Assassins must be affiliated with one of the three worlds.
They have the ability to hide in shadows, sneak, and steal. Assassins
have a very powerful backstab. This class starts with average hit
points and low influence points (for casting).
Recommended stats: Dexterity and the stat relative to affiliation.
Bards have no affiliations with the three worlds.
Bards create their magic through musical instruments, and they
can use any item, including class or world-aligned objects. They have the ability to identify, hide in shadows,
and steal. Bards begin with average hit points and no influence
points.
Recommended stats: Awareness, Dexterity
Clerics must be affiliated with Belant. They may only cast clerical
spells. This class learns spells by leveling. Clerics begin the game
with relatively low hit points and high influence points (for casting).
Recommended stats: Wisdom
Fighters must have an affiliation with one of the three worlds.
They begin the game with a higher skill in their weapon category of
choice. This class and the ranger class start with the highest hit
points. Fighters' influence points (for casting spells) start
relatively low.
Recommended stats: Strength, Constitution, and stat appropriate
to affiliation.
Mages are affiliated only with Empyrea. They may cast only magic spells.
This class learns spells from scrolls. Mages begin with relatively
low hit points and high influence points (for casting).
Recommended stats: Intelligence
Psionicists must be affiliated with Telere. They may only use mental
powers. By rising in level, a psionicist gains more power. Psionicists
begin with relatively low hit points and high influence points (for their
mind powers). A true psionicist has a natural immunity to psionic attacks at all times.
Recommended stats: Willpower
Rangers do not have any affiliation with the three worlds. They are
wanderers who have the ability to hide in shadows, sneak, and track. Rangers have an uncanny will to live, and may suddenly find renewed
vigor at a near-death moment. Their natural enemies are giants,
and they go into fearsome frenzies when in combat against them.
Rangers are extremely observant and coordinated; getting the drop on
many an enemy. They begin with the highest hit points (same as a
fighter) but do not have influence points.
Recommended stats: Dexterity, Awareness, and Strength
Thieves must be affiliated with one of the three worlds.
They have the ability to hide in shadows, sneak, steal, and pick
locks. They also have the ability to backstab. Thieves start
with average hit points and low influence points (for casting).
Recommended stats: Dexterity and the stat relative to affiliation.