Well, D is "damage" which is the base for attacks. It's not 0, it's Str/2 for all but Bb/Ma; and for the Bb/Ma it depends on if he's armed or not.
H% (hit percent) actually has an initial value whcih depends on class, and each class uses one of 3 formulas (the only thing the formulas need are the level though)
A "absorb" is 0 unless talking about an unarmed Bb/Ma; in which case it is his level.
E% is just agility plus 48.

Of course all of this is before equipment is applied.


That reminds me... level up data. We'll need some type of standard 'chunk' of data for that as well. We'll need an array of these chunks for each class (although they could use the same one, if desired), one entry per level.