Overview - Classes
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An Archer is very different from a warrior who uses a bow. The Archer is trained in particular magics that are not as flexible as true spellcasting. While an Archer may not have Magic, they are the only class that may buy Archer skills, a sort of protomagic. They may wear the normal maximum of armor. Archers begin with the Bow skill, 6 health and gain 5 health each purchase.
The bard is a jack of all trades, master of one: entertainment. A bard blends the skills of mage, rogue, warrior, and ties it together with a thespian flair. They may purchase Magic at 2 per purchase, and cast Mage spells up to 4th level. They may also use the power of the Bard Songs. Bards may wear 15 armor as their maximum to spellcast, unless they purchase Armored Arcana. Bards begin with 5 health and gain 5 for each purchase.
Clerics are priests, monks, paladins, and preachers of the holy (or unholy) words of their varied deities. (Remember that in game religion is vastly different from out of game, which should be left in your camp with your other out of game gear.) Clerics have access to divine magics and rituals, starting with 4 magic, and buy magic at 4 per purchase. Clerics begin with one Turn Undead for free. They may wear armor up to the maximum of 15 to spellcast. Clerics begin with 6 health and gain 5 health per purchase.
Mages are those who have dedicated themselves to the study of magic. They are combat wizards, scholars, archeologists, experimenters, and sages. They access the powers of magic about them to work both weal and woe. They have access to Mage spells and rituals, begin with 4 magic, and purchase magic at 4 magic per purchase. They receive read magic for free and may wear a maximum of 15 armor to spell cast. Mages also have access to formal Rituals. Mages begin with 4 health, and gain 4 health per purchase.
Necromancers work magic as well, but have chosen a darker source for their powers, tapping the realm of the dead. Necromancers have traded their own vitality for raw power. They may cast Necromancy spells and rituals, begin with 6 magic, and purchase magic at 5 magic per purchase. They may interact with spirits and have access to formal rituals. Necromancers may wear a maximum of 15 armor to spellcast. They begin with 4 health, and gain just 3 health per purchase.
Rangers are scouts, trailblazers, border patrollers and explorers. They are in tune with nature, specialize in light and quick fighting styles, and may use 1st level Shaman spells. The may buy Magic at 2 magic per purchase, limit of 5 purchases total. They may wear up to 15 maximum of armor. Rangers receive the Tracking skill for free, and may purchase Beast Lord. Rangers begin with 7 Health, and receive 6 Health per purchase.
Rogues tend to be nimble and stealthy, relying on wit and guile rather than the blade. Rogues are spies, thieves, infiltrators, brigands, and even assassins. Rogues may wear the normal maximum of armor, but probably shouldn't. (Ever try sneaking in plate mail?) Rogues may not buy magic. Rogues start with one Backstab for free. Rogues begin with 6 health and gain 5 health per purchase.
Some Shaman are spiritual leaders, some are simple seekers. All are in tune with nature and with their totem spirit. Shamans can cast Natural magics and rituals, begin with 4 magic and gain magic at 4 magic per purchase. They also gain totemic abilities according to their medicine. Shamans may wear a maximum of 15 armor to spellcast. Shamans start at 6 health and gain 4 health each purchase.
The warrior is the sellsword, the soldier, the guardsman, the adventurer. A warrior's skill costs lean toward combat skills. Warriors may not purchase magic as a skill. Warriors may wear armor up to the normal maximum. Warriors start out with 8 health, and gain 7 health for each purchase. A warrior starts with one weapons skill for free.
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