Barony
452 ratings
🔓Keep Your Secrets🔓 In-Depth Class/Race Guide
By Bwabee
This guide is both for those getting into the game for the first time, as well as those who have played for a bit but want to get a more fleshed out description of the various class and race combinations for optimal fun.

Thank you so much for the all the feedback, the guide is now complete aside from any balanced changes or tweaks that will come with future updates. <3
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Introduction
Are you new to Barony? Are you looking at all of the different classes and scratching your head as to what might be the best choice? Well this is just the guide for you!
Whether you're new or returning, this guide will focus entirely on the differences, advantages, and disadvantages between all of the class alongside their various race combinations.

As of now in Barony there are 21 different classes in total. 13 of them are in the base game, while 8 are tied to the two DLCs (which you should definitely get, they're worth it!)

Standard Classes:
  • Barbarian
  • Warrior
  • Healer
  • Rogue
  • Wanderer
  • Cleric
  • Merchant (✔️Keep Your Secrets: Minor Loadout Tweaks)
  • Wizard
  • Arcanist
  • Joker
  • Sexton
  • Ninja
  • Monk

DLC Classes:
  • Conjurer
  • Accursed
  • Mesmer
  • Brewer
  • Mechanist
  • Punisher
  • Shaman
  • Hunter
Class "Categories"
Right here is a personally made list of categories that you can use to differentiate the 'themes' of each class.
Keep in mind that EVERY class is capable of doing other things, it's just that this is an easy way to categorize certain archetypes for new players to choose from.

Bruisers: Classes that either excel at being tanky or in-the-enemy's-face with melee strikes.
  • Barbarian [Damage & Speed]
  • Warrior [Tanky & Damage]
  • Cleric [Tanky & Minor Magic]
  • Monk [Tanky & Speed]
  • Shaman {Troll Form} [Mega Tanky] (DLC 2)

Spellcasters: Classes which heavily rely on magical prowess throughout the game.
  • Healer [Healing Magic]
  • Wizard [Extreme Offensive Magic]
  • Sexton [Utility Magic]
  • Conjurer [Summoning Magic] (DLC 1)
  • Mesmer [Charming Magic] (DLC 1)
  • Shaman {Imp Form} [Extreme Magic & Flight] (DLC 2)

Rangers: Classes that rely on physical ranged capabilities and speed to their advantage.
  • Rogue [Ranged & Stealth]
  • Arcanist [Ranged & Offensive Magic]
  • Hunter [Extreme Ranged] (DLC 2)

Assassins: Classes where you rely on stealth, speed, and good melee damage to get powerful backstabs.
  • Ninja [Extreme Stealth & Damage]
  • Accursed [Stealth. Speed, & Magic. Cursed with affliction!] (DLC 1)
  • Punisher [Stealth & Debuff Magic] (DLC 2)

Wildcards: Classes which often have a particular gimmick that is not easily categorized with the four labels above.
  • Wanderer [Resources & Navigation]
  • Merchant [Shopping]
  • Joker [RNG]
  • Brewer [Potions & Alchemy] (DLC 1)
  • Mechanist [Machines & Turrets] (DLC 2)
  • Shaman {Rat Form} [Scout] (DLC 2)
  • Shaman {Spider Form} [Disruptor] (DLC 2)

Barbarian


Introduction
This is the very first class you see in the menu, but oddly isn't considered the easiest according to the developers. Regardless though, this class is fairly straightforward.

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Iron Axe
2x Bronze Tomahawk - Ranged throwables.
Leather Helm
Wooden Shield
2x Torches
Bottle of Booze - Slight heal and strength bonus while drunk.
Meat
Bread
Ring of Might - Increases STR and allows boulders to be pushed.
  • Preferred Weapon Type: Axes

Barbarian Gameplay TIPS
  • As a Barbarian you have two options. The first option is to charge into battle with your shield in order to block enemy attacks while responding with your own. The second option is to mash the attack button as fast as possible while slaying anything in your path. I recommend using your tomahawks to weaken larger foes before charging in. Your unique ring allows you to push boulders from the start!

Stat Weights
✊STR: 63% (Melee Damage & Weight Resistance)
🏹DEX: 57% (Ranged Damage & Base Movement Speed)
🛡CON: 35% (Natural Armor & Status Effect Reduction)
🔮INT: 35% (Magic Damage & Mana Regeneration)
👓PER: 51% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 57% (Improves Leadership & Trading)

Starting Stats
❤️HP: 40
💙MP: 20
✊STR: 2
🏹DEX: 0
🛡CON: 1
🔮INT: -2
👓PER: 0
🤡CHR: -1
  • With 0 PER, it is recommended you find Cheese to jump-start your Appraisal skill.

Starting Skill Points
Swimming: 25/100
Alchemy: 10/100
Blocking: 25/100
Unarmed: 20/100
Axes: 50/100
Maces: 25/100
  • The Barbarian has the highest starting Axes skill of all the classes.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) You can toss your starting Booze to recruit a drunk human early on.
Goatman: (NORMAL) The additional Booze is always helpful.
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) The Booze can restore a good amount of Energy.
Warrior


Introduction
The party's front-liner. This is often one of the go-to picks for new players as they are quite forgiving but still very fun. Their effectiveness is best in multiplayer where they can tank for more frail classes.

Survival Rating: ⭐⭐⭐⭐
Complexity Rating:
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Iron Spear
Leather Helm
Iron Breastpiece
Leather Boots
Bronze Shield
Bread
Fish
  • Preferred Weapon Type: Polearms

Warrior Gameplay TIPS
  • The Warrior can be seen as the easier counterpart to the Barbarian. Your spear deals bonus damage to skeletons in addition to having balanced damage versus everything else. Same as the Barbarian, you can focus your shield or poke wildly. Your heavy armor will help keep you alive even when taking blows from the toughest enemies, but don't get careless.

Stat Weights
✊STR: 70% (Melee Damage & Weight Resistance)
🏹DEX: 36% (Ranged Damage & Base Movement Speed)
🛡CON: 65% (Natural Armor & Status Effect Reduction)
🔮INT: 26% (Magic Damage & Mana Regeneration)
👓PER: 36% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 65% (Improves Leadership & Trading)
  • The Warrior has the highest STR growth of all the classes.

Starting Stats
❤️HP: 30
💙MP: 20
✊STR: 1
🏹DEX: 1
🛡CON: 0
🔮INT: -2
👓PER: -1
🤡CHR: 1
  • With -1 PER, you will be unable to appraise anything until you can get the stat to 0 through level-ups or items.

Starting Skill Points
Leadership: 40/100
Blocking: 25/100
Ranged: 25/100
Unarmed: 10/100
Swords: 25/100
Polearms: 50/100
  • The Warrior has the highest starting Polearms skill of all the classes.
  • The Warrior starts with high enough Leadership skill to start recruiting named NPCs.


Race Recommendations
Human: (NORMAL) Can recruit King Arthur (Boss Human) early on.
Skeleton: (NORMAL) Can recruit Coral Grimes (Boss Ghoul) early on.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Can recruit Lilith (Boss Succubus) early on.
Goatman: (NORMAL) Standard, refer to race section for traits.
Automaton: (NORMAL) Can recruit King Arthur (Boss Human) early on.
Incubus: (NORMAL) Can recruit Lilith (Boss Succubus) early on.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.
Healer


Introduction
A frail caster who begins with various spells and tools in order to heal the party.

Survival Rating: ⭐⭐⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Quarterstaff
Magicstaff of Slow - Slows enemies.
Phrygian Hat
Healer Doublet - Increases INT.
Cloak
Spellbook of Healing
Spellbook of Cure Ailment
x3 Potion of Extra Healing
x3 Towel - Stops bleeding & Tin-Can grease.
x2 Apple
x2 Fish
  • Preferred Weapon Type: Polearms
  • They are the only class that begins with a Healer Doublet.
  • They are the only class that begins with the Heal & Cure Ailment spells.


Healer Gameplay TIPS
  • Understand that you will be very squishy at first, and should remain near allies to keep the team afloat whether it be players or NPCs. Your quarterstaff can dispatch skeletons quite efficiently. Once you get past the rough early game, you'll find that the Healer turns into a tanky spellcaster due to their stat growth. One could say the Healer becomes a more powerful fighter than even the Cleric late game.

Stat Weights
✊STR: 43% (Melee Damage & Weight Resistance)
🏹DEX: 43% (Ranged Damage & Base Movement Speed)
🛡CON: 50% (Natural Armor & Status Effect Reduction)
🔮INT: 62% (Magic Damage & Mana Regeneration)
👓PER: 57% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 43% (Improves Leadership & Trading)

Starting Stats
❤️HP: 20
💙MP: 40
✊STR: -1
🏹DEX: -1
🛡CON: 2
🔮INT: 1
👓PER: 0
🤡CHR: 0

Starting Skill Points
Swimming: 25/100
Appraisal: 10/100
Alchemy: 30/100
Magic: 25/100
Casting: 50/100
Blocking: 10/100
Polearm: 25/100
  • They are one of 7 classes (and one of 4 without DLC) to start with some kind of Appraisal skill, making their early game item identification much smoother.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (HARDER) Slow MP regen.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (EASIER) You can use Cure Ailment to stop the hangover.
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (HARDER) Cannot permanently learn spells from books.
Insectoid: (NORMAL) Food/Juice/Booze/Mana Restore = Energy for spells.
Rogue


Introduction
The first dexterity-focused class with an emphasis on ranged combat, stealth, and utility.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐⭐
Fun Rating: 🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Bronze Sword
Shortbow
Leather Breastpiece - You should drop this to save weight.
Leather Gloves
Cloak
5x Potion of Sickness - Throw to weaken & poison high value targets
3x Lockpick
15x Quiver of Springshot - Staggers most enemies backward. Hold off-hand with bow.
Noisemaker - Draws enemy aggro.
Hood of Whispers (Rogue) - +10 Stealth skill & +5 Ranged backstab damage. Both scale with blessings.
  • Preferred Weapon Type: Bows & Swords
  • They are the only class that begins with a Noisemaker.
  • (The Basic Hood has been removed as of the EMH update.)


Rogue Gameplay TIPS
  • The Rogue is a pure generalist. This means you'll dabble in melee, ranged, stealth, alchemy, and eventually tinkering if you so desire! The only system the Rogue performs poorly in is magic, but even that can be learned for extra utility. Early game you'll want to avoid direct confrontations, instead opting for a combination of stealth & archery. (Skyrim anyone?) As the match progresses you can slowly learn more systems like brewing and tinkering to gain the edge. Late game you'll almost always have an answer for each encounter.
    Your Hood of Whispers will enhance your stealth and ranged abilities, allowing you to perform much more efficiently alongside being able to backstab enemies with your bow in addition to your sword! Don't skimp on enchantments as the passive bonuses grow with it too.

Stat Weights
✊STR: 36% (Melee Damage & Weight Resistance)
🏹DEX: 70% (Ranged Damage & Base Movement Speed)
🛡CON: 26% (Natural Armor & Status Effect Reduction)
🔮INT: 36% (Magic Damage & Mana Regeneration)
👓PER: 70% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 59% (Improves Leadership & Trading)
  • The Rogue has the highest DEX & PER growth of all the classes. Tied with the Hunter.

Starting Stats
❤️HP: 25
💙MP: 20
✊STR: -1
🏹DEX: 2
🛡CON: 0
🔮INT: -1
👓PER: 2
🤡CHR: -1

Starting Skill Points
Appraisal: 25/100
Tinkering: 40/100
Alchemy: 20/100
Stealth: 50/100
Ranged: 25/100
Swords: 25/100
  • They are one of 7 classes (and one of 4 without DLC) to start with some kind of Appraisal skill, making their early game item identification much smoother.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples DEX. NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.
Wanderer


Introduction
A rather underrated class in the sense that they come prepared with a multitude of tools to both survive and navigate floors.

Survival Rating: ⭐⭐⭐⭐
Complexity Rating:
Fun Rating: 🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Quarterstaff
Blessed +1 Leather Boots
Cloak
Lantern - Powerful light source.
Tin Opener - Opens tin cans.
Towel - Stops bleeding & Tin-Can grease.
2x Bread
Fish
2x Tin - Powerful food source, requires tin opener.
Slingshot
6x Scroll of Magic Mapping - Reveals the entire map.
Ring of Warning - Displays all nearby monsters on the minimap.
Spellbook of Detect Food - Marks all food on the minimap.
Potion of Cure Ailment
Hood of Whispers (Wanderer) - +10 Stealth skill & +3 Ranged backstab damage. Both scale with blessings.
  • Preferred Weapon Type: Polearms
  • They are the only class that begins with a Ring of Warning.
  • They are the only class that begins with the Detect Food spell.
  • (The Basic Hood has been removed as of the EMH update.)


Wanderer Gameplay TIPS
  • As the Wanderer, you can take advantage of your Ring of Warning in order to fully clear every floor of enemies to maximize XP gain. Your quarterstaff gives you a good advantage over skeletons, and if necessary you can kite safely with your slingshot until you get stronger. Be sure to read up on and figure out the right time to utilize your vast array of tools. Also the Detect Food book is too difficult for you to learn so you must train your magic before you can properly use it.
  • Your Hood of Whispers is similar but slightly weaker than the Rogue variant. It's not as vital to your class, but you can still make use of the added stealth bonus to stay safe in the dungeon when combined with your Ring of Warning.

Stat Weights
✊STR: 57% (Melee Damage & Weight Resistance)
🏹DEX: 50% (Ranged Damage & Base Movement Speed)
🛡CON: 57% (Natural Armor & Status Effect Reduction)
🔮INT: 43% (Magic Damage & Mana Regeneration)
👓PER: 57% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 35% (Improves Leadership & Trading)

Starting Stats
❤️HP: 40
💙MP: 20
✊STR: 0
🏹DEX: 1
🛡CON: 1
🔮INT: -1
👓PER: 1
🤡CHR: -1

Starting Skill Points
Swimming: 50/100
Trading: 25/100
Alchemy: 30/100
Stealth: 25/100
Ranged: 25/100
Unarmed: 10/100
Polearms: 25/100

Race Recommendations
ALL: (NORMAL) Standard, refer to respective race sections for traits.
Cleric


Introduction
The true beginner class of the game, focusing on adaptability while being fairly tanky. I recommend choosing this if it's your first time.

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Blessed +1 Iron Mace
Leather Breastpiece
Blessed +1 Iron Bracers
Cloak
Wooden Shield
2x Potion of Healing
3x Scroll of Summon - Useful for spawning free allies in a pinch.
Bread
Spellbook of Troll's Blood - Provides health regeneration buff to the party.
  • Preferred Weapon Type: Maces
  • They are the only class that begins with Scrolls of Summon,
  • They are the only class that begins with the Troll's Blood spell.


Cleric Gameplay TIPS
  • The Cleric is EVERYTHING you would want in a class when you're new to the game. First off, the mace is the single most powerful tool against skeletons. In addition you are heavily armored with a shield as the cherry on top. Potions of healing means you can recover from a few bad encounters while you learn. Finally, the Scrolls of Summon are what makes the Cleric truly stand out! You can instantly summon permanent allies (until they die) which will help draw aggro and increase your leadership. Your book of Troll's Blood is a valuable party heal and you should find ways to increase your magic skill in order to learn it midway through a run.

Stat Weights
✊STR: 50% (Melee Damage & Weight Resistance)
🏹DEX: 35% (Ranged Damage & Base Movement Speed)
🛡CON: 56% (Natural Armor & Status Effect Reduction)
🔮INT: 56% (Magic Damage & Mana Regeneration)
👓PER: 50% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 50% (Improves Leadership & Trading)

Starting Stats
❤️HP: 30
💙MP: 30
✊STR: 0
🏹DEX: -1
🛡CON: 1
🔮INT: 0
👓PER: 1
🤡CHR: 0

Starting Skill Points
Swimming: 25/100
Leadership: 20/100
Alchemy: 20/100
Magic: 25/100
Casting: 25/100
Blocking: 10/100
Maces: 25/100


Race Recommendations
ALL: (NORMAL) Standard, refer to respective race sections for traits.
Merchant


This class is now 🔓UPDATED🔓 for the Keep Your Secrets update! Notable changes compared to the older version will be documented using the strike through format.

Introduction
This is the first class that on-paper lacks combat skill. The Merchant has an interesting start in the sense that they don't offer much in terms of offensive capability. They DO however have all the tools they need to start thriving quickly resource-wise. Players who choose monster races might get a ton of value out of this class.

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Bronze Axe
Phrygian Hat
Leather Breastpiece
Leather Gloves
Pickaxe - Used to break walls.
Scroll of Remove Curse 3x Scroll of Remove Curse
🔓 NEW: 2x Scroll of Identify - Can identify any single item even if you lack the appraisal skill.
Cheese
2x Meat
1000 Gold
Monocle - Increases PER & Gem Appraisal. If you're a monster you are FRIENDLY to shopkeepers.
  • Preferred Weapon Type: Axes
  • The Merchant starts with the most gold of any class.
  • UNIQUE: They are the only class in the game who starts with the Monocle, as it cannot be found anywhere else.
  • They are the only class that begin with a Pickaxe.
  • They are the only class that begins with a Scroll of Remove Curse.


Merchant Gameplay TIPS
  • The Merchant is very fun solo, but even better with friends! You'll be the team's premiere trading pal. Force everyone to give you their gold so you can get the best deals at shops. Remember that regardless of the race you're playing, the Monocle marks you as a permanent ally of shopkeepers. (Just remember to NOT be invisible, as they won't see the Monocle but will still sense your presence!) You might seem weak at first, but that's why you should use your gold to become more powerful than anyone else.
  • 🔓 NEW: With your new scrolls, you now have the ability to instantly identify any legendary weapon or armor you come across long before any other class.

Stat Weights
✊STR: 43% (Melee Damage & Weight Resistance)
🏹DEX: 35% (Ranged Damage & Base Movement Speed)
🛡CON: 51% (Natural Armor & Status Effect Reduction)
🔮INT: 43% (Magic Damage & Mana Regeneration)
👓PER: 57% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 68% (Improves Leadership & Trading)

Starting Stats
❤️HP: 30
💙MP: 20
✊STR: 0
🏹DEX: -1
🛡CON: 0
🔮INT: 0
👓PER: 1
🤡CHR: 1

Starting Skill Points
Leadership: 20/100
Trading: 50/100
Appraisal: 50/100
Tinkering: 10/100
Alchemy: 10/100
Axes: 25/100
  • The Merchant has the highest starting Trading skill of all the classes.
  • The Merchant has the highest starting Appraisal skill of all the classes.
  • They are one of 7 classes (and one of 4 without DLC) to start with some kind of Appraisal skill, making their early game item identification much smoother.

Race Recommendations
ALL: (NORMAL) Standard, ALL monster players are marked as allies of shopkeepers while visibly wearing the Monocle.
Wizard


Introduction
The Wizard is an extremely squishy caster with the highest damage potential using spells. Many new players are drawn to this class, but few can survive.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Quarterstaff
Magicstaff of Light - Provides constant light without the need for mana.
Wizard Hat - Increases INT.
Wizard Doublet - Increases INT.
Leather Boots
Cloak of Protection
Amulet of Magic Reflection - Perfect for fighting lightning-gnomes early on.
Spellbook of Fireball - Burns & damages enemies.
Spellbook of Cold - Slows & damages enemies.
Spellbook of Light - Provides constant light at the cost of some mana regen.
2x Potion of Restore Magic
  • Preferred Weapon Type: Polearms & Magic
  • They are the only class that begins with a Wizard Hat.
  • They are the only class that begins with a Wizard Doublet.
  • They are the only class that begins with an Amulet of Magic Reflection.


Wizard Gameplay TIPS
  • Ah, the Wizard. The true noob-trap of this game. It seems to be a magnet for new players who think that they are extremely powerful until they run out of mana and die early on. Granted- yes the Wizard is powerful, but experience is required to survive & excel in the early game. Remember to finish enemies off with melee strikes in order to conserve mana. The developers didn't give you a quarterstaff for no reason.

Stat Weights
✊STR: 26% (Melee Damage & Weight Resistance)
🏹DEX: 44% (Ranged Damage & Base Movement Speed)
🛡CON: 36% (Natural Armor & Status Effect Reduction)
🔮INT: 69% (Magic Damage & Mana Regeneration)
👓PER: 64% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 35% (Improves Leadership & Trading)
  • The Wizard has the highest INT growth of all the classes.

Starting Stats
❤️HP: 20
💙MP: 50
✊STR: 0
🏹DEX: -1
🛡CON: 0
🔮INT: 3
👓PER: 1
🤡CHR: -1

Starting Skill Points
Appraisal: 10/100
Alchemy: 10/100
Magic: 50/100
Casting: 50/100
Polearms: 25/100
  • They are one of 7 classes (and one of 4 without DLC) to start with some kind of Appraisal skill, making their early game item identification much smoother.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (HARDER) Slow MP regen.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples INT. NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (HARDER) Cannot permanently learn spells from books.
Insectoid: (NORMAL) Food/Juice/Booze/Mana Restore = Energy for spells.
Arcanist


Introduction
The Wizard's sibling, and arguably more fun! The Arcanist fulfills the role of the ranger mage. You could consider this class as a "Rogue with spells instead of tools".

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐⭐
Fun Rating: 🌟🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Crossbow
Magicstaff of Opening - Can unlock doors, chests, and iron gates.
Leather Breastpiece - You should drop this to save weight.
Leather Boots
Cloak
Spellbook of Forcebolt - Basic damaging spell.
Spellbook of Light - Provides constant light at the cost of some mana regen.
15x Quiver of Fire - Burns most enemies. Hold off-hand with bow.
Potion of Restore Magic
Magicstaff of Fire - Burns & damages enemies.
2x Scroll of Charging - Restores charges to Staves & Feathers. (TIP: Use on a staff when it's Decrepit to get the most value.)
Apprentice's Hood (Arcanist) - +30% chance for +1 bonus MP per regen tick. Scales with blessings.
  • Preferred Weapon Type: Bows & Magic
  • They are the only class that begins with the Forcebolt spell.
  • They are the only class that begins with Scrolls of Charging,
  • (The Basic Hood has been removed as of the EMH update.)


Arcanist Gameplay TIPS
  • There's nothing quite like sending a flurry of arrows and magic bolts at your enemies. The Arcanist combines the Rogue's bow skills with Wizard's magical prowess. You simply have much more freedom as well as survivability to get to that late-game magic scaling while at the same time not having to worry as much about running out of mana.
  • Your Apprentice's Hood is one of the most valuable starting items for any caster. The ability to get double mana per regen tick is incredible for sustain. Because it is per tick, it means the higher your base regen is, the better the bonus! Not only that, blessing the hood increases the bonus chance %, allowing you to build incredible sustain all the way to the late game.

Stat Weights
✊STR: 35% (Melee Damage & Weight Resistance)
🏹DEX: 64% (Ranged Damage & Base Movement Speed)
🛡CON: 35% (Natural Armor & Status Effect Reduction)
🔮INT: 64% (Magic Damage & Mana Regeneration)
👓PER: 64% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 35% (Improves Leadership & Trading)

Starting Stats
❤️HP: 25
💙MP: 40
✊STR: -1
🏹DEX: 1
🛡CON: -1
🔮INT: 1
👓PER: 1
🤡CHR: -1

Starting Skill Points
Tinkering: 25/100
Magic: 25/100
Casting: 50/100
Stealth: 25/100
Ranged: 25/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (HARDER) Slow MP regen.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples DEX & INT. NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Cannot permanently learn spells from books, however your Staff & Bow will last longer.
Insectoid: (NORMAL) Food/Juice/Booze/Mana Restore = Energy for spells.
Joker


Introduction
The definition of wildcard. You can try this class if you're new and want to have funny stream highlights for Reddit Gold.

Survival Rating:
Complexity Rating: ⭐⭐⭐
Fun Rating: 🌟🌟🌟🌟🌟🌟🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Slingshot
Blessed +1 Jester's Hat - Increases CHR.
Blindfold - It's funny.
Ring of Levitation - You can now fly from the beginning of the game, enjoy.
Lockpick
Scroll of Food (Unidentified) - Provides an assortment of fresh food.
3x Scroll of Teleportation - Teleports the player to a random spot on the map.
Spellbook of Confuse - Temporarily turns an enemy to your side.
Luckstone (Unidentified) - By having this in your inventory, your weight will be lowered.
200 Gold
8x Cream Pie - Food that is throwable to blind friends & foes.
Potion of Polymorph - As a human, transform into a random monster race. As a monster, transform into a human. Can be thrown to turn an enemy or allied NPC into any creature while keeping the stats.
  • Preferred Weapon Type: Any
  • They are the only class that begins with a Jester's Hat.
  • They are the only class that begins with a Ring of Levitation.
  • They are the only class that begins with a Scroll of Food.
  • They are the only class that begins with a Luckstone.
  • They are the only class that begins with the Confuse spell.


Joker Gameplay TIPS
  • Trolling your friends is recommended. Throw your polymorph potion at them, blind them with pies, and hit them with confuse spells. In solo play, you can consider the Joker a blank slate to form how you want.

Stat Weights
ALL: 50%

Starting Stats
❤️HP: 30
💙MP: 30
✊STR: -1
🏹DEX: 0
🛡CON: -1
🔮INT: 1
👓PER: 0
🤡CHR: 1
  • With 0 PER, it is recommended you find Cheese to jump-start your Appraisal skill.

Starting Skill Points
Leadership: 20/100
Trading: 25/100
Tinkering: 25/100
Alchemy: 10/100
Magic: 25/100
Casting: 25/100
Stealth: 10/100
Ranged: 20/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Can use the Confuse spell to recruit humans.
Goatman: (NORMAL) Standard, refer to race section for traits.
Automaton: (NORMAL) Plenty of starting scrolls to heat up your boiler.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.
Sexton


Introduction
The stealthy mage. The Sexton is a versatile spellcaster with a lot of utility spells & equipment to swipe away many early game issues.

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐⭐⭐
Fun Rating: 🌟🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Bronze Mace
3x Steel Chakram
Fez - The most beautiful hat in the game.
Leather Breastpiece
Leather Boots
2x Crystal Shard - An infinite but fragile blue torch.
Spellbook of Sleep - Puts an enemy to sleep, wakes upon hit.
Spellbook of Opening - Can unlock doors, chests, and iron gates.
Spellbook of Locking - Locks doors & chests. Only used for trolling friends.
Bread
Tomalley
  • Preferred Weapon Type: Maces, Magic, or Bows
  • They are the only class that begins with Crystal Shards.
  • They are the only class that begins with the Sleep spell.
  • They are the only class that begins with the Locking spell. (Even though it's almost useless...)


Sexton Gameplay TIPS
  • The Sexton is a very odd class that combines purely utility spells along with stealth to make things easier for them in the dungeon. The Open spell stands out as being one of the best quality of life tools you're given early in the game. Your mace will provide extra damage versus skeletons while your chakrams can be used as excellent ranged tools. Ultimately the Sexton will become a jack of all trades, as it'll be up to you what damage type you'll want to focus on. Will it be melee, ranged, or offensive spells?

Stat Weights
✊STR: 59% (Melee Damage & Weight Resistance)
🏹DEX: 59% (Ranged Damage & Base Movement Speed)
🛡CON: 40% (Natural Armor & Status Effect Reduction)
🔮INT: 59% (Magic Damage & Mana Regeneration)
👓PER: 40% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 40% (Improves Leadership & Trading)

Starting Stats
❤️HP: 30
💙MP: 35
✊STR: -1
🏹DEX: 1
🛡CON: -1
🔮INT: 1
👓PER: 0
🤡CHR: 0
  • With 0 PER, it is recommended you find Cheese to jump-start your Appraisal skill.

Starting Skill Points
Alchemy: 20/100
Magic: 40/100
Casting: 40/100
Stealth: 40/100
Blocking: 10/100
Ranged: 20/100
Maces: 10/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (HARDER) Slow MP regen.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples DEX & INT.
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (HARDER) Cannot permanently learn spells from books.
Insectoid: (NORMAL) Food/Juice/Booze/Mana Restore = Energy for spells.
Ninja


Introduction
Like Wizard, this is another class many new players are drawn to due to the coolness factor. Of course, this also requires that you understand the mechanics of the game, especially when it comes to stealth & status effects. If you aren't fully comfortable with stealth, you should complete the Stealth Trial.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Crystal Sword - Massive damage but will break easily.
5x Iron Dagger
Tunic
Leather Boots of Speed - Increases DEX.
Cloak
3x Beartrap - A trap that stuns an enemy for a short amount of time. Chance to break upon use.
3x Scroll of Teleportation - Teleports the player to a random spot on the map.
Potion of Invisibility - Makes the player invisible for a short amount of time. Can save for alchemy.
Potion of Paralysis - Throwable potion that stuns an enemy for a good amount of time.
Assassin's Hood - +4 Melee backstab damage. Scales with blessings.
Bandit Mask - Masks your identity, allowing you to attack shopkeepers without marking your true self as wanted. WARNING: Wearing this item marks you as an enemy of shopkeepers, regardless of race.
  • Preferred Weapon Type: Swords & Throwables
  • They are the only class that begins with Boots of Speed.
  • The Ninja begins with a Crystal Sword, which is the highest tier sword in the game. It starts fragile however, and may break early.
  • (The Basic Ninja Hood has been removed as of the EMH update.)


Ninja Gameplay TIPS
  • The Ninja scraps all the utility of Rogue and turns the combat focus to 11. Ninja is all about stealth, damage, and being an overall menace. This is compounded by the fact that they only have 3 starting skills, all combat related. As the Ninja, your primary method of combat should be tossing throwing knives at anything larger than a rat. Also use your sword to backstab said rats. Once you find a replacement sword, you can start using it in general combat. Remember that your beartraps and the paralysis potion are free stuns that can guarantee an escape or a kill.
  • Your Assassin's Hood is incredibly straightforward, giving you an even larger damage bonus on backstabs. It shouldn't need explaining why this is so powerful for the Ninja. As for the Bandit Mask, it should be noted that if you wish to trade at shops, you MUST remove the mask as you're permanently wanted while it is worn. Killing shopkeepers while wearing the mask allows you to remain friendly with future shopkeepers while it is off.


Stat Weights
✊STR: 67% (Melee Damage & Weight Resistance)
🏹DEX: 67% (Ranged Damage & Base Movement Speed)
🛡CON: 52% (Natural Armor & Status Effect Reduction)
🔮INT: 41% (Magic Damage & Mana Regeneration)
👓PER: 41% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 29% (Improves Leadership & Trading)

Starting Stats
❤️HP: 35
💙MP: 30
✊STR: 0
🏹DEX: 2
🛡CON: -1
🔮INT: -2
👓PER: 1
🤡CHR: 0

Starting Skill Points
Stealth: 60/100
Ranged: 40/100
Sword: 60/100
  • The Ninja has the highest starting Stealth & Swords skills of all the classes.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.
Monk


Introduction
An in-your-face class that combines strength, speed, tankiness, and even a bit of magical prowess to punch your way to victory. This is considered one of the easiest and/or strongest classes aside from Warrior.

Survival Rating: ⭐⭐⭐⭐⭐
Complexity Rating:
Fun Rating: 🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Tunic
Brass Knuckles - Increases unarmed damage & allows for knockback on power-punches.
Ring of Slow Digestion - Doubles the amount of time before you need to eat/drink-blood/fuel-boiler.
Spellbook of Light - Provides constant light at the cost of some mana regen.
Torch - A reminder that you can block with these like a pseudo shield.
  • Preferred Weapon Type: Unarmed
  • They are the only class that begins with Brass Knuckles.
  • They are the only class that begins with a Ring of Slow Digestion.


Monk Gameplay TIPS
  • You start with a low amount of equipment, but that's your strength! Your starting brawler-gloves makes unarmed the most powerful weapon type early-to-mid game. Remember that charging up your attack allows you to push an enemy backward, allowing you to kite almost any melee foe. Your Light spell also gives you a head start on magic so be sure to make use of it! Trust me, the Monk becomes a monster late game.

Stat Weights
✊STR: 59% (Melee Damage & Weight Resistance)
🏹DEX: 41% (Ranged Damage & Base Movement Speed)
🛡CON: 66% (Natural Armor & Status Effect Reduction)
🔮INT: 51% (Magic Damage & Mana Regeneration)
👓PER: 41% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 41% (Improves Leadership & Trading)
  • The Monk has the highest CON growth of all the classes.

Starting Stats
❤️HP: 40
💙MP: 30
✊STR: 1
🏹DEX: 0
🛡CON: 2
🔮INT: 0
👓PER: -1
🤡CHR: 0
  • With -1 PER, you will be unable to appraise anything until you can get the stat to 0 through level-ups or items.

Starting Skill Points
Swimming: 10/100
Leadership: 10/100
Alchemy: 20/100
Magic: 10/100
Casting: 20/100
Blocking: 40/100
Unarmed: 50/100
  • The Monk has the highest starting Unarmed skill of all the classes.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Replace the Ring of Slow Digestion as it's near useless.
Vampire: (EASIER) The Ring of Slow Digestion also works on blood craving.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (NORMAL) Unfortunately the Ring of Slow Digestion does not slow down the hangover. However, you will still survive longer even though you begin hungry!
Automaton: (EASIER) The Ring of Slow Digestion ACTUALLY WORKS, allowing your boiler to stay running for much longer.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.
MYTHS & OUTCASTS Race Intros
The next four classes will be tied to the Myths & Outcasts DLC and thus I will go over the special races in detail before we move onto the classes.

Skeleton


Introduction
The first monster race of the first DLC. Their signature class is the Conjurer.

Resistances
Weak To:
Maces | Polearms | Water | Smite
Strong Against:
Swords | Ranged | Axes | Magic

STARTING KIT
Skeletons will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.

Potential Allies
Ghouls
Coral Grimes (Boss Ghoul)
Enslaved Ghouls
Damaged Automatons
Automatons
(Sorry, other Skeletons are NOT your friends as they are being controlled by dark magic- you are the only 'good' Skeleton in the dungeon.)

Positive Quirks
  • If you have over 75 MP, you will revive upon death.
  • You are completely immune to burning.
    You are completely immune to Amulets of Strangulation.

Neutral Quirks
  • You cannot starve or eat food. You may still drink potions but avoid Fruit Juice & Booze as you will eventually get debuffs. Avoid blessed bottles of water as they will damage you.

Negative Quirks
  • 1/4 mana and health regen, making spellcasting dreadful throughout most of the game.
  • 1/2 water movement speed, making Olympic Swimming, Levitation, or Water-Walking a must-have!

________________________________________________________________

Vampire


Introduction
The second monster race of the first DLC. Their signature class is the Accursed.

Resistances
Weak To:
Maces | Polearms | Water | Food
Strong Against:
Swords | Ranged | Axes | Magic

STARTING KIT
Vampires will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.
Levitation Spell - Allows you to fly at the cost of mana per second.
Bloodletting Spell - Causes damage, bleeding, and slow. Getting kills with this spell drops blood vials from enemies who have blood.

Potential Allies
Young Vampires
Vampires
Damaged Automatons
Automatons

Positive Quirks
  • You can draw from your HP to cast spells when at 0 MP. Keep in mind healing spells are half as effective so you can't cheese.

Negative Quirks
  • You can only drink blood to restore 'hunger'. Fruit Juice & Booze will restore hunger slightly but not by much.
  • You will take damage upon touching ANY water source, including sinks/fountains, so you should use Levitation to bypass water.

________________________________________________________________

Succubus


Introduction
The third monster race of the first DLC. Their signature class is the Mesmer.

Resistances
Weak To:
Swords | Smite
Strong Against:
Magic | Polearms

STARTING KIT
Succubi will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.
Teleportation - Transports you to a random place on the map.
Polymorph Spell - Same as the potion but for less duration.

Potential Allies
Succubi
Lilith (Succubus Boss)
Incubi
Damaged Automatons
Automatons
Humans (Situational)

Positive Quirks
  • You can recruit humans after confusing them. Throwing booze works too but requires you to sneak up on them afterward otherwise they'll keep attacking you.
  • Amulets of Strangulation will trade HP for MP when equipped.

Neutral Quirks
  • Cursed gear can be equipped and unequipped freely, providing many bonuses. Blessed gear still gives positive effects, but you CANNOT remove it- so generally you want to avoid blessed gear. If you accidentally put a piece of blessed equipment on, just Polymorph to remove it.

________________________________________________________________

Goatman


Introduction
The final monster race of the first DLC. Their signature class is the Brewer.

Resistances
Weak To:
Magic | Axes | Polearms | Ranged
Strong Against:
Swords

STARTING KIT
Goatmen will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.
3x Bottle of Booze - Used to cure initial hangovers.

Potential Allies
Lesser Goatmen
Goatmen
Gharbad (Goatman Boss)
Damaged Automatons
Automatons
Humans (Situational)
Goblins (Situational)
Succubus (Situational)
Lilith (Succubus Boss, Situational)
Incubus (Situational)

Positive Quirks
  • When drinking from blessed fountains, 0-3 extra potions will drop.
  • Tin cans can be eaten without a tin opener.
  • Humans & Goblins can be recruited by first getting drunk, and then equipping & throwing booze at your newfound allies.
  • Succubi & Incubi share the same recruiting method as above.
  • When drunk, you will be immune to slows, stuns, and sleep.
  • Being drunk is no longer removed upon using Cure Ailment to help keep your buffs. Cure Ailment can still cure hangovers.
  • Booze lasts around 3 minutes, many times longer than other races.

Neutral Quirks
  • When drunk, you gain +25% to your STR, CON, & CHR. In exchange, you lose 25% of your DEX & INT.

Negative Quirks
  • Goatmen require constant booze (or certain spells) to cure their hangovers, which cause massive DEX penalties while active.
  • Goatmen also begin the game hungry, so starting classes that have no food are in immediate danger.
Conjurer


Introduction
The very first DLC class! This is essentially the 'Necromancer/Summoner' archetype, being able to summon allies out of thin air to do your bidding. IN-DEPTH STATS AT THE END!

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Magical Staff of Lightning
Cloak
Lantern - Powerful light source.
Spellbook of Slow - Slows enemies.
Conjure Skeleton (Innate Spell) - Summons a melee skeleton to fight by your side and level up alongside you. At higher levels, you will summon an additional skeleton.
Potion of Restore Magic
Bonus Potion of Polymorph (Monster Only)
Apprentice's Hood (Conjurer) - +30% chance for +1 bonus MP per regen tick. Scales with blessings.
  • Preferred Weapon Type: Any
  • UNIQUE: They are the only class in the game who starts with the Conjure Skeleton spell, as it cannot be found anywhere else.
  • (The Basic Hood has been removed as of the EMH update.)

Conjurer Gameplay TIPS
  • Having an ally at the beginning, you will either love or hate the Conjurer. For many people including myself, the idea of fighting alongside a strong NPC is fun and engaging. To some others, they might dislike the idea of babysitting early on. It should be noted that the Skeleton you summon will persist in their level even after death/re-summoning, so make sure to keep the EXP flowing!
  • Your Apprentice's Hood is one of the most valuable starting items for any caster. The ability to get double mana per regen tick is incredible for sustain. Because it is per tick, it means the higher your base regen is, the better the bonus! Not only that, blessing the hood increases the bonus chance %, allowing you to build incredible sustain all the way to the late game.

Stat Weights
✊STR: 44% (Melee Damage & Weight Resistance)
🏹DEX: 35% (Ranged Damage & Base Movement Speed)
🛡CON: 51% (Natural Armor & Status Effect Reduction)
🔮INT: 63% (Magic Damage & Mana Regeneration)
👓PER: 51% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 51% (Improves Leadership & Trading)

Starting Stats
❤️HP: 30
💙MP: 45
✊STR: 0
🏹DEX: -1
🛡CON: 2
🔮INT: 1
👓PER: -2
🤡CHR: 0
  • With -2 PER, you will be unable to appraise anything until you can get the stat to 0 through level-ups or items.

Starting Skill Points
Leadership: 40/100
Alchemy: 20/100
Magic: 40/100
Casting: 40/100
Stealth: 20/100
Ranged: 20/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) The "Signature Race" of the Conjurer. Slow MP regen. Once you have 75+ maximum MP, your skeletons summons have a chance to let you cheat death if their banishing would restore enough MP.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples INT. NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Conjure Skeleton is an innate spell, so you're safe to play this combo.
Insectoid: (HARDER) As your Skeleton allies level up, the MP cost of the Summon Skeleton spell increases. This caps out at around 117 MP. The Insectoid's maximum Energy now caps out at 100 (as of the Keep Your Secrets update). Due to this, you'll still eventually hit a point where the spell becomes too costly to cast. However, there is a special albeit tedious workaround. The cost of the spell is tied to the Knight, so if you ONLY level the Sentinel while dismissing the Knight, you can keep the spell costing a low amount no matter how high the Sentinel levels up.

In-Depth Stats of Conjure Skeleton
Your Knight will begin with the following equipment:
Bronze Sword
Bronze Shield
Leather Breastpiece

When your Knight reaches level 5, it gains the following equipment:
Bronze Sword -> Iron Spear
Iron Boots

When your Knight reaches level 10, it gains the following equipment:
Bronze Shield -> Iron Shield
Leather Breastpiece -> Iron Breastplate

When your Knight reaches level 15, it gains the following equipment:
Iron Shield -> Steel Shield
Iron Breastplate -> Steel Breastplate

When your Knight reaches level 20, it gains the following equipment:
Iron Spear -> Steel Halberd
Iron Boots -> Steel Boots

When your Knight reaches level 25, it gains the following equipment:
Steel Halberd -> Crystal Spear
Steel Boots -> Crystal Boots

When your Knight reaches level 30, it finalizes with the following equipment:
Steel Shield -> Crystal Shield
Steel Breastplate -> Crystal Breastplate

When the PLAYER reaches EXPERT in Magic Skill, casting Conjure Skeleton will now spawn an additional ranged Sentinel Skeleton.

Your Sentinel will begin with the following equipment:
Slingshot
Hood
Cape

When your Sentinel reaches level 5, it gains the following equipment:
Leather Boots

When your Sentinel reaches level 10, it gains the following equipment:
Slingshot -> Shortbow

When your Sentinel reaches level 15, it gains the following equipment:
Leather Boots -> Iron Boots

When your Sentinel reaches level 20, it gains the following equipment:
Shortbow -> Crossbow
Steel Gauntlets

When your Sentinel reaches level 25, it gains the following equipment:
Iron Boots -> Steel Boots

When your Knight reaches level 30, it finalizes with the following equipment:
Steel Gauntlets -> Crystal Gauntlets
Hood -> Ninja Hood
Cape -> Ninja Cape
Accursed


Introduction
The second DLC class! This is the speedrunning mage-assassin who is all about getting through the first half of the game quickly to prevent themselves from deteriorating through an increased thirst for blood. This class is not for the faint of heart and is in my opinion the most difficult in the entire game.

READ ME: Mini-Guide to not starving as the Accursed or Vampire!
  • This class requires that you understand the stealth system completely, so I recommend playing the Hall of Trials tutorial on sneaking.
  • If you've completed the tutorial and wish to play the Accursed, I recommend trying Stealth combat with a Vampire Ninja first so you can get a better feel for how it works, as it is an integral mechanic to the way the Accursed plays.
  • To benefit the most from playing this class, you'll want to get last-hit backstab kills on enemies that are turned away and don't notice you. Additionally, the Accursed benefits from you using Unarmed to perform the backstab and receive HP + Hunger back.
  • Vampire players begin with the Bloodletting spell, which allows them to last-hit an enemy for guaranteed blood if you're not comfortable backstabbing.
  • If you aren't playing Vampire, you can eat any food including blood. Try out Accursed as a human!

Survival Rating:
Complexity Rating: ⭐⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Silver Doublet
Suede Gloves
Suede Boots
Spellbook of Invisibility - Turns the player invisible, costing mana per second.
Potion of Restore Magic
2x Vial of Blood - Even as a human you may still drink blood while playing Accursed, meaning if you're not a Vampire, you have multiple sources of restoring food. This effectively makes some non-Vampire classes easier survival-wise.
Vampiric Aura - Persistent passive until the cure is found to make it toggle-able. Increases STR & DEX. Allows for random bleeding-hits when fighting with fists. Restores life & hunger upon assassination with fists. Drains all hunger twice as fast, while draining HP if hunger is turned off.
Bonus Potion of Polymorph (Monster Only)
  • Preferred Weapon Type: Unarmed
  • They are the only class that begins with the Invisibility spell.
  • UNIQUE: They are the only class with the Vampiric Aura passive/curse, with another way of obtaining/controlling/taming it as a usable spell later in the game.
  • UNIQUE: They are the only class where you can drink blood outside of being a Vampire.


Accursed Gameplay TIPS
  • Most of the crucial tips are mentioned in the above sections. Something I recommend players do is get brawler gloves as soon as possible. They are just as strong on you as they are on Monk.

Stat Weights
✊STR: 46% (Melee Damage & Weight Resistance)
🏹DEX: 46% (Ranged Damage & Base Movement Speed)
🛡CON: 27% (Natural Armor & Status Effect Reduction)
🔮INT: 66% (Magic Damage & Mana Regeneration)
👓PER: 66% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 46% (Improves Leadership & Trading)

Starting Stats
❤️HP: 30
💙MP: 40
✊STR: -2 {1 w/ Curse}
🏹DEX: -3 {0 w/ Curse}
🛡CON: -2
🔮INT: 10
👓PER: -1
🤡CHR: 0

Starting Skill Points
Appraisal: 20/100
Magic: 70/100
Casting: 40/100
Stealth: 40/100
Unarmed: 40/100
  • The Accursed has the highest starting Magic skill of all the classes.

Race Recommendations
Human: (NORMAL) Standard, can eat food in addition to blood.
Skeleton: (HARDER) Due to not having hunger, Skeleton players will be subject to direct HP drain.
Vampire: (HARDER) The "Signature Race" of the Accursed. You can only drink blood/juice/booze to restore hunger. If you want, you can polymorph into a human in order to take advantage of proper food for a limited time.
Succubus: (NORMAL) Standard, can eat food in addition to blood. Refer to race section for traits.
Goatman: (HARDER) Standard, can eat food in addition to blood. Refer to race section for traits.
Automaton: (WARNING: EXTREME) The hardest class to play Accursed. Your boiler will be rapidly destroying itself as you struggle to keep up. Scrap every single item you see for survival, and keep scrap on your hotbar for easy eating.
Incubus: (NORMAL) Standard, can eat food in addition to blood. Refer to race section for traits.
Goblin: (NORMAL) Standard, can eat food in addition to blood. Refer to race section for traits.
Insectoid: (EASIER) Because your hunger bar coincides with your EN, you can always see how hungry you are. Add onto the fact that you can eat mouldy food in addition to normal food & blood, this makes Insectoid the easiest and most forgiving race to practice Accursed with.
Mesmer


Introduction
The third DLC class! This class is actually very simple and you can think of it like a version of the Conjurer that focuses on turning enemies to allies instead of spawning allies of your own.

Survival Rating: ⭐⭐⭐
Complexity Rating: ⭐⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
+1 Iron Spear
+1 Magic Staff of Charm Monster - Fire it at almost any monster to bring it to your side. Remember you can only have ONE charmed monster at a time.
Hood
Cloak
+2 Ring of Protection
Spellbook of Cold - Slows & damages enemies.
Spellbook of Charm Monster - Allows you to permanently learn the Charm Monster spell after your staff wears off, requires you to get a little more magical knowledge to learn. The book is torn so unless you find a feather, it will disappear after a single read.
3x Potion of Confusion - Temporarily turns an enemy to your side.
2x Potion of Restore Magic.
Bonus Potion of Polymorph (Monster Only)
Apprentice's Hood (Mesmer) - +30% chance for +1 bonus MP per regen tick. Scales with blessings.
  • Preferred Weapon Type: Polearms & Magic
  • UNIQUE: They are the only class in the game who starts with the Spellbook of Charm Monster, as it cannot be found anywhere else.
  • PRO TIP: If you find a feather or start with a Shaman ally who gets a feather from the beginning, you can repair the Spellbook of Charm Monster and thus allow any of your allies to learn the spell as well. Repairing the book is the only way for non-Mesmer classes to use this spell.


Mesmer Gameplay TIPS
  • A skilled Mesmer will always try to seek out a strong champion that can last a while. Consider recruiting a troll or a boss mob early on. Your spear and cold spell should allow you to assist your ally with ease. Your high amount of leadership allows you to easily recruit Funny Bones, Algernon, Shelob, or even Thumpus with a blast or two from your charm staff. Once you have enough magical prowess to permanently learn charm, you should be able to infinitely recruit a new champion each time your previous one expires.
  • Your Apprentice's Hood is one of the most valuable starting items for any caster. The ability to get double mana per regen tick is incredible for sustain. Because it is per tick, it means the higher your base regen is, the better the bonus! Not only that, blessing the hood increases the bonus chance %, allowing you to build incredible sustain all the way to the late game.

Stat Weights
✊STR: 44% (Melee Damage & Weight Resistance)
🏹DEX: 44% (Ranged Damage & Base Movement Speed)
🛡CON: 26% (Natural Armor & Status Effect Reduction)
🔮INT: 64% (Magic Damage & Mana Regeneration)
👓PER: 51% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 69% (Improves Leadership & Trading)
  • The Mesmer has the highest CHR growth of all the classes.

Starting Stats
❤️HP: 25
💙MP: 40
✊STR: -2
🏹DEX: -2
🛡CON: -3
🔮INT: 2
👓PER: 2
🤡CHR: 4

Starting Skill Points
Leadership: 60/100
Magic: 60/100
Casting: 40/100
Polearms: 20/100
  • The Mesmer has the highest starting Leadership skill of all the classes.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (HARDER) Slow MP regen.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (NORMAL) The "Signature Race" of the Mesmer. Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples INT. NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (HARDER) Cannot permanently learn spells from books.
Insectoid: (NORMAL) Food/Juice/Booze/Mana Restore = Energy for spells. Can be fun or annoying depending on who you ask. As of the Keep Your Secrets update, the Insectoid's maximum energy was set to 100, allowing for more comfortable casting of expensive spells like Charm Monster.
Brewer


Introduction
The fourth DLC class! This class is complex not because of innate mechanics, but rather because it has you start with a new complex game mechanic that normally can be optionally accessed throughout the game. AN EXTERNAL GUIDE WILL BE POSTED AT THE END OF THIS SECTION as alchemy is quite complex at first.
Fun Fact: This is the only DLC class that DOES NOT have anything unique to itself, but rather can be seen as a starting kit for alchemy instead of needing to finding the materials normally in the dungeon.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐⭐⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Iron Axe
Iron Boots
Backpack - Grants the wearer 10 additional inventory slots.
Alembic - Used to begin alchemy.
3x Empty Bottle - Used to get potions & water from fountains.
2x Potion of Acid - Can be thrown for damage or used as a primary ingredient in brewing.
2x Potion of Blindness - Can be thrown to blind targets or be used as a secondary ingredient in brewing.
3x Bottle of Booze - Can be used to get drunk or be used as a primary ingredient in brewing.
2x Bottle of Fruit Juice - Can be used to heal slightly or be used as a primary ingredient in brewing.
Potion of Polymorph - As a human, transform into a random monster race. As a monster, transform into a human. Can be thrown to turn an enemy or allied NPC into any creature while keeping the stats. Mix with any potion to create a random new potion.
Potion of Speed - Increases movement speed & ranged damage for a short time.
Bread
"Bottle Book" - Lore book.
100 Gold
Bonus Potion of Polymorph (Monster Only)
2x Firestorm Potion
  • Preferred Weapon Type: Potions & Axes (Maybe Unnarmed)
  • They are the only class that begins with an Alembic.
  • They are the only class that begins with a Backpack.
  • They begin with the most starting potions for the purposes of drinking/throwing/brewing.


Brewer Gameplay TIPS
  • If you want even a chance of surviving you need to understand & remember key recipes. You can always default to your Axe to dispatch weaker foes, but throwable potions are your bread and butter. With the right combinations you can nuke every almost enemy in one or two throws. Again- just read the alchemy guide linked below.

Stat Weights
✊STR: 50% (Melee Damage & Weight Resistance)
🏹DEX: 56% (Ranged Damage & Base Movement Speed)
🛡CON: 56% (Natural Armor & Status Effect Reduction)
🔮INT: 36% (Magic Damage & Mana Regeneration)
👓PER: 43% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 56% (Slightly Affects Trading & Leadership)

Starting Stats
❤️HP: 40
💙MP: 20
✊STR: -2
🏹DEX: 1
🛡CON: -2
🔮INT: -2
👓PER: 1
🤡CHR: 1

Starting Skill Points
Leadership: 25/100
Trading: 10/100
Appraisal: 10/100
Alchemy: 50/100
Unarmed: 25/100
Axes: 10/100
  • The Brewer has the highest starting Alchemy skill of all the classes.

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (NORMAL) Standard, refer to race section for traits.
Succubus: (HARDER) Hitting 100 in Alchemy will be a massive pain as all brewed potions will be blessed, meaning you won't normally be able to remove them from your hand after equipping.
Goatman: (EASIER) You'll pretty much never run out of Booze.
Automaton: (EASIER) Firestorm potions will max out your boiler.
Incubus: (HARDER) Hitting 100 in Alchemy will be a massive pain as all brewed potions will be blessed, meaning you won't normally be able to remove them from your hand after equipping.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.

External Guides for Alchemy
Wiki Page[baronygame.fandom.com]
Steam Guide
LEGENDS & PARIAHS Race Intros
The last four classes will be tied to the Legends & Pariahs DLC and thus I will go over the special races in detail before we move onto the classes.

Automaton


Introduction
The first monster race of the second DLC. Their signature class is the Mechanist.
Aaah, Automaton Mechanist my beloved.

Resistances
Weak To:
Maces | Axes | Magic | Water (Slightly)
Strong Against:
Ranged | Unarmed

STARTING KIT
Automatons will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.
Scrap Spell - A spell that turns most nearby items into scrap. Useful for deconstructing useless gear into food and IMPORTANT as a non-mechanist for survival.

Potential Allies
Humans
Damaged Automatons
Automatons
(Automatons are the only monster-race who are aligned with Humans. Automatons are also neutral to Succubi and Incubi, meaning they won't attack you unless you provoke them.)

Positive Quirks
  • Automatons are the only monster-race who are friendly with Shopkeepers without polymorphing.
  • You can freely equip and unequip cursed gear in addition to blessed, you will never be bound to anything so you can even start using some items before they're appraised!
  • You are completely immune to burning.
  • You get a bonus +20 Tinkering when it comes to repairing items with a tinkering kit.

Neutral Quirks
  • Due to your heat and boiler system, you cannot eat normal food. Instead, you can eat readable books, scrolls, gemstones, rocks, and generic scrap to fill your boiler.

Negative Quirks
  • Swimming in water or drinking from fountains will cool your boiler, causing you to lose heat rapidly.

________________________________________________________________

Incubus


Introduction
The second monster race of the second DLC. Their signature class is the Punisher. They are the male equivalent of the Succubus.

Resistances
Weak To:
Ranged | Swords | Smite
Strong Against:
Magic | Polearms

STARTING KIT
Incubi will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.
Teleportation - Transports you to a random place on the map.
Arcane Mark - Cheap projectile that removes all resistances from an enemy for a short time, including bosses!
(Pro-Tip: Using Arcane Mark on an enemy will make your Teleport spell place you behind them.)

Potential Allies
Succubi
Lilith (Succubus Boss)
Incubi
Damaged Automatons
Automatons

Positive Quirks
  • Amulets of strangulation will trade HP for MP when equipped.

Neutral Quirks
  • Cursed gear can be equipped and unequipped freely, providing many bonuses. Blessed gear still provides positive effects, but you CANNOT remove it- so generally you want to avoid blessed gear. If you accidentally put a piece of blessed equipment on, just Polymorph (if you've learned it) to remove it.

________________________________________________________________

Goblin


Introduction
The third monster race of the second DLC. Their signature class is the Shaman.

Resistances
Weak To:
Axes | Polearms | Ranged
Strong Against:
Unarmed | Swords

STARTING KIT
Goblins will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.

Potential Allies
Goblins
Goblin Shamans
The Potato King
Damaged Automatons
Automatons

Positive Quirks
  • Weapons & armor have a reduced chance to degrade, making your equipment last longer.

Neutral Quirks
  • When you level up one melee skill, all five level at once. In exchange, weapon skills level around 30% slower.

Negative Quirks
  • You are unable to remember spells from books, requiring you to wield and cast from them directly. (Note: You may still learn Forcebolt & Domination upon reaching legendary in the respective skills!)

________________________________________________________________

Insectoid


Introduction
The final monster race of the second DLC. Their signature class is the Hunter.
This is my personal favorite race in the game.

Resistances
Weak To:
Axes | Polearms | Ranged
Strong Against:
Maces | Unarmed

STARTING KIT
Insectoids will always begin the game regardless of class with:
2 Potions of Polymorph - Shared by all monsters, allows you to temporarily turn into a human.
Flutter - Grants levitation for a short time, not channeled.
Dash - Moves the user quickly in the direction they're moving. Moves backward if standing still.
Spray Acid - Shotgun projectile that poisons enemies and damages equipment.

Potential Allies
Lesser Insectoids
Insectoids
Scarabs
Xyggi (Scarab Boss)
Scorpions
Scrabblag (Scorpion Boss)
Damaged Automatons
Automatons

Positive Quirks
  • You can eat cursed & mouldy food without risk of vomiting.
  • Fruit juice, Booze, and Magic Restore potions work great as energy/food restore.
  • Completely immune to poison.

Neutral Quirks
  • You use energy to cast spells instead of mana, which coincides with your hunger. Eat food/liquids to cast more spells quickly. It drains instead of regenerating, meaning no food = no magic.
  • Another neat thing about this is that it makes Insectoids the only race where you can actively see the number your hunger is at. Try it with Accursed! Maximum Energy (as of the latest patch) is 100.
Mechanist


Introduction
The fifth DLC class! If you love playing the 'engineer' archetype in any co-op game, you've come to the right place. Like the Brewer, this class is complex not because of innate mechanics, but rather because it has you start with a new game mechanic that normally can be optionally accessed throughout the game. AN EXTERNAL GUIDE WILL BE POSTED AT THE END OF THIS SECTION as tinkering is quite complex at first.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐⭐⭐⭐
Fun Rating: 🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Crossbow
Leather Apron - +2 PER as well as Burning Resistance.
2x Beartrap - A trap that stuns & bleeds an enemy for a short amount of time.
2x Empty Bottle - Used to get potions & water from fountains.
4x Lockpick
Tinkering Kit - The main tool you will be using throughout the run to make everything.
Sleep Trap - Starting mine that puts an enemy to sleep.
Dummybot - A starting robot that draws aggro for you.
Sentrybot - A starting robot that shoots arrows at enemies.
2x Apple
2x Cheese
16x Metal Scrap
8x Magic Scrap
Bonus Potion of Polymorph (Monster Only)
  • Preferred Weapon Type: Traps & Bows
  • UNIQUE: They are the only class in the game who starts with a Leather Apron, as it cannot be found anywhere else. It prevents burning damage and provides bonus PER.
  • They are the only class who begins with the Tinkering Kit as well as many other pieces of gear and contraptions that can only be built using said kit.


Mechanist Gameplay TIPS
  • You will essentially choose the Mechanist if you want to learn about Tinkering and would rather have a head-start. Keep in mind, you can find a Tinkering Kit as any class in any playthrough but it's randomly in chests or shops. As the Mechanist you will have access to quite a few starting contraptions to begin your Tinkering adventure. Playing this class requires you to be slow and methodical. Plus, I recommend reading the dedicated tinkering guide before setting forth unless you like going in blind.

Stat Weights
✊STR: 35% (Melee Damage & Weight Resistance)
🏹DEX: 57% (Ranged Damage & Base Movement Speed)
🛡CON: 35% (Natural Armor & Status Effect Reduction)
🔮INT: 51% (Magic Damage & Mana Regeneration)
👓PER: 68% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 51% (Slightly Affects Trading & Leadership)

Starting Stats
❤️HP: 25
💙MP: 20
✊STR: -2
🏹DEX: 1
🛡CON: -3
🔮INT: 1
👓PER: 0
🤡CHR: 0

Starting Skill Points
Trading: 10/100
Tinkering: 40/100
Alchemy: 10/100
Ranged: 10/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (HARDER) Your reliance on tinkering will make things a bit more difficult for your blood supply.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (NORMAL) You can craft bottles to supplement alchemy if you find an alembic.
Automaton: (EASIER) The "Signature Race" of the Mechanist. You can eat all the scrap you get from deconstructing items with the Tinkering Kit, plus you get that nice +20 Tinkering skill when repairing items using the kit.
Incubus: (NORMAL) Standard, refer to race section for traits.
Goblin: (NORMAL) Standard, refer to race section for traits.
Insectoid: (NORMAL) Standard, refer to race section for traits.

External Guides for Tinkering
[NOTE: As of the Eat My Hat update, some items were removed/added from the crafting list.]
Wiki Page[baronygame.fandom.com]
Steam Guide
Punisher


Introduction
The sixth DLC class! This class has a mixture of stealth, magic, and absolute chaos to disorient & disarm your foes. The way the Punisher is described may seem complex, but they are very straight forward once you start playing them.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐⭐⭐
Fun Rating: 🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Crystal Axe - Massive damage but will break easily.
Whip - Unique weapon to the Punisher. A detailed guide to the whip will be shown at the end!
Executioner Hood - Unique helmet to the Punisher. Allows for a high % bleed chance on sneak attacks and also gives mana regen for every sneak attack you perform.
Ring of Conflict - Turns every single NPC against one another, causing mass chaos and allowing you to get cheap shots on enemies while they're distracted with each other. WARNING: Will cause allied NPCs as well as shopkeepers to attack you, even if you're human.
Teleport Other Spell - A spell that not only teleports an enemy toward you, but also disorients them, making them turn around to allow for a sneak attack.
Inner Demon Spell - A unique spell that causes an enemy to "hit themselves" for a short period of Meat
Bonus Potion of Polymorph (Monster Only)
  • Preferred Weapon Type: Whip, Axes, & Bows/b]
  • They are the only class that begins with a Ring of Conflict.
  • UNIQUE: They are the only class in the game who starts with the Whip, as it cannot be found anywhere else.
  • UNIQUE: They are the only class in the game who starts with the Executioner Hood, as it cannot be found anywhere else.
  • They are the only class that begins with the Teleport Other spell.
  • UNIQUE: They are the only class who knows the Inner Demon spell, as it cannot be found anywhere else.


Punisher Gameplay TIPS
  • It's really up to you how you'll use the Punisher, as this class has many valid avenues of play. Some players simply prefer using the whip as a safe way to kite all early enemies. Other players use the ring of conflict to secure easy kills at the risk of losing XP. The rest of his spells are also used for diverting attention away from yourself for sneaky kills.

Stat Weights
✊STR: 55% (Melee Damage & Weight Resistance)
🏹DEX: 47% (Ranged Damage & Base Movement Speed)
🛡CON: 38% (Natural Armor & Status Effect Reduction)
🔮INT: 47% (Magic Damage & Mana Regeneration)
👓PER: 55% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 55% (Improves Leadership & Trading)

Starting Stats
❤️HP: 30
💙MP: 30
✊STR: -1
🏹DEX: 1
🛡CON: -1
🔮INT: -1
👓PER: 0
🤡CHR: 0

Starting Skill Points
Magic: 20/100
Casting: 40/100
Ranged: 25/100
Axes: 25/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (NORMAL) Standard, refer to race section for traits.
Vampire: (EASIER) Good casting leads to more Bloodletting while your playstyle also allows you to get good assassinations. Overall a solid choice for blood vials.
Succubus: (NORMAL) Standard, refer to race section for traits.
Goatman: (HARDER) Being drunk grants bonus STR but cripples DEX & INT.
Automaton: (NORMAL) Standard, refer to race section for traits.
Incubus: (NORMAL) The "Signature Race" of the Punisher. Having Teleport and Arcane Mark in addition to your other two spells gives you a lot more options for engaging.
Goblin: (NORMAL) Teleport Other & Inner Demon are innate spells, so you're safe to play this combo.
Insectoid: (NORMAL) Standard, refer to race section for traits.

Whip & Executioner Hood Explanation
So the Whip is probably the most unique weapon in the game due to all of the following factors. It is the only hybrid-scaling weapon, meaning it will take the average of your STR and DEX to get the final damage bonus. It also scales off your Ranged skill, meaning using bows will contribute to it's output. As of the Quality of Death update, using the Whip does indeed increase your ranged skill, making this the only melee weapon capable of doing so.
The utility of the whip comes in the form of having a very high bleed chance on backstabs while using the Executioner Hood, providing active mana regen. In addition, if you are able to Paralyze or Sleep enemies, getting backstabs on them will cause their weapons to drop, which is especially effective against enemies who holds staves or axes as you'll force them to resort to punching. Finally, it should be reminded again that the Whip has the longest reach of any melee weapon in the game, making it also the safest melee weapon on top of the fact that it cannot break. In exchange, it attacks slower than most melee weapons.
Shaman


Introduction
The seventh DLC class! This class is all about shapeshifting, taking advantage of many different beast forms to do all sorts of fun things! Many would argue this is the class with the most power-potential of anyone in the game.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐⭐⭐
Fun Rating: 🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Bronze Sword - Useless as you want to scale off of Unarmed, you cannot use melee weapons while transformed. Drop this to save weight.
x3 Rock - Can be used in a pinch if you're struggling to kite enemies early on.
Magical Staff of Poison - Fires bolts which poison enemies, useful self defense between transformations.
Shaman Mask - Unique face-wear for the Shaman. This essentially provides 2x mana regen while you are in any creature form, meaning you can transform to regenerate all your mana back quickly!
Enchanted Feather - A tool used to inscribe scrolls as well as repair spellbooks!
Rat Form Spell - Transforms into a Rat, giving bonus DEX, INT, and PER while transformed.
Spider Form Spell - Transforms into a Spider, giving bonus STR, CON, and PER while transformed.
Troll Form Spell - Transforms into a Troll, giving bonus STR and CON while lowering DEX while transformed.
Imp Form Spell - Transforms into an Imp. Grants Levitation while also giving bonus INT and PER while transformed.
Revert Form - Turns back into your normal race, this happens automatically while transformed for a while but you can also do this manually for a cost.
Bonus Potion of Polymorph (Monster Only)
  • Preferred Weapon Type: Unarmed & Magic
  • They are the only class that starts with an Enchanted Feather.
  • They are the only class that starts with the Poison spell.
  • UNIQUE: They are the only class in the game who starts with the Shaman Mask, as it cannot be found anywhere else. Addendum: While the Shaman Mask can now be found rarely in the Swamps, it can still only be used by the Shaman class. Any other class that wears it receives no bonuses.
  • UNIQUE: They are the only class who starts with four different abilities involving transformation which cannot be learned by anyone else- in addition to the spells known while transformed.
  • Pro-Tip - While transformed, you are allied with that particular race, meaning you have the potential to recruit, Rats, Spiders, Trolls, and Imps in addition to your starting race's alignments.
    (Fun Fact: If you're a Spider, you can recruit Scorpions & Scarabs too since they are technically aligned!)


Shaman Gameplay TIPS
  • The sole reason you would choose Shaman, and this will be expanded upon with the bonus section as the end, is because they have the most customization and growth potential of any class in the game. Being perfectly adaptable whether you want to be speedy, strong, or intelligent. Each of their creature forms also have unique spells that I will go over in the bonus section.
  • The beginning will be the hardest phase, as you will need to rely on kiting, rock-throwing, or rat-recruiting to stay alive. Once you have a few forms unlocked, your power will skyrocket.

Stat Weights
ALL: 50%?
(Will be explained in the bonus section at the end.)

Starting Stats
❤️HP: 35
💙MP: 40
✊STR: -1
🏹DEX: 0
🛡CON: 0
🔮INT: 2
👓PER: 1
🤡CHR: 1

Starting Skill Points
Alchemy: 10/100
Casting: 40/100
Magic: 40/100
Stealth: 10/100
Unarmed: 10/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (EASIER) By transforming into any creature, you actually return to normal regen, in addition to the bonus MP regen from the mask! This class can be great for a Skeleton wishing to excel in mana-hungry magic builds. And yes, you retain the extra life.
Vampire: (YAWN) The MP regen bonus you get while being transformed is huge when it comes to being able to spam Bloodletting! Not only that, Vampires can eat normal food while transformed into creatures. ALSO Vampires can swim in water while transformed.
Succubus: (HARDER) You don't gain bonuses from cursed items while transformed, meaning it's recommended to keep most equipment unblessed & uncursed.
Goatman: (HARDER) You can still get hangovers even while transformed, plus you don't get any of the drunk bonuses either. NO food to sate starting hunger, get moving!
Automaton: (NORMAL) Transforming causes you to use mana instead of heat. This also means you'll be eating food while in said forms.
Incubus: (HARDER) You don't gain bonuses from cursed items while transformed, meaning it's recommended to keep most equipment unblessed & uncursed.
Goblin: (NORMAL) The "Signature Race" of the Shaman. This is because the Shaman allows the Goblin to cast a variety of creature-related spells without ever learning from a book, making it helpful for a Goblin that wishes to be a caster.
Insectoid: (HARDER) Playing an Insectoid Shaman is entirely dependent on how much food you have. Early on you might struggle to keep up between transformations but eventually you should have enough food stockpiled to transform freely. Still, things may get a little tricky since you don't regen anything passively.

BONUS TIPS
  • Remember that leveling up WHILE TRANSFORMED as each creature will give different stat-ups. Also KEEP IN MIND: You can cast all spells while transformed as a monster, but you will be unable to use most items.
  • IMPORTANT: Equipment does NOT provide armor while transformed, however the bonus effects stay, so still equip special things such as rings/amulets/etc. For example, if you equip Boots of Speed before transforming, you will keep the DEX bonus even though you don't get the armor, so keep that in mind and be sure to get as much stat-changing equipment as you can.
  • 1. Leveling up as the Rat will focus on DEX with a little bit of INT.
  • 2. Leveling up as the Spider will focus on PER with a little bit of CON.
  • 3. Leveling up as the Troll will focus on STR with a little bit of CON.
  • 4. Leveling up at the Imp will focus on INT with a little with of DEX, basically the opposite of the Rat.
  • With all this being said, if you want to focus on being a melee tank, you'll choose the Troll form most often. If you want to be a hyper-mage, you can focus on being an Imp. The Rat & Spider forms usually become situational once late game rolls around.

READ THE NEXT SECTION TO SEE ALL OF THE SHAMAN LEVEL-UP UNLOCKS
Shaman Continued
In-Depth Stats of Shaman Transformations
Level 1: You know the Rat Form. In addition, your starting spell for the Rat is the Detect Food spell, meaning you can quickly locate food at the beginning of each floor.

Level 3: Your Rat Form is upgraded, granting the Speed spell, which boosts the speed of you and your allies for a short duration.
In addition, you are now permitted to use the Spider Form. Your first ability as a Spider allows you to use the Spray Web spell, which fires three short range projectiles that slow enemies and allow you to push them back upon hit, letting you keep your distance!

Level 6: Your Spider Form is upgraded, granting the Poison spell, which works the same as your starting staff of poison as well as the learnable spell, only it is innate for your Spider Form.
In addition, you now permitted to use the Troll Form. Your first ability as a Troll allows you to use the unique Power Strike spell, which makes you charge up a powerful attack that deals 4x normal damage, similar to the the Crystal Golem's special attack. The real utility of this spell though, is the fact that it allows you to break walls. While it is slower than a Pickaxe, the fact that it is a spell means you can infinitely cast this with enough time to regen, making it insane for digging utility.

Level 12: Your Troll Form is upgraded, granting the Troll's Blood spell, which provides a regeneration effect to you and nearby allies. The effect is similar to wearing a Ring of Regeneration.
In addition, you are now permitted to use the Imp Form. Your first ability as an Imp is the Lightning spell, which is a nice standard damaging spell. Your second ability as an Imp is Confuse, which will turn an enemy to your side for a short time.

Level 15: The final stage of unlocks for the Shaman. Your Troll Form & Imp Form are upgraded.
For the Troll Form, you are granted the Fear spell, which fires a roar that makes an enemy walk away from you without attacking. This is the most powerful crowd-control spell in the game as it can make any non-boss enemy stop fighting completely granted you have enough mana to keep casting.
For the Imp Form, you are granted the Elemental Focus spell, which is a toggleable spell that amplifies Fire, Cold, Lightning, and Magic Missile to do much more damage with a shorter range. This kind of ability is massively powerful for late-game spellcasting where some enemies can be resistant to magic. Be careful of the quick MP drain while using this!
Hunter


Introduction
The final DLC class! The best way to describe this class is that in the way that Ninja is a more amplified version of the Rogue's stealth ability, the Hunter is a more amplified version of the Rogue's ranged ability. The Hunter is all about being the best in class when it comes to killing enemies from afar with physical ranged weapons.

Survival Rating: ⭐⭐
Complexity Rating: ⭐⭐
Fun Rating: 🌟🌟🌟🌟🌟
  • For Survival Rating, the more stars the better chances you have at staying alive with your kit.
    For Complexity Rating, the more stars the harder it is to learn the class.
    For Fun Rating, the stars represent my personal opinion of how enjoyable the class is to play at higher skill levels.

Starting Equipment
Longbow - Takes longer to fire than a Shortbow but deals more damage and flies farther.
Boomerang - Unique weapon to the Hunter, is a throwing weapon that returns to you and never breaks. (Remember to repair + enchant the item to massively multiply your damage!)
Blindfold of Telepathy - A blindfold which removes normal vision but instead lets you see all enemies through walls. Great for scouting and finding every last enemy on a floor!
Iron Bracers
Leather Boots
Amulet of Poison Resistance - Completely negates any poison or sickness.
x20 Hunting Arrows - Arrows that both slow and poison enemies. Considered one of the best arrow types in the game.
x40 Silver Arrows - Deals bonus damage to undead, demons, and bosses.
x40 Swift Arrows - Deals slightly less damage but makes a bow fire faster, useful in a pinch.
x2 Scroll of Conjure Arrow - Spawns a random quiver of arrows upon use.
x2 Potion of Speed - Increases movement speed & ranged damage for a short time.
Fish
Meat
Bonus Potion of Polymorph (Monster Only)
  • Preferred Weapon Type: Bows
  • UNIQUE: They are the only class in the game who starts with the Boomerang, as it cannot be found anywhere else.
  • They are the only class that starts with a Longbow.
  • They are the only class that starts with a Blindfold of Telepathy.


Hunter Gameplay TIPS
  • If you purely want to play a Ranger type class, the Hunter is 100% for you. They embody the kill-things-from-afar archetype perfectly, and are the most vanilla-fitting of the DLC classes.
  • It is recommended that players find ways to repair and upgrade the boomerang as soon as possible, as it scales HARD. Use the boomerang between quiver-enhanced bow shots to maximize damage.

Stat Weights
✊STR: 26% (Melee Damage & Weight Resistance)
🏹DEX: 70% (Ranged Damage & Base Movement Speed)
🛡CON: 26% (Natural Armor & Status Effect Reduction)
🔮INT: 53% (Magic Damage & Mana Regeneration)
👓PER: 70% (Improves Appraisal, Night Vision, Ranged Crits, & Tinkering)
🤡CHR: 53% (Improves Leadership & Trading)
  • The Hunter has the highest DEX & PER growth of all the classes. Tied with the Rogue.

Starting Stats
❤️HP: 20
💙MP: 20
✊STR: -3
🏹DEX: 1
🛡CON: -1
🔮INT: -3
👓PER: 3
🤡CHR: 0

Starting Skill Points
Swimming: 50/100
Appraisal: 20/100
Tinkering: 10/100
Casting: 10/100
Stealth: 25/100
Ranged: 50/100

Race Recommendations
Human: (NORMAL) Standard.
Skeleton: (EASIER) By avoiding magic you can use your MP as a second life.
Vampire: (SLIGHTLY HARDER) Due to being focused at a range, you may want to use Bloodletting a bit to finish enemies off, that way you can make up for your lack of melee assassination damage.
Succubus: (SLIGHTLY HARDER) Reliant on using cursed items.
Goatman: (HARDER) No extra starting booze.
Automaton: (EASIER) Same as any non-mechanist class, relying on the scrap ability for extra food. A far easier time scrapping junk since you have starting Appraisal skill.
Incubus: (NORMAL) Similar to the Succubus but can use Arcane Mark to make all enemies take good damage from your bow.
Goblin: (NORMAL) Like the Rogue, since you're mostly ranged, your melee bonuses won't see too much use. The extra durability of your bows will certainly help however.
Insectoid: (NORMAL) A lot of utility-moves with the ability to eat rotten food. The Dash skill lets you stay mobile and keep a distance from powerful enemies.
Conclusion
Thank you so much for taking the time to read and I hope you learned something whether you're a new or experienced player!

Please give feedback and let me know if there are any discrepancies, typos, or mistakes so I can improve the guide as best as I can!
79 Comments
Bwabee  [author] 8 Nov @ 12:27am 
@Werl Thank you for the catch. The crossed out stats were meant to be the old ones before the previous update. I'm going to clean it now since the new update is out.
Werl 7 Nov @ 8:56pm 
What do the numbers that are crossed out in the Brewer stat odds mean?
Bwabee  [author] 28 Oct @ 10:34am 
@Medic Bag Thanks for the catch, I'll change it at some point today!
Medic Bag 28 Oct @ 3:04am 
You forgot to change Insectoid's max EN to 100 on Conjurer and Mesmer section. But other than that solid guide 10/10
Frission 22 Aug @ 12:29am 
How do you deal with Insectoid spellcasting? Burning up your hunger rather than MP seems extremely restrictive, and I'm hesitant to even use dash or flutter or acid spray as them. :<
Steinesammlung31 13 Aug @ 2:07pm 
Playing as a Succubus consumed cursed Water and that cursed my normal gear...
Foolswalkin 24 Apr @ 5:44am 
Skeleshamans have a notably worse early game than Autoshamans.

- Shapeshifted Skeleshamans get hungry but they can only eat food items to decrease hunger, while Autoshamans get hungry in all forms but have way more food to choose from. The more time you spend Shapeshifted, the better Autoshamans' food management looks in comparison.

- There is a notable but narrow-ish window where you have the mana reserve to use Skeleton Shaman's extra life, and then Troll form gets Fear and that's usually the best place to stick your mana if you need more help in a combat.

- Skeletons can't innately recruit humans and aren't neutral to Succubi/Incubi, meaning that fountains are also more dangerous. Not a big deal later on, but early game these can definitely make or break a run.
Foolswalkin 23 Apr @ 3:40pm 
Also is shaman's early game hard? Rat recruiting is usually pretty stronk...
Foolswalkin 23 Apr @ 1:26pm 
It's not a little more food, it's a *lot* more food. Food usually pinches hardest in the early game, depending on RNG, and having unlimited time to max Magic and Casting in the Gnomish Mines and Swimming in Minetown is helpful. Having extra inventory slots/extra speed from lack of food weight once you get Dig is helpful. Being able to unequip cursed gear is helpful, and, like repairing, can only be done outside of Polymorphed forms anyway, so it's not really meaningful to say those don't work while transformed. Autoshamans have a baked-in way to access these options, Humans don't. I'm not saying Autoshaman should go to YAWN, but it's clearly better than human (arguably strictly better, as shaman lets automaton access the food and swimming options that humans base form has and theirs lacks).
Cheggf 23 Apr @ 10:56am 
Automaton can't make use of any of his mechanics while transformed, so for the most part he just has a little more food. That isn't a very big difference when food is already ridiculously easy to come by. Compare him to other races marked as "Easier". Skeletons get 8x mana regen as Shaman and vampires get a very powerful spell that's usable in all forms, making shaman's normally difficult early game very easy.