A character's class is used to describe his/her natural talents. However, classes are not in-game and therefore do not have any bearing on what a character does for a living. Just because a character is a Rogue, it does not mean that he/she is a thief. He/she just has a natural aptitude for roguish abilities.  Each players must choose a class for the listing below before making a character.

Restricted Classes

Experience is often required to play certain more complex classes; therefore, several of our classes are restricted from a new player being able to start one.  You will have to find an in play teacher to “convert” you to one of the specialty classes.  Furthermore you must reach 7th level prior to any character conversation. The Restricted Classes below are noted by placing [R] next to their name. ENJOY!

Warrior

The Warrior is the master of all things combat-related, and is capable of buying combat skills that no other class may purchase.  He also is able to avoid the moral issues that come with being one of the warrior sub-classes.  Warriors have no limit to the armor he may wear nor to the damage he may wield in combat, which is appealing to many. His maximum of 75 points of body is the largest amount available to any class. The downside of the Warrior however is the cost of magic is incredibly expensive, making it so few Warriors ever purchase magical skills or spells.

Knight (R)

The Knight is a Warrior sub-class that follows a strict code of chivalry which enables him to more easily learn spells and spell-like abilities with which he can fight the good fight with, relying on life and law.  The trade off that the Knight experiences is that he is limited to +8 proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more than 75 points of armor. The spell-like abilities and spells a Knight learns from his Knight Master enable him to better fight undead and heal his comrades, but the moment a Knight breaks his code much of this can be taken away from him.

Special abilities are gained at even levels and can be purchased once and in the following order. Lay on Hands (Free), 2nd level Repel Undead (1 BP), 4th level Cure Disease (1 BP), 6th level Turn Undead (2 BP), 8th level Purify Blood (3 BP), 10th level Bravery (Free), Zone of Life (3 BP), 12th level Renew (4BP), 14th level Destroy Undead (5 BP), 16th level Life (5 BP)

Dark Knight (R)

The Dark Knight is similar to the Knight, in that he also follows a strict code of chivalry, however the Dark Knight follows a darker path than the Knight, trusting in death, chaos, and even undeath.  The trade off that the Dark Knight experiences is that he is limited to +8 proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more than 75 points of armor. The spell-like abilities and spells a Dark Knight learns from his Knight Master enables him to better fight the living, but as a Knight, the moment his code is broken much of this can be taken from him.

Special abilities are gained at even levels and can be purchased once and in the following order. Lay on Hands (Free), 2nd level Elude Undead (1 BP), 4th level Cause Disease (1 BP), 6th level Control Undead (2 BP), 8th level Poison (3 BP), 10th level Bravery (Free), Zone of Death (3 BP), 12th level Waste (4BP), 14th level Create Undead (5 BP), 16th level Death (5 BP)

Rangers (R)

Rangers are a Warrior sub-class that consider themselves protectors and guardians of nature and the balance, following a strict moral code.  The Ranger, like the Knight is limited to +8 proficiency and 3 critical slays, 60 maximum body points, and restricted to wearing no more than 50 points of armor; however his spell-like abilities and spells more than make up for restrictive combat abilities.  Like the Knight, the Ranger also has an extreme dislike for undeath and its agents and seeks to destroy it where it is found. 

Special abilities are gained at even levels and can be purchased once in the following order. 2nd level Speak with Animals (1 BP), 4th level Entangle (1 BP), 6th level Wall of Thorns (2 BP), 8th level Mistform (3 BP), 10th level Animal Empathy and immunity to natural confining (Free), 12th level Stoneskin (4 BP), 14th level Spirit of the Ent (5 BP)

Runesmiths (R)

Runesmiths are a Warrior sub-class that rely on intelligence, combat prowess, and grace.  They are similar to the other Warrior sub-classes in their limitations, limited to +8 proficiency and 3 critical slays, 65 maximum body points, and restricted to wearing no more than 65 points of armor. But instead of typical spells and spell-like abilities to make use of, they have a specialized form of magic called Rune Magic that no one else can make use of.  Rune Magic enables them to perform amazing feats of combat prowess, but the proper use of these runes takes both brains and grace to use and are not for those who wish to do nothing but hack and slash. Runesmiths must take Runes as their primary magic.

 

Scholars, called such due to the time they spend pouring over books and ancient tomes.  The Scholar relies typically on his magical ability to see him through situations but versatility is available to him, as he can purchase production skills quite easily as well master formal magics easier than any other class. Together with Sorcerers they are the weakest of all the classes, with a maximum of 30 body points and are restricted to wearing no more than 10 points of armor, he will want to use his magics from a distance to avoid being felled early in combat. 

Sorcerer (R)

Sorcerers are similar to Scholars in the respect that they too have a mastery of magics, learning their primary columns as quickly as a Scholar but being able to expand to a second column and third column at an increased rate to that of a Scholar.  The Sorcerer, with the incredible ease at which he learns battle magic makes the trade off in that he has a difficult time learning formal magics, cannot learn any weapon skill other than small weapon or staff, and is limited in his other skill selections as well.  In addition to this, they share the frailty of  the Scholar class and have a maximum of 30 body points, and are restricted to wearing no more than 10 armor points.  So as with the Scholar he must approach combat with caution, avoiding blows at all costs.

The Templar is a warrior mage and is perfect for those that wish to both fight and cast equally as well.  Though they are slower to progress in either combat ability or spells, than their Warrior and Scholar counterparts, the balance of the two is liked by many but too slow to progress for others.  At any rate, Templars make some of the most formidable opponents around, providing you with the unexpected in both their casting and combat ability.  Physically, the Templar is equal to the Rogue with 50 maximum body points and is only restricted to wearing 25 armor points.

Rogues are considered to be the jack-of-all-trades, with the ability to advance in nearly any direction with relative ease.  The specialty of a Rogue however, lies in the creation of Alchemy, Poisons, and Traps along with the ability to dodge nearly anything thrown at them with dexterous precision.  Their abilities in combat lie not in the all out frontal assault of the Warrior but instead from a surprise one-shot, well-placed lethal strike in the back along with accurately placed backstabs.  Though not as tough in a fight physically as a Warrior, they are limited to a maximum of 50 body points and restricted to wearing 20 points of armor. The smart rogue however makes use of poisons and alchemy to more than make up for those restrictions and often proves he is capable of being his groups secondary fighter.