Adventures Unlimited currently offers nine different classes, each with distinct advantages and disadvantages. Here you will find a brief summary of each class, along with the skills and spell groups contained in their default creation packages. Click below to jump to a particular class, or simply scroll down to view them all.
Besides innate abilities, which are free, the skills and spells listed are those within a class's default creation package. They are not mandatory and are not a reflection of a class's full potential. Although no class has access to every skill and spell in the game, customization is available during creation. All classes begin with skill in scrolls, staves, and wands at no cost.
Antipaladin
Antipaladins are the antithesis of the paladin. They are generally hated everywhere they travel. Strife, destruction and pain usually follow these unholy individuals in their wake. Antipaladins aim to bring suffering to those around them, and to wipe the pure of heart from the land.
Eligible Races
Innate Abilities
Antipaladins' primary attribute is wisdom. They receive +2 WIS. |
Devote |
Infusing a weapon with the blessing of a god. |
Layhands |
Channeling divine energy into powerful healing. |
Shield Block |
Deflecting an incoming attack with a shield. |
Sword |
Using swords effectively in battle. |
Default Skills
Backstab |
Ambushing an opponent with a strike from behind. |
Dagger |
Using daggers effectively in battle. |
Dirt Kicking |
Kicking dirt into an opponent's eyes. |
Disarm |
Stripping an opponent of their weapons. |
Dodge |
Weaving and avoiding incoming strikes. |
Duress |
Unleashing extra damage when seriously injured. |
Enhanced Damage |
Honing melee attacks to inflict extra damage. |
Fast Healing |
Healing one's body at a quicker rate. |
Flail |
Using flails effectively in battle. |
Parry |
Deflecting incoming attacks with one's weapons. |
Second Attack |
Striking with a second melee attack in battle. |
Third Attack |
Striking with a third melee attack in battle. |
Default Spells
Detection |
A group of spells used for seeing the unseen. |
Protective |
A group of spells used for bolstering defense. |
Transportation |
A group of spells used to aid in travel. |
Charlatan
Charlatans are usually accepted wherever they travel... for a short while. These are highly charismatic individuals that rely upon their subtle magical abilities and their wits to relieve those about them of their possessions. Charlatans believe in the motto share and share alike... so long as they are always on the receiving end.
Eligible Races
Innate Abilities
Charlatans' primary attribute is dexterity. They receive +2 DEX. |
Dagger |
Using daggers effectively in battle. |
Sneak |
Moving silently without being detected. |
Default Skills
Backstab |
Ambushing an opponent with a strike from behind. |
Dirt Kicking |
Kicking dirt into an opponent's eyes. |
Dodge |
Weaving and avoiding incoming strikes. |
Haggle |
Bargaining with merchants for a better deal. |
Peek |
Sneaking a glimpse at others' belongings. |
Pick Lock |
Opening locks without the appropriate key. |
Round |
Delivering a strong kick to an opponent's head. |
Default Spells
Beguiling |
A group of spells which affect the mind. |
Charlatan Spells |
A group of spells favored by charlatans. |
Combat |
A group of spells which cause elemental damage. |
Enhancement |
A group of spells to increase physical prowess. |
Illusion |
A group of spells to render a target invisible. |
Maladictions |
A group of spells which cause negative effects. |
Transportation |
A group of spells used to aid in travel. |
Cleric
Clerics are the most defense-oriented of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. Clerics are the best class by far in terms of healing magic. They also possess an impressive array of protective spells and decent melee prowess.
Eligible Races
Innate Abilities
Clerics' primary attribute is wisdom. They receive +2 WIS. |
Mace |
Using maces effectively in battle. |
Default Skills
Fast Healing |
Healing one's body at a quicker rate. |
Meditation |
Recovering one's magical reserves more quickly. |
Second Attack |
Striking with a second melee attack in battle. |
Shield Block |
Deflecting an incoming attack with a shield. |
Default Spells
Attack |
A group of spells which inflict direct damage. |
Benedictions |
A group of spells with beneficial effects. |
Creation |
A group of spells to create food and water. |
Curative |
A group of spells to remove afflictions. |
Detection |
A group of spells used for seeing the unseen. |
Harmful |
A group of spells which cause wounds. |
Healing |
A group of spells which heal wounds. |
Maladictions |
A group of spells which cause negative effects. |
Protective |
A group of spells used for bolstering defense. |
Transportation |
A group of spells used to aid in travel. |
Weather |
A group of spells for controlling the weather. |
Mage
Mages specialize in the casting of spells, offensive ones in particular. Mages have the most powerful magic of any class. They are also very skilled at the use of magical items, though their physical combat skills are the weakest of any class.
Eligible Races
Innate Abilities
Mages' primary attribute is intelligence. They receive +2 INT. |
Dagger |
Using daggers effectively in battle. |
Default Skills
Meditation |
Recovering one's magical reserves more quickly. |
Scribe |
Imbuing blank parchment with magical spells. |
Shield Block |
Deflecting an incoming attack with a shield. |
Default Spells
Beguiling |
A group of spells which affect the mind. |
Combat |
A group of spells which cause elemental damage. |
Detection |
A group of spells used for seeing the unseen. |
Enchantment |
A group of spells which improve equipment. |
Enhancement |
A group of spells to increase physical prowess. |
Illusion |
A group of spells to render a target invisible. |
Maladictions |
A group of spells which cause negative effects. |
Protective |
A group of spells used for bolstering defense. |
Transportation |
A group of spells used to aid in travel. |
Weather |
A group of spells for controlling the weather. |
Monk
Monks specialize in martial arts. They have given up the use of weapons, and instead rely on their body as a weapon. Monks must still learn weapon skills in order to effectively parry and dodge incoming attacks from a given weapon type.
Eligible Races
Innate Abilities
Monks' primary attribute is dexterity. They receive +2 DEX. |
Dodge |
Weaving and avoiding incoming strikes. |
Hand-to-Hand |
Using one's fists effectively in battle. |
Parry |
Deflecting incoming attacks with one's weapons. |
Default Skills
Bash |
Crashing into an opponent, unbalancing them. |
Dirt Kicking |
Kicking dirt into an opponent's eyes. |
Duress |
Unleashing extra damage when seriously injured. |
Enhanced Damage |
Honing melee attacks to inflict extra damage. |
Fast Healing |
Healing one's body at a quicker rate. |
Nerve |
Striking vital points on an opponent's body. |
Sneak |
Moving silently without being detected. |
Weaponsmaster |
Effective knowledge of all weapon types. |
Myrmidon
A myrmidon is a combination of a fighter and a mage. They are often talented mercenaries and battle mages. Myrmidons often follow their conscience, fight for a certain cause, or hire themselves out as soldiers of fortune. This versatile class can be found almost anywhere doing almost anything.
Eligible Races
Innate Abilities
Myrmidons' primary attribute is intelligence. They receive +2 INT. |
Parry |
Deflecting incoming attacks with one's weapons. |
Sword |
Using swords effectively in battle. |
Default Skills
Campfire |
Starting and maintaining a campfire. |
Dual Wield |
Fighting with a weapon in each hand. |
Duress |
Unleashing extra damage when seriously injured. |
Lore |
Determining the specifications of an item. |
Second Attack |
Striking with a second melee attack in battle. |
Shield Block |
Deflecting an incoming attack with a shield. |
Third Attack |
Striking with a third melee attack in battle. |
Default Spells
Combat |
A group of spells which cause elemental damage. |
Detection |
A group of spells used for seeing the unseen. |
Enchantment |
A group of spells which improve equipment. |
Maladictions |
A group of spells which cause negative effects. |
Protective |
A group of spells used for bolstering defense. |
Transportation |
A group of spells used to aid in travel. |
Weather |
A group of spells for controlling the weather. |
Paladin
Paladins are raised from birth or very early childhood by priests of a particular religion to be that religion's arm of law and retribution. They are fanatics and their beliefs are totally unshakeable. Their lives are devoted entirely to their one precept: do the will of your god; seek out and smite your enemies. Holy quests and duty are first and foremost in the mind of a paladin.
Eligible Races
Innate Abilities
Paladins' primary attribute is wisdom. They receive +2 WIS. |
Devote |
Infusing a weapon with the blessing of a god. |
Layhands |
Channeling divine energy into powerful healing. |
Rescue |
Intercepting attacks meant for an ally. |
Sword |
Using swords effectively in battle. |
Default Skills
Bash |
Crashing into an opponent, unbalancing them. |
Disarm |
Stripping an opponent of their weapons. |
Dodge |
Weaving and avoiding incoming strikes. |
Enhanced Damage |
Honing melee attacks to inflict extra damage. |
Kick |
Kicking an opponent in combat. |
Mace |
Using maces effectively in battle. |
Parry |
Deflecting incoming attacks with one's weapons. |
Second Attack |
Striking with a second melee attack in battle. |
Shield Block |
Deflecting an incoming attack with a shield. |
Third Attack |
Striking with a third melee attack in battle. |
Fourth Attack |
Striking with a fourth melee attack in battle. |
Default Spells
Attack |
A group of spells which inflict direct damage. |
Detection |
A group of spells used for seeing the unseen. |
Protective |
A group of spells used for bolstering defense. |
Transportation |
A group of spells used to aid in travel. |
Thief
Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors.
Eligible Races
Innate Abilities
Thieves' primary attribute is dexterity. They receive +2 DEX. |
Dagger |
Using daggers effectively in battle. |
Steal |
Relieving others of their hard-earned gold. |
Default Skills
Backstab |
Ambushing an opponent with a strike from behind. |
Dirt Kicking |
Kicking dirt into an opponent's eyes. |
Dodge |
Weaving and avoiding incoming strikes. |
Dual Wield |
Fighting with a weapon in each hand. |
Duress |
Unleashing extra damage when seriously injured. |
Eavesdrop |
Overhearing whispers between others. |
Envenom |
Coating edged weapons with various poisons. |
Haggle |
Bargaining with merchants for a better deal. |
Kick |
Kicking an opponent in combat. |
Knock |
Knocking an opponent out cold. |
Mace |
Using maces effectively in battle. |
Peek |
Sneaking a glimpse at others' belongings. |
Pick Lock |
Opening locks without the appropriate key. |
Second Attack |
Striking with a second melee attack in battle. |
Sneak |
Moving silently without being detected. |
Warrior
Warriors live for combat and the thrill of battle. They make the strongest melee fighters but lack the subtle skills of thieves and the magical talents of mages and clerics. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for.
Warriors also have the option of choosing a weapon type which he or she favors and uses to particularly devastating effect. For more information read 'HELP WEAPON_SPECIALIZATION'.
Eligible Races
Innate Abilities
Warriors' primary attribute is strength. They receive +2 STR. |
Second Attack |
Striking with a second melee attack in battle. |
Sword |
Using swords effectively in battle. |
Default Skills
Axe |
Using axes effectively in battle. |
Berserk |
Ignoring pain in an offensive frenzy. |
Dirt Kicking |
Kicking dirt into an opponent's eyes. |
Disarm |
Stripping an opponent of their weapons. |
Dodge |
Weaving and avoiding incoming strikes. |
Dual Wield |
Fighting with a weapon in each hand. |
Duress |
Unleashing extra damage when seriously injured. |
Enhanced Damage |
Honing melee attacks to inflict extra damage. |
Fast Healing |
Healing one's body at a quicker rate. |
Kick |
Kicking an opponent in combat. |
Parry |
Deflecting incoming attacks with one's weapons. |
Sharpen |
Honing the edge of a weapon to razor sharpness. |
Sneak |
Moving silently without being detected. |
Third Attack |
Striking with a third melee attack in battle. |