The gates ofMUD Tribute · established 1998

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

LineTier 1Tier 2Tier 3 choice
Magemagewizardforsaken · conjurer · archmage
Clericclericpriestvoodan · monk · saint
Thiefthiefmercenaryassassin · ninja · bard
Warriorwarriorgladiatorhighlander (ROT 1.5b1 & Distorted Illusions) · barbarian (v3.1) · swashbuckler · crusader
Rangerrangerstriderdarkpaladin · hunter · paladin
Druiddruidsagewarlock · alchemist · shaman
Shadeshadelichfade · 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
    Fires dependable bolts of force at one target.
    @ 1
  • fireball
    Hurls a volatile burst of fire at one target.
    @ 44
  • gate
    Opens a magical route to another creature's location.
    @ 54
  • portal
    Creates a temporary doorway that others can use to cross the world.
    @ 70
  • prismatic spray
    Blasts a target with unpredictable colored magic and dangerous side effects.
    @ 75
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 25
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 25
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 45
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 53
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 50
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 15
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 2
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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.
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 15
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 15
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 35
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 43
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 40
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 5
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Conjures an elemental weapon for close combat.
    @ 40
  • torrents of flame
    Pours sustained fire into an enemy for severe magical damage.
    @ 45exclusive
  • entity
    Releases the attack stored in a held titan, dragon, or snake figure.
    @ 92exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 10
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 10
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 25
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 33
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 30
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 3
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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.
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 10
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 10
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 25
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 33
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 30
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 3
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Converts part of the archmage's maximum mana into a large reserve of health.
    @ 55exclusive
  • mana blast
    Turns a large reserve of mana into direct offensive force.
    @ 70exclusive
  • unite
    Calls illusionary echoes of other adventurers to claw at one target.
    @ 90exclusive
  • barrier
    Raises a shimmering barrier that improves Armor Class by 33 for twenty ticks.
    @ 80exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 10
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 10
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 25
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 33
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 30
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 3
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Restores a small amount of health to one target.
    @ 3
  • heal
    Restores a large amount of health to one target.
    @ 30
  • gate
    Opens a magical route to another creature's location.
    @ 34
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 50
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 36
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 53
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 60
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 15
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Surrounds a target with divine protection that greatly cuts incoming damage.
    @ 29
  • flight and invisibility
    Grants air travel and concealment from ordinary sight.
    @ 26
  • mass healing
    Restores health across the priest's group in one cast.
    @ 65
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 26
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 43
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 50
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 5
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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)
    Uses a prepared doll to harm or afflict a victim from afar.
    @ 83exclusive
  • protection voodoo
    Uses doll magic to protect against hostile voodoo effects.
    @ 23exclusive
  • soul burn
    Scorches a victim's life force with dark magic.
    @ 50exclusive
  • voodan curse
    Places a debilitating curse on a voodoo victim.
    @ 60exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 16
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 33
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 40
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 3
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Focuses inner energy to fuel a monk's special techniques.
    @ 10exclusive
  • open palm technique
    Turns an unarmed strike into a stronger controlled blow.
    @ 28exclusive
  • fists of divinity / flame / fury / ice / liquid
    Changes the monk's unarmed attacks into specialized elemental or spiritual forms.
    @ 45exclusive
  • roundhouse
    Delivers a powerful unarmed kick with high burst potential.
    @ 69exclusive
  • adamantium palm
    Strikes with the monk's hardest and most advanced palm technique.
    @ 72exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 16
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 33
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 40
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 3
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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.
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 16
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 33
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 40
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 3
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Opens combat with a high-damage surprise attack.
    @ 1
  • sneak & hide
    Conceals the thief's movement and presence from ordinary notice.
    @ 6
  • steal
    Attempts to take coins or an item without the victim's consent.
    @ 9
  • pick lock
    Opens a locked door or container without its key.
    @ 10
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 18
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 36
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 1
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 9
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 1
  • hand to hand
    Improves accuracy and damage when fighting without a weapon.
    @ 12
  • gouge
    Rakes at an enemy's eyes to blind and disrupt them.
    @ 24
  • track
    Reads a quarry's trail and points toward its current location.
    @ 35
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 8
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 26
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 1
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 1
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Adds a small chance for a prepared backstab to kill outright.
    @ 22exclusive
  • strangle
    Silences or incapacitates a victim with a surprise choke.
    @ 42exclusive
  • nerve
    Strikes a vulnerable point to weaken an enemy's combat ability.
    @ 65
  • advanced dagger
    Pushes dagger fighting beyond ordinary weapon proficiency.
    @ 75
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 6
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 16
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 1
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 1
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Focuses the ninja's spirit into matching bonuses to accuracy and weapon damage.
    @ 10exclusive
  • smokebomb
    Fills the area with smoke to break sight and create an escape.
    @ 25exclusive
  • fists of acid
    Coats the ninja's unarmed attacks in corrosive force.
    @ 45exclusive
  • martial arts
    Improves the ninja's unarmed combat beyond basic hand-to-hand training.
    @ 50
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 6
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 16
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 1
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 1
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Uses music to bend a listener into following the bard.
    @ 22exclusive
  • sonic blast
    Weaponizes sound for direct magical damage.
    @ 28exclusive
  • calming song
    Soothes aggression and can bring a fight to a stop.
    @ 42exclusive
  • claw technique / fang fists
    Turns the bard's close combat into sharper animal-style strikes.
    @ 45exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 6
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 16
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 1
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 1
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Lets the warrior train with every major family of weapons.
    @ 1
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 10
  • fourth attack
    Adds a chance for another main-hand strike after the first three attacks.
    @ 65
  • fifth attack
    Adds a late-game chance for a fifth main-hand strike in the round.
    @ 77
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 7
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 18
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 55
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 25
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Adds another independent chance for a main-hand swing each combat round.
    @ 1
  • berserk
    Trades restraint and some defense for harder, more aggressive fighting.
    @ 17
  • stun
    Adds a chance for a heavy combat maneuver to leave the victim unable to act.
    @ 23
  • fifth attack
    Adds a late-game chance for a fifth main-hand strike in the round.
    @ 70
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 6
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 8
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 45
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 15
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Hurts the highlander to gain enough agility to become harder to hit.
    @ 25exclusive
  • decapitate
    Attempts a brutal finishing blow with a bladed weapon.
    @ 50exclusive
  • blade mastery
    Raises the highlander's skill with bladed weapons beyond ordinary training.
    @ 75exclusive
  • deathblow
    Gives the highlander a rare chance to turn a melee hit into a killing blow.
    exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 4
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 6
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 35
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 10
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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.
  • fury
    Sends the v3.1 barbarian into a punishing offensive rage.
    exclusive
  • whirlwind
    Sweeps a weapon through several nearby enemies.
    exclusive
  • hammerblow
    Commits to one crushing strike with high burst damage.
    exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 4
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 6
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 35
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 10
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Answers a missed or deflected attack with an immediate counterstrike.
    @ 20exclusive
  • coup de coup
    Sometimes turns an enemy's shield defense into an impaling counterattack.
    @ 55exclusive
  • sixth attack
    Adds the highest regular extra-attack chance in the class paths.
    @ 70exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 4
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 6
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 35
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 10
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Lets the crusader master a chosen martial weapon family beyond normal training.
    @ 51exclusive
  • lunge
    Commits to a forceful forward strike for extra melee damage.
    @ 25
  • holy word
    Releases divine power across the room, helping allies and punishing enemies by alignment.
    @ 63
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 4
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 6
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 35
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 10
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Adds a chance for one more main-hand swing during each combat round.
    @ 1
  • blend
    Camouflages the ranger against the surrounding terrain.
    @ 16
  • track
    Reads a quarry's trail and points toward its current location.
    @ 20
  • ambush
    Launches a prepared surprise attack from concealment.
    @ 60
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 1
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 29
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 42
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 5
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Moves through forest terrain quickly and with less trouble.
    @ 31
  • barkskin
    Hardens the strider's skin into natural armor.
    @ 36
  • herb
    Finds and prepares a useful wilderness herb.
    @ 43
  • detect terrain
    Reads the land to identify the current terrain and its tactical effects.
    @ 66
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 1
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 19
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 32
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 4
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Projects supernatural terror that can weaken or drive off nearby enemies.
    @ 61
  • darkshield
    Surrounds the dark paladin with a cruel protective ward.
    @ 66
  • demonfire
    Calls infernal fire onto an enemy for heavy magical damage.
    @ 82
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 1
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 12
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 22
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 2
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Opens the ground beneath one target for heavy crushing damage.
    @ 58exclusive
  • overgrowth
    Temporarily makes the current room count as forest.
    @ 60exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 1
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 12
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 22
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 2
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Heals through divine self-sacrifice, with a heavier cost when used on someone else.
    @ 2exclusive
  • courage
    Bolsters resolve against fear and other morale-breaking effects.
    @ 30exclusive
  • call to arms
    Summons city enforcers to fight under the paladin's command.
    @ 55exclusive
  • sanctuary
    Surrounds a target with divine protection that greatly cuts incoming damage.
    @ 53
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 1
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 12
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 22
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 2
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Outlines a victim in magical light and makes the target easier to hit.
    @ 2
  • control weather
    Pushes the local weather warmer, colder, calmer, or more violent.
    @ 20
  • earthmeld
    Blends the druid into natural ground for concealment and safety.
    @ 39
  • call lightning
    Pulls lightning from a storm onto an enemy.
    @ 48
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 25
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 80
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 80
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 14
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Hurls a volatile burst of fire at one target.
    @ 34
  • identify
    Reveals detailed properties, powers, and restrictions on an item.
    @ 32
  • empower
    Binds a known spell into a new potion or scroll.
    @ 58
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 15
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 70
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 70
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 4
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Steps outside ordinary space to reach a creature elsewhere on the same continent.
    @ 31exclusive
  • channel
    Raises a static field that improves the warlock's saving throws against magic.
    @ 57exclusive
  • domineer
    Makes a monster aggressive toward everyone except its warlock master.
    @ 65exclusive
  • soulbind
    Turns one controlled zombie into the warlock's empowered pet.
    @ 71exclusive
  • headache
    Inflicts mental pain that lowers the victim's hitroll.
    @ 90exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 10
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 60
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 60
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 2
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Creates or coats a weapon with corrosive acid damage.
    @ 40exclusive
  • high explosive
    Hits one target with the alchemist's largest fixed burst of piercing damage.
    @ 50exclusive
  • transmute
    Changes a weapon's damage type by consuming a philosopher's stone.
    @ 90exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 10
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 60
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 60
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 2
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Channels ancestral knowledge for +20 hitroll and 39 points of Armor Class.
    @ 53exclusive
  • illusionary armor
    Makes the target appear mightier while adding health and mana.
    @ 35
  • gate
    Opens a magical route to another creature's location.
    @ 55
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 10
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 60
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 60
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 2
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Applies poison to a weapon so later hits can sicken the victim.
    @ 11
  • curse
    Weakens a victim's luck and combat effectiveness.
    @ 32
  • displace
    Shifts the shade out of exact position so attacks strike the wrong place.
    @ 70
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 20
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 30
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 65
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 7
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Wraps the lich in necromantic protection that punishes or resists attackers.
    @ 11
  • shadowgate
    Travels through shadow to another location.
    @ 46
  • feed
    Drains life from a victim to restore the undead attacker.
    @ 75
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 10
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 20
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 55
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 6
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Imbues a weapon with shadow for stronger or more dangerous strikes.
    @ 40exclusive
  • phase
    Steps partly out of the world to avoid attacks or move through shadow.
    @ 72exclusive
  • feed
    Drains life from a victim to restore the undead attacker.
    @ 50
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 8
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 15
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 45
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 4
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Raises a basic skeletal servant from suitable remains.
    @ 10exclusive
  • animate dead
    Raises a stronger corpse servant to follow the necromancer.
    @ 30exclusive
  • flesh golem
    Builds a durable corpse construct to absorb punishment and fight.
    @ 41exclusive
  • mummify
    Creates a powerful preserved undead servant.
    @ 70exclusive
  • iron golem
    Constructs the necromancer's toughest golem from iron.
    @ 80exclusive
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 8
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 15
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 45
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 4
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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
    Focuses a banshee's wail on one victim for mental damage and deafness.
    @ 25exclusive
  • feed
    Drains life from a victim to restore the undead attacker.
    @ 50
  • fear aura
    Projects supernatural terror that can weaken or drive off nearby enemies.
    @ 61
Skills every class learns

These unlock at different times for each class. Select a name for the full definition.

  • dagger
    Training with daggers improves your accuracy and keeps you from fighting like an untrained novice.
    @ 1
  • whip
    Training with whips improves accuracy, and whips are unusually good at slipping around shields.
    @ 1
  • shield block
    While you carry a shield, this gives you a separate chance to stop a physical hit completely.
    @ 1
  • shield wall
    A second shield defense that can erase an incoming physical hit after the usual block chance fails.
    @ 1
  • second attack
    Adds a chance for one more main-hand swing during each combat round.
    @ 8
  • third attack
    Adds another independent chance for a main-hand swing each combat round.
    @ 15
  • haggle
    Improves the prices you get when buying from or selling to shopkeepers.
    @ 45
  • lore
    Examines an item to reveal what it is, what powers it carries, and who can use it.
    @ 4
  • scrolls
    Lets you recite magical scrolls without ruining them through a failed activation.
    @ 1
  • staves
    Lets you brandish magical staves and release their stored spell safely.
    @ 1
  • wands
    Lets you aim magical wands and trigger their stored spell safely.
    @ 1
  • recall
    Prays for a return to your home temple or realm recall point.
    @ 1

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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