Character Classes


Raised in the harsh Wastes of the north, beyond the Crystal Mountains, living in nomadic tribes wandering the land, barbarians are hearty warriors capable of sustaining blow after blow from opponents. Barbarians are feared by many, as they possess a blood-lust which drives them in battle, almost to the very brink of their sanity.

A barbarian can bash its opponent, usually with a blunt object or weapon, inflicting incredible amounts of damage and rendering them stunned for a while and unable to attack. They are quite adept at all forms of melee combat, preferring a good club or sword, and are good at circling their opponents.



Wandering the land, seemingly without purpose, bards can be expected to spend their lives in search of the arts and the sciences. They are very clever and resourceful, the jack of all trades, the master of none. Bards have the reputation of being skilled entertainers, and are often called upon to recount tales of heroics, legends, and any news they have heard in their travels.

Bardic Magic is weaved through the Bard's Song to affect their environment. The Bard gains the ability to shape the magic of the realms through his/her singing. Much Bardic Magic has been rediscovered, and much more remains to be discovered for the truly steadfast and relentless wanderer.



A cleric is the most powerful of the classes in the arts of healing, and the single most important component of any successful campaign. In addition to the ability to heal, the cleric can turn the undead. Clerics can also achieve magical powers only bested by a mage, and in some cases can cast spells that even a mage cannot achieve. However, their offensive spell capabilities do not stretch beyond the lower tier spells - their strength lies in their curative abilities.

The power of a cleric flows into them from the Deities. Their realm of magic is Faith Magic. A cleric not aligned to any one Deity derives their powers from their aligned collective, however, those who choose to devote themselves to a single Deity will find their ability to manipulate Faith Magic greatly improved. Those who turn their back upon their Deity will find their abilities greatly diminished, and in some cases, non-existent.

Clerics have the ability to research spells in the domain of Faith Magic once they have reached the twelfth-tier of the guild. Clerics earn experience at a greater rate than any other class, as they receive for a bonus per round for the amount of healing they perform on others.



The fighter is a master of the fighting arts. As the fighter advances he will achieve great proficiency in the use of weapons, far surpassing any other class. The fighter is able to bash, circle, and parry opponents with great skill, using swordplay and cunning to outwit their enemies.



A master of the magic arts, the mage will gain the power to unleash incredible amounts of damage by means of spells, but magic alone cannot overcome all enemies. A mage can teach low level spells to other players, once the mage has learned them. In addition, the mage is the only class that is able to enchant things.

Mages are incredibly inept at mundane combat, and receive a penalty when using all types of weapons. In group combat, mages will typically stay behind the fighters (who offer some form of protection) while they hurl their deadly magic at their foe. Due to the nature of the magics, mages cannot wear normal armor or shields, they can only wear robes which have been magically crafted so as to not interfere with their arcane manipulation of the magical Weave. Their intense use of magic has a negative side effect, in that it wreaks havoc on their bodies, although sharp in mind in spirit, a mage is often frail well before their years, this increases their vulnerability to physical mundane damage. A mage does extremely poorly in hand to hand or melee combat, preferring instead to stand behind the more physical members of his/her party and hurl spells at the enemy.

Mages have the ability to research spells in the domain of Arcane Magic once they have reached the twelfth-tier of the guild.



The monk is the master of self-discipline. By calling upon inner strength, the monk can do grave damage to foes. A monk must spend their time in self-contemplation, growing stronger all the time. They can call upon their strength to heal themselves or others, or to hide from their enemies. With intense concentration, they can pick locks and move unseen. The path of the monk is a hard one, but those few who choose it will be rewarded with powers beyond most mortals. Due to the nature of the monk, they cannot wear most armors and cannot use rings or shields. Their hands must be free so they can use their special fighting skills.

Upon attaining the eigth-tier of their guild the monk gains the ability to focus their Chi to attack creatures with magical auras. As their Chi grows in strength they gain natural resistance to attacks, and normal armor is unwearable as it perturbs the flow of their life energies. They are most comfortable in monk's robes which grant no protection from attack, but tell others of their rank and ability. To wear a robe beyond ones station is considered extremely dishonorable.



The paladin is a brave warrior of faith. The paladin is a powerful warrior and healer, and like clerics, can turn the undead. A paladin suffers a loss of experience if he flees from combat, as it is a dishonorable act.

A paladin's power is derived directly from the Gods. A paladin which follows no specific Deity has minimal abilities derived from the align collective, while one who takes on the mantle of upholding the virtues and ethos of a specific Deity will gain considerable ability in Faith Magics. A paladin is required to tithe in order to advance in level by making offerings upon a special shrine within the temple of their chosen Deity.



A ranger is a skillful fighter with the abilities to track opponents, to search for hidden exits, monsters, and treasures, and to hide from enemies very well. A ranger can hasten, and thus be allowed to attack faster than other classes.

Rangers are a necessity for any adventuring party, as tracking and scouting is always required. Parties without a ranger can become helplessly lost, or ambushed.



A thief is a very valuable player in any group of adventurers, and in some cases, necessary. A thief is capable of picking locks and stealing from opponents, and has the ability to sneak undetected from place to place.

Although their scouting abilities pale in comparison to that of a ranger, they are still quite adept.