The Classes
No decision is so important as which class to play. Below, the many
available classes are loosely grouped by their principle playstyle:
Melee, Archery, Martial Arts, Magic, Devices, etc. The hybrid classes
generally combine melee with a bit of magic and are a good option for a
balanced playstyle. In this document, the primary spell stat for each
class is highlighted.
For details on the Primary Statistics, see [a]. For information about
the various Skills, see [b]. The skill descriptions in this document
are for comparison purposes only. For example, your fledgling berserker
will not be born with Legendary[32] melee skill. In general, skills are
influenced by level, race, class, stats and equipment. To compare the
various classes at a glance, you might want to take a look at [c] the
class tables below.
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 fight without weapons, can
remove cursed equipment by force, and can even use their special
combat techniques when surrounded by an anti-magic barrier.
Berserkers, however, cannot use any magical devices or read any
scrolls, and are hopeless at all non-combat skills. Since Berserker
Spectres are quite easy to *win* with, their scores are lowered.
Berserkers use a unique system of techniques called 'Rage'. They gain
more techniques as they gain levels. They use no magic: indeed, they
cannot use any magic devices or activate any artifacts, and cannot
read scrolls. To offset these great disadvantages, Berserkers are
allowed to have an important class power - 'Recall'.
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[20]
Base HP 22 Bows Very Bad
Experience 160%
Blood-Knight
A Blood-Knight is a fighter who has delved into the dark arts and can
perform a limited number of offensive effects using his own health.
In addition to the HP cost, using an ability also causes
bleeding/wounds, with an amount proportional to the cost of the
ability. Their primary stat for abilities is Con.
Blood-Knights are strong in melee, but are very unusual in the fact
that the more wounded they are, the stronger they become. When
damaged, they gain additional melee attacks and damage, and moreso
the more wounded and cut they become. Indeed, when on the brink of
death they are the strongest fighters imaginable, and stories of
their legendary feats abound. Of course, with great power comes great
risk of death, and you don't recall ever meeting one of these heroes
of legend in person!
Since the Blood-Knight relies on their own blood for their power,
they are restricted to only 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 Fair
Constitution +3 Searching Poor
Charisma +2 Perception Bad
Life Rating 120% Melee Superb
Base HP 20 Bows Poor
Experience 150%
Duelist
The duelist is the ultimate one-on-one fighter, but finds himself at
a severe disadvantage when facing numerous strong foes. When facing
an enemy, the duelist first issues a challenge, marking that foe for
a one on one duel. Of course, this wakes the monster up (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 very strong gaining a bonus
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
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 cannot equip a shield. They gain no
extra bonus when wielding a weapon with both hands. For their
techniques the duelist relies on dexterity.
Stats Skills
Strength +2 Disarming Good
Intelligence +1 Device Very Good
Wisdom -2 Save Bad
Dexterity +2 Stealth Good
Constitution -3 Searching Fair
Charisma +2 Perception Poor
Life Rating 100% Melee Fair
Base HP 4 Bows 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 very hard
to make the most of each strike. The Mauler is required to use both
hands on a single weapon when wielding if they wish their talents to
function properly.
Stats Skills
Strength +5 Disarming Good
Intelligence -2 Device Fair
Wisdom -2 Save Very Good
Dexterity -1 Stealth Poor
Constitution +3 Searching Poor
Charisma +2 Perception Bad
Life Rating 111% Melee Superb
Base HP 18 Bows Very Bad
Experience 120%
Rune-Knight
The Rune Knight is a mythical warrior-mage who is dedicated to the
power of ancient Runes that hold immense power. By affixing these
Runes to his equipment, the Rune Knight can become an avatar of
destruction, or an invulnerable bastion. Unlike the Warrior-Mage and
all other casters, the Rune Knight's mana does not regenerate on its
own; rather, the Rune Knight must siphon mana from magical attacks
directed at him. The Rune Knight has a fixed (though very large)
selection of spells that he can use his mana on, in addition to his
unique Rune spells.
See [d] for more details on rune knights.
Stats Skills
Strength +2 Disarming Fair
Intelligence +2 Device Good
Wisdom +0 Save Fair
Dexterity +1 Stealth Fair
Constitution +0 Searching Fair
Charisma +1 Perception Poor
Life Rating 107% Melee Fair
Base HP 6 Bows Bad
Experience 150%
Samurai
Samurai, masters of the art of the blade, are the next strongest
fighters after Warriors, and can use various special combat
techniques. Samurai are not good at most other skills, and many
magical devices may be too difficult for them to use. Wisdom
determines a Samurai's ability to use the special combat techniques
available to him.
Samurai use the art of the blade called Kendo (or Bugei). Books of
Kendo are similar to spellbooks, but Samurai don't need to carry them
around; the books are needed only when they study new combat
techniques. Samurai need a weapon wielded to use the techniques of
Kendo, and most techniques will add powerful special properties to
their blows; such as flaming, poisoning, vampiric, etc... Their
maximum spellpoints don't depend on their level but solely on wisdom,
and they can use the class power 'Concentration' to temporarily
increase SP beyond its usual maximum value. They have one more class
power - 'Assume a Posture'. They can choose different forms of
posture in different situations.
Stats Skills
Strength +3 Disarming Good
Intelligence -2 Device Bad
Wisdom +1 Save Fair
Dexterity +2 Stealth Fair
Constitution +1 Searching Poor
Charisma +1 Perception Bad
Life Rating 111% Melee Superb
Base HP 12 Bows 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 Fair
Dexterity +2 Stealth Fair
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 115% Melee Superb
Base HP 18 Bows Superb
Experience 100%
Weaponmaster
The weaponmaster is great with a single class of weapons. The
character gets combat bonuses and special powers depending on the
type of specialization. Alas, the weaponmaster is truly lousy when
using any weapon outside their chosen specialty so focus is key.
See [e] for more details on weaponmasters.
Stats Skills
Strength +4 Disarming Fair
Intelligence -3 Device Bad
Wisdom -2 Save Fair
Dexterity -1 Stealth Fair
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 109% Melee Superb
Base HP 12 Bows Bad
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 now use class powers for Smithing
commands.
Stats Skills
Strength +3 Disarming Good
Intelligence -1 Device Fair
Wisdom -1 Save Poor
Dexterity +1 Stealth Fair
Constitution +0 Searching Fair
Charisma +0 Perception Bad
Life Rating 111% Melee Excellent
Base HP 12 Bows 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 stones or
shots from pile of rubble, and arrows and crossbow bolts from bones.
Stats Skills
Strength +2 Disarming Excellent
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +2 Stealth Very Good
Constitution +1 Searching Fair
Charisma +0 Perception Poor
Life Rating 111% Melee Very Good
Base HP 12 Bows Heroic
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 Excellent
Constitution +1 Searching Good
Charisma +0 Perception Fair
Life Rating 100% Melee Poor
Base HP 4 Bows Superb
Experience 110%
Martial Arts
Force-Trainer
A ForceTrainer 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 ForceTrainer's primary stat.
ForceTrainers 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 'w'; which means you need to press 'm' and then 'w'
to select the Force. The most important spell of the Force is
'Improve Force'; each time a ForceTrainer 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 ForceTrainer 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 Good
Intelligence -1 Device Very Good
Wisdom +3 Save Good
Dexterity +2 Stealth Very Good
Constitution +1 Searching Good
Charisma +0 Perception Fair
Life Rating 100% Melee Fair
Base HP 4 Bows Fair
Experience 135%
Monk
The Monk character class is very different from all other classes.
Their training in martial arts makes them much more powerful with no
armor or weapons. To gain the resistances necessary for survival a
monk may need to wear some kind of armor, but if the armor he wears
is too heavy, it will severely disturb his martial arts maneuvers. As
the monk advances levels, new, powerful forms of attack become
available. Their defensive capabilities increase likewise, but if
armour is being worn, this effect decreases. Wisdom determines a
Monk's spell casting ability.
The different sects of monks are devoted to different areas of magic.
They select a realm from Life, Nature, Craft, Trump and Death. They
will eventually learn all prayers in the discipline of their choice.
They have two class powers - 'Assume a Posture' and 'Double Attack'.
They can choose different forms of postures in different situations,
and use powerful combinations of attacks for the finishing blow.
Stats Skills
Strength +2 Disarming Superb
Intelligence -1 Device Very Good
Wisdom +1 Save Fair
Dexterity +3 Stealth Excellent
Constitution +2 Searching Good
Charisma +1 Perception Fair
Life Rating 110% Melee Excellent
Base HP 12 Bows Excellent
Experience 130%
Mystic
Mystics are masters of bare handed fighting, like Monks. However,
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 similar to the 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. The number of attacks are
influenced by dexterity and experience level while the mystic's mana
and fail rates are influenced by charisma. Mystics are in tune with
the natural forces around them and may even call on aid when
necessary. It has been whispered that mystics have even discovered
how to kill an opponent with a single touch, though they do not share
this knowledge with novices.
Stats Skills
Strength +2 Disarming Superb
Intelligence -1 Device Very Good
Wisdom -2 Save Fair
Dexterity +3 Stealth Excellent
Constitution +1 Searching Good
Charisma +2 Perception Fair
Life Rating 100% Melee Excellent
Base HP 4 Bows 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,
all his spells are powered by his health. Moreover, due to the Blood
Mage's abnormal constitution, all healing is much less effective than
normal. In fact, the Blood Mage completely eschews all healing magic
as this disrupts the flow of blood that is the essence of their
power. They completely shun the realm of Life as anathema to all that
is sacred.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom -2 Save Good
Dexterity +1 Stealth Good
Constitution +2 Searching Poor
Charisma -2 Perception Fair
Life Rating 108% Melee Very Bad
Base HP 10 Bows Very Bad
Experience 135%
Blue-Mage
A Blue-Mage is a spell caster that must live by his wits, as he
cannot hope to simply hack his way through the dungeon like a
warrior. A major difference between the Mage and the Blue-Mage is the
method of learning spells: Blue-Mages may learn spells from monsters.
A Blue-Mage's prime statistic is Intelligence as this determines his
spell casting ability.
A Blue-Mage can learn and cast monster ranged attacks, spells, or
summons as their own spells; this technique is called Blue magic.
Unlike Imitators, Blue-Mages remember their spells permanently, but
they must get hit by a monster's spell while their class power
'Learning' is active to learn spells. Because of this requirement,
they do not learn spells, like healing, that affect the monster
itself.
Stats Skills
Strength -4 Disarming Fair
Intelligence +4 Device Superb
Wisdom -1 Save Good
Dexterity +1 Stealth Good
Constitution -2 Searching Fair
Charisma -2 Perception Poor
Life Rating 100% Melee Bad
Base HP 4 Bows Bad
Experience 130%
Gray-Mage
The Gray-Mage casts spells from memory, rather than from a book.
Indeed, the spell book is only required for the initial learning
process. However, only a small number of spells may be learned at any
given time, and while the Gray-Mage may replace old spells with new
ones, they can only learn a fixed number of total spells (based upon
Intelligence and Experience).
The Gray-Mage does not choose spell realms the way an ordinary spell
caster would. Instead, they choose a general bias towards one of
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. Still, it is obvious that
the Gray Mage will have an extremely large pool of spells from which
to choose. Like the Mage, Intelligence is the key stat.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom +0 Save Good
Dexterity +1 Stealth Good
Constitution -2 Searching Poor
Charisma -2 Perception Fair
Life Rating 95% Melee Very Bad
Base HP 0 Bows Very 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 the ordinary mage. A high
mage's prime statistic is intelligence as this determines his spell
casting ability.
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 have a
class power - 'Eat Magic' - which absorbs mana from wands, staves, or
rods.
And then, only High-Mages are able to cast Hex spells.
Stats Skills
Strength -4 Disarming Fair
Intelligence +4 Device Superb
Wisdom +0 Save Good
Dexterity +0 Stealth Good
Constitution -2 Searching Poor
Charisma -2 Perception Fair
Life Rating 94% Melee Very Bad
Base HP 0 Bows Very Bad
Experience 130%
Mage
A Mage is a spell caster that must live by his wits as he cannot hope
to simply hack his way through the dungeon like a warrior. In
addition to his spellbooks, a Mage should carry a range of magical
devices to help him in his endeavors which he can master far more
easily than anyone else. A Mage's prime statistic is Intelligence as
this determines his spell casting ability.
Mages have the least restrictions in choosing and learning spells.
They can freely choose any two realms when a character is created.
Their natural inclination makes Life magic fairly hard to learn.
Otherwise, a mage tends to learn and cast all the spells in his or
her realms better than any other character. The ability to choose
second realm of magic has a special meaning: Only the second realm
can be changed in the middle of the game. You can change second realm
by studying ('G') from a spellbook of new realm. They have a class
power - 'Eat Magic' - which absorbs mana from wands, staves or rods.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom +0 Save Good
Dexterity +1 Stealth Good
Constitution -2 Searching Poor
Charisma -2 Perception Fair
Life Rating 95% Melee Very Bad
Base HP 0 Bows Very Bad
Experience 130%
Necromancer
A Necromancer attempts to gain both power and knowledge through
communion with the dead. They use powerful necromancy magic to summon
aid from the dead, whether directly in terms of undead servitude, or
indirectly through other-worldly knowledge. Necromancy also offers
myriad foul offensive spells, but all of these require the
Necromancer to physically touch his foe. To do so, the Necromancer
may wield neither weapon, nor gloves. But a powerful necromancer is
truly awe inspiring, and may even kill foes with a single deadly
touch! In addition, they forever hunt for the legendary Eye and Hand
of Vecna in order to complete their power.
Stats Skills
Strength -2 Disarming Fair
Intelligence +3 Device Superb
Wisdom -4 Save Good
Dexterity +1 Stealth Very Good
Constitution -1 Searching Poor
Charisma -2 Perception Fair
Life Rating 95% Melee Very Bad
Base HP 2 Bows Very Bad
Experience 125%
Sorcerer
Sorcerers are the all-around best magicians, being able to cast any
spell from most magic realms without having to learn it. On the
downside, they are the worst fighters in the dungeon, being unable to
use any weapon but a Wizardstaff.
Sorcerers can cast any spell from any spellbooks of all magic realms
with 'Master' proficiency level without having to learn it. They have
a class power - 'Eat Magic' - which absorbs mana from wands, staves
or rods.
Stats Skills
Strength -5 Disarming Fair
Intelligence +0 Device Heroic
Wisdom -2 Save Heroic
Dexterity +2 Stealth Fair
Constitution +0 Searching Poor
Charisma +6 Perception Fair
Life Rating 65% Melee Very Bad
Base HP 0 Bows Very Bad
Experience 160%
Yellow-Mage
A Yellow Mage is a type of Mage who focuses on rapid spell casting.
Much as the Warrior gets multiple attacks per round, the Yellow Mage
may cast multiple spells per round. Their spell speed increases with
level. In addition, they may also cast low level spells more quickly
as they gain in experience (For example, a CL50 Yellow Mage casting a
L35 spell only requires 85% of the normal time, and this bonus
applies before their spells per round bonus).
In all other respects, the Yellow Mage is similar to the Mage. They
may learn spells from two spell realms and use Intelligence as their
primary spell statistic. However, due to their focus upon hasty
casting, they are unable to learn the mightiest of spells in most
realms, especially as regards powerful offensive spells like Mana
Storm.
Stats Skills
Strength -4 Disarming Fair
Intelligence +3 Device Superb
Wisdom +0 Save Good
Dexterity +1 Stealth Good
Constitution -2 Searching Poor
Charisma -2 Perception Fair
Life Rating 95% Melee Very Bad
Base HP 0 Bows Very Bad
Experience 130%
Devices
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 must rely on their arsenal of
magical devices in order to survive.
The Devicemaster chooses to specialize in a particular class of
devices and they gain extra bonuses when using devices from their
speciality. 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 greater with experience.
Devicemasters have a few magical abilities to enhance their utility
with devices. As expected, they gain a powerful talent of Recharging
very early on. Also, they may detect magical devices from a distance.
At higher levels, they gain the powerful ability to move effects from
one device to another (wand/rod/staff) or to move essence from one
potion/scroll to a lower level potion/scroll. As a final ability, the
Devicemaster may use multiple charges at once from a given device in
an act of desperation. 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 Fair
Constitution -2 Searching Fair
Charisma -2 Perception Poor
Life Rating 101% Melee Fair
Base HP 6 Bows 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. There are fixed number of slots for each kind of device,
and the Magic-Eater will need to choose which object to replace once
the slots are all used. Absorbed magic can not be recharged the way
normal devices can. Instead, the Magic-Eater must rest to regain
charges the way a normal spellcaster must rest to regain mana.
Similarly, the Magic-Eater may quaff a potion to restore mana to
speed this process, though this will not necessarily restore all of
their absorbed magic.
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Superb
Wisdom +1 Save Fair
Dexterity +2 Stealth Fair
Constitution -2 Searching Fair
Charisma -2 Perception Poor
Life Rating 103% Melee Fair
Base HP 6 Bows 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, then they will follow the path
of good. As such, they may not choose an evil realm for their second
realm. Also, good priests abhor bloodshed, and therefore are not
comfortable with edged weapons. Wielding one will disrupt their
ability to concentrate during prayers. Should a priest choose Death
or Daemon as their first realm, however, then they will serve an evil
god. As such, they actually enjoy shedding blood, and suffer no such
weapon restriction. 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 spells less efficiently than a
Mage would. Also, they may not choose which spell to learn, but are
granted new prayers by the whim of their deity, presumably in order
to serve some greater divine plan of which the priest is not fully
cognizant. The priest's primary prayer stat is Wisdom.
Stats Skills
Strength -1 Disarming Poor
Intelligence -3 Device Very Good
Wisdom +3 Save Excellent
Dexterity -1 Stealth Fair
Constitution +0 Searching Poor
Charisma +2 Perception Bad
Life Rating 100% Melee Fair
Base HP 4 Bows 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 Superb
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +3 Stealth Superb
Constitution +2 Searching Excellent
Charisma +2 Perception Good
Life Rating 100% Melee Superb
Base HP 4 Bows Excellent
Experience 120%
Rogue
A Rogue is a character that prefers to live by his cunning, but is
capable of fighting his way out of a tight spot. Rogues are good at
locating hidden traps and doors and are masters of disarming traps
and picking locks. A rogue has a high stealth allowing him to sneak
around many creatures without having to fight, or to get in a telling
first blow. A rogue may also backstab a fleeing monster. Rogues also
gain shooting bonuses when using a sling.
Rogues can select one realm from Sorcery, Death, Trump, Arcane,
Craft, 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 however is unique to the
rogue and 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. A Burglary rogue uses DEX as their
spellcasting stat, and may learn spells beginning at level 1. For
other realms, however, the rogue uses INT as the spellcasting stat,
and won't be able to learn spells until level 5.
Stats Skills
Strength +2 Disarming Superb
Intelligence +1 Device Excellent
Wisdom -1 Save Fair
Dexterity +3 Stealth Excellent
Constitution +1 Searching Good
Charisma +1 Perception Fair
Life Rating 110% Melee Excellent
Base HP 12 Bows Excellent
Experience 125%
Scout
The scout is the vanguard of any attack, and excels at stealth and
observation skills. The scout is not the best at one-on-one combat,
but is unparalleled at ambush techniques to destroy groups of weak
sentries. The scout is lightly armored, and heavy armors disrupt
their abilities. Furthermore, the scout can only effectively dodge in
open areas, being confined severely hampers the scout's defensive
abilities.
Stats Skills
Strength +1 Disarming Excellent
Intelligence -1 Device Very Good
Wisdom +2 Save Fair
Dexterity +3 Stealth Excellent
Constitution +0 Searching Excellent
Charisma +0 Perception Fair
Life Rating 104% Melee Very Good
Base HP 8 Bows Excellent
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 and, when gaining a
level, may receive a reward from his Patron. He might be healed or
polymorphed, his stats could be increased, or he might be rewarded
with an awesome weapon. On the other hand, the Patrons might surround
him with monsters, drain his stats or wreck his equipment or they
might simply ignore him. The Demon Lords of Chaos are chaotic and
unpredictable indeed. The exact type of reward depends on both the
Patron Demon (different Demons give different rewards) and chance.
Chaos Warriors can select a realm from Chaos and Daemon. They are not
interested in any other form of magic. They can learn every spell.
They have a class power - 'Confusing Light' - which stuns, confuses,
and scares all monsters in sight.
Stats Skills
Strength +2 Disarming Bad
Intelligence +1 Device Good
Wisdom -1 Save Fair
Dexterity +0 Stealth Fair
Constitution +2 Searching Poor
Charisma +1 Perception Poor
Life Rating 111% Melee Excellent
Base HP 12 Bows Good
Experience 125%
Paladin
A Paladin is a combination of a warrior and a priest. Paladins are
very good fighters, but not very good at missile weapons. A paladin
lacks much in the way of abilities. He is poor at stealth,
perception, searching, and magical devices but has a decent saving
throw due to his divine alliance. 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 will 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. Depending on their realm, they have a
class power - 'Holy Lance' or 'Hell Lance'.
Stats Skills
Strength +3 Disarming Bad
Intelligence -3 Device Fair
Wisdom +1 Save Fair
Dexterity +0 Stealth Fair
Constitution +2 Searching Poor
Charisma +2 Perception Bad
Life Rating 111% Melee Excellent
Base HP 12 Bows Good
Experience 135%
Ranger
A Ranger is a combination of a warrior and a mage who has developed a
special affinity for the natural world around him. He is a good
fighter and also excellent with a bow. A ranger has good stealth,
perception, searching and magical resistance. Also, rangers are
familiar with magical devices and use them well. Wisdom determines a
Ranger's spell casting ability.
All rangers are trained in Nature magic, and all of these spells are
available to them. They even learn these spells almost as fast as
mages. They can also select a secondary realm (from 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. They have a class power - 'Probe Monster' - which allows them
to know a monster's HP, speed, and experience required to evolve.
Stats Skills
Strength +2 Disarming Fair
Intelligence +0 Device Excellent
Wisdom +2 Save Fair
Dexterity +1 Stealth Good
Constitution +1 Searching Fair
Charisma +0 Perception Poor
Life Rating 106% Melee Very Good
Base HP 8 Bows Superb
Experience 140%
Red-Mage
Red Mages are similar to Warrior-Mage; they are decent fighters and
spellcasters. Red-Mages can use almost all spells from lower rank
spellbooks of all realms, but they cannot cast spells from higher
rank spellbooks, and they are extremely slow learners in them. They
are not bad at using magical devices and magic resistance, but are
bad at other skills. A red-mage's prime statistic is intelligence.
Red-Mages can use almost all spells from lower rank spellbooks of all
realms: first and second spellbooks of all realms and third and
fourth Arcane spellbooks, without having to learn it, but they cannot
cast spells from higher rank spellbooks; third and fourth spellbooks
for all realms other than Arcane. Since they use all realms at once,
they have large penalties in the mana costs, minimum levels, and
failure rates of spells. They have a class power - 'Double Magic' -
which allows them to cast two spells at once.
Stats Skills
Strength +2 Disarming Bad
Intelligence +2 Device Very Good
Wisdom -1 Save Fair
Dexterity +1 Stealth Fair
Constitution +0 Searching Poor
Charisma -1 Perception Bad
Life Rating 106% Melee Very Good
Base HP 8 Bows Bad
Experience 140%
Warrior-Mage
A Warrior-Mage is precisely what the name suggests: a cross between
the warrior and mage classes. While their brothers, the rangers,
specialize in Nature magic and survival skills, true Warrior-Mages
attempt to reach the best of both worlds. As warriors they are much
superior to the usual Mage class. Intelligence determines a
Warrior-Mage's spell casting ability.
Warrior-mages begin the game with Arcane magic, and they can freely
select another realm of magic. 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 players
who appreciate Arcane magic. They have two class powers - 'Convert HP
to SP' and 'Convert SP to HP' - which allow them to heal HP using
mana or gain mana using HP.
Stats Skills
Strength +2 Disarming Fair
Intelligence +2 Device Good
Wisdom +0 Save Fair
Dexterity +1 Stealth Fair
Constitution +0 Searching Fair
Charisma +1 Perception Poor
Life Rating 106% Melee Fair
Base HP 8 Bows Bad
Experience 140%
Riding
Beastmaster
Beastmasters are in tune with the minds of the creatures of the
world. They are very good at riding, and have enough fighting
ability. They use monsters which have been summoned or dominated as
their hands and feet. Beastmasters can cast trump magic, and are very
good at summoning spells, but they can not summon non-living
creatures. Charisma determines a Beastmaster's spell casting ability.
Beastmasters use Trump magic to make good use of their monster
domination and riding abilities. They are very good at summoning
living creatures, and they learn summoning spells quicker than Mages.
However, they cannot summon non-living creatures. They have two class
powers - 'Dominate a Living Thing' and 'Dominate Living Things'.
Stats Skills
Strength +1 Disarming Bad
Intelligence -1 Device Fair
Wisdom -1 Save Fair
Dexterity +1 Stealth Fair
Constitution +0 Searching Fair
Charisma +2 Perception Poor
Life Rating 103% Melee Fair
Base HP 6 Bows Superb
Experience 120%
Cavalry
Cavalry ride on horses into battle. Although they cannot cast spells,
they are proud of their overwhelming offensive strength on horseback.
They are good at shooting. At high levels, they learn to forcibly
saddle and tame wild monsters. Since they take pride in the body and
the soul, they don't use magical devices well.
Like Warriors and Archers, the cavalry don't use magic. Since they
are very good at riding, they have a class power - 'Rodeo' - which
allows them to forcibly saddle and tame wild monsters.
Stats Skills
Strength +2 Disarming Fair
Intelligence -2 Device Bad
Wisdom -2 Save Fair
Dexterity +2 Stealth Fair
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 111% Melee Excellent
Base HP 10 Bows Superb
Experience 120%
Mind
Mindcrafter
The Mindcrafter is a unique class that uses the powers of the mind
instead of magic. These powers are unique to Mindcrafters, and vary
from simple extrasensory powers to mental domination of others. Since
these powers are developed by the practice of certain disciplines, a
Mindcrafter requires no spellbooks to use them. The available powers
are simply determined by the character's level. Wisdom determines a
Mindcrafter's ability to use mind powers.
Mindcrafters gain new mindcrafting powers and their existing ones
become stronger as they gain levels. They can use their power even
when blinded. They have a class power - 'Clear Mind' - which allows
them to rapidly regenerate their mana.
Stats Skills
Strength -1 Disarming Good
Intelligence +0 Device Very Good
Wisdom +3 Save Fair
Dexterity -1 Stealth Good
Constitution -1 Searching Fair
Charisma +2 Perception Poor
Life Rating 100% Melee Fair
Base HP 4 Bows Good
Experience 125%
Mirror-Master
Mirror-Masters are spell casters; like other mages, they must live by
their wits. They can create magical mirrors, and employ them in the
casting of Mirror-Magic spells. Intelligence determines a
Mirror-Master's spell casting ability.
Mirror-Masters gain more spells and each spell becomes more powerful
as they gain levels. They can use their spells even when blinded. For
Mirror-Masters, the arrangement of mirrors is very important: Some
attack spells reflect from mirrors, and some other spells are
effective only against monsters standing on a mirror. A Mirror-Master
standing on a mirror has greater ability and, for example, can
perform quick teleports. The maximum number of magical Mirrors which
can be controlled simultaneously depends on the level, and breaking
unnecessary mirrors is important work for them. They have two class
powers - 'Break Mirrors', which breaks all mirrors in current dungeon
level and 'Mirror Concentration', which allows them to rapidly
regenerate their mana on a mirror.
Stats Skills
Strength -2 Disarming Good
Intelligence +3 Device Very Good
Wisdom +1 Save Excellent
Dexterity -1 Stealth Good
Constitution -2 Searching Poor
Charisma -2 Perception Poor
Life Rating 100% Melee Very Bad
Base HP 4 Bows Bad
Experience 130%
Psion
The Psion is like a Mindcrafter, and uses innate mental powers.
Unlike the Mindcrafter, however, Psions have the freedom to learn
powers that enforce their own styles. They learn very few powers, but
they can scale their powers to determine the SP cost and the powers'
potency. Psionic powers require great concentration, however, and
psions do not have the mind to spare to care for others. The Psion
gains powers a the following levels: 1, 10, 15, 20, 30, 35, 40 and
50. The Psion uses Intelligence, Wisdom or Charisma as their primary
spell stat, which ever is currently highest. In this respect, Psions
are truly unique!
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Very Good
Wisdom +2 Save Excellent
Dexterity -1 Stealth Fair
Constitution -1 Searching Poor
Charisma +2 Perception Bad
Life Rating 100% Melee Fair
Base HP 4 Bows Poor
Experience 150%
Time-Lord
Time-Lords are masters of temporal magic, altering the flow of time
to their advantage. They don't learn spells from books, but rather
gain new powers as they grow more experienced. They are the only
class that can affect monsters with time based attacks. Not only do
these damage their foes, but 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, the Time-Lord gains great powers of speed, and they grow
faster with experience. It is said that masters of time can even see
the future, avoiding attacks that would otherwise prove fatal! Also,
legend has it that the greatest Time-Lords are able to take multiple
actions in a single turn.
Time-Lords are mediocre fighters and not good at archery at all. They
are OK with magical devices, but nowhere near as proficient as are
mages. They have midling stealth. At high levels, they become
resistant to time. The Time-Lord's primary magic stat is Wisdom.
Stats Skills
Strength -1 Disarming Poor
Intelligence +0 Device Very Good
Wisdom +3 Save Fair
Dexterity -1 Stealth Fair
Constitution -1 Searching Poor
Charisma +0 Perception Bad
Life Rating 96% Melee Fair
Base HP 0 Bows Poor
Experience 125%
Warlock
A Warlock is a magical class but, unlike normal spellcasters, they
derive their powers, stats, skills and bonuses by making a pact 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. On final comment:
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.
But 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, resisting
the binding forces which the warlock imposes to gain both mastery and
power.
See [f] for more details on warlock pacts.
Stats Skills
Strength -1 Disarming Poor
Intelligence +2 Device Superb
Wisdom -3 Save Excellent
Dexterity +0 Stealth Very Good
Constitution +2 Searching Poor
Charisma +4 Perception Fair
Life Rating 107% Melee Fair
Base HP 15 Bows 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 Superb
Intelligence +1 Device Excellent
Wisdom +2 Save Fair
Dexterity +1 Stealth Very Good
Constitution -1 Searching Excellent
Charisma +0 Perception Good
Life Rating 106% Melee Very Good
Base HP 8 Bows Poor
Experience 120%
Bard
Bards are something like traditional musicians. Their magical attacks
are sound-based, and last as long as the Bard has mana. Although a
bard cannot sing two or more songs at the same time, he or she does
have the advantage that many songs affect all areas in sight. A
bard's prime statistic is charisma.
The songs are found in four songbooks, of which two are sold in town.
There is a special feature of music; many songs continue to be sung
until either the Bard chooses to stop, or he runs out of the energy
required to sing that type of song. Bards have a class power - 'Stop
Singing'.
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 Fair
Life Rating 100% Melee Bad
Base HP 4 Bows Bad
Experience 140%
Imitator
Imitators have enough fighting skills to survive, but rely on their
unique technique - 'Imitation' - which imitates monster
spells/techniques including their damage and duration. Dexterity
determines general imitation ability, but a stat related to the
specific action is often also taken into account.
To use imitation, Imitators must see monster's spell at first. When a
viewable monsters uses a spell, it is added to a temporary spell list
which the imitator can choose from. Spells should be imitated
quickly, because timing and situation are everything. An imitator can
only repeat a spell once each time he observes it. They only have a
small long-term memory for spells, which ranges from one to three,
depending on their level. When they memorize more spells than this,
they will forget the oldest spell in the list. They have a class
power - 'Double Revenge' - which allows them to imitate spells at
double damage or duration.
Stats Skills
Strength +0 Disarming Poor
Intelligence +1 Device Good
Wisdom -1 Save Fair
Dexterity +2 Stealth Fair
Constitution +0 Searching Fair
Charisma -1 Perception Poor
Life Rating 108% Melee Very Good
Base HP 10 Bows Excellent
Experience 110%
Rage-Mage
The Rage Mage is part of a secret sect descending from the Barbarians
in response to their natural foes, the mages. As time passed, other
races have also begun to learn their arts. The powers of the Rage
Mage are spells learned from books, but they don't work the way
normal spells do. First of all, the Rage Mage must perform a special
Ritual of Anger to learn a spell, and this ritual destroys the spell
book in the process. As a result, it may take a long time for the
Rage Mage to learn all of their high level powers. Once learned, the
Rage Mage no longers requires the spell book in order to perform the
power.
Another unique aspect of the Rage Mage concerns their Mana pool.
Unlike normal spellcasters, the Rage Mage's mana does not regenerate
on its own. In fact, their mana actually decreases rapidly each turn,
meaning that they had better use their powers quickly while they
still can. The Rage Mage gains mana whenever he is the target of a
magical spell. Indeed, magic makes the Rage Mage very angry! The Rage
Mage can also fuel their mana by hurting those around them. This can
be quite effective in crowded situations.
Stats Skills
Strength +3 Disarming Bad
Intelligence -2 Device Fair
Wisdom -2 Save Superb
Dexterity -2 Stealth Bad
Constitution +2 Searching Poor
Charisma +1 Perception Bad
Life Rating 106% Melee Fair
Base HP 6 Bows 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 and you should use these wisely
to set the basic direction of your class. Upon gaining every fifth
level, you will receive an additional point to spend, for fifteen
points overall. You may use these points to learn melee or to gain
access to spell realms. You can improve your speed or your stealth.
Or you may gain increased magic device skills. In addition, you may
learn riding skills, dual wielding or even martial arts. You will
have a lot of flexibility in how you choose to play this class.
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 or
immediate players. You only have a limited amount of points to spend,
and your choices are irreversible.
See [g] 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 Poor
Constitution +0 Searching Bad
Charisma +0 Perception Bad
Life Rating 100% Melee Very Bad
Base HP 10 Bows 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 spell casting 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 -1 Disarming Bad
Intelligence -1 Device Bad
Wisdom -1 Save Bad
Dexterity -1 Stealth Fair
Constitution -1 Searching Poor
Charisma -3 Perception Bad
Life Rating 95% Melee Fair
Base HP 0 Bows Bad
Experience 70%
Wild-Talent
The Wild-Talent gains 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 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 simply determined by experience.
Stats Skills
Strength -1 Disarming Fair
Intelligence +1 Device Good
Wisdom +1 Save Fair
Dexterity +1 Stealth Fair
Constitution -2 Searching Fair
Charisma +1 Perception Poor
Life Rating 100% Melee Very Good
Base HP 4 Bows Very Good
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 +2 111% +18 120%
Rune-Knight +2 +2 +0 +1 +0 +1 107% +6 150%
Samurai +3 -2 +1 +2 +1 +1 111% +12 130%
Warrior +4 -2 -2 +2 +2 +1 115% +18 100%
Weaponmaster +4 -3 -2 -1 +2 +1 109% +12 135%
Weaponsmith +3 -1 -1 +1 +0 +0 111% +12 130%
Archer +2 -1 -1 +2 +1 +0 111% +12 110%
Sniper +2 -1 -1 +2 +1 +0 100% +4 110%
Force-Trainer +0 -1 +3 +2 +1 +0 100% +4 135%
Monk +2 -1 +1 +3 +2 +1 110% +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 -2 100% +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%
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 +2 +1 -1 +3 +1 +1 110% +12 125%
Scout +1 -1 +2 +3 +0 +0 104% +8 130%
Chaos-Warrior +2 +1 -1 +0 +2 +1 111% +12 125%
Paladin +3 -3 +1 +0 +2 +2 111% +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 +2 100% +4 125%
Mirror-Master -2 +3 +1 -1 -2 -2 100% +4 130%
Psion -1 +2 +2 -1 -1 +2 100% +4 150%
Time-Lord -1 +0 +3 -1 -1 +0 96% +0 125%
Warlock -1 +2 -3 +0 +2 +4 107% +15 135%
Archaeologist -1 +1 +2 +1 -1 +0 106% +8 120%
Bard -2 +1 +2 -1 -2 +4 100% +4 140%
Imitator +0 +1 -1 +2 +0 -1 108% +10 110%
Rage-Mage +3 -2 -2 -2 +2 +1 106% +6 150%
Skillmaster +0 +0 +0 +0 +0 +0 100% +10 130%
Tourist -1 -1 -1 -1 -1 -3 95% +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 Fair
Duelist Good Very Good Bad Good
Mauler Good Fair Very Good Poor
Rune-Knight Fair Good Fair Fair
Samurai Good Bad Fair Fair
Warrior Good Bad Fair Fair
Weaponmaster Fair Bad Fair Fair
Weaponsmith Good Fair Poor Fair
Archer Excellent Fair Fair Very Good
Sniper Good Fair Poor Excellent
Force-Trainer Good Very Good Good Very Good
Monk Superb Very Good Fair Excellent
Mystic Superb Very Good Fair Excellent
Blood-Mage Fair Superb Good Good
Blue-Mage Fair Superb Good Good
Gray-Mage Fair Superb Good Good
High-Mage Fair Superb Good Good
Mage Fair Superb Good Good
Necromancer Fair Superb Good Very Good
Sorcerer Fair Heroic Heroic Fair
Yellow-Mage Fair Superb Good Good
Devicemaster Poor Superb Fair Fair
Magic-Eater Poor Superb Fair Fair
Priest Poor Very Good Excellent Fair
Ninja Superb Fair Fair Superb
Rogue Superb Excellent Fair Excellent
Scout Excellent Very Good Fair Excellent
Chaos-Warrior Bad Good Fair Fair
Paladin Bad Fair Fair Fair
Ranger Fair Excellent Fair Good
Red-Mage Bad Very Good Fair Fair
Warrior-Mage Fair Good Fair Fair
Beastmaster Bad Fair Fair Fair
Cavalry Fair Bad Fair Fair
Mindcrafter Good Very Good Fair Good
Mirror-Master Good Very Good Excellent Good
Psion Poor Very Good Excellent Fair
Time-Lord Poor Very Good Fair Fair
Warlock Poor Superb Excellent Very Good
Archaeologist Superb Excellent Fair Very Good
Bard Poor Excellent Fair Very Bad
Imitator Poor Good Fair Fair
Rage-Mage Bad Fair Superb Bad
Skillmaster Very Bad Very Bad Very Bad Poor
Tourist Bad Bad Bad Fair
Wild-Talent Fair Good Fair Fair
Table 3 - Class Skill Bonus Table II
Searching Perception Melee Bows
Berserker Very Bad Very Bad Amber[20] Very Bad
Blood-Knight Poor Bad Superb Poor
Duelist Fair Poor Fair Very Bad
Mauler Poor Bad Superb Very Bad
Rune-Knight Fair Poor Fair Bad
Samurai Poor Bad Superb Good
Warrior Poor Bad Superb Superb
Weaponmaster Poor Bad Superb Bad
Weaponsmith Fair Bad Excellent Good
Archer Fair Poor Very Good Heroic
Sniper Good Fair Poor Superb
Force-Trainer Good Fair Fair Fair
Monk Good Fair Excellent Excellent
Mystic Good Fair Excellent Excellent
Blood-Mage Poor Fair Very Bad Very Bad
Blue-Mage Fair Poor Bad Bad
Gray-Mage Poor Fair Very Bad Very Bad
High-Mage Poor Fair Very Bad Very Bad
Mage Poor Fair Very Bad Very Bad
Necromancer Poor Fair Very Bad Very Bad
Sorcerer Poor Fair Very Bad Very Bad
Yellow-Mage Poor Fair Very Bad Very Bad
Devicemaster Fair Poor Fair Poor
Magic-Eater Fair Poor Fair Poor
Priest Poor Bad Fair Poor
Ninja Excellent Good Superb Excellent
Rogue Good Fair Excellent Excellent
Scout Excellent Fair Very Good Excellent
Chaos-Warrior Poor Poor Excellent Good
Paladin Poor Bad Excellent Good
Ranger Fair Poor Very Good Superb
Red-Mage Poor Bad Very Good Bad
Warrior-Mage Fair Poor Fair Bad
Beastmaster Fair Poor Fair Superb
Cavalry Poor Bad Excellent Superb
Mindcrafter Fair Poor Fair Good
Mirror-Master Poor Poor Very Bad Bad
Psion Poor Bad Fair Poor
Time-Lord Poor Bad Fair Poor
Warlock Poor Fair Fair Poor
Archaeologist Excellent Good Very Good Poor
Bard Poor Fair Bad Bad
Imitator Fair Poor Very Good Excellent
Rage-Mage Poor Bad Fair Fair
Skillmaster Bad Bad Very Bad Very Bad
Tourist Poor Bad Fair Bad
Wild-Talent Fair Poor Very Good Very Good
Automatically generated for PosChengband 6.0.3.