There are 17 classes to choose from, and each class has a male and a female hero. However, only after 5, 8, 9 and 10 generations, will the Swordmage, Warden, Invoker and Avenger classes be unlocked respectively.
The two sexes for a class differ in race and starting abilities. However, the class abilities, hit points per level, and primary ability remain the same.
Starting Statistics[]
The top number in each row is for the Male hero, and the bottom number is for the Female hero.
- In the equipment column '*' denotes any inherited 1h weapon will be worn as a shield (On female characters only).
- For classes that wear light armor, the larger of the character's Dexterity or Intelligence bonus is added to base AC.
By Sex[]
The following shows the averages for a given sex across all classes.
Sex | AC | Atk | HP | STR | CON | DEX | INT | WIS | CHA |
---|---|---|---|---|---|---|---|---|---|
Female | 14.9 | 3.8 | 24.8 | 13.2 | 12 | 13.3 | 13.7 | 12.1 | 13.9 |
Male | 14.8 | 3.4 | 24.8 | 14.2 | 12 | 13.1 | 12.8 | 12.6 | 14.9 |
By the stats, the best sex for each class is:
- Cleric: female
- Fighter: male (debatable: better stats, fewer hitpoints)
- Paladin: male
- Ranger: female
- Rogue: male
- Warlock: female
- Warlord: male
- Wizard: male (debatable: Female has higher INT which equals higher Atk and AC)
- Swordmage: male (debatable: Female has higher INT which equals higher Atk and AC)
- Sorcerer: male
- Druid: male (debatable: Female has 1 stat higher, male 7 more HP)
- Bard: male
- Barbarian: female
- Warden: male
- Invoker: female (debatable: several lower stats but much higher INT)
- Avenger: male
- Shaman: female
Class Proficiencies[]
Each class can only use a specific set of items, as demonstrated below.
Class | Armor / Offhand | Axe | Dagger | Holy Symbol | Mace | Orb | Rod | Staff | Sword | Totem | Wand |
---|---|---|---|---|---|---|---|---|---|---|---|
Cleric | Heavy / Shield | X | X | X | |||||||
Fighter | Heavy / Shield | X | X | X | X | ||||||
Paladin | Heavy / Shield | X | X | X | X | X | |||||
Ranger | Light / Weapon | X | X | X | X | ||||||
Rogue | Light / Weapon | X | X | ||||||||
Warlock | Light / Weapon | X | X | X | X | ||||||
Warlord | Heavy / Shield | X | X | X | X | ||||||
Wizard | Light / Weapon | X | X | X | X | ||||||
Swordmage | Light / Weapon | X | X | ||||||||
Sorcerer | Light / Weapon | X | X | X | X | ||||||
Druid | Light / Weapon | X | X | X | |||||||
Bard | Light / Weapon | X | X | ||||||||
Barbarian | Light / Weapon | X | X | X | X | ||||||
Warden | Heavy / Shield | X | X | X | X | ||||||
Invoker | Light / Weapon | X | X | X | |||||||
Avenger | Light / Weapon | X | X | X | X | ||||||
Shaman | Light / Weapon | X | X | X |
Class Powers[]
The first (basic) class power is gained after Generation 3, the second is gained at Generation 6.
Cleric | Lesser Healing | Heals yourself for 4 HP + 2 HP per level (6 HP at 1st level, 8 at 2nd, etc.) |
Consult Oracle | See visions of the future. Tells you which ability the next 3 encounters will check OR fails saying 'Dexterity'. | |
Fighter | Unstoppable | +2 Strength, Damage Reduction 2 for [level] encounters |
Bull Rush | Gather your might and charge ahead. Goes straight to the next encounter and adds a +2 bonus to it. Does not rush to the final encounter, but still gives the bonus | |
Paladin | Sacred Circle | +3 Armor Class and +3 vs Undead for 4 encounters |
Celestial Charger | Gallop past the next encounter. Entirely removes the next encounter from the adventure changing the total number of encounters required to complete the adventure. Works on story encounters, cannot be used on final encounter. | |
Ranger | Jaws of the Wolf | +2 Attack, +2 Dexterity for 5 encounters |
Quickdraw |
Restock your potions mid-adventure. Equip two new potions during your adventure. NOTES:
| |
Rogue | Quick Fingers | +3 DEX, +3 vs. Traps for 3 encounters |
Pick Pockets | Increase gold gained for 4 encounters. Amount of Gold gained for 4 encounters doubles. (Does not count towards final score) | |
Warlock | Shadow Walk | +3 Charisma and +3 Constitution and +3 vs Magic for 3 encounters |
Dark One's Own Luck | Raise the stakes for the next 3 encounters. Receive the maximum gold and/or damage. (Counts toward final score) | |
Warlord | Stand Tough | +3 Strength, remove and prevent any penalties during 4 encounters. |
Guide the Charge | Increased maximum buffs from friends. Buff Cap 4 for 3 encounters. | |
Wizard | Magic Missile | +5 attack for 3 turns |
Hallucinatory Item | Make a random (non-potion, usable) item for the adventure. Lasts until adventure is over | |
Swordmage | Silversteel Veil | Take a d20 roll of 10 on your next encounter |
Glamor Blade | Infuse your weapon with power. Doubles all stats on main hand weapon for 2 encounters. | |
Sorcerer | Chaos Power | (bugged) |
True Portal | (bugged) | |
Druid | Stalker's Eyes | +3 Wis, +2 Int, +1 Atk for 4 encounters |
Primal Tiger |
(Bugged) Different effect from the following description. Druid's base Strength becomes 15 +1 per level, Dexterity becomes 15 +1 per level, Constitution become 15 +1 per level, Intelligence becomes 5, Wisdom becomes 5, and Charisma becomes 5 for the next 3 encounters. | |
Bard | Versatile Glamour | (bugged) |
Words of Friendship | (bugged) | |
Barbarian | Avalanche Strike | Barbarian berserks gaining +7 attack and -2 AC for 3 encounters. |
Bloodhunt Rage | Player gets ever greater powers on success. Bonus to Atk, AC, Str, Con, Dex of +1 initially, and further +1 per successful encounter. Effect ends at an unsuccessful encounter, or after 6 encounters (i.e. max +6 for 6 encounters). NOTE: Upon failure, removes bonus effects gained from potions or the Avalache Strike ability. | |
Warden | Earth Gift | +4 Con and +4 Wis for 2 encounters. |
Form of the Jungle Lord | +4 to Str, Con, Dex, Int, Wis, Cha, Atk, and AC for 4 encounters. | |
Invoker | Armor of Wrath | +2 Attack, AC, and Int for 4 encounters |
Summon Angel of Victory | Possibly bugged. Low bonuses will be increased somewhat, and high bonuses will be greatly reduced (as if they are being averaged). Should only be used on checks tied to your worst abilities (and never AC, which will likely be reduced by 10 or more). | |
Avenger | River of Life | Heals 3 HP plus 3 HP after each of the next 5 encounters (bugged, does not heal initial 3 HP) |
Avenging Echo | +5 on the encounter after the next failed encounter (within 6 encounters) | |
Shaman | Call Spirit Companion | Your next roll will be a 1,2,18,19,or 20 |
Spirits of Battle | (bugged?) |
Levels[]
Each class starts at Level 1 and has the same XP requirements for levels. A character retires at Level 11, after finishing the current adventure.
Depending on which level a player plays an adventure, an estimate of their score at the end of each level is provided in the table below. For example, if a player tends to play an adventure that is at their current level then at the end of level 7 they can expect to have a score that is close to 9,202 versus a player that (if lucky) plays adventures that are +2 of their current level can expect to have a score around 11,482. This provides a gauge to where your score level is compared to the average.
Level |
XP at End of Lvl |
Estimated Score Playing -1 Lvl |
Estimated Score Playing At Lvl |
Estimated Score Playing +1 Lvl |
Estimated Score Playing +2 Lvl |
---|---|---|---|---|---|
Level 1 | 1000 | 247 | 247 | 307 | 367 |
Level 2 | 1500 | 619 | 709 | 859 | 1,009 |
Level 3 | 2000 | 1,234 | 1,444 | 1,714 | 1,984 |
Level 4 | 2500 | 2,152 | 2,512 | 2,932 | 3,352 |
Level 5 | 3000 | 3,435 | 3,975 | 4,575 | 5,175 |
Level 6 | 4000 | 5,385 | 6,165 | 7,005 | 7,845 |
Level 7 | 5000 | 8,122 | 9,202 | 10,342 | 11,482 |
Level 8 | 6000 | 11,767 | 13,207 | 14,707 | 16,207 |
Level 9 | 7000 | 16,439 | 18,299 | 20,219 | 21,719 |
Level 10 | 8000 | 22,259 | 24,599 | 26,519 | 28,019 |