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Classes

Seven heroes descend beneath the Abbey. The Warrior, Rogue and Sorcerer learn their spells from books. The Monk, Necromancer, Druid and Assassin also master five class arts.

Warrior portrait

Warrior #

Border legions

Blade and shield. Strikes twice as hard now and then.

Starts with
Str 30 · Mag 10 · Dex 20 · Vit 25
Maximum
250 · 50 · 60 · 100
Level 1
70 life, 10 mana
Class skill
Item Repair
Rogue portrait

Rogue #

The dark woods

Bow and quick hands. Sees and disarms traps.

Starts with
Str 20 · Mag 15 · Dex 30 · Vit 20
Maximum
55 · 70 · 250 · 80
Level 1
45 life, 22 mana
Class skill
Trap Disarm
Sorcerer portrait

Sorcerer #

The occult schools

Books and staves. The fastest hand at casting.

Starts with
Str 15 · Mag 35 · Dex 15 · Vit 20
Maximum
45 · 250 · 85 · 80
Level 1
30 life, 70 mana
Class skill
Staff Recharge
Monk portrait

Monk #

The High Cloister, in the eastern passes

Open hands and staves, light armor. Each blow feeds his spirit.

Starts with
Str 25 · Mag 15 · Dex 25 · Vit 20
Maximum
150 · 80 · 150 · 80
Level 1
45 life, 22 mana
Class skill
Search
Arts
Dashing Strike, Exploding Palm, Mantra of Conviction, Seven-Sided Strike
Necromancer portrait

Necromancer #

The Mourning Rite, in the southern marshes

Wands and the dead. His arts cost life, not mana.

Starts with
Str 15 · Mag 25 · Dex 15 · Vit 30
Maximum
50 · 130 · 60 · 220
Level 1
71 life, 39 mana
Class skill
Raise Zombie
Arts
Raise Skeleton, Corpse Explosion, Bone Spear, Blood Ritual
Druid portrait

Druid #

The Elder Grove, in the northern fells

Club and pelt. Takes the shape of wolf or bear.

Starts with
Str 20 · Mag 25 · Dex 15 · Vit 25
Maximum
120 · 120 · 70 · 150
Level 1
57 life, 41 mana
Class skill
Werewolf
Arts
Spirit Wolf, Werebear, Tornado, Hurricane
Assassin portrait

Assassin #

The Order of Knives, hunters of magi gone rotten

Claws in both hands. Strikes from hiding.

Starts with
Str 25 · Mag 10 · Dex 30 · Vit 20
Maximum
100 · 60 · 220 · 80
Level 1
55 life, 14 mana
Class skill
Stealth
Arts
Maleficent Strike, Narcosis, Fanaticism, Dragon Flight

Compare the classes #

Attributes: starting value / maximum
ClassStrengthMagicDexterityVitalityTotal
Warrior30 / 25010 / 5020 / 6025 / 10085 / 460
Rogue20 / 5515 / 7030 / 25020 / 8085 / 455
Sorcerer15 / 4535 / 25015 / 8520 / 8085 / 460
Monk25 / 15015 / 8025 / 15020 / 8085 / 460
Necromancer15 / 5025 / 13015 / 6030 / 22085 / 460
Druid20 / 12025 / 12015 / 7025 / 15085 / 460
Assassin25 / 10010 / 6030 / 22020 / 8085 / 460
Life and mana
ClassLife at level 1Mana at level 1Life per levelMana per levelLife per VitalityMana per Magic
Warrior70102121
Rogue4522221 (items 1.5)1 (items 1.5)
Sorcerer30701212
Monk4522221 (items 1.5)1 (items 1.5)
Necromancer713911.521.5
Druid57411.51.51.51.5
Assassin551421.51.51 (items 1.25)
Combat: class bonuses to hit and block, mana cost multiplier, damage bonus
ClassMelee to hitRanged to hitSpell to hitBlockMana costsDamage bonus
Warrior+70+60+50+30× 1level × Strength / 100
Rogue+50+70+50+20× 0.75level × (Strength + Dexterity) / 200
Sorcerer+50+50+70+10× 1level × Strength / 100
Monk+50+50+50+25× 0.75level × (Strength + Dexterity) / 150 with a staff or bare hands, / 300 with any other weapon
Necromancer+50+50+70+15× 1level × Strength / 100
Druid+60+50+60+20× 1level × Strength / 100; as a wolf level × (Strength + Dexterity) / 150; as a bear level × Strength / 75
Assassin+65+60+50+20× 0.85level × (Strength + Dexterity) / 150 with swords or claws, otherwise level × Strength / 100

Each level brings 5 attribute points to spend (fewer once your attributes are close to their maximums). Items can raise an attribute past the class maximum, up to 750. Life and mana never go above 2,000.

How the to-hit, block and damage numbers are used: see combat. The mana cost multiplier applies to every spell and to every art paid with mana.

Class arts #

The Monk, Necromancer, Druid and Assassin learn a class skill at level 1 and an art at levels 6, 12, 18 and 24, without books. They can read books as well. An art grows one level every 3 character levels after it unlocks, up to 15, and "+spell levels" items add to it. The spells page lists them all.

Class items #

12 items belong to one class each: claws for the Assassin, wands for the Necromancer and pelts for the Druid. Other classes cannot use them. For its own class, about 1 in 8 weapon drops (claws, wands) or helm drops (pelts) becomes one of them, Tostig keeps one or two in stock, and the Fallen Champion on depth 9 leaves one.

ItemClassStatsRequiresItem levelBonus
WandNecromancerDamage 1–3—1
Yew WandNecromancerDamage 2–420 Mag6
Bone WandNecromancerDamage 2–635 Mag12+1 to Necromancer arts
Grim WandNecromancerDamage 3–755 Mag18+1 to Necromancer arts
Wolf HeadDruidArmor 8–1120 Str3
Hawk HelmDruidArmor 10–1525 Str8
AntlersDruidArmor 12–1830 Str13+1 to Druid arts
Falcon MaskDruidArmor 15–2135 Str18+1 to Druid arts
KatarAssassinDamage 3–615 Str, 25 Dex1
Wrist BladeAssassinDamage 4–925 Str, 40 Dex6
Hatchet HandsAssassinDamage 6–1235 Str, 60 Dex12
Blade TalonsAssassinDamage 8–1545 Str, 80 Dex18