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Part 20
Dark and Darker

Part 20

Explore the detailed stats, skills, and starting equipment for various classes in Dark and Darker Part 20, including Elementalist, Healing Mage, Metamage, Spellweaver, and Burglar.

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Explore the detailed stats, skills, and starting equipment for various classes in Dark and Darker Part 20, including Elementalist, Healing Mage, Metamage, Spellweaver, and Burglar.

This section details various character classes in Dark and Darker, providing their starting attributes, skills, and equipment.

Elementalist

The Elementalist completed his training at the 'Pentagram Academy of Rashdul'. He is a master of the elements and can summon powerful fiery companions from the elemental planes.

  • Attributes: Courage 15, Cleverness 13, Intuition 12, Charisma 14, Dexterity 13, Agility 10, Constitution 13, Strength 10
  • Vitality: 27, Astral Energy 42, Endurance 26, Resist Magic 6
  • Special: Astral Power, Endurance Penalty
  • Skills: Sneak 0, Willpower 3, Perception 0, Treat Wounds 0, Arcane Lore 6, Human Nature 0, Fast Talk 2
  • Combat Skills: Daggers 1 (0+1), Axes and Maces 0, Sabers 0, Staves 4 (0+4), Brawling 1 (0+1), Throwing Weapon 0
  • Abilities: Aimed Throw, Dodge I, Dodge II
  • Spells: Attributio Intuition 6 (5+1), Attributio Agility 6 (5+1), Lightning Find You 6 (3+3), Ignifaxus Burst of Flame 7 (5+2), Light in the Darkness 6, Elemental Minion 8 (6+2)
  • Equipment: Horasian Fighting Staff, Knife, Turban, Tulamidian Robe, Black Pantaloons, Poulaines, 5 x Simple bandages

Note: The fire minion's description of igniting nearby enemies did not occur in testing.

Healing Mage

The Healing Mage completed his education at the Donnerbach academy, an Elfish-influenced school that focuses on the healing arts. Healing mages are poor fighters, but compensate for this with their advanced skills in healing and boosting the powers of other members of the party.

  • Attributes: Courage 11, Cleverness 15, Intuition 13, Charisma 14, Dexterity 11, Agility 13, Constitution 13, Strength 10
  • Vitality: 28, Astral Energy 37, Endurance 26, Resist Magic 6
  • Special: Rapid AE-Regeneration, Endurance Penalty
  • Skills: Sneak 0, Willpower 3, Perception 1, Animal Lore 4, Plant Lore 8, Survival 4, Treat Poisons 6, Treat Wounds 8, Arcane Lore 5, Human Nature 4, Fast Talk 3, Alchemy 4 (2+2)
  • Combat Skills: Daggers 1 (0+1), Axes and Maces 2, Sabers 0, Staves 4 (0+4), Brawling 2 (1+1), Throwing Weapon 0
  • Abilities: None
  • Spells: Fastness of Body 2 (0+2), Attributio Intuition 6, Attributio Charisma 6, Plumbumbarm Heavy Arm 6 (4+2), Thunderbolt 4 (3+1), Light in the Darkness 6, Balm of Healing 8 (6+2), Clarum Purum 6 (5+1), Calm Body, Calm Spirit 8 (5+3)
  • Items: Recipe for Golmoon Tea, Recipe for Wound Powder
  • Equipment: Mage's Stick, Knife, 10 x Simple bandages, 3 x Golmoon tea, Salve of healing, Wound powder, 5 x Golmoon leaf, Spring water, Mandrake powder, Oneberry, 2 x Whirlweed, Pointy Hat, Green Magician's Robe, Red Leather Pants, Raw Leather Boots

Metamage

Metamages specialize in manipulating magical matrices, making them some of the most powerful necromancers in Aventuria. Metamages prefer to stay in their laboratories, only leaving them if they think they might discover yet more powerful spells.

  • Attributes: Courage 14, Cleverness 13, Intuition 13, Charisma 14, Dexterity 12, Agility 12, Constitution 11, Strength 11
  • Vitality: 27, Astral Energy 39, Endurance 31, Resist Magic 9
  • Special: High Resistance to Magic, Artisan Talents Penalty
  • Skills: Sneak 0, Willpower 5, Perception 3, Treat Wounds 1, Arcane Lore 6, Human Nature 1, Fast Talk 1
  • Combat Skills: Daggers 2 (0+2), Axes and Maces 0, Sabers 5 (3+2), Brawling 1 (0+1), Throwing Weapon 0
  • Abilities: None
  • Spells: Attributio Charisma 6 (5+1), Attributio Agility 6 (5+1), Corpofrigo Cold Shock 8 (5+3), Light in the Darkness 6, Skeletarius 8 (5+3)
  • Equipment: Cleaver, Knife, Keffiyeh, Cloth Coat, Pantaloons, Poulaines, 5 x Simple bandages

Note: The Skeletarius is a useful addition, and animals around Avestrue were not a significant challenge.

Spellweaver

The Spellweaver is the keeper of Elven magic. He understands better than any other how to use his magic to soothe wild animals and summon them from the depths of the forests. Like all elves, spellweavers feel ill at ease in human company.

  • Attributes: Courage 13, Cleverness 13, Intuition 16, Charisma 13, Dexterity 11, Agility 12, Constitution 12, Strength 10
  • Vitality: 23, Astral Energy 36, Endurance 31, Resist Magic 6
  • Special: Rapid AE-Regeneration, Social Talents Penalty
  • Skills: Sneak 4, Willpower 3, Perception 3 (2+1), Animal Lore 6 (3+3), Plant Lore 6 (3+3), Survival 7 (3+4), Treat Poisons 1, Treat Wounds 2, Arcane Lore 2, Human Nature -2, Fast Talk -2
  • Combat Skills: Daggers 2, Fencing Weapons 0, Axes and Maces 0, Sabers 0, Brawling 2 (1+1), Bow 3 (1+2), Throwing Weapon 0
  • Abilities: None
  • Spells: Eye of Eagle, Ear of Lynx 2, Attributio Intuition 6 (5+1), Attributio Charisma 6 (5+1), Thunderbolt 6 (4+2), Light in the Darkness 6, Balm of Healing 5, A Helpful Paw 6, Meek You Be 6 (4+2)
  • Equipment: Knife, 5 x Whirlweed, 5 x Golmoon leaf, Elven Robe, Baggy Pants, Elven Buckskin Boots

Note: Performed well as a flanker for Forgrim or Rhulana, but skills are limited against certain enemies.

Burglar

The Horasian Burglar is a self-declared master in the art of wealth redistribution. He steals because he loves the challenge and the danger. He has dedicated his life to cracking locks and outsmarting traps. His sharp senses and nose for danger are second to none.

  • Attributes: Courage 15, Cleverness 11, Intuition 14, Charisma 10, Dexterity 14, Agility 14, Constitution 11, Strength 11
  • Vitality: 27, Astral Energy 0, Endurance 30, Resist Magic 3
  • Special: Haggle Bonus, Danger Sense
  • Skills: Sneak 8 (5+3), Willpower 0, Perception 11 (10+1), Pick Pocket 4, Traps 6, Streetwise 8, Treat Wounds 0, Arcane Lore 2, Seduce 2, Haggle 7, Human Nature 2, Fast Talk 4, Pick Locks 8, Disarm Traps 8 (7+1)
  • Combat Skills: Daggers 4 (2+2), Axes and Maces 4 (2+2), Sabers 7 (4+3), Brawling 4 (3+1), Throwing Weapon 5

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