdom as his spellcasting stat.
Stats Skills
Strength -3 Disarming Excellent
Intelligence +2 Device Very Good
Wisdom +0 Save Good
Dexterity +0 Stealth Fair
Constitution -1 Searching Good
Charisma +1 Perception Fair
Life Rating 102% Melee Good
Base HP 12 Archery Fair
Experience 115%
Politician
Politicians are masters of spinning and manipulation, seeking to
convert others to their cause and to destroy those they cannot
convert. They are not very good at either direct combat or at using
magical devices, and rely on their savvy and special skills and on
the help of their friends to win fights. They have the ability to
toggle between hit points, wealth and experience as the source of
their power, although the latter two only become available at higher
levels. Charisma is a key stat for Politicians.
Stats Skills
Strength -2 Disarming Excellent
Intelligence +1 Device Poor
Wisdom +0 Save Good
Dexterity -2 Stealth Excellent
Constitution +0 Searching Good
Charisma +2 Perception Fair
Life Rating 100% Melee Bad
Base HP 9 Archery Bad
Experience 130%
Rage-Mage
Rage-Mages are part of a secret sect, originally founded by
Barbarians in response to their natural foes, the mages. With the
passing of time, other races have also begun to study these arts.
Rage techniques are learned from books, but differ from normal spells
in many ways. First of all, the Rage-Mage must perform a special
Ritual of Anger to learn a power, and this ritual destroys the book;
as a result, it may take a long time for the Rage-Mage to learn all
of their high-level powers. Books are required only for learning; the
powers, once learned, can be used without them.
Another unique aspect of Rage-Mages concerns their mana pool.
Rage-Mage mana, unlike that of normal spellcasters, does not
regenerate on its own; in fact, it actually decreases rapidly each
turn, meaning Rage-Mages had better use their powers quickly while
they still can. A Rage-Mage gains mana whenever he is the target of a
magical spell; indeed, magic makes a Rage-Mage very angry! Rage-Mages
can also fuel their mana by hurting those around them, which can be
quite effective in crowded situations.
Stats Skills
Strength +3 Disarming Poor
Intelligence -2 Device Bad
Wisdom -2 Save Superb
Dexterity -2 Stealth Very Bad
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 106% Melee Good
Base HP 6 Archery Fair
Experience 150%
Skillmaster
The Skillmaster is not your ordinary class. Instead, you may design
your own class, on the fly, using a point-based skill system. Upon
birth, you will get 5 points to spend; use them wisely to set the
basic direction of your class. Every fifth character level, you will
receive an additional point to spend, for fifteen points overall. You
may use these points to learn melee, to master a spell realm, to
improve your speed or stealth, to increase your magic device skills,
to gain special techniques, to learn riding, dual-wielding or martial
arts... no other class, even Psion or Yeqrezh Disciple, offers as
much flexibility.
Most skills allow the investment of multiple points for increased
proficiency, but some are abilities that you may buy with a single
point (e.g. Luck). This class is not recommended for beginning
players, despite being quite strong; you only have a limited amount
of points to spend, and your choices are irreversible.
See [i] for more details on skillmasters.
Stats Skills
Strength +0 Disarming Very Bad
Intelligence +0 Device Very Bad
Wisdom +0 Save Very Bad
Dexterity +0 Stealth Bad
Constitution +0 Searching Bad
Charisma +0 Perception Bad
Life Rating 100% Melee Very Bad
Base HP 10 Archery Very Bad
Experience 130%
Tourist
Tourists have visited this world for the purpose of sightseeing.
Their fighting skills are bad, and they cannot cast powerful spells.
They are the most difficult class to win the game with. Intelligence
determines a tourist's spellcasting ability.
Tourists are always seeing more of the world to add to their stock of
information; no other class can compete with their identification
skills. They have two class powers - 'Take a Photograph' and
'Identify True'. Their magic is based on Arcane, and - aside from
identify - is very weak indeed.
Stats Skills
Strength -2 Disarming Bad
Intelligence -1 Device Very Bad
Wisdom -1 Save Poor
Dexterity -1 Stealth Poor
Constitution -2 Searching Poor
Charisma -3 Perception Bad
Life Rating 94% Melee Fair
Base HP 0 Archery Bad
Experience 70%
Wild-Talent
Wild-Talents gain random talents and abilities as they level up. They
are good fighters, and decent with magical devices, but their true
forte is their vast array of potential random powers. Except you
never know what those might be!
Wild-Talents do not have a spell stat. Instead, each ability that
they gain requires its own individual stat for the purposes of fail
rate calculation; for example, Tossing a Boulder requires Strength,
while Magic Missile requires Intelligence. Each spell requires mana
to cast, but the amount of mana available is not influenced by any
particular stat and is determined simply by experience.
Stats Skills
Strength -1 Disarming Fair
Intelligence +1 Device Good
Wisdom +1 Save Poor
Dexterity +1 Stealth Poor
Constitution -2 Searching Fair
Charisma +1 Perception Poor
Life Rating 100% Melee Good
Base HP 4 Archery Excellent
Experience 110%
Table 1 - Class Statistic Bonus Table
STR INT WIS DEX CON CHR Life BHP Exp
Berserker +8 -20 -20 +4 +4 +4 200% +22 160%
Blood-Knight +2 -2 -2 +0 +3 +2 120% +20 150%
Duelist +2 +1 -2 +2 -3 +2 100% +4 150%
Mauler +5 -2 -2 -1 +3 +2 110% +18 120%
Rune-Knight +0 +1 -1 +1 +0 +1 101% +7 150%
Samurai +2 -2 +1 +2 +1 +1 107% +12 130%
Warrior +4 -2 -2 +2 +2 +1 115% +18 100%
Weaponmaster +3 -3 -2 -2 +1 +0 105% +12 135%
Weaponsmith +3 -1 -1 +1 +0 -1 106% +12 130%
Archer +2 -1 -1 +2 +1 +0 110% +12 110%
Sniper +2 -1 -1 +2 +1 +0 100% +4 110%
Force-Trainer +0 -1 +3 +2 +1 +0 100% +4 135%
Monk +1 -1 +1 +3 +2 +1 102% +12 130%
Mystic +2 -1 -2 +3 +1 +2 100% +4 130%
Blood-Mage -4 +3 -2 +1 +2 -2 108% +10 135%
Blue-Mage -4 +4 -1 +1 -2 -2 98% +4 130%
Gray-Mage -4 +3 +0 +1 -2 -2 95% +0 130%
High-Mage -4 +4 +0 +0 -2 -2 94% +0 130%
Mage -4 +3 +0 +1 -2 -2 95% +0 130%
Necromancer -2 +3 -4 +1 -1 -2 95% +2 125%
Sorcerer -5 +0 -2 +2 +0 +6 65% +0 160%
Yellow-Mage -4 +3 +0 +1 -2 -2 95% +0 130%
Alchemist +0 +2 -1 +2 +0 -2 101% +12 135%
Devicemaster -1 +2 +1 +2 -2 -2 101% +6 130%
Magic-Eater -1 +2 +1 +2 -2 -2 103% +6 130%
Priest -1 -3 +3 -1 +0 +2 100% +4 120%
Ninja +0 -1 -1 +3 +2 +2 100% +4 120%
Rogue +1 +1 -1 +3 +0 +1 100% +12 125%
Scout +1 -1 +2 +3 +0 +0 104% +8 130%
Chaos-Warrior +2 +1 -1 +0 +1 +1 109% +12 125%
Disciple -1 +1 -1 +0 -1 +1 95% +14 125%
Ninja-Lawyer -1 +0 +0 +2 +0 +2 99% +8 115%
Paladin +2 -3 +1 +0 +2 +2 110% +12 135%
Ranger +2 +0 +2 +1 +1 +0 106% +8 140%
Red-Mage +2 +2 -1 +1 +0 -1 106% +8 140%
Warrior-Mage +2 +2 +0 +1 +0 +1 106% +8 140%
Beastmaster +1 -1 -1 +1 +0 +2 103% +6 120%
Cavalry +2 -2 -2 +2 +2 +1 111% +10 120%
Mindcrafter -1 +0 +3 -1 -1 +2 99% +4 125%
Mirror-Master -2 +3 +1 -1 -2 -2 100% +4 130%
Psion -1 +2 +2 -1 -1 +2 96% +4 150%
Time-Lord -1 +0 +3 -1 -1 +0 96% +0 125%
Warlock -1 +2 -3 +0 +2 +2 107% +15 135%
Archaeologist -1 +1 +2 +1 -1 +0 106% +8 120%
Bard -2 +1 +2 -1 -2 +4 100% +4 140%
Lawyer -3 +2 +0 +0 -1 +1 102% +12 115%
Politician -2 +1 +0 -2 +0 +2 100% +9 130%
Rage-Mage +3 -2 -2 -2 +2 +1 106% +6 150%
Skillmaster +0 +0 +0 +0 +0 +0 100% +10 130%
Tourist -2 -1 -1 -1 -2 -3 94% +0 70%
Wild-Talent -1 +1 +1 +1 -2 +1 100% +4 110%
Table 2 - Class Skill Bonus Table I
Disarming Device Save Stealth
Berserker Very Bad Very Bad Very Bad Very Bad
Blood-Knight Good Bad Fair Poor
Duelist Fair Fair Bad Fair
Mauler Good Fair Good Bad
Rune-Knight Fair Poor Fair Poor
Samurai Good Bad Fair Poor
Warrior Good Bad Poor Poor
Weaponmaster Poor Bad Bad Poor
Weaponsmith Fair Poor Bad Poor
Archer Very Good Fair Fair Good
Sniper Good Fair Poor Very Good
Force-Trainer Fair Very Good Good Good
Monk Excellent Good Fair Very Good
Mystic Excellent Good Fair Very Good
Blood-Mage Fair Superb Good Fair
Blue-Mage Fair Superb Good Fair
Gray-Mage Fair Superb Good Fair
High-Mage Fair Superb Good Fair
Mage Fair Superb Good Fair
Necromancer Fair Superb Good Good
Sorcerer Fair Amber[2] Heroic Poor
Yellow-Mage Fair Superb Good Fair
Alchemist Very Good Fair Fair Fair
Devicemaster Poor Superb Fair Poor
Magic-Eater Poor Heroic Fair Poor
Priest Poor Good Very Good Poor
Ninja Excellent Fair Fair Superb
Rogue Excellent Excellent Fair Very Good
Scout Very Good Very Good Fair Excellent
Chaos-Warrior Poor Good Fair Poor
Disciple Fair Excellent Good Fair
Ninja-Lawyer Excellent Good Fair Superb
Paladin Poor Fair Fair Poor
Ranger Fair Excellent Fair Fair
Red-Mage Poor Very Good Fair Poor
Warrior-Mage Fair Excellent Fair Poor
Beastmaster Poor Fair Fair Poor
Cavalry Fair Bad Fair Poor
Mindcrafter Fair Very Good Fair Fair
Mirror-Master Fair Very Good Very Good Fair
Psion Poor Very Good Very Good Poor
Time-Lord Poor Very Good Fair Poor
Warlock Poor Superb Very Good Good
Archaeologist Excellent Excellent Fair Good
Bard Poor Excellent Fair Very Bad
Lawyer Excellent Very Good Good Fair
Politician Excellent Poor Good Excellent
Rage-Mage Poor Bad Superb Very Bad
Skillmaster Very Bad Very Bad Very Bad Bad
Tourist Bad Very Bad Poor Poor
Wild-Talent Fair Good Poor Poor
Table 3 - Class Skill Bonus Table II
Searching Perception Melee Archery
Berserker Very Bad Very Bad Amber[25] Very Bad
Blood-Knight Poor Bad Superb Fair
Duelist Poor Poor Fair Very Bad
Mauler Poor Bad Heroic Very Bad
Rune-Knight Poor Poor Fair Poor
Samurai Poor Bad Superb Very Good
Warrior Poor Bad Heroic Heroic
Weaponmaster Poor Bad Heroic Poor
Weaponsmith Poor Bad Very Good Good
Archer Fair Poor Good Amber[12]
Sniper Fair Poor Poor Heroic
Force-Trainer Fair Fair Fair Good
Monk Fair Fair Very Good Excellent
Mystic Fair Fair Very Good Excellent
Blood-Mage Poor Poor Bad Bad
Blue-Mage Poor Poor Bad Bad
Gray-Mage Poor Poor Bad Bad
High-Mage Poor Poor Bad Bad
Mage Poor Poor Bad Bad
Necromancer Poor Poor Bad Bad
Sorcerer Poor Poor Very Bad Very Bad
Yellow-Mage Poor Poor Bad Bad
Alchemist Very Good Fair Good Excellent
Devicemaster Poor Poor Fair Poor
Magic-Eater Poor Poor Fair Poor
Priest Poor Bad Fair Poor
Ninja Very Good Fair Superb Poor
Rogue Fair Fair Excellent Very Good
Scout Very Good Fair Very Good Heroic
Chaos-Warrior Poor Poor Excellent Good
Disciple Fair Poor Good Good
Ninja-Lawyer Good Fair Excellent Poor
Paladin Poor Bad Excellent Very Good
Ranger Fair Poor Good Very Good
Red-Mage Poor Bad Good Poor
Warrior-Mage Poor Poor Good Good
Beastmaster Poor Poor Fair Heroic
Cavalry Poor Bad Excellent Heroic
Mindcrafter Poor Poor Fair Good
Mirror-Master Poor Poor Bad Poor
Psion Poor Bad Fair Poor
Time-Lord Poor Bad Fair Poor
Warlock Poor Poor Fair Poor
Archaeologist Very Good Fair Good Poor
Bard Poor Poor Poor Bad
Lawyer Good Fair Good Fair
Politician Good Fair Bad Bad
Rage-Mage Poor Bad Good Fair
Skillmaster Bad Bad Very Bad Very Bad
Tourist Poor Bad Fair Bad
Wild-Talent Fair Poor Good Excellent
Automatically generated for FrogComposband 7.1.salmiak.