Archer
Archers are deadly shots. Although the name of their class seems to imply this, not all of them prefer to use bows. The race of an archer has great influence on their preferred missile weapon.
Archers are expert fighters in missile combat, rarely missing their targets and trained to hit the vital spots of their opponents. In close combat, archers are less formidable, although they are still dangerous.
Archers are trained in the following skills: Alertness, Archery, Climbing, Concentration, Dodge, Fletchery, Listening, and Stealth.
At higher levels archers are the most deadly marksmen in all Ancardia. At level 6 a missile attack takes up but 800 energy points. At level 12 the range for their missile attacks is doubled. At level 18 they are a lot more productive when applying fletchery. At level 25 missile attacks cost but 600 energy points. At level 32 they become able to completely dodge enemy missiles. At level 40 missiles attacks have a 20% chance to penetrate armor and at level 50 they are able to hit several targets with one missile.
Assassin
Assassins are a dark and mysterious class. They are trained to end the life of their opponents quickly and silently. Many of them favor poisons to achieve this goal.
Assassins are trained in the following skills: Alchemy, Alertness, Archery, Backstabbing, Climbing, Detect Traps, Dodge, Find Weakness, Pick Locks, Stealth, and Two Weapon Combat.
At higher levels assassins get a lot more deadly in their trade. At level 6 they can create poison from any potion (except for water and fruit juice). At level 12 their backstabbing powers get a lot more deadly. At level 18 the range of their missile attacks is increased by 30%. At level 25 their chance to score critical hits is increased by 20%. At level 32 the dodge bonus they gain is doubled. At level 40 they become immune to poison. At level 50 they receive a small chance to score instant killing hits. This chance is based upon the level of the target.
*level 50 instakill will not work on unique targets, regardless of level
Barbarian
Barbarians hail from the harsh northern lands of Ancardia, from the roughest mountain peaks, the wildest hills and the most remote forests. What they lack in equipment, they more than equalize with their great strength, enormous toughness and deadly weaponry. Barbarians are very well experienced in the arts of battle and are well prepared to cope with the dangers of the wilderness.
Barbarians are trained in the following skills: Athletics, Climbing, Dodge, First Aid, Herbalism, Stealth, Survival, Swimming, Two Weapon Combat, and Woodcraft.
High-level barbarians are fearsome fighters. At level 6 they learn to deliver mighty blows that cause double damage (for the cost of 2500 energy points). At level 12 moving costs but 750 energy points. At level 18 they can deliver tremendous blows that cause triple damage (for the cost of 4000 energy points). At level 25 they start to gain +1d4 additional hit points per level. At level 32 barbarians gain a one-time bonus of +3 to strength and toughness. At level 40 they gain a +10 damage bonus with each melee attack when fighting as a true berserker (which basically means that they have to fight naked, e.g. without any armor, and switching the tactics rating to the appropriate setting). At level 50 melee attacks take up but 800 energy points when fighting as a true berserker. IMPORTANT: Note that both the mighty and the tremendous blow count only for the first blow, even if the character is delivering a series of blows (because he wields more than one weapon, etc.).
Bard
Bards are musicians, entertainers and entrepreneurs. They try to make an easy living by telling good stories for a meal. Most of them are below average fighters and don't possess much equipment.
This is balanced by their knack to stumble upon strange items. Apart from that, bards make fast friends with strange beings at times. A bard starts his dungeoneering life with one loyal monster or animal companion. Once a bard has become friends with another being, this friendship lasts for a lifetime. Many legendary bards in Ancardia were accompanied by monster or animal companions of equal fame. It is said that talented bards are able to calm the spirit of a beast with their ethereal music.
Bards are not trained in specific skills (except for Music), but rather receive a randomly determined group of skills. They also receive more skills than any other character class.
As bards advance in level they become more and more versatile. At level 6 they receive one additional free skill increase per advancement. At level 12 they gain +1d3 skill levels in 6 randomly chosen weapon skills. At level 18 they receive a base score of 80 + (10 * Learning score) + (20 * Mana score) in four randomly chosen spells. At level 25 they receive 6 random skills (or improve their abilities in up to 6 skills). At level 32 they double their hit point regeneration speed. At level 40 they double their mana point regeneration rate. At level 50 they receive a bonus of +6 to all attributes.
*"They also receive more skills than any other character class" -- Testing has proven this false, unless one includes skills gained due to later-game class powers; they do receive two undocumented extra skill advances per level
Beastfighter
Beastfighters are partly mystic, partly primitive warriors who excel at weaponless combat. They are lightly armored but extremely tough and fearsome opponents due to their weaponless fighting style. They are well accustomed to wilderness settings and very resistant to poisons -- especially to animal poisons. The more experienced a beastfighter becomes, the more deadly he is in melee combat. Beastfighters are especially likely to score critical hits when fighting animals in melee combat.
Beastfighters are trained in the following skills: Athletics, Climbing, Dodge, Healing, Herbalism, Listening, Stealth, Swimming, and Survival.
With increasing experience, beastfighters perfect their natural fighting style and their attunement to the wild beasts. At level 6 they become poison resistant and at level 12 their wild fighting style makes them stun resistant. At level 18 movement costs them but 700 energy points. At level 25 they can summon 2d2 cave bears or silver wolves for the cost of permanently losing one mana point (which eventually regenerates after a lot of time has passed). At level 32 they become able to exchange positions with hostile monsters. At level 40 they can stun opponents on critical hits and at level 50 they gain +6 to both strength and toughness.
Druid
Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid.
Druids are trained in the following skills: Climbing, Concentration, First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival, Swimming, and Woodcraft.
At higher levels, druids become extremely attuned to nature itself. At level 6 they learn to evade wilderness encounters whenever they choose to do so. At level 12 they regenerate power points twice as fast as usual while in the wilderness. At level 18 they become immune to all weather effects. At level 25 they are able to summon 1d3 major animals as servants at the cost of 1d3 mana points (an almost permanent loss, as it only regenerates after a very long period of time). At level 32 they regenerate hit points twice as fast as usual while in the wilderness. At level 40 they become immune to lightning. Finally, they suffer 10% less corruption from all such attacks at level 50 due to their close connection to nature.
Elementalist
Elementalists are magicians specialized on dealing with the four elements: fire, water, earth and air. Their spells specifically deal with those elements and their magic equipment reflects this preference, too. Elementalists normally don't use written magic but employ powers they harness from within. Their magic thus is somewhat limited in one way and a lot more powerful in other ways. Elementalists generally use a less scientific approach to magic than wizards usually do.
Elementalists are trained in the following skills: Climbing, Concentration, Gemology, Healing, Listening, Literacy, Metallurgy, and Swimming.
Experienced elementalists use very special powers provided by their close elemental attunement. At level 6 they become fire resistant, at level 12 they become shock resistant. At level 18 they are immune to all weather effects. At level 25 they are able to breathe water. At level 32 they can unleash an elemental storm at the cost of 120 power points which fires a random bolt (fire, lightning or frost) into each of the eight available directions, starting from the position of the elementalist. At level 40 they can summon an elemental as a pet. This forces them to permanently sacrifice two mana points (which eventually regenerate -- albeit after a very long period of time). At level 50 they can automatically burrow through stone (at the cost of 20 power points and 1500 energy).
Farmer
Even among the most average folks, there are some valiant and larger-than-life persons who are born to achieve more than their parents and grand parents. After the news about the impending danger had spread throughout the lands, those people started their journey to the location in the Drakalor Chain which might change their destiny -- and the destiny of their world. Farmers are neither great fighters nor skilled magicians, but they possess inner strength and endurance from years of labor. Often they are accompanied by their trusted dogs. They are accustomed to hunger and hardship and often have very little to lose compared to the amount of fame they might be able to win. Equipped with a broad knowledge about herbs and food, they are probably the best prepared class (except for barbarians and beastfighters) for extensive travels.
Farmers are trained in the following skills: Archery, Bridge building, Cooking, First Aid, Fletchery, Food Preservation, Gardening, Haggling, Herbalism, Smithing, Stealth, Survival, and Woodcraft.
The more experienced farmers become, the better they adjust to their hard circumstances of life. At level 6 their carrying capacity is doubled due to their training and experience with moving around great loads during harvest time. At level 12 they need only half as much food as everybody else (except for monks who also know how to survive on very little). At level 18 they learn to pick herbs with a lot more skill to select the better ones. At level 25 they learn about making iron rations from corpses. At level 32 they receive better chances to increase their physical attributes and physical attribute potentials. At level 40 they gain a +3 bonus to strength and toughness. At level 50 they have become so much attuned to basic nature that all corruption effects are reduced by 30%.
Fighter
Fighters are simple warriors who have learned how to best face an opponent in melee combat. Most of them are well armed and armored. Fighters are tough and strong due to their physical training.
Fighters are trained in the following skills: Athletics, Archery, Dodge, Find Weakness, Metallurgy, Stealth, Swimming, and Two Weapon Combat.
With increasing experience, fighters become more able to efficiently use armor as a means of protection. Only the PV bonus of helmets, body armor, shields, gauntlets, cloaks, girdles, and boots will be improved in this way. At level 6 a fighter gains +7% to PV from such items, at level 18 this bonus is increased to +15%, at level 32 it's +25%. At level 12 fighters gain a +50% bonus to DV adjustment provided by the dodge skill. At level 25 their chance to score critical hits is increased by 10%. At level 40 fighters are able to use a powerful bash attack which causes more damage (+20%) and has a greater chance to stun their opponents. The downside of this attack is that it costs 500 additional energy points to use. At level 50 fighters learn to use a powerful all-round attack costing 3500 energy points. This attack can be used against every opponent in the immediate vicinity of the fighter.
Healer
Healers are exactly that -- masters of the arts of healing, well equipped with magical healing items and means to examine patients. Most of them are very robust and resistant to poisons and diseases. Healers are not great fighters. They prefer to save lives rather than to take them, although they are nonetheless able to live through fights.
Healers are trained in the following skills: Alertness, Concentration, Cooking, Find Weakness, First Aid, Healing, Herbalism, and Literacy.
Experienced healers have a vast array of means at their disposal to soothe the pain of living beings, to treat diseases and poisons and to prevent suffering. At level 6 they regenerate wounds at twice the normal speed, at level 12 they triple their recovery rate. At level 18 they become able to use both the Healing and the First Aid skill on others (and not only themselves). Starting with level 25 they automatically gain access to the following spells: Calm Monsters, Cure Light Wounds, Slow Poison and Cure Disease (with each additional level their knowledge increases). Starting with level 32 they gain 2d3 additional hit points per level. At level 40 they gain access to the following spells: Cure Serious Wounds, Neutralize Poison (again their knowledge increases with each new level). At level 50 they almost immediately recover from the effects of disease, bleeding and poison and gain a +8 bonus to their toughness score.
*The level 12 class ability of tripling healing rate replaces the level 6 doubling, rather than stacking with it. Both, however, stack with other regeneration increases such as being born under the Candle or being a Troll
Merchant
Merchants are masters of trade and bartering. They almost all are very wealthy, charming and experts in communication. Each merchant specializes in trading with a certain type of magical items during their apprenticeship. At the beginning of their career, they are equipped with a sample of items to trade with (or use). Merchants are neither well-armed nor well-armored and have to be careful in fights. Should they encounter one of the rare dungeon shops, they will probably make some great deals.
Merchants are trained in the following skills: Appraising, Detect Item Status, Gemology, Haggling, Herbalism, Literacy, Metallurgy, Pick Pockets, and Survival.
Experienced merchants become true masters of their trade -- being able to sell almost anything to anyone and also being able to haggle for the best prices. At level 6 shop prices for merchants will be lowered by 20%. At level 12 their carrying capacity is doubled. At level 18 shop prices will be lowered by 40%. At level 25 they no longer are affected by any kind of weather. At level 32 shop prices are lowered by 60%. At level 40 they learn to calm monsters by giving away items. At level 50 their carrying capacity is tripled (due to their enormous talent of organization). Finally at that level they also learn a magic spell that allows them to create new items.
*Merchants have an undocumented affinity for utilizing gold pieces as a thrown weapon -- this is the only way to bypass the auto-deflection of doppelgangers
Mindcrafter
Mindcrafters use a very exotic and very different magic. They utilize their mental powers to evoke astonishing effects. Mindcrafters are very rare and only few people have ever heard about them. While they are physically weak, they are mentally extremely strong and resistant.
Mindcrafters are trained in the following skills: Concentration, Gemology, Haggling, Herbalism, Literacy, Music, and Stealth.
Experienced mindcrafters master various mental powers. At level 6 they learn to quickly recover from confusion attacks. At level 12 they become able to sense the amount of enemies within a limited area (that is the current level). Starting with level 18 they gain +1d6 additional power points per level since they manage to unlock previously untapped mental energy sources. At level 25 their willpower is increased by +5. At level 32 they can block some of the corruption they suffer when contacting beings of Chaos. At level 40 they unlock even more unused areas of the brain and from then on gain +3d5 additional power points (cumulative with the bonus from level 18) per level. At level 50 they finally manage to resist some of the damage they suffer when contacting undead: damage is halved.
*Insects and mindless enemies (eg golems, vortices) are immune to mental abilities for the most part, and using such attacks on creatures of Chaos or the undead is... unwise.
Monk
Monks are able martial artists striving to achieve perfect mastery of body, mind and spirit. They are experts at fighting unarmed, very good at dodging attacks and strong of will. Monks need to be unencumbered to be able to use their special martial art powers. Monks take vows of poverty at their initiation to prevent distraction by worldly means.
Monks are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Literacy, and Stealth.
The further monks advance, the more they hone their movement skills and unarmed combat powers. At level 6 monks learn to use a circular kick with which they can hit every opponent in the vicinity (but also all friends, so be careful). Using this kick costs 2500 energy points. At level 12 a normal move costs them but 800 energy points, at level 18 but 600 energy points. At level 25 monks become able to change positions with hostile opponents. At level 32 they can score instant kills in melee combat against up to human-sized creatures. At level 40 they can do so against humanoids of any size. At level 50 they have become so attached to the flow of the universe that they actually are able to resist Chaos to a certain limit -- Chaos effects are lowered by 10%.
*The level 6 circular kick's interaction with adjacent friendly targets is bugged and allows you to use it at no energy point cost -- this will not be (ab)used in the quest
*insta-kills chance is level-dependent and is 0% against unique targets
Necromancer
Necromancers are practitioners of the dark arts. Though not very effective in melee combat, their spells are deadly and dangerous. Their most horrible power, though, is the ability to animate corpses and use them as slaves. Luckily, only humanoid corpses can be used in this evil way. Necromancers are outlawed and despised in most places and feared and avoided like the plague in all other locations.
Necromancers are able to command the slaves they create. Their slaves will follow these commands without questioning.
Necromancers are trained in the following skills: Alchemy, Appraising, Concentration, Find Weakness, Food Preservation, Herbalism, Literacy, Necromancy, and Stealth.
With increasing experience, Necromancers master all aspects of undeath. At level 6 they slowly develop a resistance to all special attacks from undead (like strength drain or paralyzation). The base chance for resistance is equal to 40% + 1% per level of the necromancer. At level 12 they learn to turn undead. At level 18 they are able to raise all humanoid corpses in sight as ghuls. These corpses quickly decompose and turn to ashes after a number of turns. Each animated corpse drains 10 power points. At level 25 they can use the dreaded Shadow Touch, which allows them to absorb the life energy of enemies when fighting bare-handed and wounding an enemy. At level 32 they can raise all corpses in sight as wraiths (similar to the power at level 18). Each animated corpse drains 20 power points. At level 40 they have to pay but one-half of the usual Necromancy cost (see the skill description) when animating undead of a power level up to spectres. At level 50 they finally learn to overcome Death herself and are able to return to the living when killed, if their Toughness at the point of death was 10 or higher. Coming back in this way demands a high price. They lose one-half of their toughness and one-half of their hit points permanently.
*The level 50 auto-resurrection can (and will) happen more than once, as long as Toughness remains greater than 9 (and since stats cannot go below a base of 0 this means that if you equip items that boost Toughness by at least 10 you pretty much can't permanently die)
*What undead you can raise is dependent on your level
Paladin
Paladins are noble fighters (from the point of view of their respective race... an orc paladin is _very_ different from a human paladin). They are well trained both in physical activities (not as well as fighters, but still very good) and in philosophical activities (not as good as priests, but...). Paladins are generally very well equipped by their respective churches. Many of them possess blessed items.
Paladins are trained in the following skills: Athletics, Concentration, Dodge, Healing, Law (if they are lawful initially), Literacy, Stealth, Swimming, and Two Weapon Combat.
With increasing experience, paladins gain holy powers fueled by their strong beliefs and their religious upbringing. Due to the nature of these powers, they are not able to use them if they aren't in decent standing with their deity. At level 6 they can cure disease once per 1000 turns. At level 12 they gain the ability to turn undead (this action costs 3000 energy points to use). At level 18 they can discover the alignment of a beast by simply looking at it. At level 25 they receive a protective aura which gives them +1DV per 2 levels against chaotics (if they are lawful), lawful ones (if they are chaotic) or non-neutral opponents (if they are neutral) while in melee combat. At level 32 they can use a healing touch once per 1000 turns to cure (level - 24)d6 points of damage. When reaching level 40 they become highly resistant to some special melee attack powers used by undead beasts and demons (specifically, they become resistant to strength drain, toughness drain, sickness and paralyzation). At level 50 they are strengthened by their beliefs so much that all corruption effects are reduced by 30%.
Priest
Priests serve the various gods. They receive magical powers from their gods but are servants for their whole lifetime. Many of them carry holy items.
Priests are trained in the following skills: Concentration, Detect Item Status, First Aid, Healing, Herbalism, Literacy, and Music.
With increasing experience priests gain holy powers fueled by their strong beliefs and their religious upbringing. Due to the nature of these powers, they are not able to use them if they aren't in decent standing with their deity. At level 6 priests can turn undead. At level 12 all spell costs are reduced by 10%. At level 18 all spell costs are reduced by 25%. At level 25 all spell costs are reduced by 50%. At level 32 priests are allowed to pray twice as often as anybody else. At level 40 they are able to destroy minor undead (skeletons, zombies, ghuls, shadows, ghosts, wights, wraiths, ghost bats, slow shadows, mummies, corpse fiends and shadow centipedes). At level 50 they are able to destroy major undead (liches, spectres, vampires, revenants, skeletal warriors, ghost lords, shadow trolls, master liches, shadow lords, greater mummies and steel zombies).
Ranger
Rangers are fighters favoring natural environments. They are excellent trackers and masters at fighting with two weapons. Most of them are wearing light armor to retain their mobility but in turn are well armed. Many rangers carry missile weapons.
Rangers are trained in the following skills: Alertness, Archery, Athletics, Climbing, Dodge, Food Preservation, Healing, Herbalism, Survival, Swimming, Two Weapon Combat, and Woodcraft.
The more experience rangers gain, the more attuned to nature they become. At level 6 they are a lot more capable to survive in the wilderness through the means of the Survival skill as they find a lot more food in far less time. They also become immune to all negative weather effects since they have by now learned to avoid all related problems. At level 12 rangers are no longer slowed down by terrain effects. At level 18 the range of all missile attacks is increased by +4. At level 25 they can automatically evade all wilderness encounters. At level 32 and 50 the weight of two weapons used at the same time can be doubled/quadrupled without incurring negative effects. Starting at level 40 movement costs but 750 energy points.
Thief
Need we say more? For the sake of completeness: Thieves are very good at stealing, opening locks, finding and disarming traps and other secretive activities.
Thieves are trained in the following skills: Alertness, Appraising, Backstabbing, Climbing, Detect Traps, Disarm Traps, Listening, Pick Locks, Pick Pockets, and Stealth.
Highly experienced thieves are masters of stealth, trickery and robbery. At level 6 thieves automatically use the search command on every step they make. At level 12 they get a lot more deadly with backstabbing attacks. At level 18 they become able to pilfer shops due to their exceptional agility and skill (but take care of experienced shopkeepers -- they might be very vigilant!). At level 25 thieves learn very deadly (and dirty!) fighting tactics allowing them to stun humanoid monsters with critical hits (a good kick at the right time does wonders). At level 32 they manage to pick the best stuff from other folks' pockets, occasionally even discovering highly valuable items. At level 40 their speed is increased by +20. At level 50 they are invisible as long as they are adjacent to a wall due to their exceptional stealth (but make sure that you don't carry any light source!).
Weaponsmith
Weaponsmiths are crafty men and women able to repair damaged metal equipment and improve items. Weaponsmiths normally are well-equipped and carry the tools of their trade. They are strong and resilient, hardened by many hours of strenuous work.
Weaponsmiths are trained in the following skills: Appraising, Athletics, Concentration, Detect Traps, Find Weakness, Haggling, Metallurgy, and Smithing.
Weaponsmiths perfect their skills at higher experience levels. At level 6 they become able to melt all metal items into ingots. At level 12 they can forge items four times as fast as everyone else. At level 18 they gain a +4 bonus to strength. At level 25 they automatically recognize all metal types. At level 32 weaponsmiths become immune to fire. At level 40 they gain a +8 bonus to toughness.
At level 50 they automatically know the damage caused by unidentified melee weapons.
Wizard
Wizards are masters of the 'art'. They wield great magical powers and are able to create fireballs, lightning strikes and magical protection spells. Their great magical powers are balanced by their mediocre fighting abilities. Most mages spend their lives studying books and conducting arcane experiments in hidden laboratories and thus have next to no time to practice their physical skills.
Wizards are trained in the following skills: Alchemy, Concentration, Healing, Herbalism, Literacy, Stealth, and Ventriloquism.
With increasing power, wizards become more and more skilled in the magical arts. At level 6 all spell costs are reduced by 10%, at level 12 all costs are reduced by 20% and at level 18 all costs are reduced by 40%. Starting with level 25 they slowly gain experience in one randomly chosen spell per level. At level 32 they become able to recharge wands (but no wand can be recharged more than once by a wizard). Recharging costs 50 power points per charge. If the wizard tries to overcharge the wand, he risks losing one mana point permanently. At level 40 wizards learn to uncurse items. This permanently costs one mana point. At level 50 they finally get basic knowledge in all commonly known spells.
*Those spell cost reductions don't stack
*'all commonly known spells' = all spells except Wish
*Wizards find spellbooks much more often than other classes
*Wizards are generally guaranteed to start with a spellbook for an offensive spell
*The level 32 power will not recharge a wand of wishing (nor will any other method of recharging)