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Abyssal Knight

Abyssal Knights worship Lugonu, and are sent from the Abyss into the Dungeon to spread corruption and chaos.
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Air Elementalist

Air Elementalists have learned the Shock spell. Later on, their book of Air provides them with flexibility to survive.
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Arcane Marksman

Arcane Marksmen carry some missiles as well as a book from which they will learn spells to brand those missiles later on.
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Artificer

Artificers start with two magical devices and are competent at using such tools.
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Assassin

Assassins are all about stealth, ready to stab unaware opponents. Not just dagger and cloak, they carry nasty curare needles for their blowgun.
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Berserker

Berserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a raging berserker early on, apart from hubris.
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Chaos Knight

Chaos Knights are playthings of the unpredictable Xom, and are subject to the god's constantly changing moods.
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Conjurer

Conjurers confront problems with damaging spells. They can choose whether they want their destruction to be fire or ice flavoured.
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Crusader

Crusaders are melee fighters who can boost themselves in battle with spells from the book of War Chants.
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Death Knight

Death Knights are melee fighters who command the undead in the name of Yredelemnul the Dark.
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Earth Elementalist

Earth Elementalists know the Sandblast spell, and carry stones to increase the spell's power. More earthen spells are in their book of Geomancy.
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Enchanter

Enchanters use spells to boost themselves in battle, or incapacitate others. They also start with good darts.
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Fighter

Fighters come with armour and shield, as well as a weapon of their choice. They have more health than any other background.
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Fire Elementalist

Fire Elementalists start with the book of Flames and know the Flame Tongue spell. The other spells in their book focus on destruction as well.
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Gladiator

Gladiators are ready for the arena with light armour, shield, nets and a weapon of their choice.
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Healer

Healers are followers of Elyvilon, ready to heal themselves and others. Such healing will possibly pacify beasts and brutes, yielding experience.
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Hunter

Hunters are able to attack at range, without relying on pesky magic. The hunter's tool depends on species.
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Ice Elementalist

Ice Elementalists start with the book of Frost and the Freeze spell. The book's other spells are quite versatile.
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Monk

Monks are ready to take on everything in the dungeon wearing just a robe and using their body, optionally wielding a staff.
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Necromancer

Necromancers are wizards specializing in the practice of death magic. They start out with the Pain spell.
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Priest

Priests are followers of Zin, spreading the god's word to the Dungeon's inhabitants. Hill Orcs can follow the orc god Beogh.
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Stalker

Stalkers use stealth and transformative magic to approach and subdue their victims.
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Summoner

Summoners start with the book of Callings and are able to Summon Small Mammals from the start.
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Transmuter

Transmuters are specialists in changes of form. They start with arrows and potions to be used with some of their spells.
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Venom Mage

Venom Mages start with the Young Poisoner's Handbook and the Sting spell. They have an easy time early on.
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Wanderer

Wanderers start with random equipment and skills.
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Warper

Warpers start with a weapon of their choice and a Blinking scroll. They can learn spells from the book of Spatial Translocations.
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Wizard

Wizards start with a book of Minor Magic, containing a wide range of spells. They have higher magical reserves than any other background.
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