Player classes are divided into four subgroups - Fighters,
Wizards, Priests and Rogues as shown below. Each class has its own advantages and
abilities when it comes to gameplay and it is how well this advantages are used that makes
a good adventurer. It is up to you, the player, to choose and experiment with the classes
and find which best suits your style of gaming.
Warriors
Warriors are the epitome of fighters, able to use all basic
weapons and armors in exercise of their most lethal of combat skills. A Warrior must be
strong in body to survive his dangerous lifestyle, and though he has no magic and limited
skills he is nevertheless a formidable force with which to be reckoned. Warriors learn no
magic, and have no use for mana. The prime attributes for Warriors are a high strength and
a good constitution. All races except the Pixie are able to be Warriors. They are the
basic hero, never leave home without one.
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Rangers
A Ranger is the outdoorsman and adventuresome free spirit of the times.
Known best as a defender of nature and the animals, the Ranger is a force to be reckoned
with. A self-sufficient adventurer, the Ranger is adaptable and can survive in almost any
locale. Skilled with weapons and able to utilize some of the finest armor available, a
Ranger is more than skilled enough to defeat most of his foes. However, for especially
hardy opponents, a Ranger also can cast many useful spells to both hinder his opponent and
aid himself. From minor curative magics, to calling down lightning from a cloudy sky, the
Ranger is the most adept class at surviving on its own. A Ranger typically travels light,
but he does have the mighty strength of a seasoned Warrior to carry equipment needed in
his travels. Like the Druid (a class he closely resembles), his need for help from outside
sources is low. All Rangers must remain neutral or good aligned or they will permanently
lose their Ranger abilities and become a Warrior. The prime attributes of Rangers are
wisdom, strength and dexterity. Only Humans, High-Elves, Wild-Elves, Pixies and Centaurs
can be Ranger classed.
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Paladins
A Paladin is the fighter solely dedicated to vanquishing evil.
Holy warriors without equal, the Paladin strives to bring about justice and goodness to
the land and also to defend the weak. Paladins are known best for their honor and chivalry
both in manner and in battle. They are skilled both in the fighting arts of a Warrior and
some minor healing and protection magics of a Cleric. Be it to summon spells to heal the
injured or to protect himself from demonic creatures, the Paladin is ready for any
challenge. Versatile and resourceful, these powerful Warriors are the scourge of all that
is evil. Paladins are able to wear most forms of armor and use all types of basic weapons
though he does not like to hoard wealth and items. Naturally, Paladins must remain true to
the side of goodness and hence must retain a good alignment throughout their lives. Should
they fail their calling and deviate from good, they will be stripped of their powers and
force to live the rest of their lives as pure Warriors. The prime attributes of a Paladin
are charisma, strength and wisdom. Only Humans can become Paladins.
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Anti-Paladins
Out of the darkest parts of the land come the feared warriors
of evil, the Anti-Paladins. These are the anathema to the goodly Paladins. Champions of
gods too foul to think off, the Anti-Paladin is truly the supreme unholy warrior.
Dedicated to spreading chaos and anarchy, the Anti-Paladins are experts in the fighting
arts. Few others have as much lust to destroy life. Able to draw powerful magics to
further their vile causes, the Anti-Paladin can also cast a few deadly spells in battle.
From hurling massive balls of fire to a touch that actually drains one's life force,
they are near unstoppable forces of destruction. Although usually seen as loners, the
Anti-Paladin makes an invaluable member of any adventuring party. As with the Paladin
class, they can also utilize almost all forms of weapons and armor due to their fighter
classed nature. They must also remain evilly aligned at all times or they will lose their
powers and abilities, becoming pure Warriors. The prime attributes of Anti-Paladins are
strength, intelligence and constitution. Only Humans can become Anti-Paladins.
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Mages
A Mage is one of the weakest class when it comes to body, but their minds
have no par. As a Mage you will begin weak, but as you grow in knowledge and power, you
will become a powerful fighting force. Mages' spells are varied and sundry, but they get
many more combat spells than the Clerics. With a Mage's vast repertoire of useful spells
you will become a much sought after commodity.... for your spells can mean victory or
defeat for other players. The prime attribute for Mages is intelligence and only Humans,
High-Elves, Wild-Elves, Pixies, Half-Elves, Gnomes, Drow and Gith can become Mages.
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Necromancers
The dark forces of shadow combined with the pure intensity of
light to form the energy of the Necromancer. They are Mages who have chosen the path of
evil for their studies, so called the Masters of the Dark Arts. They specialize in the
control and use of negative energy in their magic. They are known to be able to create
hoards of undead, drain the life from their opponents, and to kill with a single word.
They are well known for assorted maledictions involving controlled bursts of negative
energy. The most important attribute for Necromancers is a high intelligence as they need
it for their spellcasting. Only the Humans, Drow, Half-Elves and Gith can follow the ways
of the Necromancer.
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Clerics
A Cleric is a priestly healer and protector of the weak. Clerics
have in their control many varied and sundry healing spells, as well as spells to affect
one's chances in battle, and one's armor. Clerics do possess some combat spells and
skills, and the ability to use many powerful crushing weapons, but combat is far from the
focus of this class. The Cleric is a fountain of wisdom and healing that many players rely
on when adventuring. The main attribute of a Cleric is wisdom. All races can endeavor to
become Clerics.
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Druids
The Druid is a lover and protector of the natural land. Be it the forests
full of birds and deer, the streams full of fish, or the bug-infested swamps, a Druid
always strives to protect and preserve nature. Wielding mighty spells from the gods
themselves, druids strive hard at their work. Strong in wisdom, with a body trained to
near perfection by their rugged lifestyle, a Druid has many disciplines upon which to
draw. From powerful spells of healing which can bring the near dead back to full vigor, to
the ability to mystically create water and food, to the awesome power of nature which they
command in battle via spells able to quake the land and split the sky, Druids demonstrate
that mastery of magic is not just a hobby, but a way of life for them. Able to face many
warriors on almost even footing, and able to shield themselves nearly as well as some
Mages, Druids are truly a gifted class. All those of the Druidic order must be careful to
remain neutrally aligned at all times or they will permanently lose all their Druid powers
and become Clerics. The Druid relies on wisdom and charisma as his prime stats. Only
Humans, Centaur, High-Elves, Wild-Elves and Pixies can become Druids.
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Rogues
The Rogue is seen as a dark character which makes use of many skills often
deemed improper by the rest of society. The skills of the Rogue reflect his way of life,
namely sneaking in the dark, picking locks, and attacking from behind with deadly
backstabs. Rogues have always had a bad reputation so don't be surprised if you are always
under suspicion. However, goodly adventurer-rogues have been known to exist. Debonair
swashbucklers, with an exciting and challenging lifestyle, Rogues start off fairly weak,
but as they gain skills such as backstab, sneak and circle, they soon become dangerous
foes. A Rogue is always useful when there is a lock that needs opening or an item that
needs to be stolen. The prime attributes of Rogues is a high dexterity and a good luck
score. All races except the Half-Ogres, Half-Trolls, Minotaur and Centaurs can become
Rogues.
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Bards
The Bard is a jack of all trades. With the skills of a partial Warrior, Mage
and Rogue, a Bard combines it all to become a well-prepared adventurer. Bards strive to
spread song and tales through the land and yet still lead the exciting life of an
adventuring hero. Bards are generally good or neutral aligned. With a minor spell
repertoire, some fighting skills of a Warrior and the grace of a Rogue in action, Bards
are brave and exciting people. Most Bards prefer the company of others and thus are
excellent adventuring companions. Successful Bards are masters at the singing of a song or
the telling of a lost tale. Truly no other class can entertain a king's court or a busy
inn with such unparalleled skill. The Bard relies on wisdom, charisma and dexterity as his
prime stats. Only Humans, High-Elves, Wild-Elves, Half-Elves and Halflings can enter the
Bardic class.
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Monks
A master of ancient hand-to-hand combat, the Monk
stands without par. No other class has the ability to control and tone its physical form
into such a deadly combination of spirit and fighting prowess. Because they have such
mastery, Monks rarely need any weapons at all when adventuring. Their punches and kicks
alone can shatter and pound the hardest of substances. However, combat is not everything
this breed of adventurer strives to excel in. The Monk class also relies on its stealth,
agility and spiritual hardiness against most elements that seek to harm it, making them
excellent explorers and worthy additions to any adventuring parties. For this, the Monk
class relies on no one attribute but rather a well balanced set of attributes. However
because of the rigorous discipline and concentration required to become a Monk, only
Humans can become adept in this class.
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