
WEREWOLF:

1.  UP TO 11IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS WELL IN COMBAT
4.  NO WEAPON USE, CLAWS ADD +7 DAMAGE
5.  NO ARMOR USE, FUR ADDS +5 DEFENSE
6.  INVULNERABLE AGAINST LESSER ENEMIES
7.  MOVES TWICE NORMAL SPEED
8.  NEEDS NO LIGHT OR FOOD
9.  AT TIMES NOT ALLOWED AT STORE
$
MINOTAUR:

1.  UP TO 13IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS WELL IN COMBAT
4.  HIT IN COMBAT MEANS BITE HITS FOR 1-4
    DAMAGE AS WELL
5.  NO ARMOR USE, SKIN ADDS +4 DEFENSE
6.  NEVER LOSES MAP
7.  MOVES TWICE NORMAL SPEED
8.  NEEDS NO LIGHT OR FOOD
9.  AT TIMES NOT ALLOWED AT STORE
$
BERSERKER

1.  UP TO 8IP PER LEVEL
2.  2 ATTACKS PER TURN
3.  HITS VERY WELL IN COMBAT
4.  MOVES TWICE NORMAL SPEED
$
BIODROID

1.  UP TO 55IP PER LEVEL
2.  2 ATTACKS PER TURN
3.  HITS WELL IN COMBAT
4.  HANDS ADD +6 DAMAGE
5.  NO ARMOR USE, BODY ADDS +8 DEFENSE
6.  IMMUNE TO POISON AND PARALYZATION
7.  NEEDS NO LIGHT
$
FIGHTER

1.  UP TO 12IP PER LEVEL
2.  1 ATTACK PER TURN PER 5 LEVELS
3.  HITS VERY WELL IN COMBAT
$
BASEBALL PLAYER

1.  UP TO 6IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS VERY WELL IN COMBAT
4.  +3 TO HIT AND TO DAMAGE WITH CLUB
5.  NO ARMOR USE
6.  HAS SPIKED BASEBALLS, RANGED WEAPONS THAT
    DO 1-11 DAMAGE
$
MORTICIAN

1.  UP TO 6IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS POORLY IN COMBAT
4.  SINGS DIRGE TO KILL ENEMIES, A JUDGMENT
    POWER
5.  HAS A +2 SHOVEL, A MELEE WEAPON THAT DOES
    3-7 DAMAGE
$
TRACKER

1.  UP TO 9IP PER LEVEL
2.  1 ATTACK PER TURN PER 5 LEVELS
3.  HITS VERY WELL IN COMBAT
4.  TRACKS ENEMIES
$
DRUID

1.  UP TO 8IP PER LEVEL
2.  1 ATTACK PER ROUND
3.  HITS MODERATELY IN COMBAT
4.  LIMITED ARMOR AND WEAPON USE
5.  CASTS LIGHTNING SPELL TO INJURE AN ENEMY,
    A JUDGMENT POWER
6.  CASTS RECALL SPELL TO RETURN TO STORE, A
    JUDGMENT POWER
$
BARBARIAN

1.  UP TO 12IP PER LEVEL
2.  1 ATTACK PER TURN PER 5 LEVELS
3.  HITS VERY WELL IN COMBAT
4.  HEALS QUICKLY
5.  TRACKS ENEMIES
6.  MOVES TWICE NORMAL SPEED
7.  NEEDS NO FOOD
$
SUB-VAMPIRE

1.  UP TO 16IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS WELL IN COMBAT
4.  NO WEAPON USE, BITE ADDS +8 DAMAGE
5.  NO ARMOR USE, BODY ADDS +9 DEFENSE
6.  IMMUNE TO POISON AND PARALYZATION
7.  BODY REGENERATES, IS INVULNERABLE
    TO LESSER ENEMIES
8.  NEEDS NO LIGHT OR FOOD
9.  AT TIMES NOT ALLOWED AT STORE
$
ALCHEMIST

1.  UP TO 4IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS POORLY IN COMBAT
4.  CAN CARRY ANY AMOUNT OF GOLD
$
ARCHER

1.  UP TO 6IP PER LEVEL
2.  1 ATTACK PER TURN PER 3 LEVELS
3.  HITS VERY WELL IN COMBAT
4.  +1 TO HIT AND TO DAMAGE PER LEVEL WITH A BOW
5.  LIMITED ARMOR USE
$
GYMNAST

1.  UP TO 4IP PER LEVEL
2.  1 ATTACK PER TURN PER LEVEL
3.  HITS MODERATELY WELL IN COMBAT
4.  LIMITED WEAPON USE, HANDS ADD +1 DAMAGE PER
    LEVEL
5.  NO ARMOR USE, DEFENSE EQUAL TO LEVEL
6.  MOVES TWICE NORMAL SPEED, FASTER AT HIGHER
    LEVELS
7.  LOSES ALL GOLD WHEN LEAVING STORE
$
PERCUSSIONIST

1.  UP TO 8IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS VERY WELL IN COMBAT
4.  HAS TNT DRUMSTICKS, RANGED WEAPONS THAT DO
    1-8 DAMAGE
5.  HAS VORPAL CYMBALS, RANGED WEAPONS THAT CAN
    BEHEAD ENEMIES
6.  SEEKS THE DRUMS OF DEATH
$
PIXIE

1.  UP TO 4IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS POORLY IN COMBAT
4.  LIMITED WEAPON USE AND NO ARMOR USE
5.  TELEPORT ENEMIES AWAY DURING MELEE COMBAT
6.  MOVES TWICE NORMAL SPEED
7.  NEEDS NO LIGHT
$
PALADIN

1.  UP TO 12IP PER LEVEL
2.  1 ATTACK PER TURN PER 5 LEVELS
3.  HITS VERY WELL IN COMBAT
4.  AURA OF GOOD ADDS +2 DEFENSE AND TO HIT
    IN COMBAT
5.  DAMNS ANIMATED ENEMIES TO DESTROY THEM, A
    JUDGMENT POWER
6.  LAYS HANDS TO HEAL 1IP PER LEVEL, A JUDGMENT
    POWER
7.  LOSES ALL GOLD WHEN LEAVING THE STORE
$
NINJA

1.  UP TO 6IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS FAIRLY POORLY IN COMBAT
4.  NO ARMOR USE
5.  MOVES TWICE NORMAL SPEED
6.  BACKSTABS OPPONENTS FOR DOUBLE DAMAGE, AN
    AGILITY POWER
7.  TURNS INVISIBLE, AN AGILITY POWER
$
STAR MARINE

1.  UP TO 10IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS VERY WELL IN COMBAT
4.  HAS PLASMA RIFLE, A RANGED WEAPON THAT DOES
    1-20 DAMAGE AND NEEDS NO AMMO
5.  HAS POWERED ARMOR, WHICH ADDS +9 DEFENSE AND
    +2 DAMAGE IN MELEE COMBAT
6.  HAS MEDKITS, WHICH HEAL ALL DAMAGE
7.  ATTRACTS WARP DEMONS
8.  NEEDS NO LIGHT
$
ORC

1.  UP TO 8IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS WELL IN COMBAT
4.  TRACKS ENEMIES
5.  NEEDS NO LIGHT OR FOOD
6.  AT TIMES NOT ALLOWED AT STORE
$
TROLL

1.  UP TO 10IP PER LEVEL
2.  3 ATTACKS PER TURN
3.  HITS WELL IN COMBAT
4.  NO WEAPON USE, CLAWS ADD +5 DAMAGE
5.  NO ARMOR USE, SKIN ADDS +6 DEFENSE
6.  BODY REGENERATES
7.  NEEDS NO LIGHT OR FOOD
8.  AT TIMES NOT ALLOWED AT STORE
$
SOLDIER

1.  UP TO 10IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS VERY WELL IN COMBAT
4.  HANDS ADD +2 DAMAGE
5.  HAS M-16 RIFLE, A RANGED WEAPON THAT DOES
    1-20 DAMAGE
6.  NEEDS NO LIGHT (WEARS INFRARED GOGGLES)
$
WIZARD

1.  UP TO 4IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS POORLY IN COMBAT
4.  LIMITED WEAPON USE AND NO ARMOR USE
5.  CASTS TELEPORT SPELL, AN INTELLIGENCE POWER
6.  CASTS FIREBALL SPELL TO INJURE ENEMIES, AN
    INTELLIGENCE POWER
$
CRUSADER

1.  UP TO 8IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS MODERATELY WELL IN COMBAT
4.  LIMITED WEAPON USE
5.  DAMNS ANIMATED ENEMIES TO DESTROY THEM, A
    JUDGMENT POWER
6.  CASTS CURE SPELL, A JUDGMENT POWER
$
THIEF

1.  UP TO 6IP PER LEVEL
2.  1 ATTACK PER TURN
3.  HITS FAIRLY POORLY IN COMBAT
4.  LIMITED WEAPON AND ARMOR USE
5.  BACKSTABS OPPONENTS FOR DOUBLE DAMAGE, AN
    AGILITY POWER
6.  AVOIDS TRAPS TWICE AS WELL AS NORMAL
7.  ALWAYS STEALS A TELEPORT BEAD AT THE STORE
$