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Every class: 1 passive point per level.
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Warrior
Critical Chance: +0.5% critical chance for every point invested, max of 10 (5%). Critical chance is your ability to land an instant death blow on an opponent.
Bow Proficiency: +2 damage for every point invested with Bows of any kind, max of 10 (20 damage).
Club Proficiency: +3 damage for each point invested with Maces/Morning Stars/Clubs. Max of 10. (30 damage)
Sword Proficiency: +3 damage for each point invested with one-handed swords. Max of 10. (30 damage)
Two-handed Sword Proficiency: +5 damage for each point invested with two-handed swords. Max of 10. (50 damage).
Axe Proficiency: +3 damage for each point invested with Axes. Max of 10. (30 damage).
Polearm Proficiency: +3 damage for each point invested with Polearms. Max of 10. (30 damage).
Ranger
Bow Proficiency: +4 damage for each point invested with bows of any kind, max of 10. (40 damage).
Dual Wield Proficiency: +2 damage with offhand weapon for each point invested, max of 10. (20 damage).
Blade Proficiency: +3 damage with shortswords, daggers, machetes and other small bladed weapons, max of 10. (30 damage).
Anti-Poison Proficiency: -1 turn of poison damage per point invested, max of 10. (-10 poisoned turns)
Anti-Trap Proficiency: -10 damage from traps per point invested, max of 10. (-100 damage when trapped).
Berserker
Thick Skin: +1 base armor for each point invested, max of 10. (+10 base armor).
Sword Proficiency: +3 damage for each point invested with one-handed swords. Max of 10 (30 damage).
Two-handed Sword Proficiency: +5 damage for each point invested with two-handed swords. Max of 10 (50 damage).
Axe Proficiency: +3 damage for each point invested with Axes. Max of 10. (30 damage).
Polearm Proficiency: +3 damage for each point invested with Polearms. Max of 10. (30 damage).
Clubs Proficiency: +3 damage for each point invested with Maces/Morning Stars/Clubs. Max of 10. (30 damage)
Knight
Shield Mastery: +1 modified armor for each point invested WHEN equipping a shield, Max of 20. (20 base armor).
Clubs Proficiency: +3 damage for each point invested with Maces/Morning Stars/Clubs. Max of 10. (30 damage)
Sword Proficiency: +3 damage for each point invested with one-handed swords. Max of 10. (30 damage)
Axe Proficiency: +3 damage for each point invested with Axes. Max of 10. (30 damage).
Lance Proficiency: +10 damage for each point invested with Lances. Max of 10. (100 damage).
Crossbow Proficiency: +2 damage for every point invested with Crossbows. Max of 10. (20 damage).
Hammers Proficiency: +3 damage for each point invested with Hammers. Max of 10 (30 damage).
Rogue
Skulk: +2% dodge, +2% block, +2% thwart for each point invested, max of 10. (20, 20, 20).
Blade Proficiency: +3 damage with shortswords, daggers, machetes and other small bladed weapons, max of 10 (30 damage).
Dual Wield Proficiency: +3 damage with offhand weapon for each point invested, max of 10. (30 damage).
Sling Proficiency: +2 damage with slings, max of 10 (20 damage).
Dart Proficiency: +2 damage with darts (or blowguns), max of 10 (20 damage).
Bow Proficiency: +2 damage with shortbows or crossbows, max of 10 (20 damage).
Assassin
Poison Proficiency: +1 poison damage per turn for each point invested, max of 10. (+10 per turn).
Bow Proficiency: +3 damage for each point invested with shortbows and crossbows, max of 10. (30 damage.)
Blade Proficiency: +3 damage for each point invested with shortswords, daggers, machetes and other small bladed weapons, max of 10. (30 damage.)
Dual Wield Proficiency: +3 damage with offhand weapon for each point invested, max of 10. (30 damage).
Sling Proficiency: +2 damage with slings, max of 10 (20 damage).
Dart Proficiency: +3 damage with darts (or blowguns), max of 10 (20 damage).
Trickster
Trap Proficiency: +10 damage per trap for each point invested, max of 10 (100 damage). Divided equally, when applicable. If a trap would deal 100 damage between three opponents, instead it is rounded down to 33 each for a total of 99.
Bomb Proficiency: +10 damage per bomb for each point invested, max of 10 (100 damage). Divided equally, when applicable. If a bomb would deal 100 damage between three opponents, instead it is rounded down to 33 each for a total of 99.
Blade Proficiency: +2 damage for each point invested with shortswords, daggers, machetes and other small bladed weapons, max of 10. (20 damage.)
Sling Proficiency: +2 damage with slings, max of 10 (20 damage).
Dart Proficiency: +3 damage with darts (or blowguns), max of 10 (20 damage).
Bow Proficiency: +2 damage with shortbows or crossbows, max of 10 (20 damage)
Spy
Skulk: +2% dodge, +2% block, +2% thwart for each point invested, max of 10. (20, 20, 20).
Dagger Proficiency: +4 damage with daggers for each point invested, max of 10 (40 damage).
Dart Proficiency: +2 damage with darts (or blowguns), max of 10 (20 damage).
Bow Proficiency: +2 damage with shortbows or crossbows, max of 10 (20 damage).
Club Proficiency: +3 damage with Maces, Morning Stars and Clubs per point invested, max of 10. (+30 damage).
Mage
Magic Proficiency: +4 damage with each magical attack per point invested, max of 10. (+40 damage). Divided equally, when applicable. Rounded down, if necessary.
Concentration Proficiency: -5% enemy chance to thwart per point invested, max of 10. (-50%).
Basic Spell Proficiency: Increases maximum allowable level 1 Mage spells by 1 per point invested, max of 10. (+10 maximum for each level 1 spell).
Blade Proficiency: +2 damage with daggers, shortswords and other small blades (not including machete), max of 10. (+20 damage).
Staff Proficiency: +2 damage with staffs and staves per point invested, max of 10. (+20 damage).
Sling Proficiency: +1 damage with slings per point invested, max of 10. (+10 damage).
Darts Proficiency: +1 damage with darts per point invested, max of 10. (+10 damage).
Shaman
Magic Proficiency: +4 damage with each magical attack per point invested, max of 10. (+40 damage). Divided equally, when applicable. Rounded down, if necessary.
Concentration Proficiency: -5% enemy chance to thwart per point invested, max of 10. (-50%).
Staff Proficiency: +3 damage with staffs and staves per point invested, max of 10. (+30 damage).
Sling Proficiency: +2 damage with slings per point invested, max of 10. (+20 damage).
Darts Proficiency: +3 damage with darts per point invested, max of 10. (+20 damage).
Sage
Magic Proficiency: +3 damage with each magical attack per point invested, max of 10. (+30 damage). Divided equally, when applicable. Rounded down, if necessary.
Concentration Proficiency: -4% enemy chance to thwart per point invested, max of 10. (-40%).
Potions Proficiency: +1 maximum size to potion bag per point invested, max of 10. (Can carry +10 potions).
Blade Proficiency: +3 damage with daggers, shortswords and other small blades (not including machete), max of 10. (+30 damage).
Staff Proficiency: +3 damage with staffs and staves per point invested, max of 10. (+30 damage).
Sling Proficiency: +1 damage with slings per point invested, max of 10. (+10 damage).
Darts Proficiency: +2 damage with darts per point invested, max of 10. (+20 damage).
Cleric
Clubs Proficiency: +4 damage with clubs, maces and morning stars per point invested, max of 10. (+40 damage).
Staff Proficiency: +3 damage with staffs and staves per point invested, max of 10. (+30 damage).
Hammers Proficiency: +3 damage with hammers per point invested, max of 10. (+30 damage).
Swords Proficiency: +3 damage with swords of any kind, max of 10. (+30 damage).
Shield Mastery: +1 modified armor for each point invested WHEN equipping a shield, Max of 10. (+10 base armor).
Longevity: +4 HP per point invested, max of 10. (+40 HP).
Post edited July 08, 2011 by stoicsentry