The Classes

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 CanĀ“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
rangers +1 +2 -1 +2 0 -1 -4 -1 Hunter's Bow, Arrors, Dagger, Leather Armour 1H Weapons, Woodsman, Missle Weapons, Hiding
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
1) Charisma not included in Net calculation.