Classes

There are 10 **character classes** in the game currently. Each character may have one class, and there can be no more than 1 character of each class. Classes are selected when creating the file. Wanderers will have a random class that is not in your team.

## Class Mechanics

There are 5 melee classes and 5 ranged classes. Melee classes start with and may only use melee weapons, and ranged classes start with and may only use ranged weapons.

Each class has bonuses and penalties that apply from the start of the game. Some classes also start with abilities that can be used in combat.

Upon reaching levels 3, 6 and 9, each class will gain new bonuses and/or abilities. These are different for each class.

## List of Classes

### The Warrior

* Skirmish weapons have +10% accuracy and deal +1 damage.
* Enemies attacked by the Warrior have -1 effective evasiveness.
* +10% accuracy.
* Starts at Melee Combat Rank 1.

**Level 3:** Gains the Assist ability, which is usable for free. Select a character to assist. When assisting, the Warrior will not attack. When the assisted character attacks, the defender has -3 effective evasiveness, cannot counterattack and is dealt additional damage equal to 50% of the base weapon damage of the Warrior. Assist lasts until cancelled or until the battle ends.

**Level 6:** Skirmish weapons gain a further +1 damage and +10% accuracy. All skirmish weapons gain a 10% chance to deal +5 damage.

**Level 9:** 20% chance every attack to deal bonus damage equal to the Warrior's Strength stat to 1 additional enemy.

### The Berserker

* +2 damage dealt.
* -15% accuracy.
* Takes 1 additional damage from every attack.
* -2 evasiveness.
* Starts with a poleaxe instead of a sabre.
* Gets Melee Combat Rank 3's bonuses for poleaxes from the beginning of the game.

**Level 3:** Gains the Berserk Mode ability. Costs 50 Ability Points. When used, enters Berserk Mode for the rest of the battle. While in Berserk Mode, the Berserker deals +2-5 damage and has increased crit chance, but takes +1-3 damage from every attack, has -3 effective evasiveness and cannot be healed until the battle is over.

**Level 6:** Adds +3 to intimidation. Has a toggleable setting that has a 10% chance to cause up to 2 enemies to flee at the beginning of combat.

**Level 9:** While in Berserk Mode, the Berserker has a 33% chance to attack twice.

### The Defender

* All characters take -10% damage.
* +10% chance to block with a shield.
* +50% damage dealt when protecting another character.
* Starts with a Small Wooden Shield.
* Starts with a lance instead of a sabre.

**Level 3:** Gains the Defensive Support ability. Costs 40 Ability Points. When activated, all characters take -20% damage for the rest of the battle.

**Level 6:** The Defender's shield takes -20% integrity damage. Enemy crit chance against all characters is reduced to 6.7%.

**Level 9:** While Defensive Support is active, incoming attacks against any character have a 20% chance to stun the attacker. The chance is 40% if the Defender is the attack's target.

### The Scout

* +20% travel speed.
* Always attacks first.
* +2 evasiveness.
* Takes +1 damage from every attack.
* Increases the chance to find something good when exploring a location.
* Starts with the Battlefield Survey ability. Costs 15 Ability Points. Increases all characters' effective evasiveness by +2 for the duration of the battle.

**Level 3:** Gains the Draw Attention ability. Costs 15 Ability Points. The Scout becomes far more likely to be targeted by enemies' attacks than other characters.

**Level 6:** Gains the Precalculated Dodge ability. Costs 30 Ability Points. The next attack that targets the Scout will be dodged without fail.

**Level 9:** Whenever the Scout dodges an attack, the attacker's effective evasiveness is reduced by the Scout's Evasiveness stat, and the attacker also has a 20% chance to be stunned.

### The Shaman

* Starts with a Ceremonial Sabre. This weapon is identical to the Weathered Steel Sabre, except it grants 5 XP on hit.
* +2 luck.
* +2% to treasure chance.
* The effect of the Lucky Brew lasts 1 day longer.
* Starts with the Sacrificial Strike ability. Costs 15 Ability Points. The Shaman's next attack has +30% accuracy and -3 target effective evasiveness, but only deals 50% damage. If the attack kills the target, all characters receive 25 XP.

**Level 3:** The Shaman heals 1 HP whenever they attack. All characters heal 1 HP whenever the Shaman kills an enemy.

**Level 6:** Gains the Bloodlust ability. Costs 50 Ability Points. When activated, Bloodlust points can be accumulated, with 1 gained every kill and 1 gained every crit. Each point of Bloodlust gives a +1 damage bonus to all characters. Each 2 points of Bloodlust gives a +5% accuracy bonus to all characters, up to a max of +15%. Bloodlust ends after the battle.

**Level 9:** 20% chance to gain 1 Bloodlust point whenever a character is attacked.

### The Hunter

* +0.5 meat collected when hunting (reminder that resource gathering is always rounded up).
* Starts at Ranged Combat Rank 1.
* +15% accuracy against animals.
* Hunting dogs gain +1-3 XP on hit.
* Enemies attacked by hunting dogs have -1 effective evasiveness.

**Level 3:** Gains the Mark Target ability. Costs 15 Ability Points. The target of the Hunter's next attack will be marked, regardless as to whether or not the attack hits. Only 1 enemy can be marked at a time. A marked enemy is more likely to be targeted than other enemies, has -2 effective evasiveness and characters who attack them will have +10% accuracy against them. Marking lasts for 3 rounds.

**Level 6:** The Hunter's attacks have a 10% chance to stun. This chance is increased to 25% against a marked enemy. Additionally, hunting dogs deal +1 damage.

**Level 9:** The Hunter's crit chance is 25% against stunned enemies.

### The Sharpshooter

* Starts at Ranged Combat Rank 2.
* Crit chance increased to 11.1%.
* Enemies attacked by the Sharpshooter have -2 effective evasiveness.
* -2 evasiveness.
* -2 endurance.
* +1 damage taken from every attack.

**Level 3:** +2 damage dealt.

**Level 6:** +10% accuracy. Aimed Shot's Ability Point cost is reduced from 15 to 10.

**Level 9:** On the first round, the Sharpshooter will deal 20 damage directly to the HP of a random non-boss enemy, completely bypassing armour. This is enough to kill almost any enemy instantly.

### The Healer

* All characters heal +1 HP every night.
* Each round, the Healer will heal 1 HP for a random character.
* All characters receive +20% more healing from medicines.
* +1 intelligence.
* -10% accuracy.
* -1 damage dealt.

**Level 3:** Gains the Field Medicine ability. Costs 30 Ability Points. Select a character, and that character will heal 5 HP.

**Level 6:** Whenever a medicine is crafted, there is a 15% chance to get 2. Additionally, there is a 15% chance each day to gain a medicine for free.

**Level 9:** Field Medicine heals 8 HP. When a character takes fatal damage, the Healer has a 50% chance to revive them with 8 HP. This takes effect AFTER Revival Brews and the Survivor's bonus.

### The Survivor

* 33% chance each night to not consume 1 food.
* -66% cold damage taken.
* +2 endurance.
* When the Survivor takes fatal damage, they can self-revive with 5 HP. This can only be done once.

**Level 3:** Gains the Survival Instinct ability. Costs 40 Ability Points. For the rest of battle, the Survivor gets +2 effective evasiveness, +10% accuracy, +2 damage dealt and -20% damage taken.

**Level 6:** When the Survivor takes damage, there is a 33% chance for damage between 1 and half the damage the Survivor took to be dealt back to the attacker. The chance is 50% if Survival Instinct is active.

**Level 9:** The Survivor revives with 8 HP instead of 5, and can do it an additional time.

### The Artisan

* Once a day, the Artisan will craft 1 free ammo for a random character.
* Using 1 wood to craft ammo crafts 6 instead of 5.
* 50% chance to refund 1 metal when a hatchet or pickaxe is crafted.
* All weapons require 1 less wood to craft.
* -1 evasiveness.
* -1 endurance.
* -1 damage dealt.
* -10% accuracy.

**Level 3:** Crafting skirmish weapons has a 33% chance to give 1 additional weapon. Additionally, gains the Repair ability. Costs 20 Ability Points. Repairs the integrity of a selected character's armour and shield.

**Level 6:** Explosives require 1 less gunpowder to craft. Smelting ore has a 15% chance to generate 2 of the mineral smelted.

**Level 9:** +30 carrying capacity as long as the Artisan is alive. Crafting an explosive has a 20% chance to craft 2. Using Repair on a character also gives them -25% damage taken for the rest of the battle (does not stack).