DM1 V1 Champion Classes — Source Lock
Source: ReDMCSB_WIP20210206/Toolchains/Common/Source/DEFS.H:757-768 Source: ReDMCSB_WIP20210206/Toolchains/Common/Source/CHAMPION.C:199-270
Base Classes (4)
| Index | Class | Hidden Skills | Primary Use |
|---|---|---|---|
| C00 | Fighter | Swing, Thrust, Club, Parry | Melee combat |
| C01 | Ninja | Steal, Fight, Throw, Shoot | Stealth/combat |
| C02 | Priest | Identify, Heal, Influence, Defend | Healing/magic |
| C03 | Wizard | Fire, Air, Earth, Water | Elemental magic |
Source: DEFS.H:757-760
Class Skill Breakdown
Each base class (Fighter/Ninja/Priest/Wizard) has 4 hidden skills that map to it:
- Fighter: C04 (Swing), C05 (Thrust), C06 (Club), C07 (Parry)
- Ninja: C08 (Steal), C09 (Fight), C10 (Throw), C11 (Shoot)
- Priest: C12 (Identify), C13 (Heal), C14 (Influence), C15 (Defend)
- Wizard: C16 (Fire), C17 (Air), C18 (Earth), C19 (Water)
Source: CHAMPION.C:758, 266-267
Class experience = sum of its 4 hidden skill experiences » 1 (halved/average)
Skill List (20 total)
C00-C03: Base classes (derived from hidden skills, not directly set) C04: SWING — Fighter melee weapon swing C05: THRUST — Fighter melee thrust C06: CLUB — Fighter blunt weapon C07: PARRY — Fighter defense C08: STEAL — Ninja pickpocket (only usable in specific dungeons) C09: FIGHT — Ninja bare-handed combat C10: THROW — Ninja throwing weapons C11: SHOOT — Ninja missile weapons C12: IDENTIFY — Priest item identification C13: HEAL — Priest healing magic C14: INFLUENCE — Priest charm/command C15: DEFEND — Priest protective magic C16: FIRE — Wizard fire magic C17: AIR — Wizard air magic C18: EARTH — Wizard earth magic C19: WATER — Wizard water magic
Source: DEFS.H:757-768
Class Mechanics
There is NO class-restriction on weapon/armor usage in DM1 V1. Any champion can use any equipment regardless of class. Class determines which hidden skills contribute to the base class experience.
Class is implicit from the champion definition text - there is no class selection screen. The champion definition file (not class selection) determines starting skills.
Stat Bonuses by Class (on level-up)
Fighter: Strength +2 (major), Dexterity +1 (minor) — alternates Ninja: Strength +1 (minor), Dexterity +2 (major) — alternates Priest: Wisdom +2 (major) or +1 (minor), Antifire +0..2 Wizard: Wisdom +1 (minor) or +2 (major), Antimagic +0..3
Source: CHAMPION.C:908-970