The class is the character’s occupation and determines stat bonuses, abilities, hit dice, and what spells (if any) the character can learn.
A Warrior is a hack-and-slash character, who solves most problems by cutting them to pieces, but will occasionally fall back on the help of a magical device. Their prime stats are strength, constitution, and dexterity, and they will strike more blows with melee weapons than any other class. A Warrior will be excellent at fighting, shooting and throwing, but bad at most other skills. A warrior has bad stealth and cannot learn any spells.
A Mage must live by their wits. They cannot hope to simply hack their way through the dungeon, and so must therefore use his magic to defeat, deceive, confuse, and escape. A mage is not really complete without an assortment of magical devices to use in addition to his spells. They can master the higher level magical devices far easier than anyone else, and has the excellent saving throws to resist effects of spells cast at him. However, they are incredibly weak, getting few hit dice and suffering strong penalties to strength and constitution. Intelligence is their primary stat and at high levels they can cast many spells without a chance of failure. There is no rule that says a mage cannot become a good fighter, but spells are their true realm and they will get fewer blows with melee weapons than other classes.
A Druid is a lover of nature, and at one with the natural world. Druids have control of their environment and direct power over creatures, leading even to the ability to take their forms. Druid skills are moderate, and they have some fighting ability, especially when transformed. A druid will usually seek to shape the flow of events to their purpose rather than using devices or missiles, but at high levels they do gain access to potent nature-based magic. Druids rely on their wisdom, and have good saving throws.
A Priest is a character of holy devotion. They explore the dungeon only to destroy the evil that lurks within, and if treasure just happens to fall into their packs, well, so much more to the glory of their temple! Priests receive their spells from a deity, and therefore do not choose which spells they will learn. They are familiar with magical devices, preferring to call them “instruments of God”, but are not as good as a mage in their use. Priests have great saving throws, and make passable fighters, better if they can find a blessed weapon. Wisdom is the priest’s primary stat and at high enough levels they can cast many prayers without a chance of failure. Priests have poor stealth.
A Necromancer seeks to master the spirits of sentient creatures, creating servants of their own will. They have chosen a dark and wicked path, and run a continual risk of harm to their own body and mind. Necromancers love shadows and hate light, automatically shrouding themselves in darkness. Their spells require high intelligence, and frequently harm the caster or place them in danger. In return they achieve awesome power at high levels. The ultimate aim of the necromancer is to supplant the Dark Enemy and set up a tyranny in his place.
A Paladin is a warrior/priest. Paladins are very good fighters, second only to the warrior class, but not very good at missile weapons. They receive prayers at a slower pace than the priest, but can use all but the most powerful prayers. A paladin lacks much in the way of abilities. Paladins have poor stealth, perception, searching, and magical device use. They have a decent saving throw due to their divine alliance. Their primary stats are strength and wisdom.
A Rogue is a character that prefers to live by their cunning, but is capable of fighting their way out of a tight spot. The master of traps and locks, to the experienced rogue no device is impossible to overcome. A rogue has a high stealth enabling sneaking around many creatures without having to fight, or sneaking up and get the first blow. They can steal items from monsters, but need to be wary of being caught in the act. Rogues’ perception is higher than any other class, and many times they will notice a trap or secret door before having to search. A rogue is better than the more fighting oriented classes with magical devices, but still cannot rely on their performance. Rogues can also learn a few spells, but not the powerful offensive spells mages can use, and there will always be a chance of failure even with the simplest spells. A rogue’s primary stats are dexterity and intelligence.
A Ranger is at home in nature, and good at turning the environment to good use. Rangers are good fighters, and one of the best of all the classes with missile weapons, especially bows. The ranger learns chiefly spells of survival and forest craft. A ranger has good stealth, good perception, good searching, a good saving throw, and is good with magical devices. Their primary stats are strength, wisdom and dexterity.
A Blackguard is a brawler of no principle, who lives for the joy of maiming and killing. Blackguards prefer heavy weapons and shields, and learn a few spells for the purpose of wreaking more destruction. Their lust for blood is legendary, with a blackguard in full cry nigh on impossible to kill. Blackguards scorn skills apart from slaughter, and require strength and intelligence (or rat-cunning) to thrive in the dungeon.
Sorcerors use intelligence primarily, determining how much mana they have to cast spells and how low their failure rate is. They are the all-around best magicians, having the most powerful spells. A high-level Sorceror can be very powerful, but getting there can be a difficult journey. On the downside, they are the worst fighters, being unable to use any weapon but a Mage Staff comfortably, and still unable to be anything even remotely approaching effective with it. A Sorceror has very few hit points compared to other classes, making survival difficult in the beginning. That’s why this class is not recommended for beginners. Intelligence is the sorceror’s primary stat.
The full opposite of Sorcerors, Unbelievers so strongly despise magic that not only do they refuse to use magic spells, they refuse all training in the use of magic items, which leaves them almost totally incompetent when trying to use a magic item, although they can still quaff potions and read scrolls. Because they are so unattuned to magic, Unbelievers can prevent magical gates from opening around them, eventually extending to a complete suppression of teleportation abilities and all magic in the area around them.
Hunters aren’t good at fighting, but can deliever extremely high damage with their ranged weapons. They can die quickly too, however. Hunters are to shooters what warriors are to melee. They are nearly the best class around with any bow/xbow/sling. A hunter is very bad at melee, being only better than the Sorceror. Wisdom and Dexterity are the archer’s primary stats.
The Monk character class is very different from all other classes. Monks are warriors who decide to fight barehanded abd cannot use weapons or bows. However, their training in martial arts makes them much more powerful with no armour nor weapons. To gain the resistances necessary for survival at higher levels a monk may need to wear some kind of armour, but if the armour worn is too heavy, it will severely disturb their martial arts maneuvers. As the monk advances levels, new, powerful forms of attack become available. Their defensive capabilities (blocking and dodging) increase likewise, but if armour is being worn, this effect decreases. It is rumoured that the monastic training even makes monks faster than any other character class! Fortunately, the amount of armour a monk can wear while still fighting efficiently increases with experience. A monk has no spells, but his rigorous martial arts training makes him quite proficient in all skills. A monk has the ability to stun and slow his opponents. As they advance in levels, they gain some new martial arts techniques to hit their opponents more effectively. With levels, they also gain interesting abilities: at level 10, they learn to fall like a feather; at level 15, they become resistant to fear; at level 20, they become resistant to confusion; finally, at level 25, they learn to resist paralysis effects. Even though they can’t wield weapons, they can get extra damage, defense and attacks per round as they advance in levels. However, they must wear light armor to stay unencumbered and fully benefit from their class bonuses.
The Telepath is a character who uses the powers of mind instead of magic; mindcrafters who use the powers of their mind to weaken or even kill creatures. They are weak in melee, although they can use weapons just like mages or priests. Thier powers are unique to the Telepath class, and vary from simple extrasensory powers to mental domination of others. A Telepath can fuse with another player and combine abilities in battle. A Telepath uses the Wisdom score to determine how well he / she can perform these psychic powers. In solo combat a Telepath is slightly weaker than a Priest, although a Telepath is never penalized for wielding an edged weapon (unlike a Priest).
Elementalists are spellcasters specialized in offensive spells. They share the same stats as mages, but get almost no support spells at all. They rely on the powers of the four elements (Air, Fire, Earth, Water) and can combine them to cast powerful Elemental spells. Elementalists have the innate ability to increase the power of their spells by studying them again each time they level. As masters of the elements, they gain intrinsic basic resistances as they level, fire at 10, cold at 15, acid at 20 and lightning at 25.
A Summoner is the weakest of all classes you may choose. They have pathetic stats, no fighting abilities, and little spells to kill enemies with magic. However, all these weaknesses don’t trouble them much, because they can summon creatures to help them in battle, and still gain some experience from their kills. Summoners use wisdom to cast spells and summon allies, and to determine how many of them they can control and how effectively they can control them.
Shapechangers possess the ability to transform into various creatures by defeating them in battle.They are fighters that get abilities from the forms they can mimic. Basically, Shapechangers will melee a lot with the benefits from their current form (resists, melee brands, defense, speed and damage boosts…). Some of those forms will provide innate spells and even breath attacks. Shapechangers get basic mana points to cast those spells (note that breath attacks, like for the Dragon race, don’t cost mana, but hit points instead…). The higher level the monster, the more the Mimic is required to vanquish before he can assume their form. While transformed, they lose their intrinsic abilities, and gain those of the creature they have transformed into, plus whatever abilities and resistances provided by their equipment.
Archer could shoot squirell to the eye so fur will not be spoiled. Archers are to bows what warriors are to melee. As the Archer gains experience, he learns to fire his bow with greater frequency. An Archer is very bad at melee, being only better than the Sorcerer. An archer also has the ability to tip his arrows for maximum damage against his opponents. An Archer who knows his opponent’s weaknesses is a very powerful character. With the ability to hurl multiple arrows at long distances, an Archer can inflict more damage in a single turn than any other character class, including Sorcerers. However, outside of his powerful bow, an Archer is relatively weak compared to the other melee classes. He does not have any healing nor defensive spells like the magical classes to compensate. Hence, an Archer can die just as quickly as he can inflict damage, though they don’t really know from which side to hold a sword; they don’t need one honestly. They are especially powerful with bows; when shooting with them, they could achieve incredible speed and precision; much better then with crossbow or a sling.
(Soon) A Warlock must live by his wits. He cannot hope to simply hack his way through the dungeon, and so must therefore use his magic to defeat, deceive, confuse, and escape. A Warlock is not really complete without an assortment of magical devices to use in addition to his spells. He can master the higher level magical devices far easier than anyone else, and has some of the most powerful offensive, defensive, and utility spells. Intelligence and Dexterity are his primary stats. There is no reason a Warlock cannot become a good fighter, but spells are their true realm.
|Warlock Stat Bonus|
|Warlock Skill Proficiency|