Grimoire : Heralds of the Winged Exemplar (V2) Guide

Ultimate Party Creation & Reference Guide(with max rolls, skills, attributes and more): NO SPOILERS for Grimoire : Heralds of the Winged Exemplar

Ultimate Party Creation & Reference Guide(with max rolls, skills, attributes and more): NO SPOILERS

Overview

Massive information on attributes, class requirements, race creation, skill point breakdown and distribution and levelup mechanics. Information gathered from steam forums and personal party creation experience/testing.

Party Creation – Race information, including a roll of 32 possibilities

The following are assuming you get a max roll(32), These are ‘starting’ availabilities with a roll of 32, you can multiclass later.

Your roll will get used(if necessary) automatically to improve attributes to reach class minimum requirements. If you score less than 15extra points you do NOT get to assign the bonus points, this is not a bug.

Bonus points:
Give you a multiplier to your skill points on levelup
On creation it multiplies the unused portion of your roll
(ex, you roll a 32 as a aeorb sage, you subtract 5 needed for sage req, 27×2.0=54 which you can then appy to attributes, hp, etc)

Males & Females have slightly varied starting attributes.
Nobody can start Jester, Pirate, Assassin

Human: Can’t start: Necro, Templar, Jester, Pirate, Assas, Bard
Female: Warrior, Wizard, Cleric, Thaum, Ranger, Thief, Bers, Metal, Sage
Male: Warrior, Wizard, Cleric, Thaum, Ranger, Thief, Bers, Metal, Sage
Bonus point classes: Berserker(1.2x)

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:
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: None
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: Mettal(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

Quick-Reference-spreadsheet

This is a quick reference, and is not entirely complete; gives you a *rough* idea of bonus point starts
See above section for known bonus-class-race combos

Attributes

When you levelup typically you can recieve 1-3 attribute points in 3 categories automatically and up to 6 bonus points.

HP: Hit points : Affected by class (and maybe another stat) on levelup
You run out you die.

Mana: Mana : Affected by class & (maybe devotion) on levelup
Used to cast spells

Vit: Vitality : Affected by Con and class on levelup
Functions like endurace/fatigue, as your vitality lowers during a fight you will fail to do as much damage and will not break through armor or fail to hit(no penetration)

Foo: Food
Not used atm, cleve is currently designing a mechanic for the future.

INT: Intelligence
Increases skillup chance on SUCCESS
Important for spell casters and maybe metalsmith item creation.

WIS: Wisdom
Increases skillup chance on FAILURE
Probably also spell casters

WIL: Willpower
Resistance against mind attacks, maybe some attack bonuses.

STR: Strength
This one is obvious. Attacks and carrying capacity.

CON: Constitution
Max vitality, and things like resistances or healing from diseases and what not.

SPE: Speed
Who attacks first and maybe additional attacks per round.

AGI: Agility
Dexterity and evasion of attacks.

FEL: Fellowship (equivalent to charisma)
Recruiting and talking to NPC’s, equivalent to diplomacy.

DEV: Devotion (equivalent to faith)
Determines total mana pool and it’s increase per level.

MET: METabolism or Mettle: rather unknown
Probably max HP or food consumption

DES: Destiny (luck, karma or both)
Can save from death in fights, “Destiny intervened”.

Martial: Skill breakdown by definition and class availability

Martial Skills Scroll down for quick-reference

Archery The ability to draw and fire a bow with sufficient skill to strike a target.
(10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Axe&Scimitar The skill of wielding large edged weapons in battle.
(10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Backstabbing The ability to surprise an opponent from behind with a weapon.
(06):Assassin,Bard,Jester,Pirate,Ranger,Thief)

Bladesmanship The skill of fighting with a knife or short ranged weapon in melee.
(14):Assassin,Bard,Berserker,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Hammer&Mace Prowess with blunt weapons used to bludgeon or smash an opponent in combat.
(12):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate, Ranger,Templar,Thaumaturge,Thief,Warrior)

Lash&Chain The skill of wielding extension weapons like the whip, chain and lash in combat.
(10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Metallurgy The ability to forge powerful weapons and to construct them from components.
(02):Metalsmith,Sage)

Shield The defensive art of blocking attacks and missiles with the shield in combat.
(11):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
Slings&Bolas The art of wielding and using weapons that are flung or that fling projectiles.

(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Spear&Lance Skill at wielding extended weapons in combat.
(10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
Staff&Rod Skill at wielding the staff, rod and wand in battle.

(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Swordsmanship Prowess with long, narrow edged weapons in battle.
(10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrio

Martial skills sorted by rarity:

Metallurgy (02):Metalsmith,Sage)

Backstabbing (06):Assassin,Bard,Jester,Pirate,Ranger,Thief)

Archery (10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
Axe&Scimitar
(10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
Lash&Chain (10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Spear&Lance (10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Swordsmanship (10):Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Shield (11):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

Hammer&Mace (12):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thaumaturge,Thief,Warrior)

Bladesmanship (14):Assassin,Bard,Berserker,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Slings&Bolas (15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Staff&Rod (15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Physical: Skill breakdown by definition and class availability:

For sorting by class scroll down.

Accuracy Assists in hitting a target when throwing, shooting or firing a projectile.
(02) Metalsmith,Ranger)

Berserking A deadly art involving a special method of attack with weapons in combat.
(01):Berserker)

Climbing The physical skill of climbing wals, ascending cliffs and dropping into pits.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Evasion The ability to make a safe strategic retreat without injury during combat.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Hand-to-Hand The adeptness with which one fights when unarmed in combat.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Inspection The art of divining the workings, weaknesses and design of mechanical devices.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Lethal Blow The knowledge of critical body areas and targets needed to strike a fatal blow.
(06):Assassin,Berserker,Jester,Metalsmith,Pirate,Ranger)

Lockpicking The art of picking locks on doors and chests.
(07):Assassin,Bard,Jester,Pirate,Ranger,Sage,Thief)

Music Proficiency in playing musical instruments and keeping harmony.
(03):Bard,Jester,Sage)

Ninjitsu The secret art of fighting with open hands to inflict maximum damage on a foe.
(02):Assassin,Jester)

Powerstrike A martial arts techinque involving concentrating force in a single hand blow.
(02:Assassin,Jester)

Robbery The larcenous art of relieving strangers of their valuables without discovery.
(05:Assassin,Bard,Jester,Pirate,Thief)

Scout The ability to scout hidden features while exploring unfamiliar areas.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Stealth The ability to hide oneself amidst shadows or behind terrain features.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Swimming The physical ability to ford deep water without drowning.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Throwing The skill of throwing objects so as to strike a target.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Trickery The art of using props and pranks to beguile or defeat opponents in combat.
(01:Jester)

Physical skills sorted by rarity:

Berserking (01:Berserker)

Trickery (01:Jester)

Accuracy (02 Metalsmith,Ranger)

Ninjitsu (02:Assassin,Jester)

Powerstrike (02:Assassin,Jester)

Music (03:Bard,Jester,Sage)

Robbery (05:Assassin,Bard,Jester,Pirate,Thief)

Lethal Blow (06:Assassin,Berserker,Jester,Metalsmith,Pirate,Ranger)

Lockpicking (07:Assassin,Bard,Jester,Pirate,Ranger,Sage,Thief)

Climbing (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Evasion (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Hand-to-Hand (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Inspection (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Scout (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Stealth (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Swimming (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Throwing (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Mental: Skill breakdown by definition and class availability

For breakdown by class scroll down.

Alchemistry The magical study of the four elements of fire, air, water and earth.
(06):Assassin,Berserker,Metalsmith,Ranger,Thaumaturge,Thief)

Ancient History Knowledge concerning the distant past of customs, peoples, locations and events.
(01):Sage)

Arcanum The study of the most powerful, dangerous and arcane magic secrets and spells.
(06):Bard,Cleric,Necromancer,Sage,Thaumaturge,Wizard)

Assaying The knack of identifying and classifying items according to their properties.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Barter The ability to bargain with merchants and get the fairest price in commerce.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Diplomacy The art of negotiation necessary to interact with intelligent creatures.
(05):Cleric,Metalsmith,Pirate,Sage,Templar)

Incantation The ability to recite spells written on scrolls and cast the successfully.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Invocation The ability to properly summon and target the magical powers of an item.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Litany The holy study of divine prayers that lead to power and favour with the gods.
(02):Cleric,Templar)

Mephistics The art of applying poison to weapons so as to increase their effectiveness.
(09):Assassin,Bard,Berserker,Jester,Pirate,Ranger,Sage,Thaumaturge,Thief)

Mythology The knowledge of legends and lore concerning strange creatures and beings.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Nature Lore The art of identifying and mixing ingredients in plants, powders and reagents.
(03):Ranger,Sage,Thaumaturge)

Necromancy Communication with the spirits of the dead and demons to acquire occult secrets.
(01):Necromancer)

Scribe Degree of literacy with written works and ability to accurately copy scrolls.
(15):Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate, Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Sorcery The magical art of memorizing and casting spells.
(06):Bard,Jester,Pirate,Sage,Warrior,Wizard)

Mental skills sorted by rarity:

Ancient History (01:Sage)

Necromancy (01:Necromancer)

Litany (02:Cleric,Templar)

Nature Lore (03:Ranger,Sage,Thaumaturge)

Diplomacy (05:Cleric,Metalsmith,Pirate,Sage,Templar)

Sorcery (06:Bard,Jester,Pirate,Sage,Warrior,Wizard)

Alchemistry (06:Assassin,Berserker,Metalsmith,Ranger,Thaumaturge,Thief)

Arcanum (06:Bard,Cleric,Necromancer,Sage,Thaumaturge,Wizard)

Mephistics (09:Assassin,Bard,Berserker,Jester,Pirate,Ranger,Sage,Thaumaturge,Thief)

Assaying (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Barter (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Incantation (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Invocation (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Mythology (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Scribe (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,
Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

Multi-classing information

To change a character’s class, he must be level 10+ in his current class and have the minimum stats for his new class. Additionally, allowed class changes are limited to three outgoing choices, according to his current class. (Specific allowed changes below.) Recruitable NPCs cannot multiclass.

Stats are reset to the minimum on class change. You keep your skills. You also keep your spells, as well as your unspent spell-scribing credits. I’m not sure what happens with level progression; it’s not reset to 0, but it also doesn’t appear to be kept the same as your old profession. It looks like the progression table for the new class is used, with some multiplier. (Around 1.25x the natural XP progression cost, as far as I can tell.)

Bonus attribute points are retained, so if you are motivated and insane (hello, Codex), you could conceivably grind up to the minimum stats for the new class and then hoard your points until the switch, then dump them all. Could make for a rough start, though.

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: (why???) Thief, Bard, Assassin
BARD: Cleric, Jester, Sage
METALSMITH: Warrior, Berserker, Pirate
PIRATE: Thief, Berseker, Assassin
ASSASSIN: (why?) Warrior, Thief, Berserker
SAGE: Cleric, Wizard, Thaumaturge

A pirate requires the following minimum stats (the 40s are all human racial minimums so idk what the minimums are there):
int 40
wis 40
wil 55
str 50
con 40
spe 55
agi 60
fel 50
dev 40
met 40
des 10

Assassin:
int 65
wis 40
wil 40
str 50
con 40
spe 50
agi 50
fel 40
dev 50
met 40
des 10

JESTER! wow this guy has high requirements
int 70
wis 40
wil 50
str 60
con 40
spe 65
agi 75
fel 75
dev 55
met 40
des 10

Observations:
(I’m not sure how much XP is in the game, but I’m assuming a max of one class change.)

Templars: If you want a templar, you have to either roll one as a durendil or multiclass in from cleric.
Assassins: Two of the four classes that can change to assassin are elite ones (Pirate and Assassin), so if you want one in your first 20 levels, you need a ranger or thief.
Pirates: This is the most accessible non-creatable class, with routes available from Warrior, Berserker, Thief, and Metalsmith.
Jesters: Only bards can become jesters. (Because you clearly needed another reason to bring bards . . . :roll:)
Metalsmith: No one can change into this class; it can only be a starting class. Since it and Sage are the only ones who get metallurgy, and Sages get very few skill points to invest in it, you probably need to create a metalsmith if you want metallurgy. (Thanks to Gestalt11 for pointing this out.)

Pure mages are mostly locked into staying pure mages; only clerics have exits. (Bards and templars.)
Martial classes generally have hybrid advanced classes available.

SPELL TABLES
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 (which I don’t know anything about yet). Each class begins learning from a specific list at a specific level.

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.

Base caster classes:
WIZARD, CLERIC, NECROMANCER, SAGE, THAUMATURGE: Each learns his own school, starting at level 1.

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

Class skill point on levelup and xp required

Keep in mind your points are randomized on levelup, some lucky rolls(on some classes) getting 30+ total skill points

Martial / Physical / Mental point ratio : Skill total / Xp 1st level : Patron

Assassin The Assassin is the master of lethal arts of murder and poisoning.
1.0/0.8/0.5 : 2.3/ 2100 XP/patron: Night

Bard The Bard is a wandering performer who acquires many skills in his journeys.
0.4/1.0/0.3 : 1.7/ 1250 XP/patron: Harmony

Berserker The Berserker is a barbarian who manifests a terrible bloodlust in battle.
1.0/0.7/0.4 : 2.1/ 1000 XP/patron: Skulls

Cleric The Cleric server a deity and acquires holy power through prayer and devotion.
0.2/0.5/1.0 : 1.7/ 1250 XP/patron: Light

Jester The Jester is no laughing matter, often sending foes to death with a smile.
1.0/0.7/0.6 : 2.3/ 2400 XP/patron: Mirth

Metalsmith The Metalsmith studies the construction, use and employment of weapons.
1.0/0.5/0.4 : 1.9/ 850 XP/patron: Anvils

Necromancer The Necromancer learns unholy secrets by consulting with the dead and demons.
0.1/0.1/1.0 : 1.2/ 1800 XP/patron: Death

Pirate The Pirate is a seafaring rogue who hungers for swordplay, robbery and booty.
1.0/0.6/0.4 : 2.0/ 1400 XP/patron: Oceans

Ranger The Ranger acquires his skills in the forest, tracking animals and hunting.
0.7/1.0/0.3 : 2.0/ 900 XP/patron: Nature

Sage The Sage is an avid scholar who strives to unearth the riches found in books.
0.1/0.1/1.0: 1.2/ 750 XP/patron: Truth

Templar The Templar is a holy knight who quests after adventure and good deeds.
1.0/0.5/0.3 : 1.8/ 1350 XP/patron: Swords

Thaumaturge The Thaumaturge harnesses the primitive forces of nature and the elements.
0.1/0.4/1.0 : 1.5/ 1150 XP/patron: Earth

Thief The Thief develops expertise in the arts of robbery and skullduggery.
0.5/1.0/0.4 : 1.9/ 850 XP/patron: Shadows

Warrior The Warrior pursues mastery of all martial arts to secure victory in combat.
1.0/0.5/0.2 : 1.7/ 1000 XP/patron: Valor

Wizard The Wizard practices the ancient arts of magic, weaving spells and illusions.
0.1/0.4/1.0 : 1.5/ 1200 XP/patron: Magic

15 Classes Total:
7 Martial classes: Assassin, Berserker, Jester, Metalsmith, Pirate, Templar, Warrior.

3 Physical classes: Bard, Ranger, Thief.

5 Mental classes: Cleric, Necromancer, Sage, Thaumaturge, Wizard.

Classes sorted by total skill gains (and XP to level up to 2nd level):

Assassin 2.3 : 2100 XP
Jester 2.3 : 2400 XP
Berserker 2.1 : 1000
Ranger 2.0 : 900
Pirate 2.0 : 1400
Metalsmith 1.9 : 850
Thief 1.9 : 850
Templar 1.8 : 1350
Warrior 1.7 : 1000
Bard 1.7 : 1250
Cleric 1.7 : 1250
Thaumaturge 1.5 : 1150
Wizard 1.5 : 1200
Sage 1.2 : 750
Necromancer 1.2 : 1800

Levelup mechanics

When you levelup you will typically recieve 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

+10-39(or more) skill points, broken down by class ratios (explained in other section)
Skill points (min to max) are dependent on Class primarily(see skill point breakdown) and possibly influenced by race

Spells to choose from

You can SAVE THESE for later even after multiclassing

You might have to click around with skills to get the points to showup, you did NOT lose them, sometimes it shows zero when returning to the screen

Sometimes for spell selection to showup you need to spend your attribute and skill points.

WORK IN PROGRESS: Help is welcome!

All classes gain +1-6 bonus(you assign) attributes
All classes gain +1-3 of THREE different attributes
All classes gain 9-39 skill points(you assign, divided among 3 categories)
as well as the following
Hp and mana gains are *estimates*

Metalsmith
+5-15 Hp
+8-16 Mana

Creating a character – hp / mana and misc information

Hp and mana minimum and maximums when making a new character are class-based

However most classes can get at least 8 hp and 10+ mana

Mana, Hp and Vitality regen

Hp regen is 10% of max hp per tick

Vitality regen is Con based and race based
Very fast though, almost uncessary difference

Mana regen is mostly race based(possibly attribute as well for rate/amount)
Mana tick rate
Very fast : Dwarf, Wolfin
Fast: Aorb, Durendil, Saurian
Average: Giant, Vamp, Fae,
Slow: Human, Drow

Race information

Males & Females have slightly varied starting attributes.
Nobody can start Jester, Pirate, Assassin

Multiplier affects skill points on levelup AND extra points on creation(subtract points req for class pick then multiply the remainder).
Keep in mind skill points are also influenced by class; this is in addition to that.

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: Berserker(1.2x)
Mana Regen: Very Low

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
Mana Regen: Very Low

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)
Mana Regen: Very High

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
[[b]Bonus point classes[/b]: Cleric(1.2x), Ranger(1.6x)
Penalty point classes: Bard(0.8x)
Mana Regen:Very High

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)
Mana Regen: High

Saurian:
Female: War Thief Bers
Male: War, Thief, Bers
Bonus point classes: Bers(1.3x)
Penalty point classes: Sage(0.5x)
Mana Regen: Average

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
Mana Regen: ????

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
Mana Regen: ????

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)
Mana Regen:

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: None
Penalty point classes: None
Mana Regen: ????

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: Mettal(0.5x)
Mana Regen: Average

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
Mana Regen: Average

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)
Mana Regen: High

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
Mana Regen: High

Glossary, Abbreviations and Resistances

Abbreviation Glossary
ARMOR
NAC: Natural Armor Class
BAC: Basic Armor Class
CAC: Class Armor Class
IAC: Item Armor Class
MAC: Magical Armor Class (?)
TAC: Total Armor Class

Resistances
AIR: Air
CAU: Caustic
COL: Cold
DEA: Death
EAR: Earth
FIR: Fire
GAL: Galvanic (Electricity?)
HYP: Hypnosis
LUM: Luma (light?)
MEN: Mental
MES: Mesmerizing
SON: Sonic
SOR: Sorcery
SYS: System
TOX: Toxin
Aqua
Paralysis

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