%%%% Air Elementalist Air Elementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive. %%%% Artificer Artificers start with a few magic wands and a club. They'll need to find better weapons and armour before their wands run out. %%%% Berserker Berserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a raging berserker early on, apart from hubris. %%%% Brigand Brigands carry poisoned darts and a small number of nasty curare darts. %%%% Chaos Knight Chaos Knights are playthings of the unpredictable Xom, and are subject to the god's constantly changing moods. %%%% Cinder Acolyte Cinder Acolytes worship Ignis, drawing upon the flame of a dying god until there is nothing left. %%%% Conjurer Conjurers confront problems with damaging spells. %%%% Delver Delvers start their quest five levels below the surface. A set of powerful magic items helps them survive the dangerous journey upward. %%%% Earth Elementalist Earth Elementalists know the Sandblast spell, and can later learn more earthen spells suitable for subtle stabbing or brute-force blasting. %%%% Enchanter Enchanters know a variety of Hexes that can incapacitate their foes, and are equipped with an enchanted dagger and potions of invisibility. %%%% Fighter Fighters are equipped with armour and shield, as well as a weapon of their choice and a potion of might. %%%% Fire Elementalist Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction. %%%% Gladiator Gladiators are ready for the arena with light armour, a weapon of their choice, and a few throwing weapons and nets. %%%% Hedge Wizard Hedge Wizards learn many minor magics, letting them backstab or escape their bewildered foes. %%%% Hunter Hunters carry a shortbow, light armour and a scroll of butterflies. # TODO: fix this for coglins %%%% Hexslinger Hexslingers carry a sling, and use hex magic to make their foes more vulnerable to attacks from afar. %%%% Ice Elementalist Ice Elementalists begin with the Freeze spell. The spells in their starting library are quite versatile. %%%% Monk Monks start with a simple weapon of their choice, an orb of light, and a potion of divine ambrosia, and gain additional piety with the first god they worship. %%%% Necromancer Necromancers are wizards specialising in the practice of death magic. They start out with the Soul Splinter spell. %%%% Reaver Reavers start with a weapon of their choice and deadly magic to supplement it when in need. They start with the Kiss of Death spell. %%%% Summoner Summoners are able to cast Summon Small Mammal from the start, and begin with other Summonings spells in their library. %%%% Forgewright Forgewrights are mages who specialise in the creation of turrets and mechanical companions to fight alongside. %%%% Shapeshifter Shapeshifters use talismans to shift their form, making them powerful melee fighters (especially when unarmed) at the cost of armour. %%%% Alchemist Alchemists start with the Sting spell, and their magic is very effective against foes susceptible to poison. %%%% Wanderer Wanderers start with random equipment and skills. %%%% Warper Warpers start with a weapon of their choice, a scroll of blinking, darts of dispersal, and some Translocation spells in their library. %%%%