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    // BaseClass database file
    // The above line must appear exactly as shown."// BaseClass database file"
    //
    // name (text)
    //	Names should not conflict with any of the names in the
    //	class database, items database, spells database, races
    //	database, or abilities database, all baseclasses start
    //	with a lower case letter and classes with an upper case letter.
    //	eg:		name = gnome
    

    //
    // BonusXP (ability name, mod, bonus1-bonus25)
    //	BonusXP is used to determine if a baseclass gains a bonus
    //	to Experience Points depending on the score for the listed
    //	ability. Ability name is the name of an ability, mod is how
    //	to change the XP such as %, bonus1 through bonus25 are the
    //	values at each ability score.
    //	default is blank
    //	eg:		BonusXP = Intelligence,%,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,10,10,10,10,10,10,10,10
    

    //
    // THAC0 (level1-level40)
    //	THAC0 stands for "to hit armor class 0" and is a list of 40
    //	integers representing that number at each level of the baseclass
    //	eg:		THAC0 = 20,20,20,18,18,18,16,16,16,14,14,14,12,12,12,10,10,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9
    

    //
    // AbilityRequirement (ability name, min/max)
    //	AbilityRequirement is the name of an ability and the minimum
    //	and maximum numbers allowed for the baseclass.
    //	A separate instance is used for each ability.
    //	eg:		AbilityRequirement = Wisdom 9/18
    /

    
    // Allowed Race (race name)
    //	The Allowed Race is the name of the race or races from the
    //	races database that is allowed for this baseclass.
    //	Each race is listed with a different instance of the keyword
    //	eg:		Allowed Race = Monkey
    //			Allowe Race = Dog
    

    //
    // Allowed Alignment (alignment, any)
    //	Possible Allowed Alignment options are Lawful Good, Neutral Good,
    //	Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral,
    //	Lawful Evil, Neutral Evil, Chaotic Evil; or any if all are allowed
    //	eg:		Allowed Alignment = Lawful Good
    //			Allowed Alignment = Lawful Evil
    

    //
    // ExpLevel (integer)
    //	Minimum number of experience points for each character level,
    //	starting with level 1, up to level 40, in order.
    //	One level per line.
    //	eg:		ExpLevel = 65420
    

    //
    // Base Spell Levels (level, spell school name, spell level1-spell level 9)
    //	The keyword Base Spell Level are the spells at a given level
    //	for a given spell school allowed. After name of school, up
    //	to 9 integers may be used
    //	eg:		Base Spell Levels = 4,Cleric,3,2,1
    

    //
    // MaxNumSpellsByPrime (spell school name, ability name, spell-spell25)
    //	MaxSpellLevelByPrime determines the highest spell level a
    //	spellcaster may learn based on an ability score. Spell school,
    //	ability, 25 integers are the order for this keyword
    //	eg:		MaxSpellLevelByPrime = Cleric,Wisdom,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,6,7,7,7,7,7,7,7,7
    

    //
    // MaxSpellLevelByPrime (spell school name, ability name, level1-level25)
    //	MaxSpellLevelByPrime determines the maximum spell level
    //	that a baseclass may have for a paritcular score of the
    //	listed ability.
    //	eg		MaxSpellLevelByPrime = Cleric,Wisdom,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,6,7,7,7,7,7,7,7,7
    

    //
    // HitDice (level, # of die, # of sides per die, bonus)
    //	HitDice determines the Hit Points given to a baseclass at
    //	a particular level. The first number is the level, the second
    //	is the number of dice, the third number is the sides per dice,
    //	the fourth number is the set number of points (bonus)
    //	eg:		HitDice = 1,1,10,0
    

    //
    //	Skill (text)
    //	Skills consist of the skill name and the score at which
    //	the skill starts.
    //	eg:		Skill = Swim,20
    

    //
    // SkillAdjAbility (skill name,ability name, mod, num1-num25)
    //	SkillAdjAbility allows modification of a skill based upon
    //	an ability. Name, ability, type of modifier, score
    //	modifier for each of the 25 ability scores
    //	eg:		SkillAdjAbility = Read,Intelligence,%,0,0,0,0,0,0,0,0,85,90,95,100,100,100,100,100,105,110,115,115,115,115,115,115,115
    

    //
    // SkillAdjBaseclass (skill name, mod, adj1-adj40)
    //	SkillAdjBaseclass asjusts the named skill for this database.
    //	For each entry, skill name, type of modification and 
    //	modification values for level 1 through 40 are listed.
    //	eg:		SkillAdjBaseclass = Save Vs RSW,cleric,-,0,0,0,1,1,1,3,3,3,4,4,4,5,5,5,6,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
    

    //
    // SkillAdjRace (skill name, race name, mod, value)
    //	SkillAdjRace allows modification of skills per each
    //	race, by listing the name of the skill, name of the
    //	race, percentage sign and number to modify it by
    //	eg:		SkillAdjRace = MaxLevel$SYS$,Half-Elf,\=,5
    

    //
    // SpellBonusAbility (ability name)
    //	If the baseclass gets bonus spells, this is the ability
    //	used to determine the bonus. If blank, no bonus spells.
    //	default is blank.
    //	eg:		SpellBonusAbility = Wisdom
    

    //
    // BonusSpells (ability #, bonus#, level #,2nd bonus #, 2nd level #)
    //	If bonus spells are allowed for the baseclass, this keyword
    //	determines the score and the bonus spells for that ability
    //	score using integer pairs. In the integer pairs, the first
    //	is the level of the spell, the second is the quantity.
    //	eg:		BonusSpells = 13,1,1
    

    //
    // Special Ability (SA name)
    //	each listed Special Ability corresponds to
    //	the Special Ability database.
    //	Each Special Ability is listed on a new line
    //	with a separate instance of the keyword.
    //	eg:		Special Ability = baseclass_NameSuppress,"Y"
    

    
    \(BEGIN)
    name = cleric									// unique names only
    BonusXP = Wisdom,%,0,0,0,0,0,0,0,0,100,100,100,100,100,100,100,110,110,110,110,110,110,110,110,110,110
    // first term is name of one of the abilities, second term is way to modify experience
    THAC0 = 20,20,20,18,18,18,16,16,16,14,14,14,12,12,12,10,10,10,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9
    // THAC0 is 'to hit armor class zero' one value for each of the 40 levels
    AbilityRequirement = Wisdom 9/18				// first term is ability name
    AbilityRequirement = Strength 3/19				// first number is minimum
    AbilityRequirement = Dexterity 3/19				// second number is maximum (unmodified)
    AbilityRequirement = Constitution 3/19			// 
    Allowed Race = Dwarf							// name of race from database
    Allowed Race = Robot							// one per line
    Allowed Alignment = any							// name of alignment or any for all
    // ***** EXPERIENCE *****
    ExpLevel = 0									// minimum (min) experience (XP) for level 1
    ExpLevel = 1501									// min XP for level 2
    ExpLevel = 3001									// min XP for level 3
    ExpLevel = 6001									// min XP for level 4
    ExpLevel = 13001								// min XP for level 5
    ExpLevel = 27501								// min XP for level 6
    ExpLevel = 55001								// min XP for level 7
    ExpLevel = 110001								// min XP for level 8
    ExpLevel = 225001								// min XP for level 9
    ExpLevel = 450001								// min XP for level 10
    ExpLevel = 675001								// min XP for level 11
    ExpLevel = 900001								// min XP for level 12
    ExpLevel = 1125001								// min XP for level 13
    ExpLevel = 1350001								// min XP for level 14
    ExpLevel = 1575001								// min XP for level 15
    ExpLevel = 1800001								// min XP for level 16
    ExpLevel = 2025001								// min XP for level 17
    ExpLevel = 2250001								// min XP for level 18
    ExpLevel = 2475001								// min XP for level 19
    ExpLevel = 2700001								// min XP for level 20
    ExpLevel = 2925001								// min XP for level 21
    ExpLevel = 3150001								// min XP for level 22
    ExpLevel = 3375001								// min XP for level 23
    ExpLevel = 3600001								// min XP for level 24
    ExpLevel = 3825001								// min XP for level 25
    ExpLevel = 4050001								// min XP for level 26
    ExpLevel = 4275001								// min XP for level 27
    ExpLevel = 4500001								// min XP for level 28
    ExpLevel = 4725001								// min XP for level 29
    ExpLevel = 4950001								// min XP for level 30
    ExpLevel = 5175001								// min XP for level 31
    ExpLevel = 5400001								// min XP for level 32
    ExpLevel = 5625001								// min XP for level 33
    ExpLevel = 5850001								// min XP for level 34
    ExpLevel = 6075001								// min XP for level 35
    ExpLevel = 6300001								// min XP for level 36
    ExpLevel = 6525001								// min XP for level 37
    ExpLevel = 6750001								// min XP for level 38
    ExpLevel = 6975001								// min XP for level 39
    ExpLevel = 7200001								// min XP for level 40
    // ***** SPELLS *****
    Base Spell Levels = 1,Cleric,1,0,0,0,0,0,0		// number of spells per level
    Base Spell Levels = 2,Cleric,2,0,0,0,0,0,0		// first term is the level number
    Base Spell Levels = 3,Cleric,2,1,0,0,0,0,0		// second term is the spell school name
    Base Spell Levels = 4,Cleric,3,2,0,0,0,0,0		// spell school names can be anything
    Base Spell Levels = 5,Cleric,3,3,1,0,0,0,0		// for convenience in default DC
    Base Spell Levels = 6,Cleric,3,3,2,0,0,0,0		// spell school names match baseclass
    Base Spell Levels = 7,Cleric,3,3,2,1,0,0,0		// that uses them
    Base Spell Levels = 8,Cleric,3,3,3,2,0,0,0		// the engine supports up to 9 levels
    Base Spell Levels = 9,Cleric,4,4,3,2,1,0,0		// per school at this time
    Base Spell Levels = 10,Cleric,4,4,3,3,2,0,0		// but more may be listed in database
    Base Spell Levels = 11,Cleric,5,4,4,3,2,1,0		// I recommend zero-filling of each line
    Base Spell Levels = 12,Cleric,6,5,5,3,2,2,0		// 
    Base Spell Levels = 13,Cleric,6,6,6,4,2,2,0		// 
    Base Spell Levels = 14,Cleric,6,6,6,5,3,2,0		// 
    Base Spell Levels = 15,Cleric,7,7,7,5,4,2,0		// 
    Base Spell Levels = 16,Cleric,7,7,7,6,5,3,1		// 
    Base Spell Levels = 17,Cleric,7,7,7,7,5,3,2		// 
    Base Spell Levels = 18,Cleric,8,8,8,7,6,4,1		// 
    Base Spell Levels = 19,Cleric,9,9,8,7,6,4,2		// 
    Base Spell Levels = 20,Cleric,9,9,9,8,7,5,2		// 
    Base Spell Levels = 21,Cleric,9,9,9,9,8,6,2		// 
    Base Spell Levels = 22,Cleric,9,9,9,9,9,6,3		// 
    Base Spell Levels = 23,Cleric,9,9,9,9,9,7,3		// 
    Base Spell Levels = 24,Cleric,9,9,9,9,9,8,3		// 
    Base Spell Levels = 25,Cleric,9,9,9,9,9,8,4		// 
    Base Spell Levels = 26,Cleric,9,9,9,9,9,9,4		// 
    Base Spell Levels = 27,Cleric,9,9,9,9,9,9,5		// 
    Base Spell Levels = 28,Cleric,9,9,9,9,9,9,6		// 
    Base Spell Levels = 29,Cleric,9,9,9,9,9,9,7		// 
    Base Spell Levels = 30,Cleric,9,9,9,9,9,9,8		// 
    Base Spell Levels = 31,Cleric,9,9,9,9,9,9,9		// 
    Base Spell Levels = 32,Cleric,10,10,10,9,9,9,9	// 
    Base Spell Levels = 33,Cleric,10,10,10,10,10,9,9
    // 
    Base Spell Levels = 34,Cleric,10,10,10,10,10,10,9
    // 
    Base Spell Levels = 35,Cleric,10,10,10,10,10,10,10
    // 
    Base Spell Levels = 36,Cleric,11,11,11,10,10,10,10
    // 
    Base Spell Levels = 37,Cleric,11,11,11,11,11,10,10
    // 
    Base Spell Levels = 38,Cleric,11,11,11,11,11,11,10
    // 
    Base Spell Levels = 39,Cleric,11,11,11,11,11,11,11
    // 
    Base Spell Levels = 40,Cleric,12,12,12,11,11,11,11
    // 
    MaxNumSpellsByPrime = Cleric,Wisdom,0,0,0,0,0,0,0,0,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99
    // first term is spell school name, second term is name of ability followed by 25 integer values, one for each ability score of 1 to 25
    MaxSpellLevelByPrime = Cleric,Wisdom,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,6,7,7,7,7,7,7,7,7
    // first term is spell school name, second term is nae of ability followed by 25 integer values, one for each ability score of 1 to 25, values larger than the highest level available will be treated as highest level
    SpellBonusAbility = Wisdom						// this can be any ability
    BonusSpells = 13,1,1							// first term is the ability score
    BonusSpells = 14,1,1							// ability is set above
    BonusSpells = 15,1,2							// second term is the spell level
    BonusSpells = 16,1,2							// third term is the number of spells
    BonusSpells = 17,1,3							// these are cumulative
    BonusSpells = 18,1,4							// 
    BonusSpells = 19,1,4							// 
    BonusSpells = 20,1,2,1,4						// 
    BonusSpells = 21,1,3,1,5						// 
    BonusSpells = 22,1,4,1,5						// 
    BonusSpells = 23,2,5							// 
    BonusSpells = 24,2,6							// 
    BonusSpells = 25,1,6,1,7						// 
    // ***** HIT DICE *****
    HitDice = 1,1,8,0								// first value is the level
    HitDice = 2,1,8,0								// second level is the number of hit dice
    HitDice = 3,1,8,0								// third value is the umber of sides
    HitDice = 4,1,8,0								// fourth value is any bonus hit points
    HitDice = 5,1,8,0								// 
    HitDice = 6,1,8,0								// 
    HitDice = 7,1,8,0								// 
    HitDice = 8,1,8,0								// 
    HitDice = 9,1,8,0								// 
    HitDice = 10,0,0,2								// 
    HitDice = 11,0,0,2								// 
    HitDice = 12,0,0,2								// 
    HitDice = 13,0,0,2								// 
    HitDice = 14,0,0,2								// 
    HitDice = 15,0,0,2								// 
    HitDice = 16,0,0,2								// 
    HitDice = 17,0,0,2								// 
    HitDice = 18,0,0,2								// 
    HitDice = 19,0,0,2								// 
    HitDice = 20,0,0,2								// 
    HitDice = 21,0,0,2								// 
    HitDice = 22,0,0,2								// 
    HitDice = 23,0,0,2								// 
    HitDice = 24,0,0,2								// 
    HitDice = 25,0,0,2								// 
    HitDice = 26,0,0,2								// 
    HitDice = 27,0,0,2								// 
    HitDice = 28,0,0,2								// 
    HitDice = 29,0,0,2								// 
    HitDice = 30,0,0,2								// 
    HitDice = 31,0,0,2								//	
    HitDice = 32,0,0,2								// 
    HitDice = 33,0,0,2								// 
    HitDice = 34,0,0,2								// 
    HitDice = 35,0,0,2								// 
    HitDice = 36,0,0,2								// 
    HitDice = 37,0,0,2								// 
    HitDice = 38,0,0,2								// 
    HitDice = 39,0,0,2								// 
    HitDice = 40,0,0,2								// 
    // ***** SKILLS *****
    Skill = Save Vs PPDM,10							// save vs 
    Skill = Save Vs PP,13							// save vs paralysia and poison
    Skill = Save Vs RSW,14							// save vs rod, staff and wand
    Skill = Save Vs BR,16							// save vs breath weapon
    Skill = Save Vs SP,15							// save vs spell
    Skill = Turn,0									// this skill allows baseclass to turn undead and the value indicates at which level this skill starts
    SkillAdjBaseclass = Save Vs PPDM,cleric,-,0,0,0,1,1,1,3,3,3,4,4,4,5,5,5,6,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
    // 
    SkillAdjBaseclass = Save Vs PP,cleric,-,0,0,0,1,1,1,3,3,3,4,4,4,5,5,5,6,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
    // 
    SkillAdjBaseclass = Save Vs RSW,cleric,-,0,0,0,1,1,1,3,3,3,4,4,4,5,5,5,6,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
    // 
    SkillAdjBaseclass = Save Vs BR,cleric,-,0,0,0,1,1,1,3,3,3,4,4,4,5,5,5,6,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
    // 
    SkillAdjBaseclass = Save Vs SP,cleric,-,0,0,0,1,1,1,3,3,3,4,4,4,5,5,5,6,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
    // 
    SkillAdjRace = MaxLevel$SYS$,Half-Elf,\=,5		// caps the level for the named race
    SkillAdjRace = MaxLevel$SYS$,Half-Orc,\=,4		// at the value listed
    Special Ability = baseclass_NameSuppress,"Y"	// this SA suppresses the baseclass name appearing in the character view screen
    \(END)
    
    \(BEGIN)
    name = thief
    BonusXP = 										// if you don't want to give bonus XP to a baseclass, leave this blank
    THAC0 = 20,20,20,20,19,19,19,19,16,16,16,16,14,14,14,14,12,12,12,12,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10
    // these can be any integer including negative values
    AbilityRequirement = Dexterity 9/19				// one or more ability may be listed
    AbilityRequirement = Constitution 3/19			// 
    AbilityRequirement = Intelligence 3/18			// 
    AbilityRequirement = Strength 3/19				// 
    Allowed Race = Dwarf							// race names are case sensitive
    Allowed Race = Robot							// 
    Allowed Alignment = Neutral Good				// the nine alignment names are still
    Allowed Alignment = Lawful Neutral				// hard-coded in DC
    Allowed Alignment = True Neutral				// 
    Allowed Alignment = Chaotic Neutral				// 
    Allowed Alignment = Lawful Evil					// 
    Allowed Alignment = Neutral Evil				// 
    Allowed Alignment = Chaotic Evil				// 
    // ***** EXPERIENCE *****
    ExpLevel = 0									// while the values can be anything you
    ExpLevel = 1251									// want, it is recommended that the
    ExpLevel = 2501									// first value be 0
    ExpLevel = 5001									// each value must be at least one
    ExpLevel = 10001								// higher than previous value or DC
    ExpLevel = 20001								// will do weird things and maybe
    ExpLevel = 42501								// even not increase PC in level
    ExpLevel = 70001								// 
    ExpLevel = 110001								// 
    ExpLevel = 160001								// 
    ExpLevel = 220001								// 
    ExpLevel = 440001								// 
    ExpLevel = 660001								// 
    ExpLevel = 880001								// 
    ExpLevel = 1100001								// 
    ExpLevel = 1320001								// 
    ExpLevel = 1540001								// 
    ExpLevel = 1760001								// 
    ExpLevel = 1980001								// 
    ExpLevel = 2200001								// to limit the baseclass at a particular level less than 40, just include that many lines - this baseclass is capped at 20
    // ***** HIT DICE *****
    HitDice = 1,0,0,6								// if you want to give first level PCs
    HitDice = 2,1,6,0								// set # of dice and #of sides to 0
    HitDice = 3,1,6,0								// and the bonus value to the dice
    HitDice = 4,1,6,0								// side amount
    HitDice = 5,1,6,0								// 
    HitDice = 6,1,6,0								// 
    HitDice = 7,1,6,0								// 
    HitDice = 8,1,6,0								// 
    HitDice = 9,1,6,0								// 
    HitDice = 10,1,6,0								// 
    HitDice = 11,0,0,2								// 
    HitDice = 12,0,0,2								// 
    HitDice = 13,0,0,2								// 
    HitDice = 14,0,0,2								// 
    HitDice = 15,0,0,2								// 
    HitDice = 16,0,0,2								// 
    HitDice = 17,0,0,2								// 
    HitDice = 18,0,0,2								// 
    HitDice = 19,0,0,2								// since level is being capped at 20
    HitDice = 20,0,0,2								// only the first 20 lines are listed
    // ***** SKILLS *****
    Skill = Save Vs PPDM,13							// 
    Skill = Save Vs PP,12							// 
    Skill = Save Vs RSW,14							// 
    Skill = Save Vs BR,16							// 
    Skill = Save Vs SP,15							// 
    Skill = PickPockets,30							// thieving skills are given in this way
    Skill = OpenLocks,25							// they can be modified in databases
    Skill = FindTraps,20							// by SkillAdjxxx or by special 
    Skill = MoveSilent,15							// abilities or scripts in events
    Skill = HideInShadows,10						// 
    Skill = HearNoise,10							// 
    Skill = ClimbWalls,85							// 
    Skill = ReadLanguages,0							// 
    Skill = BackstabMultiplier,100					// 'backstab' is defined int eh hard-code, but who can use it and and how much damage it does is controlled in the databases and like all skills can be modified by scripts
    SkillAdjBaseclass = Save Vs PPDM,thief,-,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4
    // only the first 20 values are needed because level is capped at 20
    SkillAdjBaseclass = Save Vs PP,thief,-,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4
    // 
    SkillAdjBaseclass = Save Vs RSW,thief,-,0,0,0,0,2,2,2,2,4,4,4,4,6,6,6,6,8,8,8,8
    // 
    SkillAdjBaseclass = Save Vs BR,thief,-,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4
    // 
    SkillAdjBaseclass = Save Vs SP,thief,-,0,0,0,0,2,2,2,2,4,4,4,4,6,6,6,6,8,8,8,8
    // 
    SkillAdjBaseclass = PickPockets,thief,+,0,5,10,15,20,25,30,35,40,50,60,65,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69
    // if you list more values than levels, DC ignores any extra values
    SkillAdjBaseclass = OpenLocks,thief,+,0,4,8,12,17,22,27,32,37,42,47,52,57,62,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64
    // 
    SkillAdjBaseclass = FindTraps,thief,+,0,5,10,15,20,25,30,35,40,45,50,55,60,65,70,75,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79,79
    // 
    SkillAdjBaseclass = MoveSilent,thief,+,0,6,12,18,25,32,40,47,55,63,71,79,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84,84
    // 
    SkillAdjBaseclass = HideInShadows,thief,+,0,5,10,15,21,27,33,39,46,53,60,67,75,83,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89,89
    // 
    SkillAdjBaseclass = HearNoise,thief,+,0,0,5,5,10,10,15,15,20,20,25,25,30,30,40,40,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45,45
    // 
    SkillAdjBaseclass = ClimbWalls,thief,+,0,1,2,3,5,7,9,11,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14
    // 
    SkillAdjBaseclass = ReadLanguages,thief,+,0,0,0,20,25,30,35,40,45,50,55,60,65,70,75,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80
    // 
    SkillAdjAbility = PickPockets,Dexterity,%,0,0,0,0,0,0,0,0,85,90,95,100,100,100,100,100,105,110,115,115,115,115,115,115,115
    // 
    SkillAdjAbility = OpenLocks,Dexterity,%,0,0,0,0,0,0,0,0,90,95,100,100,100,100,100,100,105,110,115,115,115,115,115,115,115
    // 
    SkillAdjAbility = FindTraps,Dexterity,%,0,0,0,0,0,0,0,0,90,90,95,100,100,100,100,100,100,105,110,110,110,110,110,110,110
    // 
    SkillAdjAbility = MoveSilent,Dexterity,%,0,0,0,0,0,0,0,0,80,85,90,95,100,100,100,100,105,110,115,115,115,115,115,115,115
    // 
    SkillAdjAbility = HideInShadows,Dexterity,%,0,0,0,0,0,0,0,0,90,95,100,100,100,100,100,100,105,110,115,115,115,115,115,115,115
    // 
    SkillAdjBaseclass = BackstabMultiplier,thief,%,200,200,200,200,300,300,300,300,400,400,400,400,500,500,500,500,600,600,600,600,700,700,700,700,800,800,800,800,900,900,900,900,1000,1000,1000,1000,1100,1100,1100,1100
    // instead of %, you could use * and drop the last two digits for each
    SpellBonusAbility = 							// this baseclass has no spells, so this can be left blank or left out, included here because DC will include it when eporting database
    Special Ability = baseclass_NameSuppress,"Y"	// this SA only applies to character view
    \(END)