Intelligence prime
·
adept 92%
· 40 skills and spells
Illusionist
These tricksters of the magic world can conjure up the most fiercesome destructive magic known to any magician, living or dead...
Starting weapon: Dagger
Hit points per level: 6-8
Mana per level: 7-10
Hit chance progression: 18 at level 0, 10 at level 32
Playable races: Halfling, Elf, Drow, Dwarf, Gnome, Ogre, Centaur, Gith, Tsarian, Troll
Skill progression
1 magic missile
2 ventriloquate
3 detect invis
4 faerie fire
5 short range
7 burning hands
8 detect hidden
10 shocking grasp
11 change sex
12 continual light
13 invis
14 beast
14 locate object
15 medium range
15 object invis
16 faerie fog
17 lightning bolt
18 shade
19 blindness
20 mass invis
21 long range
23 phantasm
25 color spray
27 mirror image
29 astral projection
31 hallucinate
34 acid blast
36 illusion
42 confusion
46 mass
51 improved invis
61 smoke
71 truesight
81 hallucinatory terrain
91 nightmare
96 cure light
96 enhanced heal
96 feast
98 holy word
98 unholy word
Wisdom prime
·
adept 95%
· 36 skills and spells
Elementalist
Elementalists can tap the awesome powers of Air, Fire, Water and Earth in a school of magic that is almost druidic in nature.
Starting weapon: Mace
Hit points per level: 7-10
Mana per level: 6-9
Hit chance progression: 18 at level 0, 12 at level 32
Playable races: Human, Halfling, Drow, Dwarf, Gnome, Orc, Aviaran, Centaur, Tsarian
Skill progression
1 armor
2 create water
4 chill touch
5 tongues
6 short range
7 fly
11 create spring
12 medium range
13 earthquake
13 haste
14 call lightning
15 control weather
16 teleport
17 stability
19 infravision
21 fireball
22 long range
23 block area
24 pass door
25 stone skin
32 induction
35 enhanced rest
38 breath water
41 slow
43 tremor
46 brew potion
61 elemental
71 unbarring ways
89 gas breath
90 acid breath
91 fireshield
96 cure light
96 enhanced heal
96 feast
98 holy word
98 unholy word
Dexterity prime
·
adept 97%
· 36 skills and spells
Rogue
Rogues are characters which make use of many skills deemed improper by the rest of society. They are useful when a lock needs to be "fixed" or some "lost" items need to be recovered.
Starting weapon: Dagger
Hit points per level: 8-13
Mana per level: 0-3
Hit chance progression: 18 at level 0, 8 at level 32
Playable races: Human, Halfling, Elf, Drow, Orc, Ogre, Aviaran, Centaur, Gith, Tsarian, Troll
Skill progression
1 pick lock
2 steal
3 backstab
4 throw
5 short range
6 dodge
7 peek
8 second attack
9 disarm
11 bargain
12 medium range
13 lock lock
14 attack
16 armor usage
19 distract
21 greater peek
21 long range
22 trip
23 snatch
25 greater pick
27 detect forgery
31 plant
33 climb
36 forge
41 anatomy
46 gouge
56 sneak
71 greater backstab
81 repair
86 third attack
91 circle
96 cure light
96 enhanced heal
96 feast
98 holy word
98 unholy word
Constitution prime
·
adept 90%
· 27 skills and spells
Ranger
A ranger is the outdoorsman and adventuresome free spirit of the times. Rangers possess the skill at arms and mighty strength to be able to survive and adapt to almost any locale.
Starting weapon: Sword
Hit points per level: 11-16
Mana per level: 0-2
Hit chance progression: 18 at level 0, 6 at level 32
Playable races: Human, Elf, Dwarf, Gnome, Orc, Ogre, Centaur, Gith, Troll
Skill progression
1 kick
2 second attack
3 parry
4 rescue
5 short range
6 hunt
8 rearm
9 medium range
10 enhanced damage
11 third attack
13 clear path
14 track
17 notice
21 long range
31 camp
36 doorbash
41 bash
46 greater track
51 berserk
61 greater hunt
81 fourth attack
91 dual wield
96 cure light
96 enhanced heal
96 feast
98 holy word
98 unholy word
Wisdom prime
·
adept 99%
· 39 skills and spells
Necromancer
Necromancers deal with death and powerful magic. They are more scholarly than their colleagues in the other schools of magic, preferring to study than seek adventure.
Starting weapon: Dagger
Hit points per level: 5-8
Mana per level: 7-11
Hit chance progression: 18 at level 0, 10 at level 32
Playable races: Human, Halfling, Drow, Gnome, Ogre, Aviaran, Gith, Troll
Skill progression
1 detect magic
3 short range
4 weaken
5 understand
6 poison
8 summon
9 dispel magic
10 identify
11 curse
12 enchant weapon
13 demon
14 medium range
15 shield
16 sleep
17 write spell
18 homonculous
19 energy drain
20 rip
21 long range
23 mage shield
24 charm person
25 enhance object
27 rift
29 ethereal travel
31 banish
33 energy shift
35 enhanced revive
38 animate dead
43 mage blast
52 vampiric touch
61 recharge
76 transport
81 possess
91 anti-magic shell
96 cure light
96 enhanced heal
96 feast
98 holy word
98 unholy word
Intelligence prime
·
adept 95%
· 41 skills and spells
Cleric
A cleric is a mighty healer and champion of the weak. Having spent many years in strict discipline and rigourous training, they have mastered the art of healing.
Starting weapon: Unarmed
Hit points per level: 8-12
Mana per level: 6-9
Hit chance progression: 18 at level 0, 6 at level 32
Playable races: Human, Elf, Dwarf, Gnome, Orc, Ogre, Aviaran, Centaur, Tsarian
Skill progression
1 cause light
2 create food
3 cure light
4 bless
5 cure blindness
5 short range
6 detect evil
7 cure serious
8 detect poison
8 refresh
9 know alignment
9 protection from evil
11 cause serious
12 cure critical
13 remove curse
14 giant strength
15 cure poison
16 dispel evil
17 dispel undead
18 medium range
20 cause critical
21 heal
22 long range
23 flamestrike
24 remove fear
25 sanctuary
29 harm
30 protection from good
31 righteous fury
32 feast
35 enhanced heal
37 dispel good
41 invigorate
45 restore
46 mass
53 sanctify
61 benediction
81 soothing touch
91 farheal
98 holy word
98 unholy word
Dexterity prime
·
adept 93%
· 30 skills and spells
Assassin
Assassins deal with the darkest side of human nature, the desire for profit and vengeance. They are generally unliked and regarded with suspicion by the rest of society, they are generally unseen until they try to kill you.
Starting weapon: Dagger
Hit points per level: 8-12
Mana per level: 0-2
Hit chance progression: 17 at level 0, 7 at level 32
Playable races: Halfling, Elf, Drow, Dwarf, Orc, Aviaran, Gith, Tsarian, Troll
Skill progression
1 hide
3 sneak
5 short range
7 shoot
9 shadow
11 divert
12 voice
13 medium range
15 knife
17 greater hide
19 greater sneak
21 long range
21 stealth
26 disguise
27 glance
29 spy
31 guard
33 makepoison
39 muffle
41 assassinate
41 critical hit
56 quick draw
61 flash powder
71 pass without trace
95 twist
96 cure light
96 enhanced heal
96 feast
98 holy word
98 unholy word
Dexterity prime
·
adept 98%
· 15 skills and spells
Monk
A monk is a well disciplined combat fighter. Having spent many years in strict discipline and rigourous training, they have mastered the power of both the mind and the body.
Starting weapon: Unarmed
Hit points per level: 6-9
Mana per level: 0-2
Hit chance progression: 18 at level 0, 6 at level 32
Playable races: Human, Halfling, Elf, Drow, Orc, Ogre, Gith, Tsarian, Troll
Skill progression
3 kick
5 short range
10 medium range
11 evade
16 martial arts
19 sneak
21 long range
41 attack
51 counterstrike
56 glance
61 bodythrow
66 shadow
71 perception
81 critical hit
91 sweep