SlayerQuest - Classes

Current plans are to support the following player classes:

WarriorsPure SpellcastersHybrid Spellcasters
FighterSorcererHunter
MarksmanClericRogue
BardPaladin

A character's class provides a class adjustment to each ability score. Class also provides half of the "base" for a character's HP and SP. These adjustments are displayed in the following table.

ClassSTRDEXCONINTWISPERHP BaseSP Base
Fighter+4+2+2-4-2+011NA
Marksman+0+4+1+0-2-19NA
Sorcerer-4+2-2+4+0+239
Cleric-2-4+0+2+4+259
Bard+0+2-2+2-2+467
Hunter-1+2+2+1+1-185
Rogue+0+4-2+2-2+276
Paladin+2-2+0-2+2+496

In addition, each class possesses special attributes and properties. Additionally, each class is granted a "progression" for determining their melee, missile, and evasion skill. The details of the progressions are detailed elsewhere.
ClassAttributesMelee Combat ProgressionMissile Combat ProgressionEvasion Progression
Fighter+1 Attack/round with all melee weapons

Can Dual Wield

SuperbExcellentGood
Marksman+1 Attack/round with all missile weapons

Partial Search Check without Search Mode

ExcellentSuperbExcellent
SorcererCan Use Eldritch Orbs

+1 Spell Point

PoorAverageExcellent
ClericCan Use Holy Symbols

+1 Spell Point

AveragePoorGood
BardCan Use Magic InstrumentsAverageGoodExcellent
HunterStride Bonus (+2)

Partial Search check without Search Mode

GoodExcellentGood
RogueCan Dual Wield

Partial Search check without Search Mode

Bonus to Stealth, Search, and Trap Skills

GoodGoodSuperb
PaladinImmunity: FearExcellentAverageGood

The experience needed to increase in level is determined by the combination of race and class. The race page details the percentage of the standard experience totals needed for a level. The experince totals are described on the level page. The starting equipment/inventory for each race/class combination is described elsewhere.