Professions
Contents
- 1 The Professions in Grimoire
- 2 Attribute Requirements for each Class
- 3 Classes sorted by XP required for Level 2
- 4 Spells for each Class
- 5 Classes that start with crowd control spells
- 6 How the Bonus Points you roll are used
- 7 Race/Class Combinations: Multiplier Bonuses and Penalties
- 8 Complete Table: Race/Class combinations with multiplier bonus
- 9 Levelup mechanics
- 10 Multi-Classing
The Professions in Grimoire
Warrior
The Warrior pursues mastery of all martials arts to secure victory in combat.
Cleric
The Cleric serves a diety and acquires holy power through prayer and devotion.
Necromancer
The Necromancer learns unholy secrets by consulting with the dead and demons.
Thief
The Thief develops expertise in the arts of robbery and skullduggery.
Berserker
The Berserker is a barbarian who manifests a terrible bloodlust in battle. (Note: Has Lethal Blow skill)
Bard
The Bard is a wandering performer who acquires many skills in his journeys. (Note: Has Lockpickping, Inspecting and Pickpocketing skills like the Thief)
Sage
The Sage is an avid scholar who strives to unearth the riches found in books. (Note: Has Music skill like the Bard, as well as Lockpicking and Inspecting)
Wizard
The Wizard practices the ancient arts of magic, weaving spells and illusions.
Thaumaturge
The Thaumaturge harnesses the primitive forces of nature and the elements.
Ranger
The Ranger acquires his skills in the forest, tracking animals and hunting. (Note: Has Lethal Blow. Can fight short range. Arrow supply in the beginning is limited)
Templar
The Templar is a holy knight who quests after adventure and good deeds. (Note: Prestige Class. Basically a Warrior with Cleric spells.)
Metalsmith
The Metalsmith studies the construction, use, and employments of weapons. (Note: Has Lethal Blow skill)
Pirate
The Pirate is a seafaring rogue who hungers for swordplay, robbery and booty. (Note: Prestige Class. Has Lethal Blow)
Jester
The Jester is no laughing matter, often sending foes to death with a smile. (Note: Prestige Class. Basically a more deadly Bard. Has Lethal Blow and unique skills)
Assassin
The Assassin is the master of lethal arts of murder and poisoning. (Note: Prestige Class. Similar to a Ninja in Wizardry)
Attribute Requirements for each Class
INT | WIS | WIL | STR | CON | SPE | AGI | FEL | DEV | MET | DES | TOTAL | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Warrrior | 45 | 45 | 90 | |||||||||
Cleric | 45 | 45 | 45 | 135 | ||||||||
Necromancer | 60 | 60 | 120 | |||||||||
Thief | 45 | 45 | 90 | |||||||||
Berserker | 50 | 45 | 45 | 140 | ||||||||
Bard | 55 | 55 | 45 | 155 | ||||||||
Sage | 60 | 45 | 105 | |||||||||
Wizard | 45 | 45 | ||||||||||
Thaumaturge | 45 | 50 | 95 | |||||||||
Ranger | 45 | 45 | 90 | |||||||||
Templar | 60 | 50 | 60 | 65 | 235 | |||||||
Metalsmith | 50 | 55 | 105 | |||||||||
Pirate | 55 | 50 | 55 | 60 | 50 | 270 | ||||||
Jester | 70 | 50 | 60 | 65 | 75 | 75 | 55 | 450 | ||||
Assassin | 65 | 50 | 50 | 50 | 50 | 265 |
Classes sorted by XP required for Level 2
Some classes need a much lower amount of Experience Points to reach the next Level than others.
Here are all 15 classes sorted by the amount of XP required for Level 2:
Jester 2400 XP
Assassin 2100 XP
Necromancer 1800 XP
Pirate 1400 XP
Templar 1350 XP
Bard 1250 XP
Cleric 1250 XP
Wizard 1200 XP
Thaumaturge 1150 XP
Berserker 1000 XP
Warrior 1000 XP
Ranger 900 XP
Metalsmith 850 XP
Thief 850 XP
Sage 750 XP
Spells for each Class
All classes in Grimoire learn spells. There are 5 basic spell schools associated with a specific specialist who starts learning that school at level 1, as well as Arcanum/Eldritch spells (for which you need to find special spell books and the Eldritch spell page needs to be unlocked). Every class learns spells from a a certain level.
The Spellcaster classes start learning their spells at Level 1:
- Wizard
- Cleric
- Sage
- Thaumaturge
- Necromancer
Other classes:
- Warrior: Wizard spells at level 9
- Ranger: Thaumaturge spells at 4
- Thief: Thaumaturge spells at 6
- Templar: Cleric spells at 3
- Berserker: Thaumaturge spells at 10
- Jester: Sage and Wizard spells at 3
- Bard: Cleric and Wizard spells at 3
- Metalsmith: Sage spells at 6
- Pirate: Wizard and Thaumaturge spells at 6
- Assassin: Thaumaturge and Necromancer spells at 3
Classes that start with crowd control spells
Spellcaster classes that can start with crowd control spells that affect a whole group of enemies:
Cleric = Sleep
Wizard = Charm, Sleep, Blinding Flash, Irritation
Thaumaturge = Blinding Flash, Irritation
Sage = Charm
Necromancer = Insect Swarm (damage and chance for Irritation and Confusion), Brain Rot (Insanity and Confusion), Irritation, Dread (Fear)
How the Bonus Points you roll are used
When you create a character, the bonus points you roll (maximum 32 points) will get used automatically to increase the attributes necessary to reach the class minimum requirements with the race you chose. If you have any bonus points left after that, you can choose to use them in one of three ways:
- Increase the amount of Hitpoints
- Increase the attributes (STR, INT, WIS, etc.)
- Increase the skill points
If you roll less than 15 bonus points you do NOT get to assign the remaining bonus points, this is not a bug.
Note:
- Males & Females have slightly varied starting attributes (males have more STR while females have more DEV).
- Nobody can start Jester, Pirate, Assassin
Race/Class Combinations: Multiplier Bonuses and Penalties
Some races have a multiplier bonus OR penalty for some classes, which affect character creation and skill points gained per level.
What the Bonus Point Classes and Penalty Point Classes mean:
- It gives you a multiplier to the amount of skill points you get on levelup
- On creation it multiplies the unused portion of the bonus points you roll
- For example, you roll 32 points as an Aeorb -> You choose the Sage class, so that 5 points needed for Aeorb Sage get subtracted and 27 points remain -> Then 27 is multiplied by 2.0 (Sage is a Bonus Point Class for Aeorbs with a multiplier of 2.0), which gives you 54 points you can apply to attributes, hitpoints OR skill points. You also get double skill points on each levelup with an Aerob Sage (2.0 multiplier).
Human: Can't start: Necro, Templar, Jester, Pirate, Assas
- Female: Warrior, Wizard, Cleric, Thaum, Ranger, Thief, Bers, Metal, Sage
- Male: Warrior, Wizard, Cleric, Thaum, Ranger, Thief, Bers, Metal, Sage
- Bonus point classes: None
- Penalty point classes: None
Drow: Can't start: Nec, Tem, Jes, Pir, Assas
- Female: War, Wiz, Cler, Thaum, Ran, Thi, Bers, Bar, Met, Sag
- Male: War, Wiz, Cler, Thaum, Ran, Thi, Bar, Met, Sag
- Bonus point classes: Assas(1.8x)
- Penalty point class: Metal(0.6x)
- Females can't be berserkers
Barrower: Can't start: Nec, Tem, Jes, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Thi, Bers, Bar, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Thi, Bers, Bar, Met, Sag
- Bonus point classes: Bers(1.25x), Metal(1.4x), Thaum(1.3x)
- Penalty classes: Sage(0.8x)
Wolfin: Can't start: Nec, Tem, Jes, Bar, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Bonus point classes: Cleric(1.2x), Ranger(1.6x)
- Penalty point classes: Bard(0.8x)
Feyfolk: Can't start: Ran, Tem, Bers, Jes, Met, Pir, Assas
- Female: War, Wiz, Cler, Tha, Nec, Thi, Bar, Sag
- Male: War, Wiz, Cler, Tha, Nec, Thi, Bar, Sag
- Bonus point classes: Assas(1.9x), Necro(1.6x)
- Penalty point classes: Metal(0.4x)
Saurian: Can't start: Nec, Tem, Jes, Bar, Pir, Assas
- Female: War Thief Bers
- Male: War, Thief, Bers
- Bonus point classes: Bers(1.3x)
- Penalty point classes: Sage(0.5x)
Naga: Can't start: Nec, Tem, Bers, Jes, Bar, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Thi, Met, Sag
- Male: War, Wiz, Cler, Tha, Ra, Thi, Met, Sag
- Bonus point classes: Assas(1.5x)
- Penalty point classes: None
Rhattu: Can't start: Nec, Tem, Bar, Jes, Pir, Assas
- Female: War, Wiz, Cler, Tha, Thi, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Bonus point classes: Assas(1.8x), Pirate(1.7x), Thief(1.1x)
- Penalty point classes: Warrior(0.7x)
- Females can't be Berserkers & Rangers
Drake: Can't start: Nec, Tem, Jes, Bar, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Bonus point classes: Bers(1.1x), Metal (1.55x), Thaum (1.3x)
- Penalty point classes: Sage(0.8x)
Leonar: Can't start: Nec, Tem, Jes, Bar, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Thi, Bers, Met, Sag
- Bonus point classes: Beserker(1.2x)
- Penalty point classes: None
Aeorb: Can't start: War, Ran, Thi, Tem, Jes, Met, Pir, Assas
- Female: Wiz, Cle, Tha, Nec, Sag
- Male: Wiz, Cle, Tha, Nec, Sag
- Bonus point classes: Sage(2.0x)
- Penalty point classes: Metal(0.5x)
Durendil: Can't start: Nec, Bers, Jes, Pir, Assas
- Female: War, Wiz, Cler, Tha, Thi, Tem, Bar, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Thi, Tem, Bar, Met, Sag
- Bonus point classes: Templar(2.0x)
- Penalty point classes: Necro(0.7x), Ranger (0.6x)
- Females can't be Rangers
Vamphyr: Can't start: Cle, Tem, Jes, Met, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Thi, Bers, Bar, Met, Sag
- Male: War, Wiz, Tha, Nec, Ran, Thi, Bers, Bar, Sag
- Bonus point classes: Assas(1.8x), Necro(1.5x)
- Penalty point classes: Cleric(0.1x), Temp(0.2x)
Giant: Can't start: Nec, Thi, Tem, Bar, Jes, Pir, Assas
- Female: War, Wiz, Cler, Tha, Ran, Bers, Met, Sag
- Male: War, Wiz, Cler, Tha, Ran, Bers, Met, Sag
- Bonus point classes: Warrior(1.5x)
- Penalty point classes: Assas(0.8x), Cleric(0.7x), Thief(0.6x), Wizard(0.5x)
- Females can't be Rangers or Berserkers
In short, here are the best and worst combinations of race and classes, based on the multipliers:
BEST COMBINATIONS
Saurian Berserker 1.3x
Drake Metalsmith 1.5x
Barrower Thaumaturge 1.3x
Wolfin Cleric 1.2x
Wolfin Ranger 1.6x
Feyfolk Necro 1.6x
Aeorb Sage 2.0x
Durendil Templar 2.0x
Giant Warrior 1.5x
Rhattu Thief 1.1x -> Assassin 1.8x
The only pirate bonus points: Rhattu Pirate 1.7x (not enough for creation). Bards and Wizards get no bonus points from any race.
BAD COMBINATIONS
Drow Metalsmith 0.6x
Feyfolk Metalsmith 0.4x
Aeorb Metalsmith 0.5x
Barrower Sage 0.8x
Drake Sage 0.8x
Saurian Sage 0.5x
Wolfin Bard 0.8x
Rhattu Warrior 0.7x
Durendil Necro 0.7x
Durendil Ranger 0.6x
Vampyr Cleric 0.1x
Vampyr Templar 0.2x
Giant Thief 0.6x, Wizard 0.5x, Cleric 0.7x, Assassin 0.8x
Complete Table: Race/Class combinations with multiplier bonus
Here is the complete table of the multiplier bonuses for each race & class combination.
[x/y] x= attribute needed or bonus if underlined, y= attribute and skill multiplier
- [male]
- (female)
- rollable (<=32)
- unrollable (>32)
- eligible to bonus (<=16)
- hightened roll multiplier (>1.0)
- lowered roll multiplier (<1.0)
Levelup mechanics
When you levelup you will typically receive the following:
1-30 HP (class dependent, but all can get at least10 typically)
1-25 Mana (class dependent, but all can get at least10 typically)
1-3 Attribute increase (class dependent)
1-3 Attribute increase (class dependent)
1-3 Attribute increase (class dependent)
1-6 Bonus attribute points (you can assign yourself)
5-50(or more) skill points (you can assign yourself)
1-4 Spells (class dependent)
The minimum and maximum HP, mana and skill points you receive on levelup all depend on CLASS. For example:
Metalsmith Levelup
5-15 HP
8-16 Mana
Multi-Classing
You can change class after lvl 10, if you have the attributes required for the class and each class have limited choice to select a new one. After you change your class, your attributes reset to the racial standard stats with the required class stats you changed. Skills, HP, mana, VIT and spells are kept. If you don't spend attributes points they are also kept, same with spells. XP required to lvl-up is boosted by 25% for your new class.
Outgoing class changes allowed:
- Warrior: Berserker, Pirate, Ranger
- Wizard: Necromancer, Sage, Thaumaturge
- Cleric: Bard, Sage, Templar
- Thaumaturge: Necromancer, Sage, Wizard
- Necromancer: Sage, Wizard, Thaumaturge
- Ranger: Warrior, Thief, Assassin
- Thief: Bard, Pirate, Assassin
- Templar: Warrior, Cleric, Bard
- Berserker: Warrior, Pirate, Ranger
- Jester: Thief, Bard, Assassin
- Bard: Cleric, Jester, Sage
- Metalsmith: Warrior, Berserker, Pirate
- Pirate: Thief, Berseker, Assassin
- Assassin: Warrior, Thief, Berserker
- Sage: Cleric, Wizard, Thaumaturge
Incoming Class changes allowed:
- ASSASSIN: JESTER,PIRATE,RANGER,THIEF
- BARD: CLERIC,JESTER,TEMPLAR,THIEF
- BERSERKER: PIRATE,ASSASSIN,METALSMITH,WARRIOR
- CLERIC: BARD,SAGE,TEMPLAR
- JESTER: BARD
- NECROMANCER: THAUMATURGE,WIZARD
- PIRATE: BERSERKER,METALSMITH,THIEF,WARRIOR
- RANGER: BERSERKER,WARRIOR
- SAGE: BARD,CLERIC,NECROMANCER,THAUMATURGE,WIZARD
- TEMPLAR: CLERIC
- THAUMATURGE: NECROMANCER,SAGE,WIZARD
- THIEF: ASSASSIN,JESTER,PIRATE,RANGER
- WARRIOR: ASSASSIN,BERSERKER,METALSMITH,RANGER,TEMPLAR
- WIZARD: NECROMANCER,SAGE,THAUMATURGE
Spell interactions with multiclassing:
Spells available to learn on level-up are based ONLY on your current class. The list of spells available do not transfer between classes. E.g., if you are a level 10 cleric and multiclass into templar, you do not get spell picks for your first two templar levels, and when you start learning spells from the Cleric list at templar level 3, you only get the spells available that a level 3 templar (level 1 Cleric) would get.