Mage | Cleric | Thief | Warrior | Vampire | Druid | Ranger | Elementalist | Paladin | Heretic | Dreadknight


A mage is a being of pure magic. Their minds are by far the sharpest, retaining the knowledge of some of the worlds most powerful spells. When one begins as a mage the body is weak. As they grow in knowledge, experience and power. They will become a powerful fighting force. Armed with an arsenal of various spells, with the main focus in combat spells. Their vast repertoire of spells makes them a sought after commodity in the Realms for their spells can mean victory or defeat for others. A mage must constantly study their spells for they are quickly forgotten, ruled by the three moons, the silver moon of good, the red moon of neutrality and the fabled black moon of evil. A mage has a choice of either using their powers for good or for evil.

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A cleric is a powerful healer and protector of the weak. Their goals may differ depending on the line of worship, but the method is usually very similar, they offer their skills to teach and heal others. While clerics possess some limited forms of offensive magic, their primary power lies in their immense capability to offer protective and healing magicks to those surrounding them. They are driven to constantly protect and aid needing group members.

Wisdom is a cleric's primary attribute, as the more wise a priest is, the more trust his or her deity will place within him or her to use powerful spells and abilities. Clerics are unique in that they are one of the only classes who's advancement is not driven so much by heavy offense, as it is by acting in a much more defensive manner. They are considered a uniquely challenging class, but one that is highly sought after by any group seeking to partake in dangerous adventures.

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The thief is a dark character which makes use of many skills often deemed improper by the rest of society. Known to haunt the darkest roads and alleys. The skills of the thief reflect his way of life, be it sneaking, peeking into others' inventories, picking locks, or attacking from behind with deadly backstabs. With amazing dexterity they have the ability to circle around an enemy, but for living such a dark life, thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Thieves start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A thief is always useful when there is a lock that needs pryed, or an item that one wishes to acquire without detection.

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Warriors are the epitome of fighters, able to use all weaponry and armour in the 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.

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Vampires are one of the powerful creatures of the Realms. Being a creature of the undead, they require copious quantities of fresh blood. Instead of using mana, Vampires use blood points (bp) for spell casting. If a Vampire takes a large amount of damage, Blood points will be lost, but, Blood points can give a small surge of hit points (hp) in battle when needed. As a undead creature of the night, Vampires recieve an armor class (ac) bonus at night, a time when they can use the skill mistwalk.

Vampires are some of the most powerful creatures in the realms, but their susceptability to sunlight, coupled with the hatred every living creature would bear them, makes them a very challenging class to play. Luckily their ability to create the illusion of life in their flesh with the FACADE skill can help them when it comes to hiding from the living, but only a miracle would offer them protection from the light of the sun.

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The druid is a lover and protector of the natural land. Be it the forests full of centaurs 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.

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A ranger is the outdoorsman and adventuresome free spirit of the times. A self-sufficent person, 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 physically skilled enough to take on most any foe. 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 blinding his enemy, 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 warrior to carry equipment needed in his travels. Like the druid (the class other than warrior that he most closely resembles), his need for help from outside sources is low.

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The base power of the earth lies at the elementalists fingertips, waiting to be harnessed. Either intricately woven into delicate, but powerful patterns, or thrown in raw form to blast their enemies.

In order for an elementalist to use their magic, they must first attune their bodies to the alignments. This attunement can sometimes take a long time, but allows them to use their powerful spells. The spells themselves are so complex that intricate memorization rituals must be performed just so their minds can handle them. As an elementalist gains in power, they are able to attune themselves better and memorize more spells.

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Paladins are the most holy warriors in the realms. They are given the powers of healing and protection to aid all that is good and just. These heavenly warriors are sworn to protect all that is lawful and righteous. If they ever break their word, or harm an innocent, it is known that they will rapidly find themselves at odds with their powers. Their extremely potent fighting skills combined with their helpful healing makes them perhaps one of the most challenging, but most powerful classes in the world.

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This class represents the worshipers of darker powers. They spend their time destroying and causing chaos. They are equivalent to priests of the darker gods. Though each is different in detail they all work to promote evil in the land. Their abilities are suited to best acheive this. They use mana for their dark spells and have slightly better combat skills than clerics.

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Dreadknights are a foul breed of souls released by the dark gods in response to the ever spreading influence of light in the world. If the evil twisted heretics represent the dark hands of the evil gods throughout the lands, than these cruel sadistic fiends will become the weapons, and not even the hands may always be safe from these.

They are every bit as cruel and vicious as their priest-like cousins, but they focus much more on melee combat and the art of combining it with a few particularly nasty inflictions and other unpleasant magicks. They are in some ways a dark twisted parody of released champions of light, the paladins, but in other ways, they seem much different. They recieve mounts, but play a far different role when allies become involved.

At this point they are considered one of the most powerful classes, and thus advance at a rate comparible to paladins. Only dark or neutral races may choose this class for obvious reasons.

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