Seven class paths · three tiers · 35 classes
The Practice Chamber
Here is where you can practice different skills. Young warriors come here to learn the proper techniques of mastering new weapons, and where young mages unviel the power of their magic. You hear weapons clashing and cackles of spells as young adventurers try out in awe of their newly learned skills and spells.
The tier system
Every character follows one of seven class paths through three tiers. Reach level 101 (Hero), type reroll, and you begin again at level 1 in the next tier with more health, better attacks, and a deeper skill list. At tier 3, each tier-2 class chooses one of three final classes.
- Levels run 1–101; level 101 is Hero. Levels above that belong to the immortal staff.
- Type reroll twice to advance your tier. The choice is permanent. You will log back in, choose your race again (including a chance at rare races), and restart at level 1.
- Tier 3 choices are locked to your line: a Wizard can only become Forsaken, Conjurer, or Archmage.
- Skills cap at 75% adept for every class. Practice fills the rest of the bar through use.
- Every tier starts with a better hit table: tier 1 begins at thac0 20, tier 2 at 10, tier 3 at 0 in ROT 1.5b1 (5 in Distorted Illusions).
- A tier-3 character can pay quest points to switch class paths with reroll switch: 1000 qp in ROT 1.5b1, 200 in Distorted Illusions and v3.1. You land in the new path's tier-2 class, then reroll into its tier 3.
- In v3.1, money, quest points, PK and arena ranks, stances, and magic-type mastery all survive a reroll. You can build them across all three tiers on the way to Legend.
The seven lines at a glance
| Line | Tier 1 | Tier 2 | Tier 3 choice |
|---|---|---|---|
| Mage | mage | wizard | forsaken · conjurer · archmage |
| Cleric | cleric | priest | voodan · monk · saint |
| Thief | thief | mercenary | assassin · ninja · bard |
| Warrior | warrior | gladiator | highlander (ROT 1.5b1 & Distorted Illusions) · barbarian (v3.1) · swashbuckler · crusader |
| Ranger | ranger | strider | darkpaladin · hunter · paladin |
| Druid | druid | sage | warlock · alchemist · shaman |
| Shade | shade | lich | fade · necromancer · banshee |
Mage line
> mage → wizard → forsaken · conjurer · archmage
Tier 3 styles: Elemental damage, conjured utility, or defense powered by mana.
Tier 1mage[Mag]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 6–8
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → 6
- Mana class
- yes
Mages trade strength and weapon training for a wide range of offensive spells. They are fragile alone and work best behind a tougher companion.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- magic missile@ 1
Fires dependable bolts of force at one target.
- fireball@ 44
Hurls a volatile burst of fire at one target.
- gate@ 54
Opens a magical route to another creature's location.
- portal@ 70
Creates a temporary doorway that others can use to cross the world.
- prismatic spray@ 75
Blasts a target with unpredictable colored magic and dangerous side effects.
Strengths
- Widest tier-1 offensive spellbook
- Utility that carries groups: invisibility, fly, haste, teleport, identify
Costs
- Worst hit dice in the game (6–8 hp/level)
- Second attack does not arrive until level 50; melee is a last resort
Tier 2wizard[Wiz]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 6–18
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → −4
- Mana class
- yes
Wizards are veteran mages with stronger spells and a larger spellbook. They learn key magic earlier and may take apprentice mages of their own.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- enchant weapon / enchant armor@ 22
Permanently improves suitable weapons or armor, with a risk of spoiling the item.
- elemental shields (fire/ice/shock)@ 20
Wraps the caster in an elemental ward that punishes attackers or resists matching damage.
- dragon breath spells (acid → fire)@ 52
Copies a dragon's breath for heavy elemental damage.
- chain lightning@ 55
Sends lightning through a group, jumping from one victim to the next.
Strengths
- Everything the mage had, earlier and stronger; identify drops from 80 to 20
- Adds enchanting, mass spells, and the dragon-breath suite
Costs
- Trades away dodge and parry, leaving almost no physical defense
- Still the lightest hit dice of tier 2
Tier 3forsaken[Fkn]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 11–28
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −14
- Mana class
- yes
The Forsaken were thirteen great spellcasters who joined the Dark One during the War of the Shadow in exchange for immortality. They call themselves the Chosen.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- flame blade / frost blade@ 40
Conjures an elemental weapon for close combat.
- torrents of flame@ 45exclusive
Pours sustained fire into an enemy for severe magical damage.
- entity@ 92exclusive
Releases the attack stored in a held titan, dragon, or snake figure.
Strengths
- The elemental-damage mage: blades, torrents, and the full wizard arsenal behind them
Costs
- No special defensive trick; you win by ending fights first
Tier 3conjurer[Cjr]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 11–28
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −14
- Mana class
- yes
Conjurers create pets, equipment, and even weather. Their broad utility makes them useful almost anywhere.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- empower blade@ 40exclusive
Creates or strengthens a conjurer's magical blade.
- elemental wards (acid/fire/ice)@ 50
Raises a ward against one elemental damage type.
- conjure blizzard@ 70exclusive
Fills the area with a punishing storm of ice and cold.
- conjure wrath@ 92exclusive
Turns a held conjuration component into a powerful attack.
Strengths
- Largest ability list of any class, tied with alchemist in DI
- Summons, wards, and weather make it the toolbox caster
Costs
- Master-of-none damage next to the forsaken's focused burn
Tier 3archmage[Amg]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 11–28
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −14
- Mana class
- yes
Archmages have survived the deadliest tests of their order. They wield the mage line's strongest offensive magic and a respectable set of defenses.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- mana shield@ 55exclusive
Converts part of the archmage's maximum mana into a large reserve of health.
- mana blast@ 70exclusive
Turns a large reserve of mana into direct offensive force.
- unite@ 90exclusive
Calls illusionary echoes of other adventurers to claw at one target.
- barrier@ 80exclusive
Raises a shimmering barrier that improves Armor Class by 33 for twenty ticks.
Strengths
- The pure-mana specialist: mana shield turns the mana pool into a second health bar
Costs
- Sheds the wizard's holy/utility fringe (harm, demonfire, alignment detection) to get there
Cleric line
> cleric → priest → voodan · monk · saint
Tier 3 styles: Curse magic, unarmed combat, or the strongest healing and protection.
Tier 1cleric[Cle]
- Prime stat
- WIS
- School weapon
- mace
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–14
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → 2
- Mana class
- yes
Clerics are the strongest healers and protectors among the starting classes. Their combat magic is modest, but they can stand in a fight better than a mage.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- cure light@ 3
Restores a small amount of health to one target.
- heal@ 30
Restores a large amount of health to one target.
- gate@ 34
Opens a magical route to another creature's location.
- third attack@ 50
Adds another independent chance for a main-hand swing each combat round.
Strengths
- Best tier-1 healing by far; every group wants one
- Solid armor use and shield block from level 1
Costs
- Weak offense; combat spells are a cut below the mage's
- Worst warrior-line weapon selection
Tier 2priest[Prs]
- Prime stat
- WIS
- School weapon
- mace
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–24
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → 2
- Mana class
- yes
Priests leave the monastery to serve their god in the wider world. They have fair combat ability and an extensive set of healing and protective spells.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- sanctuary@ 29
Surrounds a target with divine protection that greatly cuts incoming damage.
- flight and invisibility@ 26
Grants air travel and concealment from ordinary sight.
- mass healing@ 65
Restores health across the priest's group in one cast.
Strengths
- Sanctuary arrives at 29, and this line owns the game's defining protective spell
- Hit dice jump to 7–24
Costs
- Loses dodge; melee defense rests on armor and faith
Tier 3voodan[Vdn]
- Prime stat
- WIS
- School weapon
- mace
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–36
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −8
- Mana class
- yes
Voodans curse victims from afar with grotesque dolls made from pieces of their target. They give up the priest's healing role for poison, plague, and pain.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- voodoo (doll magic)@ 83exclusive
Uses a prepared doll to harm or afflict a victim from afar.
- protection voodoo@ 23exclusive
Uses doll magic to protect against hostile voodoo effects.
- soul burn@ 50exclusive
Scorches a victim's life force with dark magic.
- voodan curse@ 60exclusive
Places a debilitating curse on a voodoo victim.
Strengths
- The anti-priest: every heal traded for a curse, poison, plague, or drain
- Voodoo dolls hex victims from anywhere in the world
Costs
- Gives up the entire curative kit it was raised on
- Feels less complete than the other two endings in the line
Tier 3monk[Mnk]
- Prime stat
- WIS
- School weapon
- mace
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–36
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −8
- Mana class
- yes
Monks pursue discipline through poverty, study, and martial arts. When they leave their order, they use chi and bare hands to test what they have learned. The answer is still 42.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- chi@ 10exclusive
Focuses inner energy to fuel a monk's special techniques.
- open palm technique@ 28exclusive
Turns an unarmed strike into a stronger controlled blow.
- fists of divinity / flame / fury / ice / liquid@ 45exclusive
Changes the monk's unarmed attacks into specialized elemental or spiritual forms.
- roundhouse@ 69exclusive
Delivers a powerful unarmed kick with high burst potential.
- adamantium palm@ 72exclusive
Strikes with the monk's hardest and most advanced palm technique.
Strengths
- The largest exclusive kit in the game, with an entire unarmed combat system powered by chi
Costs
- Fights bare-handed; nearly all weapons and much of the priest spellbook are gone
- New monks may be unavailable, depending on the realm settings
Tier 3saint[Snt]
- Prime stat
- WIS
- School weapon
- mace
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–36
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −8
- Mana class
- yes
Saints are chosen servants of the gods. They protect their companions, heal terrible wounds, and bring divine force against evil.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- divine protection@ 45exclusive
Grants resistance to one chosen damage type.
- wrath of god@ 49exclusive
Brings divine force down on an enemy for heavy damage.
- protective aura@ 57exclusive
Makes the saint immune to damage for the opening rounds of a fight.
- fortify str/int/wis/dex/con@ 55exclusive
Raises one chosen ability score for the coming challenge.
Strengths
- The definitive healer-buffer: sanctuary at 19, heal at 14, and an exclusive fortify suite
- Earliest gate in the game (level 15)
Costs
- Damage output is an afterthought; a saint wins by outlasting
Thief line
> thief → mercenary → assassin · ninja · bard
Tier 3 styles: Assassinations, martial tricks, or songs that charm and disrupt.
Tier 1thief[Thi]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 5–11
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → −4
- Mana class
- no
Thieves survive through stealth, dirty tricks, and a wide skill set. They can slip into places stronger adventurers avoid and fight better than clerics, though with fewer weapons than warriors.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- backstab@ 1
Opens combat with a high-damage surprise attack.
- sneak & hide@ 6
Conceals the thief's movement and presence from ordinary notice.
- steal@ 9
Attempts to take coins or an item without the victim's consent.
- pick lock@ 10
Opens a locked door or container without its key.
Strengths
- Backstab from level 1
- Best utility spread: haggle, peek, steal, locks, traps
Costs
- Low hit dice and no spells
- Master of nothing until the tier-3 split
Tier 2mercenary[Mer]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 5–22
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → −14
- Mana class
- no
Mercenaries fight for coin. They strike hard, escape quickly, and range from veteran soldiers to young thieves trying to build a reputation.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- lore@ 1
Examines an item to reveal what it is, what powers it carries, and who can use it.
- hand to hand@ 12
Improves accuracy and damage when fighting without a weapon.
- gouge@ 24
Rakes at an enemy's eyes to blind and disrupt them.
- track@ 35
Reads a quarry's trail and points toward its current location.
Strengths
- Hit-and-run specialist; every weapon group opens up
- Lore at level 1 gives you immediate item appraisal
Costs
- Still the thief's hit dice, now expected to fight
Tier 3assassin[Asn]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–33
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −24
- Mana class
- no
Assassins kill for money and train with almost every weapon. They rely on stealth and preparation instead of brute force, and under the right conditions they can end a fight in one strike.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- assassinate@ 22exclusive
Adds a small chance for a prepared backstab to kill outright.
- strangle@ 42exclusive
Silences or incapacitates a victim with a surprise choke.
- nerve@ 65
Strikes a vulnerable point to weaken an enemy's combat ability.
- advanced dagger@ 75
Pushes dagger fighting beyond ordinary weapon proficiency.
Strengths
- Assassinate: the single-strike kill, under the right conditions
- Strangle and nerve shut a victim down before the fight begins
Costs
- Everything depends on the setup; a spotted assassin is just a thin fighter
Tier 3ninja[Nja]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–33
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −24
- Mana class
- no
Ninjas mix martial arts with stealth and ambush tactics. They fight with fists or weapons and carry enough hidden gear to prepare for almost any situation.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- michi@ 10exclusive
Focuses the ninja's spirit into matching bonuses to accuracy and weapon damage.
- smokebomb@ 25exclusive
Fills the area with smoke to break sight and create an escape.
- fists of acid@ 45exclusive
Coats the ninja's unarmed attacks in corrosive force.
- martial arts@ 50
Improves the ninja's unarmed combat beyond basic hand-to-hand training.
Strengths
- Blends the monk's fists with the assassin's stealth
- Smokebomb is the escape button the assassin never gets
Costs
- Falls between the monk's fists and the assassin's burst damage
- May be unavailable whenever new monks are disabled
Tier 3bard[Brd]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–33
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −24
- Mana class
- no
Bards weave enchantments through music instead of mana. They are at home in inns and taverns, but they can still fight when the room gets ugly.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- charm song@ 22exclusive
Uses music to bend a listener into following the bard.
- sonic blast@ 28exclusive
Weaponizes sound for direct magical damage.
- calming song@ 42exclusive
Soothes aggression and can bring a fight to a stop.
- claw technique / fang fists@ 45exclusive
Turns the bard's close combat into sharper animal-style strikes.
Strengths
- Song magic needs no mana; sing to charm, blast, and calm
Costs
- The songbook is short
Warrior line
> warrior → gladiator → highlander · swashbuckler · crusader (v3.1: barbarian replaces highlander)
Tier 3 styles: Quickening powered by PK, relentless swordplay, or mastery of every weapon.
Tier 1warrior[War]
- Prime stat
- STR
- School weapon
- sword
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–16
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → −11
- Mana class
- no
Warriors live for combat. They lack spells and subtle tricks, but no starting class matches their weapons, durability, or direct approach.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- every weapon group@ 1
Lets the warrior train with every major family of weapons.
- third attack@ 10
Adds another independent chance for a main-hand swing each combat round.
- fourth attack@ 65
Adds a chance for another main-hand strike after the first three attacks.
- fifth attack@ 77
Adds a late-game chance for a fifth main-hand strike in the round.
Strengths
- Best tier-1 hit dice and hit table
- Third attack at level 10 while mages wait forever for a second
Costs
- No answers beyond the blade: no stealth, no spells, no shortcuts
Tier 2gladiator[Gla]
- Prime stat
- STR
- School weapon
- sword
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–26
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → −20
- Mana class
- no
Gladiators train with every kind of weapon and a long list of combat maneuvers. They earn their reputation in the arena by fighting monsters and warriors alike.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- third attack@ 1
Adds another independent chance for a main-hand swing each combat round.
- berserk@ 17
Trades restraint and some defense for harder, more aggressive fighting.
- stun@ 23
Adds a chance for a heavy combat maneuver to leave the victim unable to act.
- fifth attack@ 70
Adds a late-game chance for a fifth main-hand strike in the round.
Strengths
- Third attack from level 1; the arena crowd-pleaser
- Even picks up minor cures for self-sufficiency
Costs
- Still all-melee; a slowed gladiator is a sad gladiator
Tier 3highlander[Hdr]ROT 1.5b1 & Distorted Illusions only
- Prime stat
- STR
- School weapon
- sword
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 15–39
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −30
- Mana class
- no
Highlanders are solitary mountain warriors who draw power from defeated rivals. They live off the land and bring enemies down with brute strength.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- quickening@ 25exclusive
Hurts the highlander to gain enough agility to become harder to hit.
- decapitate@ 50exclusive
Attempts a brutal finishing blow with a bladed weapon.
- blade mastery@ 75exclusive
Raises the highlander's skill with bladed weapons beyond ordinary training.
- deathblowexclusive
Gives the highlander a rare chance to turn a melee hit into a killing blow.
Strengths
- A unique Power system fueled by your PK rating
- Decapitate executes mortally wounded victims; deathblow finishes fights in style
Costs
- Power comes from PK: a pacifist highlander is running on fumes
- Quickening literally hurts (self-damage and halved mana) before it helps
Tier 3barbarian[Bar]v3.1 only
- Prime stat
- STR
- School weapon
- sword
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 15–39
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 5 → −30
- Mana class
- no
The v3.1 replacement for the highlander: a savage front-line warrior whose rage does what the highlander's quickening once did, without the PK dependency.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- furyexclusive
Sends the v3.1 barbarian into a punishing offensive rage.
- whirlwindexclusive
Sweeps a weapon through several nearby enemies.
- hammerblowexclusive
Commits to one crushing strike with high burst damage.
Strengths
- Fury, whirlwind, and hammerblow deal area damage without setup
Costs
- Loses the highlander's legend: no quickening, no power-from-victims
Tier 3swashbuckler[Sbl]
- Prime stat
- STR
- School weapon
- sword
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 15–39
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −30
- Mana class
- no
Swashbucklers are master swordsmen who can turn an opponent's attack against them. They attack more often than any other class and hit hard with every blow.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- riposte@ 20exclusive
Answers a missed or deflected attack with an immediate counterstrike.
- coup de coup@ 55exclusive
Sometimes turns an enemy's shield defense into an impaling counterattack.
- sixth attack@ 70exclusive
Adds the highest regular extra-attack chance in the class paths.
Strengths
- The only class in the game with a sixth attack
- Riposte turns defense into offense
Costs
- Sword-focused where the crusader masters everything
Tier 3crusader[Csr]
- Prime stat
- STR
- School weapon
- sword
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 15–39
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −30
- Mana class
- no
Crusaders turn faith into martial power. They gather into armies and take up long campaigns against anyone they consider an unbeliever.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- advanced axe/flail/mace/polearm/spear/whip@ 51exclusive
Lets the crusader master a chosen martial weapon family beyond normal training.
- lunge@ 25
Commits to a forceful forward strike for extra melee damage.
- holy word@ 63
Releases divine power across the room, helping allies and punishing enemies by alignment.
Strengths
- The weapon master: advanced mastery in every weapon group at 51
- A dash of holy magic on top of warrior steel
Costs
- No single flashy exclusive; its power comes from breadth
Ranger line
> ranger → strider → darkpaladin · hunter · paladin
Tier 3 styles: Dark magic, animal companions, or a paladin's healing and protection.
Tier 1ranger[Ran]
- Prime stat
- STR
- School weapon
- spear
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 8–15
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → −4
- Mana class
- yes
Rangers are traveling warrior-druids who protect lost travelers, track bounties, and scout for armies. They are usually solitary and at their best far from town.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- second attack@ 1
Adds a chance for one more main-hand swing during each combat round.
- blend@ 16
Camouflages the ranger against the surrounding terrain.
- track@ 20
Reads a quarry's trail and points toward its current location.
- ambush@ 60
Launches a prepared surprise attack from concealment.
Strengths
- Second attack at level 1 gives it the fastest fighting start in tier 1
- Fighter frame with a druid's cures and a scout's tracking
Costs
- Never the best at either half of the warrior-druid bargain
Tier 2strider[Str]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 8–25
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → −14
- Mana class
- yes
Striders are veteran scouts who can survive for months beyond civilization. Their tracking and combat skills are strongest in the forest.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- forestwalk@ 31
Moves through forest terrain quickly and with less trouble.
- barkskin@ 36
Hardens the strider's skin into natural armor.
- herb@ 43
Finds and prepares a useful wilderness herb.
- detect terrain@ 66
Reads the land to identify the current terrain and its tactical effects.
Strengths
- The full wilderness kit: herbs, barkskin, terrain sense, forest travel
- Self-sufficient anywhere on the map
Costs
- Loses some of the ranger's plain cures along the way
Tier 3darkpaladin[Dpn]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 12–37
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −24
- Mana class
- yes
Dark paladins, also called Death Knights, are fallen champions with unnatural strength and cruel magic. They wear black armor, wield wicked blades, and replace blessings with curses.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- fear aura@ 61
Projects supernatural terror that can weaken or drive off nearby enemies.
- darkshield@ 66
Surrounds the dark paladin with a cruel protective ward.
- demonfire@ 82
Calls infernal fire onto an enemy for heavy magical damage.
Strengths
- A knight's chassis running curse, plague, and drain instead of blessings
Costs
- The nature kit is burned away with the faith
- Few distinctive abilities of its own in DI
Tier 3hunter[Htr]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 12–37
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −24
- Mana class
- yes
Hunters are self-sufficient wilderness fighters. Their full skill set comes alive in the forest, and they visit civilization mainly to trade.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- crevice@ 58exclusive
Opens the ground beneath one target for heavy crushing damage.
- overgrowth@ 60exclusive
Temporarily makes the current room count as forest.
Strengths
- The deepest wilderness kit in the game, kept and sharpened
- In Distorted Illusions, hunters fight beside a loyal falcon companion
Costs
- At its best outdoors; dungeons blunt half the toolbox
Tier 3paladin[Pdn]
- Prime stat
- INT
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 12–37
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −24
- Mana class
- yes
Paladins are holy warriors devoted to fighting evil. Their god grants them healing, protection, and the power to drive back darkness.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- layhands@ 2exclusive
Heals through divine self-sacrifice, with a heavier cost when used on someone else.
- courage@ 30exclusive
Bolsters resolve against fear and other morale-breaking effects.
- call to arms@ 55exclusive
Summons city enforcers to fight under the paladin's command.
- sanctuary@ 53
Surrounds a target with divine protection that greatly cuts incoming damage.
Strengths
- Knightly steel plus real healing, with layhands at level 2 and sanctuary at 53
- Party leadership skills no one else has (courage, call to arms, lead)
Costs
- Locked to the righteous path; the toolkit assumes you mean it
Druid line
> druid → sage → warlock · alchemist · shaman
Tier 3 styles: Draining magic, item crafting, or a broad mix of healing and wilderness spells.
Tier 1druid[Dru]
- Prime stat
- WIS
- School weapon
- polearm
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–14
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → 0
- Mana class
- yes
Druids protect the natural world, whether they make their home in forests, deserts, mountains, or by the sea. They are happiest far from mortal construction.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- faerie fire@ 2
Outlines a victim in magical light and makes the target easier to hit.
- control weather@ 20
Pushes the local weather warmer, colder, calmer, or more violent.
- earthmeld@ 39
Blends the druid into natural ground for concealment and safety.
- call lightning@ 48
Pulls lightning from a storm onto an enemy.
Strengths
- Huge spell list mixing offense, cures, and weather
- Haste arrives at 25, remarkably early for tier 1
Costs
- Jack-of-all-spells depth without the mage's raw damage
Tier 2sage[Sag]
- Prime stat
- WIS
- School weapon
- polearm
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–24
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → −10
- Mana class
- yes
Sages are self-taught scholars who range from Buddhist monks to librarians. Their broad studies give them a balanced mix of offensive and defensive magic.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- fireball@ 34
Hurls a volatile burst of fire at one target.
- identify@ 32
Reveals detailed properties, powers, and restrictions on an item.
- empower@ 58
Binds a known spell into a new potion or scroll.
Strengths
- Equal parts offense and defense, making it the balanced caster of tier 2
Costs
- Loses the druid's stealth fringe (hide, sneak, envenom)
Tier 3warlock[Wlk]
- Prime stat
- WIS
- School weapon
- polearm
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–36
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −20
- Mana class
- yes
Warlocks usually study under a single master instead of a formal mage tower. That freedom gives them a wide and dangerous range of spells.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- dimension walk@ 31exclusive
Steps outside ordinary space to reach a creature elsewhere on the same continent.
- channel@ 57exclusive
Raises a static field that improves the warlock's saving throws against magic.
- domineer@ 65exclusive
Makes a monster aggressive toward everyone except its warlock master.
- soulbind@ 71exclusive
Turns one controlled zombie into the warlock's empowered pet.
- headache@ 90exclusive
Inflicts mental pain that lowers the victim's hitroll.
Strengths
- The dark channeler: an exclusive suite of drains, binds, and dimensional tricks
Costs
- Much of the sage's honest utility is traded for it
Tier 3alchemist[Amt]
- Prime stat
- WIS
- School weapon
- polearm
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–36
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −20
- Mana class
- yes
Alchemists create potions and scrolls with a word. They prefer preparation to direct combat, though their broad magic gives them options when a fight finds them.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- acid blade@ 40exclusive
Creates or coats a weapon with corrosive acid damage.
- high explosive@ 50exclusive
Hits one target with the alchemist's largest fixed burst of piercing damage.
- transmute@ 90exclusive
Changes a weapon's damage type by consuming a philosopher's stone.
Strengths
- Potion-and-scroll industry in class form; one of the two largest ability lists
Costs
- Few abilities that feel uniquely alchemical
Tier 3shaman[Shn]
- Prime stat
- WIS
- School weapon
- polearm
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 10–36
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −20
- Mana class
- yes
Shamans inherit generations of tribal knowledge. Their magic mixes healing, illusion, travel, and practical wilderness craft.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- generations@ 53exclusive
Channels ancestral knowledge for +20 hitroll and 39 points of Armor Class.
- illusionary armor@ 35
Makes the target appear mightier while adding health and mana.
- gate@ 55
Opens a magical route to another creature's location.
Strengths
- Generalist healer-caster with the ranger's herb-and-blend fieldcraft
Costs
- Feels less complete than the other two druid endings
Shade line
> shade → lich → fade · necromancer · banshee
Tier 3 styles: Shadow movement, an undead army, or a deadly scream.
Tier 1shade[Shd]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 5–11
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 20 → −30
- Mana class
- yes
Shades are dead souls that have returned from the netherworld. Some appear as fog, others as perfect copies of the living, and none of them are safe company.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- envenom@ 11
Applies poison to a weapon so later hits can sicken the victim.
- curse@ 32
Weakens a victim's luck and combat effectiveness.
- displace@ 70
Shifts the shade out of exact position so attacks strike the wrong place.
Strengths
- Absurd hit table for tier 1 in ROT 1.5b1 (thac0 to −30)
- Caster and skulker in one
Costs
- Thief hit dice with a spellbook to feed
- Distorted Illusions reined the hit table back in (−6 at 32)
Tier 2lich[Lic]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 5–21
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 10 → −40
- Mana class
- yes
Liches are powerful mages returned as cursed undead. They keep much of their magic, drain life from victims, and can still put a knife in someone's back.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- deathshield@ 11
Wraps the lich in necromantic protection that punishes or resists attackers.
- shadowgate@ 46
Travels through shadow to another location.
- feed@ 75
Drains life from a victim to restore the undead attacker.
Strengths
- Backstab, spells, and deathshield make it a true hybrid predator
- Second attack at 10, third at 20; early combat tempo no other caster gets
Costs
- Still brittle; deathshield is doing a lot of work
Tier 3fade[Fde]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–31
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −50
- Mana class
- yes
Myrddraal are eyeless commanders of the Trollocs who see clearly in light or darkness. They inspire paralyzing fear, vanish through shadows, and dislike crossing running water.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- darken blade@ 40exclusive
Imbues a weapon with shadow for stronger or more dangerous strikes.
- phase@ 72exclusive
Steps partly out of the world to avoid attacks or move through shadow.
- feed@ 50
Drains life from a victim to restore the undead attacker.
Strengths
- The sharpest hit table in ROT 1.5b1 (thac0 to −50) and shadow mobility to use it
- Drinks blood like a vampire
Costs
- Lowest tier-3 hit dice alongside its siblings
Tier 3necromancer[Ncr]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–31
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −50
- Mana class
- yes
Necromancers raise and command the dead. Their curses cripple enemies while an army of corpses does the killing, and they are capable ambushers themselves.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- animate skeleton@ 10exclusive
Raises a basic skeletal servant from suitable remains.
- animate dead@ 30exclusive
Raises a stronger corpse servant to follow the necromancer.
- flesh golem@ 41exclusive
Builds a durable corpse construct to absorb punishment and fight.
- mummify@ 70exclusive
Creates a powerful preserved undead servant.
- iron golem@ 80exclusive
Constructs the necromancer's toughest golem from iron.
Strengths
- A pet army of skeletons, zombies, golems, and mummies makes a marching graveyard
Costs
- The army is the class; alone and out of corpses, it's a thin spellcaster
Tier 3banshee[Bns]
- Prime stat
- DEX
- School weapon
- dagger
- HP / level
The class's base health roll each time you level. The final gain is usually about twice that number, plus any constitution bonus.
- 7–31
- Thac0
Accuracy at the start and end of the tier. A score of 20 → 6 improves from 20 to 6 as you level. Lower is better.
- 0 → −50
- Mana class
- yes
Banshees are translucent undead spirits whose tormented wail carries across the realm. They exist to destroy the living.
Signature abilities
The listed level shows when the ability unlocks in ROT 1.5b1. A few unlock earlier or later in the other realms.
- shriek@ 25exclusive
Focuses a banshee's wail on one victim for mental damage and deafness.
- feed@ 50
Drains life from a victim to restore the undead attacker.
- fear aura@ 61
Projects supernatural terror that can weaken or drive off nearby enemies.
Strengths
- Shriek damages minds and deafens ears, and nobody else has it
Costs
- A focused kit; outside the scream it leans on the shared shade toolbox
Other realm differences
- Distorted Illusions tempers the shade line's unusually low thac0. Hunters there also fight beside a falcon companion.
- v3.1 has more to do after level 101, including Focus tracks, tougher enemy tiers, and achievement rewards. See Advancement & the endgame.
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