I had this afternoon to myself, so I thought I might take a look at each of the classes and see how unique they really are. I tried to be as exhaustive as I could in looking at each class - the skills listed first are wholly unique, and those below them are semi-unique, being shared by no more than two other classes. Below that, I thought I'd try and classify the skills of each class into one of the three basic categories, for the purpose of comparing strengths and weaknesses.
Durability involves abilities that, plain and simple, allow someone to survive longer. Utility involves abilities that provide some kind of strategic advantage or boon to fellow players. Damage is pretty self-explanatory. Some abilities overlap.
Quote:
Mercenary:
rallying cry
retreat
specialize
blitzkrieg
bash (barbarian, giant)
enhanced parry (swashbuckler)
fourth attack (barbarian)
durability
passive: highest HPs, parry, shield block, dodge, enhanced parry, heavy armor bonus
active: disarm, bash, trip
utility
rallying cry, retreat, dirt kicking, trip, bash, rescue, dirt kicking
damage
passive: fourth attack, specialize
active: kick, bash, blitzkrieg
Quote:
Swashbuckler:
dual wield
taunt
finesse
riposte
enhanced parry (mercenary)
durability
passive: highest HPs, parry, dodge, enhanced parry
active: disarm, trip
utility
taunt, trip, dirt kicking
damage
passive: dual wield, finesse, riposte
active: kick
Quote:
Barbarian:
berserk/fury
alertness
blind fighting
toughness (griffon)
wild fighting
counterstrike
head butt
bash (mercenary, giant)
butcher (scout)
tracking (scout, warlock)
fourt attack (mercenary)
durability
passive: highest HPs, dodge, parry, shield block, toughness/heavy armor bonus, counterstrike
active: berserk/fury, bash, disarm,
utility
bash, rescue, dirt kicking, tracking
damage
passive: wild fighting/fourth attack, counterstrike
active: bash, berserk/fury
Quote:
Priest:
faerie fire (sprite, delf)
holy symbol
magical vestment
remove compulsion (cloth only)
faerie fog (sprite)
harm
mass healing
resurrection
religion spell
brew (shaman, warlock)
bless (paladin, shaman)
refresh (paladin, shaman)
frenzy (paladin, shaman)
detect poison (warlock)
cure poison (shaman, warlock)
cure deafness (paladin, shaman)
cure blindness (paladin, shaman)
protection (paladin, hellion)
cancellation (sorceror)
create food (paladin, shaman)
know alignment (paladin)
regenaration (shaman)
remove curse (paladin, shaman)
flamestrike (paladin, shaman)
spear of faith (paladin)
sanctuary (paladin, shaman)
summon (sorceror, necromancer)
enchant armor (sorceror)
enchant weapon (sorceror)
heal (shaman)
exorcism (shaman)
gate (sorceror)
holy word (paladin)
durability
passive: above average HPs, shield block, heavy armor bonus (faith-dependant)
active: armor, bless, magical vestment, protection, sanctuary, heal
utility
anti-maledictions, faerie fire, holy word, frenzy, enchant, brew
damage
flamestrike, spear of faith, harm, holy word
Quote:
Paladin:
call armor
bolt of glory
bless (priest, shaman)
refresh (priest, shaman)
frenzy (priest, shaman)
cure deafness (priest, shaman)
cure blindness (priest, shaman)
protection (priest, hellion)
create food (priest, shaman)
know alignment (priest)
remove curse (priest, shaman)
flamestrike (priest, shaman)
spear of faith (priest)
sanctuary (priest, shaman)
holy word (priest)
durability
passive: above average HPs, heavy armor bonus, shield block, dodge, parry
active: disarm, cure light, armor, protection, sanctuary
utility
anti-maledictions, frenzy, holy word, rescue
damage
passive: combat casting
active: flamestrike, spear of faith, bolt of glory, holy word
Quote:
Hellion:
cleave
intimidate
hellfire
domination
hide (rogue, halfling)
combat casting (hellion)
cause light (necromancer)
curse (shaman, necromancer)
blindness (shaman, necromancer)
chill touch (necromancer)
deafness (shaman, necromancer)
cause serious (necromancer)
poison (necromancer)
protection (priest, paladin)
weaken (shaman, necromancer)
plague (necromancer)
shield (necromancer, sorceror)
cause critical (necromancer)
rift (necromancer)
durability
passive: above average HPs, heavy armor bonus, shield block, dodge, parry, intimidate
active: protection, shield
utility
maledictions, domination
damage
passive: combat casting
active: cause light, chill touch, hellfire, domination
Quote:
Shaman:
spirit doll
spirit aura
call lightning
seance
spirit horde
voodoo
brew (priest, warlock)
bless (priest, paladin)
refresh (priest, paladin)
frenzy (priest, paladin)
cure deafness (priest, paladin)
cure blindness (priest, paladin)
create food (priest, paladin)
remove curse (priest, paladin)
flamestrike (priest, paladin)
sanctuary (priest, paladin)
curse (hellion, necromancer)
blindness (hellion, necromancer)
deafness (hellion, necromancer)
weaken (hellion, necromancer)
sleep (sorceror, necromancer)
raise dead (priest, warlock)
cure poison (priest, warlock)
regenaration (priest)
dispel magic (sorceror, necromancer)
control weather (warlock)
heal (priest)
exorcism (priest)
durability
passive: above average HPs, shield block, dodge
active: armor, bless, sanctuary, spirit aura, heal
utility
maledictions, anti-maledictions, spirit horde, spirit doll, dispel magic, frenzy, brew
damage
flamestrike, spirit aura, call lightning, voodoo
Quote:
Bard:
dance
tumbling
lore
persuade
songs
disguise (rogue, scout)
pick lock (rogue)
plant (rogue)
durability
passive: below average HPs, dodge, parry
active: dance, tumbling, disarm, protection, healing, antimagic, sleep, silence, countersongs
utility
trip, persuade, disarm, healing, dancing, magic, antimagic, sleep, silence, scrolls
damage
c major, songs of death, f minor, b augmented sixth
Quote:
Rogue:
(dual) backstab
steal
peek
circle stab
hamstring
hide (hellion, halfling)
disguise (bard, scout)
durability
passive: below average HPs, shield block, dodge, parry
active: trip, disarm
utility
trip, disarm, hamstring, scrolls
damage
(dual) backstab, circle stab, hamstring
Quote:
Scout:
fletch
tame
camouflage
herbalism
skin
pathfinding
rapid shot
snare
ambush
butcher (barbarian)
disguise (rogue, bard)
tracking (barbarian, warlock)
durability
passive: below average HPs, shield block, parry, dodge
active: herbalism, tame
utility
herbalism, tame, rescue, pathfinding, tracking, snare, skin
damage
tame, rapid shot, ambush
Quote:
Sorceror:
change sex
magic missile
ventriloquate
color spray
enlarge
shrink
giant strength
acid blast
mirror image
understand
airy water
charm person
etherealform
haste
tongues
polymorph
depetrification
petrification
final strike
scribe (necromancer)
fly (warlock, necromancer)
cancellation (priest)
dispel magic (shaman, necromancer)
mass invis (warlock)
enchant armor (priest)
enchant weapon (priest)
sleep (shaman, necromancer)
summon (priest, necromancer)
shield (hellion, necromancer)
spell ward (necromancer)
teleport (necromancer)
gate (priest)
durability
passive: lowest HPs, dodge
active: armor, fly, sleep, mirror image, shield, charm person, etherealform, spell ward
utility
fly, dispel magic, cancellation, charm person, polymorph, haste, giant strength, enchant, scribe
damage
charm person, magic missile, color spray, acid blast, petrification, final strike
Quote:
Warlock:
burning hands
create spring
healing rays
lightning bolt
resist elements
conjure elemental
fireball
stone skin
earthquake
ironguard
chain lightning
cone of cold
magma spray
tracking (barbarian, scout)
brew (priest, shaman)
water breathing (shaman)
control weather (shaman)
mass invis (sorceror)
breath of life (priest, shaman)
durability
passive: lowest HPs, dodge
acitve: fly, healing rays, stoneskin, ironguard, conjure elemental
utility
fly, conjure elemental, tracking, brew
damage
burning hands, shocking grasp, lightning bolt, conjure elemental, fireball, earthquake, chain lightning, cone of cold, magma spray
Quote:
Necromancer:
death shroud
animate dead
feeblemind
fear
vampiric touch
control undead
energy drain
finger of death
scribe (sorceror)
cause light (hellion)
blindness (hellion, shaman)
chill touch (hellion)
deafness (hellion, shaman)
fly (sorceror, warlock)
cause serious (hellion)
sleep (shaman, sorceror)
weaken (hellion, shaman)
curse (hellion, shaman)
poison (hellion, shaman)
slow (shaman, sorceror)
shield (hellion, sorceror)
teleport (sorceror)
cause critical (hellion)
dispel magic (shaman, sorceror)
plague [i](hellion)
summon (priest, sorceror)
rift (hellion)
spell ward (sorceror)
durability
passive: lowest HPs, dodge
active: armor, animate dead, fly, sleep, shield, fear, control undead, spell ward
utility
maledictions, animate dead, control undead, dispel magic, scribe
damage
cause light, chill touch, animate dead, vampiric touch, energy drain, finger of death
My goal here was to highlight, in a quantitative manner, some of the issues of variety and the weakness of specific skills and spells, and how access to other skillsets via brewing and scribing masks some of the inherent class imbalances.
Take, for example, mercenaries. They're the staple warrior class in SK, but with their skillset, they lack any real damage-dealing capabilities. Blitzkrieg is unusable during combat , and the damage from kick is strictly inferior to the physical and strategical advantage provided by bash. However, specialize and fourth attack provide a strong potential that is unleashed when giant strength, frenzy, haste, and other buffs are applied, bringing them up to the level of damage that is expected of them. Without these abilities, they are, at best, marginally superior to most other classes, and certainly inferior to their fighter counterpart, barbarians.
Examining rogues is also worthwhile. Even with the utility provided by access to scrolls, the class is in dire need of diversity. Their lack of solo survivability relegates them to a purely support role. While they fit this roll fairly well, they provide little more than some extra damage and the often unnecessary assurance that your opponent won't be
running away. This was discussed not too long ago in a thread by Juggs, but I feel like it's worth mentioning.
A look at shamans shows that they are indeed fine and dandy regardless of voodoo - good survivability and strong utility, with decent damage based the situation.
Hellions may appear to be as weak as some have said in recent weeks, based on a look at the list, especially in comparison to paladins. But, it's important to remember the level of synergy between a hellion's abilities, and the amount of versatility provided by the skillset. Paladins are much more geared for survivability and support, while hellions have superior strategical utility and a better control over how and where they can make use of their stronger damage abilities.
Anyways, just some info for thought. Let me know if I made any mistakes.