Here is a listing of the classes available at creation.
| Mage | A mage is one of the weakest classes when it comes to body, but the 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. |
| Cleric | A cleric is a mighty healer and protector of the weak. Led with a mission to heal and teach, Clerics have many varied and sundry healing spells at their command. While clerics possess some combat spells and magic to affect one's chances in battle, their main goal is self preservation. They accelerate in wisdom and knowledge as they gain in level and experience. The wisdom of the cleric in the ways of magic and the art of healing, make them a desirable asset for any group. |
| Thief | 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 surprised 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 pried, or an item that one wishes to acquire without detection. |
| Warrior | 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. |
| Vampire | 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 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 in battle when needed. As a undead creature of the night, Vampires receive an armor class bonus at night, a time when they can use the skill mist walk. |
| WarWizard | WarWizards are a bread among no others, skilled fighters, learned caster. These beings are sometimes preferred to that of their counterparts in small group situations because of their innate dual abilities. |
| Monk | These are probably the most specialized class of people. They use various techniques for offense and defense utalizing mainly their body. Some weapons can be used but the emphasis is on un-armed combat. |
| Werewolf | Werewolves are similar to vampires in most ways except in what they are. They are a half-wolf half-race of the original victim of the were virus. They are predominately fierce fighters and rarely use spells in battle. |
| Ranger | The history of the ranger is as long as it is interesting. Rangers were first used in the great wars as quick moving, lightly armored scouts during the ancient wars. Later, they were known as heavy hitting elite strike forces with extensive training in woodcraft and wilderness survival. In the peaceful years before the current era they were primarily caretakers of the forests and wilder wilderness areas near the big cities. In the current era of constant conflict and wars, the Rangers are great survivors. Rangers are elite troops after they have completed their training. Unlike normal warriors who are sped through their training with just the bare minimum of skills for combat, Rangers go through lengthy and vigorous training that permits them to survive in the wilderness without aid, to find their targets, hit their targets with great speed and skill, and fade back into the wild. While a ranger learns the trade of a warrior at a slower pace than the warrior class, they learn a great host of wilderness survival skills that permits them to be completely self sufficient. Later, as they complete their training they learn to utilize some of the forests magic, much in the way of druids, further mysticizing the Rangers to outsiders. The Ranger's capacity for enduring both melee combat and the dangers of sorcery on the battlefield makes them one of the most effective implements of destruction in the realm. |
| Taedien | This class is a class of totally mental disciplines though rumors about they can make their blades dance. They tend to be outsiders most of the time due to their inherent dangers from their telepathy. |
| Samurai | These are a class of eastern style warriors. Their weapons forged from the best ore in the realm. |
| Inquisitor | Long known for their ability to extract information from prisoners and those who the church deemed heretic. They wield scourges and have the ability to preach the churches message. They start out evil and must maintain an evil alignment. |