Class- and race-dependent abilities and gained intrinsics in Slash'EM 0.0.6E4 by Dylan O'Donnell Modified for Slash'EM by J. Ali Harlow Updated 10 May 2001 to correct error in droven abilities. ------------------------------------------------------------------------ This spoiler doesn't attempt to list the various class and racial modifiers to game activities; just the abilities peculiar to each. ------------------------------------------------------------------------ Archeologist XL 1 : Stealth XL 1 : Speed XL 1 : Research technique XL 10: Searching Start with all valuable gems and worthless glass pre-recognised. Natural proficiency with whips. Barbarian XL 1 : Poison resistance XL 1 : Berserk technique XL 7 : Speed XL 10: Quantify damage done XL 15: Stealth Start with all non-magical weapons and armour pre-recognised. Cave(wo)man XL 1 : Primar roar technique XL 7 : Speed XL 12: Quantify damage done XL 15: Warning Exempt from penalties for cannibalism and eating domestic animals. Flame mage XL 1 : Fire resistance XL 1 : Reinforce memory technique XL 3 : Power surge technique XL 5 : Draw energy technique XL 7 : Polymorph into baby dragon form XL 10: Sigil of tempest technique XL 13: Cold resistance XL 14: Polymorph into adult dragon form XL 20: Sigil of discharge technique Healer XL 1 : Poison resistance XL 1 : Surgery technique XL 15: Warning XL 20: Revivification technique Expert ability to use medical kits. Ice mage XL 1 : Cold resistance XL 1 : Reinforce memory technique XL 5 : Draw energy technique XL 7 : Polymorph into baby dragon form XL 10: Sigil of tempest technique XL 12: Power surge technique XL 13: Fire resistance XL 14: Polymorph into adult dragon form XL 20: Sigil of discharge technique Knight XL 1 : Turn undead technique XL 1 : Healing hands technique XL 7 : Speed XL 14: Quantify damage done. Can jump as chess knight. Natural ability to ride. Start with all non-magical weapons and armour pre-recognised. Monk XL 1 : Speed XL 1 : Sleep resistance XL 1 : See invisible XL 1 : Pumel technique XL 1 : Air dash technique XL 1 : Chained blitz technique XL 2 : Chi strike technique XL 3 : Poison resistance XL 4 : Chi healing technique XL 5 : Stealth XL 6 : Elemental fist technique XL 7 : Warning XL 8 : Draw energy technique XL 9 : Searching XL 10: Ground slam technique XL 11: Ward against flame technique XL 13: Ward against ice technique XL 15: Ward against lightning technique XL 17: Teleport control XL 17: Spirit bomb technique XL 20: Power surge technique Basic ability to use medical kits. Natural ability at unarmed combat. Expert natural protection. Start with all non-magical armour pre-recognised. Necromancer XL 1 : Drain resistance XL 1 : Sickness resistance XL 1 : Reinforce memory technique XL 1 : Raise zombies technique XL 3 : Undead warning XL 10: Power surge technique XL 15: Sigil of tempest technique Can see objects' blessed/uncursed/cursed status. Basic ability to control summoned undead. Priest(ess) XL 1 : Turn undead technique XL 1 : Blessing technique XL 15: Warning XL 20: Fire resistance Can see objects' blessed/uncursed/cursed status. Basic ability to use medical kits. Ranger XL 1 : Searching XL 1 : Missile flurry technique XL 7 : Stealth XL 15: See invisible Quick firing of all projectiles. Rogue XL 1 : Stealth XL 1 : Critical strike technique XL 10: Searching XL 15: Cutthroat technique Natural ability to steal and pick locks. Quick firing of daggers. Samurai XL 1 : Speed XL 1 : Kiii technique XL 14: Quantify damage done XL 15: Stealth Basic ability to use medical kits. Quick firing of ya from yumi. Start with all non-magical weapons and armour pre-recognised. Tourist XL 10: Searching XL 20: Poison resistance Undead slayer XL 1 : Stealth XL 1 : Drain resistance XL 1 : Sickness resistance XL 1 : Undead warning XL 1 : Turn undead technique XL 1 : Weapon practice technique XL 7 : Speed XL 9 : Poison resistance Basic ability to use medical kits. Start with all non-magical weapons and armour pre-recognised. Valkyrie XL 1 : Cold resistance XL 1 : Stealth XL 1 : Weapon practice technique XL 7 : Speed Can throw Mjollnir and have it return if strength 25. Start with all non-magical weapons and armour pre-recognised. Wizard XL 1 : Reinforce memory technique XL 3 : Draw enery technique XL 5 : Power surge technique XL 7 : Sigil of control technique XL 14: Sigil of tempest technique XL 15: Warning XL 17: Teleport control XL 20: Sigil of discharge technique Get bonuses rather than penalties for wearing cornuthaums. Warned before reading spellbooks with possibility of failure. Faster natural energy regeneration. Yeoman XL 1 : Calm steed technique XL 7 : Speed XL 15: Swimming Start with all non-magical weapons and armour pre-recognised. doppelganger XL 1 : Polymorph XL 1 : Liquid leap technique XL 9 : Polymorph control Basic natural protection. dwarf XL 1 : Infravision XL 1 : Searching XL 1 : Rage eruption technique drow XL 4 : Sleep resistance Quick firing of dark elven arrows from dark elven bows. elf XL 1 : Infravision XL 1 : See invisible XL 4 : Sleep resistance Quick firing of elven arrows from elven bows. gnome XL 1 : Infravision XL 1 : Vanish technique XL 5 : Stealth XL 7 : Tinker technique XL 14: Quantify damage done. hobbit XL 1 : Infravision XL 1 : Stealth XL 1 : Blink technique XL 7 : Speed lycanthrope XL 1 : Regeneration XL 1 : Eviscerate technique XL 3 : Polymorph XL 10: Berserk technique Exempt from penalties for cannibalism and eating domestic animals. Basic natural protection. orc XL 1 : Infravision XL 1 : Poison resistance Exempt from penalties for cannibalism and eating domestic animals. Quick firing of orcish arrows from orcish bows. vampire XL 1 : Regeneration XL 1 : Level-drain resistance XL 1 : Dazzle technique Vampires don't breath and move by flying. ------------------------------------------------------------------------