Classes

Below are the starting ability scores for each class at level 1.

Warrior
 * HP: 13
 * Strength: 14
 * Dexterity: 10
 * Constitution: 15
 * Intelligence: 6
 * Faith: 6
 * Charisma: 8
 * Starting Equipment: Longsword, Heater Shield, Hard Leather Armor, Lifegem.

Knight
 * HP: 11
 * Strength: 15
 * Dexterity: 10
 * Constitution: 14
 * Intelligence: 6
 * Faith: 12
 * Charisma: 6
 * Starting Equipment: Broadsword or Halberd, Kite Shield, Knight's Armor, Light Crossbow, Crossbow Bolt x10.

Swordsman
 * HP: 9
 * Strength: 12
 * Dexterity: 15
 * Constitution: 10
 * Intelligence: 7
 * Faith: 8
 * Charisma: 9
 * Starting Equipment: Scimitar, Shortsword, Leather Armor, Lifegem x2.

Explorer
 * HP: 8
 * Strength: 10
 * Dexterity: 12
 * Constitution: 10
 * Intelligence: 12
 * Faith: 12
 * Charisma: 12
 * Starting Equipment: Dagger, Light Crossbow, Crossbow Bolt x20, Traveler's Armor, Lifegem x10, Torch x3, Firebomb, Alluring Skull x2

Wanderer
 * HP: 8
 * Strength: 12
 * Dexterity: 13
 * Constitution: 12
 * Intelligence: 10
 * Faith: 8
 * Charisma: 8
 * Starting Equipment: Scimitar, Leather Shield, Wanderer's Armor.

Thief
 * HP: 6
 * Strength: 7
 * Dexterity: 15
 * Constitution: 10
 * Intelligence: 13
 * Faith: 12
 * Charisma: 5
 * Starting Equipment: Dagger x2, Target Shield, Black Leather Armor.

Assassin
 * HP: 7
 * Strength: 9
 * Dexterity: 15
 * Constitution: 8
 * Intelligence: 11
 * Faith: 11
 * Charisma: 12
 * Starting Equipment: Shotel, Dagger, Poison Throwing Knife x5, Throwing Knife x10, Alluring Skull x3, Poison Moss Clump.

Bandit Hunter Sorcerer
 * HP: 10
 * Strength: 12
 * Dexterity: 13
 * Constitution: 13
 * Intelligence: 9
 * Faith: 8
 * Charisma: 6
 * Starting Equipment: Bandit's Knife or Battle Axe, Bandit Armor, Firebomb x3.
 * HP: 9
 * Strength; 10
 * Dexterity: 14
 * Constitution: 10
 * Intelligence: 7
 * Faith: 12
 * Charisma: 7
 * Starting Equipment: Shortsword, Leather Shield, Leather Armor, Short Bow, Wooden Arrow x20, Torch x3.
 * HP: 5
 * Strength: 6
 * Dexterity: 12
 * Constitution: 6
 * Intelligence; 15
 * Faith: 13
 * Charisma: 11
 * Starting Equipment: Dagger, Small Leather Shield, Sorcerer's Catalyst, Sorcerer's Attire, Amber Herb, Witching Urn, Soul Arrow (Spell).

Pyromancer
 * HP: 9
 * Strength: 12
 * Dexterity: 9
 * Constitution: 12
 * Intelligence: 6
 * Faith: 6
 * Charisma: 15
 * Starting Equipment: Hand Axe, Wooden Shield, Tattered Cloth Set, Pyromancy Flame, Lifegem, Fireball (Spell).

Cleric
 * HP: 10
 * Strength: 13
 * Dexterity: 7
 * Constitution: 12
 * Intelligence: 10
 * Faith: 15
 * Charisma: 7
 * Starting Equipment: Mace, East-West Shield, Holy Robe Set, Canvas Talisman or Cleric's Sacred Chime, Heal (Spell).

Herald
 * HP: 10
 * Strength: 12
 * Dexterity: 10
 * Constitution: 12
 * Intelligence: 10
 * Faith: 13
 * Charisma: 8
 * Starting Equipment: Spear, Kite Shield, Chain Mail, Talisman, Heal Aid (Spell).

Deprived
 * HP: 6
 * Strength: 8
 * Dexterity: 8
 * Constitution: 8
 * Intelligence: 8
 * Faith: 8
 * Charisma: 8
 * Starting Equipment: Club, Wooden Plank Shield.