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Part 21
Dark and Darker

Part 21

Explore the starting stats, skills, and gear for classes like Rogue, Thief, Alchemist, Charlatan, and Prospector in Dark and Darker.

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Explore the starting stats, skills, and gear for classes like Rogue, Thief, Alchemist, Charlatan, and Prospector in Dark and Darker.

Rogue

The Rogue is an expert in urban survival, charismatic and skilled in persuasion, excelling at judging character and intentions. Their preferred weapon is the dagger.

  • Attributes: Courage 13, Cleverness 13, Intuition 13, Charisma 15, Dexterity 13, Agility 12, Constitution 11, Strength 11
  • Vitality: 27
  • Astral Energy: 0
  • Endurance: 28
  • Resist Magic: 3
  • Traits: Good Looking, Nature Talents Penalties
  • Skills: Sneak 3, Willpower 0, Perception 2, Pick Pocket 4, Streetwise 8, Treat Wounds 2, Seduce 8, Etiquette 6, Haggle 6, Human Nature 6, Fast Talk 8, Pick Locks 2
  • Combat Skills: Daggers 4, Fencing Weapons 8, Axes and Maces 0, Sabers 4, Brawling 2, Throwing Weapon 2
  • Abilities: Feint, Dodge I
  • Starting Gear: Crowbar, Knife, Locksmith knife, 5 x Caltrops, 10 x Throwing Knife, Burglar's Jacket, Leather Gloves, Cloth Pants, Top Boots, 5 x Simple bandages

Thief

The Thief is proud of their handiwork, agile and skillful at relieving citizens of their purses. They know their way around the city and are skilled at setting traps to shake off pursuers.

  • Attributes: Courage 14, Cleverness 11, Intuition 15, Charisma 11, Dexterity 14, Agility 15, Constitution 10, Strength 10
  • Vitality: 25
  • Astral Energy: 0
  • Endurance: 32
  • Resist Magic: 3
  • Traits: Daggers Bonus, Perception Bonus
  • Skills: Sneak 8, Willpower 0, Perception 9, Pick Pocket 8, Traps 8, Streetwise 8, Treat Wounds 0, Arcane Lore 2, Seduce 2, Haggle 4, Human Nature 4, Fast Talk 4, Pick Locks 6, Disarm Traps 6
  • Combat Skills: Daggers 10, Axes and Maces 0, Sabers 0, Brawling 2, Throwing Weapon 8
  • Abilities: Aimed Throw, Dodge I, Dodge II
  • Starting Gear: Dagger, 5 x Caltrops, Locksmith knife, 20 x Throwing Dagger, Rough Cloth Shirt, Woolen Pants, Half-Boot, 5 x Simple bandages

Alchemist

The Alchemist is a highly educated and versatile scholar of secret skills, traveling the world in search of new recipes and hidden knowledge. They know a little magic and usually fight with clubs.

  • Attributes: Courage 14, Cleverness 14, Intuition 13, Charisma 12, Dexterity 14, Agility 11, Constitution 12, Strength 10
  • Vitality: 27
  • Astral Energy: 23
  • Endurance: 29
  • Resist Magic: 5
  • Traits: Alchemy Bonus
  • Skills: Sneak 0, Willpower 2, Perception 0, Animal Lore 4, Plant Lore 6, Survival 4, Treat Poisons 4, Treat Wounds 3, Arcane Lore 7, Haggle 4, Human Nature 2, Fast Talk 3, Alchemy 11
  • Combat Skills: Daggers 2, Axes and Maces 5, Sabers 0, Brawling 1, Throwing Weapon 0
  • Spells: Attributio Agility, Lightning Find You, Iron Rust Rot, Light in the Darkness, Balm of Healing
  • Recipes: Recipe for Golmoon Tea, Recipe for Wound Powder, Recipe for Courage Elixir, Recipe for Weapon Balm, Recipe for Salve of Healing
  • Starting Gear: Cudgel, 3 x Wound powder, Weapon balm, 3 x Salve of healing, 6 x Golmoon leaf, Spring water, Mandrake powder, Oneberry, 7 x Whirlweed, Finage, 2 x Brimstone water, 4 x Salve fat, Poison fang, Alchemist's Hat, Alchemist's Apron, Alchemist's Gloves, Pantaloons, Poulaines, 5 x Simple bandages

Charlatan

The Charlatan dropped out of magic academy training, mastering trickery and illusion with excellent dexterity and sleight of hand. They are charismatic and know how to look after themselves with an Épée.

  • Attributes: Courage 13, Cleverness 13, Intuition 14, Charisma 13, Dexterity 14, Agility 11, Constitution 12, Strength 10
  • Vitality: 27
  • Astral Energy: 26
  • Endurance: 28
  • Resist Magic: 5
  • Traits: Social Chameleon, Nature Talents Penalties
  • Skills: Sneak 3, Willpower 2, Perception 0, Pick Pocket 4, Streetwise 6, Treat Wounds 0, Arcane Lore 4, Seduce 6, Etiquette 2, Haggle 6, Human Nature 4, Fast Talk 8, Pick Locks 2
  • Combat Skills: Daggers 4, Fencing Weapons 5, Axes and Maces 0, Sabers 0, Brawling 2, Throwing Weapon 1
  • Spells: Feint
  • Known Spells: See True and Pure 6, Lightning Find You! 6, Light in the Darkness 6, Fandango of Fireflies 8
  • Starting Gear: Magician's Épée, 2 x Wound powder, 5 x Hair pin, Robe, Black Cloth Pants, Half-Shoes, 5 x Simple bandages

Prospector

The Prospector is a well-trained fighter with a keen sense for the hunt and rare plants, at home in the wilderness. They defend themselves with crossbow and axe and fear neither death nor ghosts.

  • Attributes: Courage 13, Cleverness 14, Intuition 14, Charisma 9, Dexterity 13, Agility 10, Constitution 14, Strength 13
  • Vitality: 33
  • Astral Energy: 0
  • Endurance: 37
  • Resist Magic: 4
  • Traits: Nature Talents Bonus, Social Talents Penalty
  • Skills: Sneak -1, Willpower 4, Perception 6, Dwarfnose 8, Animal Lore 7, Plant Lore 7, Survival 7, Traps 10, Treat Wounds 0, Haggle 0, Human Nature -2, Fast Talk -2, Bowyer 4, Disarm Traps 4
  • Combat Skills: Daggers 3, Axes and Maces 4, Sabers 2, Two-handed Axes/Maces 6, Brawling 5, Crossbow 8, Throwing Weapon 2
  • Abilities: Mighty Blow, Armor Use I
  • Instructions: Instructions for Hunting Bolts, Instructions for Snare Trap
  • Starting Gear: Light Crossbow, 40 x Bolt, Pickaxe, Knife, Bear trap, Elm wood, Wood glue, Bolt heads, Goose feathers, Sinews, 2 x Leather strips, Prospector's Cap, Wagoner's Coat, Laborer's Gloves, Work Pants, Walking Boots, 5 x Simple bandages

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