~~~~~01|Unbeliever ~~~~~02|Classes|Unbeliever #####R=== Unbelievers === #####GDescription The full opposite of Sorcerors, Unbelievers so strongly despise magic that not only do they refuse to use magic spells, they refuse all training in the use of magic items, which leaves them almost totally incompetent when trying to use a magic item. #####GStarting Stat Modifiers Strength +5 Intelligence -2 Wisdom -2 Dexterity +2 Constitution +2 Charisma -1 Hit Die +d9 Spell Points +0% Exp Penalty 0% #####GStarting Skills #####BSkill Start Level Skill Point Gains Combat 2.000 [0.800] Weaponmastery 1.000 [0.850] Sword-mastery 0.000 [0.400] Axe-mastery 0.000 [0.400] Hafted-mastery 0.000 [0.400] Polearm-mastery 0.000 [0.400] Archery 1.000 [0.600] Antimagic 1.000 [0.650] Sneakiness 1.000 [0.900] Stealth 0.000 [0.400] Disarming 1.000 [0.900] Monster-lore 0.000 [0.500] #####GInnate Abilities: #####BAbility Character level Extra Max Blow(1) 1 Extra Max Blow(2) 1 Spread blows 25 #####GStarting Equipment An Unbeliever begins the game with: a Ring of Fear Resistance a Dark Sword a Chain Mail ~~~~~03|Unbelievers|Antimagic ~~~~~04|Antimagic ~~~~~05|Skills|Antimagic powers #####GAntimagic Thought carries power. And since Unbelievers think that magic doesn't exist, they can suppress its manifestation around them. Their magic-inhibiting ability and the area of effect around them are determined by the skill level in Antimagic. If they wield a Dark Sword, the strength and radius of the magic disrupting field are increased further, with best results if the blade is unenchanted. High levels of proficiency in Antimagic allow them also to stabilise the space-time continuum, so preventing teleportation, to sense the magical emanations coming from traps and to destroy these around them. These abilities are accessed using the 'm' key.