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In Crossfire, all players start off with the basic skills of their profession. These 'classes' result in specific skills, characters stats and equipment (or lack of) being made available for a new characters.
The following table outlines the various stat modifications that each class makes to a character upon selection. For more detailed information about other traits that each brings click the link in the table: Unlike races these stat point changes only affect the intial stat point distribution and do not affect the maximums of each type.
Image | Class | Str | Dex | Con | Int | Wis | Pow | Cha | Net +/- 1) | Starting Equipment | Special Equipment | Starting Skills |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Religious | ||||||||||||
monks | +2 | +2 | +1 | +1 | -1 | 0 | 0 | +5 | Robe, Sack, Sandals | Can´t use weapons, Bow, Meditation, Karate, Sense Magic, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | ||
paladins | +0 | -1 | 0 | -2 | 2 | 1 | 1 | 0 | Broadsword, Plate/Shield/Full helm, 1 Prayerbook, Holy Symbol | Holy symbol w/protective magic | Weapon, Bow, Praying, Oratory, find traps, use magic item, literacy, disarm traps | |
priests | -2 | -2 | -1 | 0 | 3 | 2 | 2 | 0 | Robe, Quarterstaff, 2 Prayerbooks | Weapon, Praying, Sense Curse, find traps, use magic item, literacy, disarm traps | ||
Thieves | ||||||||||||
ninjas | +1 | +2 | +1 | 0 | -2 | -2 | -1 | 0 | Nunchaku, Leather Armour, Bag, Cloak | Weapon, Bow, Jumping, Hiding, Karate, , find traps, use magic item, literacy, disarm traps | ||
thieves | 0 | +3 | -2 | +1 | -1 | -1 | -3 | 0 | Cloak, Shortsword, Lockpicks, Leather Armour | Weapon, Bow, Stealing, Jeweler, find traps, use magic item, literacy, disarm traps | ||
Warriors | ||||||||||||
barbarians | +3 | +2 | +3 | -6 | -1 | -1 | -2 | 0 | Mace, Leather Armour, Helmet, Sack, Round Shield, Boots | No Literacy, Weapon, Bow, Climbing, Woodsman | ||
swashbucklers | +1 | +2 | +1 | -1 | -2 | -1 | +1 | 0 | Lightsword, Dagger, Amulet, Sack | Weapon, Bow, Stealing, Singing, find traps, use magic item, literacy, disarm traps | ||
warriors | +2 | +1 | +1 | -2 | -1 | -1 | 0 | 0 | Sword, Chain/Shield, Sack | Weapon, Bow, find traps, use magic item, literacy, disarm traps | ||
Wizards | ||||||||||||
alchemists | -3 | 0 | -1 | +3 | 0 | +1 | 0 | 0 | Robe, 2 Random Spellbooks, Talisman, Dagger, Cauldron | Talisman: attuned detonate, transmute | Weapon, Alchemy, Thaumaturgy (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | |
devotees | -2 | 0 | -2 | 0 | +2 | +2 | 1 | 0 | Robe, Staff, 2 Prayerbooks, 1 Spellbook | Weapon, Magic, Praying, find traps, use magic item, literacy, disarm traps | ||
evokers | -2 | 0 | -1 | 0 | 0 | +3 | 0 | 0 | Robe, Talisman, 2 Random Spellbooks, Shorstword, Staff | Talisman: attuned fire, frost, electricity; repelled mind, summon, transfer, transmute | Weapon, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | |
sorcerers | -3 | +2 | -3 | +3 | -2 | +3 | -1 | 0 | Robe & Hat (+1 SP), 3 Random Spellbooks | Hat +1sp; | No melee weapon skill, Sense Magic, Thaumaturgy, find traps, use magic item, literacy, disarm traps | |
summoners | -1 | 0 | -1 | +1 | 0 | +1 | 0 | 0 | Robe, 2 Random Spellbook, Talisman, Shortsword, 1 Prayerbook | Talisman: attuned summon, repelled turning | Weapon, Praying (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | |
warlocks | +1 | -1 | +1 | 0 | -2 | +1 | 0 | 0 | Lightsword, Leather Armour, 2 Spellbooks, Talisman | Weapon, Bow, (Magic-by Talisman), find traps, use magic item, literacy, disarm traps | ||
wizards | -2 | 0 | -2 | +2 | 0 | +2 | 0 | 0 | Robe, 2 Random Spellbooks, Dagger, 1 Prayerbook | Weapon, Praying, Magic, find traps, use magic item, literacy, disarm traps |