Annotated Baseclass Database
// 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)