Professions

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The Professions in Grimoire

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Warrior	   

The Warrior pursues mastery of all martials arts to secure victory in combat.

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Cleric	   

The Cleric serves a diety and acquires holy power through prayer and devotion.

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Necromancer	   

The Necromancer learns unholy secrets by consulting with the dead and demons.

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Thief   

The Thief develops expertise in the arts of robbery and skullduggery.

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Berserker   

The Berserker is a barbarian who manifests a terrible bloodlust in battle. (Note: Has Lethal Blow skill)

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Bard  

The Bard is a wandering performer who acquires many skills in his journeys. (Note: Has Lockpickping, Inspecting and Pickpocketing skills like the Thief)

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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)

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Wizard   

The Wizard practices the ancient arts of magic, weaving spells and illusions.

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Thaumaturge   

The Thaumaturge harnesses the primitive forces of nature and the elements.

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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)

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Templar 

The Templar is a holy knight who quests after adventure and good deeds. (Note: Prestige Class. Basically a Warrior with Cleric spells.)

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Metalsmith  

The Metalsmith studies the construction, use, and employments of weapons. (Note: Has Lethal Blow skill)

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Pirate

The Pirate is a seafaring rogue who hungers for swordplay, robbery and booty. (Note: Prestige Class. Has Lethal Blow)

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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)

FP002.png
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
Berserker 50 45 45 140
Metalsmith 50 45 55 105
Ranger 40 40 40 45 45 90
Thief 35 45 45 90
Bard 55 55 40 45 155
Wizard 45 40 45
Thaumaturge 45 50 40 40 95
Sage 60 45 105
Cleric 45 45 45 135
Necromancer 60 60 120
Assassin 65 40 50 50 50 50 265
Templar 60 40 50 60 65 235
Pirate 55 50 55 60 50 270
Jester 70 50 60 65 75 75 55 450

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 Points You Roll Are Used

When you create a character, the points you roll (maximum 48 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 FEL).
  • No race can start as a Jester

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 Multiplier Bonus means:

  • It gives you a multiplier bonus or penalty to the amount of skill points you get on each levelup
  • It gives you a multiplier bonus or penalty to the natural resistances of that race (this is kept even after changing class!)
  • When creating a character, it gives you a multiplier bonus or penalty to the unused portion of the points you roll (these can be put into extra HP, attribute points or skill points)

Example:

-> You roll 32 points as a Barrower.

-> You choose the Thaumaturge class, which requires 12 points (see second table below)

-> These 12 points get subtracted from the 32 you rolled, so that 20 points remain.

-> Then the 20 points are increased by 30% (see first table below) or in other words multiplied by 1.3x (Thaumaturge is a Bonus Point Class for Barrowers with a multiplier bonus of 30% or 1.3x).

-> This gives you 26 extra points which you can distribute to Attribute points, Hitpoints OR Skill points. (Note: Anything below 15 extra points is ignored and cannot be distributed. This is not a bug.)

-> You also get 30% more skill points on each levelup with a Barrower Thaumaturge (1.3x multiplier) and the Barrower natural resistances are permanently increased by 30%.

MULTIPLIER BONUSES AND PENALTIES (FROM THE GRIMOIRE MANUAL):

Multiplier bonus.jpg

NUMBER OF POINTS YOU NEED TO ROLL FOR A SPECIFIC RACE/CLASS COMBINATION:

(ANY) means that even the lowest number you roll will let you pick that class with that race.

(NONE) means that even with the highest possible roll (48 points), you do not have enough points for that combination.

Character creation points needed.jpg

Same As Above Tables With Additional Information:

This table of the multiplier bonuses was created by a player a long time ago and contains all the information you find in the two new tables (from the manual) above.

Additionally, on this table you can also see the exact number of attribute points needed for each race/class combination instead of (NONE) for some combinations in the table above.

These numbers are important for multiclassing.

caption

[x/y] x= attribute needed or bonus if underlined, y= attribute and skill multiplier

  • [male]
  • (female)
  • rollable (<=32) (In Grimoire V2, 48 points can be rolled now instead of just 32.)
  • unrollable (>32) (In Grimoire V2, 48 points can be rolled now instead of just 32.)
  • eligible to bonus (<=16)
  • hightened roll multiplier (>1.0)
  • lowered roll multiplier (<1.0)

Note:

In Grimoire V2, the maximum amount of points you can roll during character creation went up from 32 to 48. This means that Assassins can now be created in the beginning with multiple races and Rhattu Pirates can be created with a maximum roll of 48. The Jester is the only class that cannot be created in the beginning.

How to get a Jester:

The Jester is a dream class that is not rollable with any race. The lowest amount you'd need are 145 points with a Durendil. Only a Bard can change classes into a Jester during the game.

The best way to get a Jester is to multiclass several times, while saving (not using) the extra attribute points you get on each level up. When you finally change class into a Bard, use those extra attribute points to reach the minimum attribute requirements of the Jester.

Best and Worst Combinations (Based on Multiplier Bonuses)

In short, here are the best and worst combinations of race and classes, based on the multipliers:


BEST COMBINATIONS

Aeorb Sage 2.0x

Barrower Thaumaturge 1.3x (plus fastest mana regeneration)

Barrower Berserker 1.25x

Barrower Metalsmith 1.4x

Drake Berserker 1.1x

Drake Metalsmith 1.5x

Drow Assassin 1.8x

Durendil Templar 2.0x

Feyfolk Necro 1.6x

Feyfolk Assassin 1.9x

Leonar Berserker 1.2x

Naga Assassin 1.5x

Giant Warrior 1.5x

Giant Metalsmith 1.5x

Rhattu Thief 1.1x

Rhattu Assassin 1.8x

Rhattu Pirate 1.7x

Saurian Berserker 1.3x

Wolfin Cleric 1.2x (plus fastest mana regeneration)

Wolfin Ranger 1.6x

Vamphyr Assassin 1.8x

Vamphyr Necro 1.5x

Bards and Wizards get no bonus points from any race.


BAD COMBINATIONS

Aeorb Metalsmith 0.5x

Barrower Sage 0.8x

Drake Sage 0.8x

Drake Cleric 0.8x

Drake Thief 0.8x

Drow Metalsmith 0.6x

Durendil Necro 0.7x

Durendil Ranger 0.6x

Durendil Thief 0.5x

Feyfolk Metalsmith 0.4x

Giant Thief 0.6x

Giant Wizard 0.5x

Giant Cleric 0.7x

Giant Assassin 0.8x

Rhattu Warrior 0.7x

Rhattu Berserk 0.8x

Saurian Sage 0.5x

Wolfin Bard 0.8x

Vamphyr Cleric 0.1x

Vamphyr Templar 0.2x

Levelup mechanics

When you levelup you will receive the following:

1-30 Hitpoints (amount is class dependent)

1-25 Mana points (amount depends on the DEV attribute and class)

13-87 Vitality points (amount depends on the CON attribute)

1-3 Attribute points (class dependent)

1-3 Attribute points (class dependent)

1-3 Attribute points (class dependent)

1-6 EXTRA Attribute points (you can assign yourself or save for later, eg. for multiclassing; unassigned Attribute points are NOT lost on the next level up)

5-50 Skill points (you can assign yourself; unassigned Skill points are LOST on next level up)

1-4 Spells (class dependent)


LATEST EXPERIMENTAL DATA ON LEVEL UP GAINS:

On Level Up:

  • Hitpoint gains are 100% class-based.
  • VIT gains are 100% attribute-based (CON attribute).
  • Mana gains are mostly attribute-based (DEV attribute), but do have some minor adjustments for class.
  • Attribute gains are 100% class-based.

None of these are impacted by the race/class bonus multipliers (or by the race itself). They also are not affected by being dual-classed (unlike what I thought previously).

HITPOINTS

Approximate average HP gain per level for each class:

18.0 - Berserker

16.5 - Warrior

13.5 - Pirate, Jester, Templar, Ranger

9.5 - Bard

8.5 - Metalsmith

8.0 - Assassin

7.0 - Thief

6.0 - Thaumaturge

5.0 - Cleric, Wizard

4.0 - Sage, Necromancer

VITALITY

Vitaltiy gains are CON-based. Vitality gain on level up is approximately equal to:

12.5 + (CON * 0.75)

MANA

Mana gain on level up is mostly DEV-based (devotion). I'm not sure of the exact mechanics, but you receive almost exactly 50% more MP at 80 DEV than you do at 40 DEV.

Pure mages definitely have a broader range of results than fighter types, but in terms of average MP gain, there is less difference than you might exepct.

At 40 DEV, the average gain for most classes is 10 MP per level.

ATTRIBUTES

For the three fixed attribute gains on level up:

  • The 7 martial-skill dominant classes (Warrior, Berserker, Metalsmith, Templar, Assassin, Pirate, Jester) receive their points spread across all attributes. They gain 2-3 at a time of STR, SPE, and AGI, and 1-2 at a time of the others. (1 seems to be more common for INT, WIS, and DEV, and 2 more common for CON, WIL, and FEL, but that's not clear enough for me to be sure it's a real effect.)
  • The 5 mental-skill dominant classes (Wizard, Thaumaturge, Sage, Necromancer, Cleric) gain only INT, WIS, and DEV. They gain in all three stats every level!
  • The 3 physical-skill dominant classes (Thief, Ranger, and Bard) receive the majority of their points in CON, WIL, and FEL. They also receive some points in INT, WIS, and DEV. They never get points in the other stats.

Multi-Classing

You can change class after Level 4 (right click on the picture of the character and select "change profession"), if you have the attributes required for the class. Each class has only a few classes it can change to.

After you change your class, your attributes reset to the racial stats and the required stats of the new class (whichever is higher). XP required to level up is increased by 25% for your new class.

Skills, HP, Mana and VIT are kept. If you don't spend attribute points they are also kept, same with spells.

Outgoing class changes allowed:

  • Warrior: Berserker, Pirate, Ranger
  • Berserker: Warrior, Pirate, Ranger
  • Ranger: Warrior, Thief, Assassin
  • Thief: Bard, Pirate, Assassin
  • Metalsmith: Warrior, Berserker, Pirate

  • Wizard: Necromancer, Sage, Thaumaturge
  • Thaumaturge: Necromancer, Sage, Wizard
  • Necromancer: Sage, Wizard, Thaumaturge
  • Sage: Cleric, Wizard, Thaumaturge
  • Cleric: Bard, Sage, Templar

  • Bard: Jester(!), Cleric, Sage

  • Jester: Thief, Bard, Assassin
  • Pirate: Thief, Berseker, Assassin
  • Templar: Warrior, Cleric, Bard
  • Assassin: Warrior, Thief, Berserker

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
  • METALSMITH: (NONE)
  • 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

More info on multiclassing

  • Note: When you click on changing profession, you change to Level 1 of the new class immediately (and likely lose a lot of attribute points). But to get to Level 2 of the new class you still need to level up once in your old class first. After that you will level up very quickly, because above Level 2 the XP requirements are reset again.
  • So it is best to wait until you are close to leveling up in your orginal class and then change the profession. That way you won't have the problem of having a Level 1 character with reduced stats for a long time.
  • To get some of the premium classes (Jester, Pirate, Assassin, Templar) it makes sense to multiclass several times through different professions and save the extra attribute points each time - to finally use them for the Jester requirements, for example.
  • You can class change upon reaching level 4 (not level 3, as stated in some of the guides).
  • Changing classes does NOT affect your resistances, so if they were buffed by your class/race combo multiplier at character creation, that buff remains. As is well documented elsewhere, your attributes are reset to minimum for your new combo (but unused bonus pts are retained). Skills are not affected, nor are HP, Vitality, etc.
  • Also, you cannot change back to a previous class.
  • NPC's you recruit cannot multi-class. This means that in the beginning, many NPC's will be more powerful than your original characters, but after switching class a few times that difference should be more or less gone. Towards the end game, your original characters should be more powerful than NPC's, with a few exceptions (some NPC's such as Kroondegraf have very high resistances which are almost impossible to reach).
  • You should make a plan on which classes you will change to and which class you want to arrive at (you cannot go back to a class you already used). Check the racial stats and the class requirements to see if it will require a lot of attribute points to change classes or not. Some classes, such as Saurians are very bad for multiclassing due to their very low numbers in some stats.

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.

Multiclassing Careers by Race

The numbers in brackets (0p, etc.) are the attribute points needed for that race to change to that class (see the full table here). Saving the extra attribute points on levelup is necessary to change into classes with higher attribute requirements. Note: If you go through 8 Levels before changing class, you will get 8-48 extra attribute points per class which can be saved for more difficult class changes.


WOLFIN

The Wolfin have the fastest mana regeneration. Their natural resistances are low (only resistance to COLD is 25, everything else is 10 or 0).

Wolfin Ranger (+60% bonus multiplier) to Assassin or Pirate:

  • 4 class changes, the Melee career:
  • RANGER(start) > WARRIOR(0p) > BERSERK(15p) > THIEF(0p) > ASSASSIN(60p) or PIRATE(60p)
  • Only Melee classes, ends in a Prestige class, Lethal Blow starting with the Berserker
  • Easy to do, since 4 class changes should be enough to collect the 60 extra attribute points for an Assassin or Pirate in the end.
  • 75 points required or 75/4 = 19 extra points on average per class.

Wolfin Ranger (+60% bonus multiplier) to Spellcaster (shorter career):

  • 7 class changes, the short Magic career:
  • RANGER(start) > THIEF(0p) > BARD(35p) > CLERIC(0p) > SAGE(25p) > WIZARD(0p) > THAUM(15p) > NECRO(50p)
  • Mostly magic classes, no Prestige class, NO Lethal Blow
  • Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • Easy to do, since only the Necro requires a larger amount of attribute points in the end.
  • 125 points required or 125/7 = 18 extra points on average per class.

Wolfin Ranger (+60% bonus multiplier) to Spellcaster (longer career):

  • 10-12 class changes, the long Magic career:
  • RANGER(start) > WARRIOR(0p) > BERSERK(15p) > PIRATE(65p) > (ASSASSIN? or skip)> THIEF(0p) > BARD(35p) > CLERIC(0p) > (Templar? or skip) > SAGE(25p) > WIZARD(0p) > THAUM(15p) > NECRO(50p)
  • Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).

Wolfin Wizard or Thaumaturge (0% bonus multiplier) to Assassin or Pirate:

  • 10 class changes, the superman career (ends in Assassin or Pirate):
  • WIZARD(start) > THAUM(15p) > NECRO(50p) > SAGE(25p) > CLERIC(0p) > TEMPLAR(75p) > WARRIOR(0p) > BERSERK(15p) > RANGER(0p) > THIEF(0p) > ASSASSIN(60p) or PIRATE(65p)
  • All magic classes and most melee classes, Lethal Blow, ends in a Prestige slass
  • Considering that each level up will increase Mana, you may go through the Melee classes in the end, but still continue using the Wolfin as a Magic class.
  • Easy to do, though requires more luck with getting enough extra attribute points for the Bard and Templar. The Necro can be skipped if you do not get enough points for him after one class change. This will also make it easier to have enough points for the Bard and Templar.
  • 240 points required or 240/10 = 24 extra points on average per class.

Wolfin Metalsmith (+0% bonus multiplier) to Spellcaster:

  • 11 class changes, the superman career (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(0p) > BERSERK(15p) > RANGER(0p) > ASSASSIN(60p) or PIRATE(65p) > THIEF(0p) > BARD(35p) > CLERIC(0p) > SAGE(25p) > WIZARD(0p) > THAUM(15p) > NECRO(50p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate and has enough class changes after that to bring those skills up quickly.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • Easy to do, since there are 3 class changes to collect extra attribute points for the Assassin or Pirate and then 5 class changes to collect points for the Necro in the end.
  • 265 points required or 265/11 = 24 extra points on average per class.




DRAKE

The Drakes have average mana regeneration. Their natural resistances are high. With a Metalsmith their resistances increase 55% too: SYSTEM goes from 30 to 45, SORCERY 20 to 30, FIRE 50 to 75 (walk on lava), CAUSTIC(ACID) 20 to 30.

Drake Metalsmith (55% bonus multiplier) to Assassin or Pirate:

  • 4 class changes, the short Melee career with 55% multiplier bonus:
  • METALSMITH(start) > WARRIOR(0p) > BERSERK(14p) > RANGER(25p) > ASSASSIN(70p) or PIRATE(65p)
  • Only melee classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate.
  • Average to do: for the Assassin or Pirate you have 3 class changes to collect the points.
  • 119 points required or 119/4 = 29 extra points on average per class.

Drake Metalsmith (55% bonus multiplier) to Spellcaster:

  • 11 class changes, the super > superman career with 55% multiplier bonus (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(0p) > BERSERK(14p) > RANGER(25p) > ASSASSIN(70p) or PIRATE(65p) > THIEF(18p) > BARD(40p) > CLERIC(30p) > SAGE(30p) > Wizard(15p) > THAUM(25p) > NECRO(35p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate. Has many class changes after that to raise those skills quickly.
  • Average to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change. If the Drake gets stuck on a magic class, he can level up a few more times to get the missing extra attribute points and by then he will have already 6 > 9 class changes behind him, meaning a lot of HP, Mana and Skill Points (including a maxed out Lethal Blow).
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 287 points required or 287/11 = 26 extra points on average per class.

Drake Wizard or Thaumaturge (0% bonus multiplier) to Assassin or Pirate:

  • 10 class changes, the superman career (ends in Assassin or Pirate):
  • WIZARD(start) > THAUM(25p) > NECRO(35p) > SAGE(30p) > CLERIC(30p) > TEMPLAR(75p) > WARRIOR(0p) > BERSERK(15p) > RANGER(25p) > THIEF(18p) > ASSASSIN(70p) or PIRATE(65p)
  • Most magic classes and most melee classes, Lethal Blow, ends in a Prestige slass
  • Considering that each level up will increase Mana, you may go through the Melee classes in the end, but still continue using the Drake as a Magic class.
  • Difficult to do, since many extra points may be required for the class changes.
  • 320 points required or 320/10 = 32 extra points on average per class (meaning that with 8 levelups per class, you will need an average of 4 out of 6 extra attribute points on each levelup - in 11 classes!).




BARROWER

The Barrowers (Dwarves) have the fastest mana regeneration. Their natural resistances are average (TOXIC 20 and EARTH 25, everything else at 10).

Barrower Thaumaturge (30% bonus multiplier) to Jester:

  • 11 class changes, the Jester non > plus > ultra career:
  • THAUMATURGE(start) > WIZARD(0p) > NECRO(40p) > SAGE(25p) > CLERIC(10p) > TEMPLAR(65p) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > THIEF(20p) > BARD(35p) > JESTER(175p)
  • You go through all but three classes (except Metalsmith, Pirate and Assassin)
  • Easy to do, though requires more luck with getting enough extra attribute points for the Necro, Templar and of course Jester. The Necro can be skipped if you do not get enough points for him after one class change.
  • 290 points required or 290/11 = 26 extra points on average per class.

Barrower Thaumaturge (30% bonus multiplier) to Assassin or Pirate:

  • 10 class changes, the superman career:
  • THAUMATURGE(start) > WIZARD(0p) > NECRO(40p) > SAGE(25p) > CLERIC(10p) > TEMPLAR(65p) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > THIEF(20p) > ASSASSIN(70p) or PIRATE(75p)
  • All magic classes and most melee classes, Lethal Blow, ends in a Prestige slass
  • Considering that each level up will increase Mana, you may go through the Melee classes in the end, but still continue using the Barrower as a Magic class.
  • Easy to do, though requires more luck with getting enough extra attribute points for the Necro and Templar. The Necro can be skipped if you do not get enough points for him after one class change.
  • 240 points required or 240/10 = 24 extra points on average per class.

Barrower Thaumaturge (30% bonus multiplier) to Assassin (maximum class changes):

  • 12 class changes, the Assassin > Jester career:
  • THAUMATURGE(start) > WIZARD(0p) > NECRO(40p) > SAGE(25p) > CLERIC(10p) > TEMPLAR(65p) > WARRIOR(10p) > RANGER(0p) > BERSERK(10p) > THIEF(20p) > BARD(35p) > JESTER(175p) > ASSASSIN(70p)
  • You go through all but two classes (except Metalsmith and Pirate)
  • Easy to do, though requires more luck with getting enough extra attribute points for the Necro, Templar and of course Jester. The Necro can be skipped. This is the same as the Jester career above, only that you change from Jester to Assassin in the end.
  • Going from the Jester to Assassin is really optional and requires no extra points since the Jester has higher attributes.

Barrower Metalsmith (40% bonus multiplier) to Spellcaster:

  • 11 class changes, the superman career with 40% multiplier bonus (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > ASSASSIN(70p) or PIRATE(75p) > THIEF(20p) > BARD(35p) > CLERIC(10p) > SAGE(25p) > Wizard(0p) > THAUM(10p) > NECRO(40p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 230 points required or 230/11 = 21 extra points on average per class.

Barrower Metalsmith (40% bonus multiplier) to Templar:

  • 7 > 8 class changes, the Lethal Blow Templar career with 40% multiplier bonus (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > ASSASSIN(70p) or PIRATE(75p) > THIEF(20p) > BARD(35p) > CLERIC(10p) > TEMPLAR(65p)
  • Mostly melee classes, gets Lethal Blow from the start and other special skills from Templar and Assassin or Pirate.
  • Easy to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career).
  • 220 points required or 220/8 = 28 extra points on average per class. Or if skipping the Assassin or Pirate: 150/7 = 21 extra points on average per class needed.

Barrower Metalsmith (40% bonus multiplier) to Jester:

  • 6 class changes, the Jester career with 40% multiplier bonus (ends in Jester):
  • METALSMITH(start) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > THIEF(20p) > BARD(35p) > JESTER(175p)
  • Only Melee classes.
  • Difficult to do: You will need a lot of luck (or savescumming) to get on average 4 > 5 extra attribute points on each level up in 6 classes to get together the points for the Jester.
  • 250 points required or 250/6 = 41 extra points on average per class.

Barrower Berserker (25% bonus multiplier) to Spellcaster:

  • 10 class changes, the superman career with 25% multiplier bonus (ends in Necro or another magic class):
  • BERSERK(start) > WARRIOR(10p) > RANGER(0p) > ASSASSIN(70p) or PIRATE(75p) > THIEF(20p) > BARD(35p) > CLERIC(10p) > SAGE(25p) > Wizard(0p) > THAUM(10p) > NECRO(40p)
  • Most melee classes and all magic classes, gets Lethal Blow from and other special skills from Assassin or Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 220 points required or 230/10 = 22 extra points on average per class.




RHATTU

The Rhattu have average mana regeneration. Their natural resistances are average (COLD 20, DEATH 15, TOXIC 15, CAUSTIC(ACID) 15, everything else at 10 or lower). With a Rhattu Assassin, all resistances increase by 80%.

Rhattu Assassin (80% bonus multiplier) to Spellcaster:

  • 11 class changes, the super > superman career with 80% multiplier bonus (ends in Necro or another magic class):
  • ASSASSIN(start) > WARRIOR(15p) > BERSERK(25p) > RANGER(25p) > PIRATE(50p) > THIEF(0p) > BARD(45p) > CLERIC(30p) > SAGE(30p) > Wizard(10p) > THAUM(25p) > NECRO(50p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin and Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Pirate you have 3 class changes to collect the points. The Pirate can be skipped to collect the points for the Bard instead. Going from the Bard to Cleric should be easy, since the Bard has higher attributes, except DEV where the Rhattu needs to come up with just 10 points.
  • The magic classes rely mostly on the same attributes, so that changes should be easy.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 305 points required or 305/11 = 27 extra points on average per class.

Rhattu Assassin (80% bonus multiplier) to Templar:

  • 7 class changes, the Templar Melee career with 80% multiplier bonus (ends in Necro or another magic class):
  • ASSASSIN(start) > WARRIOR(15p) > BERSERK(25p) > RANGER(25p) > THIEF(0p) > BARD(45p) > CLERIC(30p) > TEMPLAR(105p)
  • Most melee classes and the Cleric Magic school (Templar keeps it in the end), gets Lethal Blow from the start and other special skills from Assassin and Templar.
  • Easy to do: for the Templar you have 6 class changes to collect the points. Going from the Bard to Cleric should be easy, since the Bard has higher attributes, except DEV where the Rhattu needs to come up with just 10 points. The Cleric will receive automatic increases in some of the high attributes the Templar needs (WIS and DEV), so it should be an easier class change than it looks (with extra saved points from previous classes).
  • 245 points required or 245/7 = 35 extra points on average per class (though in practice it should be easier than that, see above).




NAGA

The Naga have average mana regeneration. Their natural resistances are average (TOXIC 50, CAUSTIC(ACID) 40, everything else at 10 or lower). With a Naga Assassin, all resistances increase by 50%. NOTE: Naga cannot equip any pants or boots.

Naga Assassin (50% bonus multiplier) to Spellcaster:

  • 11 class changes, the super > superman career with 50% multiplier bonus (ends in Necro or another magic class):
  • ASSASSIN(start) > WARRIOR(10p) > BERSERK(25p) > RANGER(20p) > PIRATE(55p) > THIEF(0p) > BARD(40p) > CLERIC(20p) > SAGE(25p) > Wizard(0p) > THAUM(15p) > NECRO(40p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin and Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Pirate you have 3 class changes to collect the points. The Pirate can be skipped to collect the points for the Bard instead. Going from the Bard to Cleric should be easy, since the Bard has higher attributes, except DEV where the Naga needs to come up with just 5 points.
  • The magic classes rely mostly on the same attributes, so that changes should be easy.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 250 points required or 250/11 = 23 extra points on average per class.




GENERAL INFORMATION ON MAXIMUM MULTICLASSING:

There are really only a few routes for 10 - 12 class changes:

1) Start with the Spellcasters, go through the Bard to the Melee Classes and end up as Assassin or Pirate.

2) Start with the Melee classes, become Assassin or Pirate (optional) and go through the Bard to the Spellcasters.

3) Start with the Spellcasters, go through the Cleric and Templar to the Melee Classes and end up with a Jester, Assassin or Pirate.

4) Theoretically, you could also start with the Spellcasters, go through the Bard to the Jester, then change to an Assassin and go through the Melee classes that way to end up with a Pirate. However, it requires collecting enough extra points for a Jester after just 5 class changes - this would require consistenly good rolls of extra attribute points on level up.




NEW: GET THROUGH 14 OUT OF 15 CLASSES AND END ON A JESTER

You can definitely get through 14 classes and still leave Jester for last. I arranged these, looking at stat minimums, to try and minimize the extra points needed to spend. In no case will you have to spend more bonus points to class change than you can get from random (non > save > scummed) level ups in the new class. This is what I used for Diamond Jack:

(Barrower) Thau > Wiz > Necro > Sage > Cleric > Templar > Warrior > Bers > Ranger > Pirate > Assassin > Thief > Bard > Jester

Cleric to Templar:

  • 40 > 45 INT: automatic from cleric level ups
  • 45 > 60 WIS: automatic from cleric level ups, usually by level 6, definitely by level 8 > 9
  • 40 WIL: already at req
  • 45 > 50 STR: needs 5 bonus pts
  • 45 > 60 FEL: needs 15 bonus pts
  • 45 > 65 DEV: potentially automatic from cleric level ups or needs a few bonus pts

With an average of 3.5 bonus pts earned per level (w/o savescumming at all), that means getting to level ~7 should pay for the bonus pts needed.

Ranger to Pirate is more costly but actually gets you three classes:

  • 40 > 55 WIL: ~10 pts likely free from ranger level ups, spend ~5 bonus
  • 45 > 50 STR: spend 5 bonus
  • 35 > 55 SPE: spend 20 bonus
  • 35 > 60 AGI: spend 25 bonus
  • 40 > 50 FEL: likely all free from ranger level ups

Since you then go straight to Assassin, a lot of those points do double duty and qualify you for both classes (since Pirate preserves those stats). 5 STR, 15 SPE, and 15 AGI are all used twice. And in fact 10 SPE and 10 AGI are actually used *three* times since they also qualify you for Thief after that. So you're basically spending ~55 bonus pts to access three different classes. Reaching level 6-8 in all three classes will more than pay for those bonus points.

This is in fact a better deal than the time in Necromancer, which costs 20 bonus pts (in WIL) for just one class.

Basically, the free pts from level ups and stats needed by mutliple classes create some opportunities to chain stats together in efficient ways, if you look hard for 'em.




SOME SIMPLE BUILDS

Since many people are buying Grimoire for the first time today and will be building parties, I'll share some character ideas I had:

Open Hand Expert Assassin (ROW1)

  • Drake MET->BER->RAN->THI->ASS
  • Martial Skills: Shield, Backstabbing
  • Physical Skills: Hand to Hand, Lethal Blow, Stealth, Iron Hands, Ninjitsu (learned from trainer)
  • Mental Skills: invocation/incantation

Drake for Metalsmith affinity. Open hands for highest damage. He will max lethal blow and shield, then stealth and backstabbing, then iron hands when he becomes an assassin. Ninjitsu can be purchased.

Sword Templar (ROW2)

  • Wolfin RAN->THI->BAR->CLE->TEM
  • Martial Skills: Sword, Shield
  • Physical Skills: Lethal Blow
  • Mental Skills: Litany, Scribe/arcanum

Ranger start to get lethal blow. Wolfin for Ranger affinity. He will max sword, shield and lethal blow before focusing on litany as he becomes cleric and templar.

Hammer Alchemical Mage (ROW2)

  • Wolfin RAN->THI->BAR->SAG->THAU
  • Martial Skills: Hammer, Shield
  • Physical Skills: Lethal Blow
  • Mental Skills: Alchemistry, Scribe/Arcanum, nature lore (optional, but dovetails with alchemistry)

Ranger start to get lethal blow. Wolfin for Ranger affinity. He will max mace, shield and lethal blow, and max Alchemistry before final class change to Thaumaturge.

They can all class change at low levels to rapidly reach their end classes, no grinding required. You must save attribute gains on levelups and distribute them only when you need to for class change, and then when you reach the final class.