Barbarian : Actual passive abilities that trigger during battle in various circumstances (Damage, Kills, Overkills, Continuous Damage, Rage, Weapon Mastery)
Necromancer : Summoning, Dark Spells, Weakening Effects, Poison Spells
Druid : Nature Spells, Shapeshifting (2 or 3 forms), Regenerative and Protective Spells
Paladin : Heavy Armor, Defending Allies, Shield Abilities, some Holy Spells.
Sorcerer : Elemental Spells (all offensive, defensive, effects)
Wizard : Elemental Spells and Utility Spells


I noticed something worth mentioning with the Mind Points. I know they become more useful later on in the Expansion Quests. However, in the early stages of the game, the Mind Points are pretty useless. They are useful against monsters though - - taking note that Mind Points are a resource that diminishes as one creature attempts resisting to Mental Effects (Fear, Sleep, Mentally controlled). In that sense, an Orc who fails their saving throw 2X against the Sleep spell will inevitably fall unconscious and maybe be removed from the board.
Now, considering that some characters have 5 or 6 Mind Points, that means they actually might never fall unconscious during an entire campaign !! I will talk about it later in the RULES section. For now, I am considering giving % percentage chances to resist Mental Effects to characters, along with 3 pips for Sanity Checks.
On a D10
Melee Fighters would have 40 % chance of resisting a Mental Effect.
Archers, Agile Fighters, rogues would have 50% chance of resisting a Mental Effect.
Wizards, Druids, Sorcerers would have a 60% chance of resisting a Mental Effect.
That is how I imagine it - - However I need additional testing for that.