Classes
Mage: Mages are one of the spell casters in the relm,  Mages gain mostly offensive spells, but do have a few defensive spells in there arsenal, along with a few area spells.  The Intelligence stat is one of the most important stats for the mage, becuase it determines your starting Mana pool, and any increases durring level ups.  Intelligence also determines the amount of attack dice you gain for spells.
Sorceress: Sorceress are another of the spell casters in the relm, like the Mages, the sorceress gain both offensive and defensive spells, but gain more defensive spells then the Mage.  Along with the Mage, the Sorceress gains area spells as well.  The Wisdom Stat is one of the most important stats for the Sorceress, because it determines your starting Mana pool, and any increases durring level ups.  Wisdom also determines the amount of attack dice you gain for spells.
Witch: Witches are yet another of the spell casters in the relm.  They tend to be more evil aligned, both in nature and with there spells.  Intelligence and Wisdom are both crucial for determining starting Mana pool,  Witches gain 10 mana every level up..  Of the stats used to determine starting mana pool, the higher of the two will also determine the amount of attack dice you gain for spells.
Paladin: Paladins tend to be the most challengeing class in the relm.  To start off you must first be a fighter till at least level 10, before you are allowed to dedicate to be a paladin, also you must still have a good alignment.  High Strength, Willpower, and Defense stats tend to be the most crucial stats that a paladin will need.  If at any time a Paladin loses there good alignment, then they will revert to being a fighter again until they can gain there good alignment back and re-dedicate to being a paladin.  Paladins gain all of the same skills as a fighter does plus Focus abilities.
Fighter: Fighters are the main combatants in the relm.  Fighters only gain a couple of skills, and can never gain any of the focus abilities that paladins use.  Fighters can not exceed a skill of 10 in polearms or Martial arts though.
Summoner: The summoners main job is to summon creatures from there surroundings.  They are another spell caster in the relm.  Summoners gain there starting Mana pool from the Intelligence, and Wisdom stat.  They gain 2 mana at each level up.  Intelligence determines the amount of attack dice you gain for spells
Druid: This is a special class because they are also a race.  Druids are another of the spell casters in the relm.  Wisdom and Intelligence  are the two stats used to determine your starting Mana pool, the higher of the two stats will determine the amount of mana you gain durring level up.  Wisdom determines the amount of attack dice you gain for spells.
Ranger: Rangers are another spell caster in the relm, but they are also proficient in weapons, though they like to stay at a distance and use long range attacks.  rangers start with 1 in there Mana pool, and gain 1 to there mana pool every level up.  They gain +2 attack dice when attacking long range with a weapon, and suffer  a penalty of -3 attack dice when attacking at a short range with any weapon, but damage is doubled at short range.  Bonus damage can be attained at long range if they call out a place they plan to hit and actually hit it.
Thief: Thiefs are another of the combatants in the relm, they gain both skills and spells along there journey.  Thiefs start with 2 in there Mana pool, and gain 2 to there mana pool at every level up. Dexterity is an important stat for the thief because of there ability to hide.  Thiefs can gain bonus damage if hidden, and attacking from behind.  Thiefs will gain +1 attack dice when hidden, +2 attack dice when using mug, or surprise attack, +3 attack dice when using back stab, these bonus are only given if thief is hidden.
Barbarian: To become a barbarian you must be at least a level 1 Fighter, seek out the Barbarian trainer, and dedicate to Barbarianism.  Once you have done this, your Hit Points, Strength, and Defense all double but your Strength and Defense cap off at 25.  Barbarians gain the skill of Bezerk, which enables them to go on a rampage giving them bonuses to there Hit points, and attack dice, but suffer a penalty to there defense dice.  A periodic willpower roll will have to be done to see if you hit any non-hostile characters near you. 
Auramancer: At level 80 any spell caster may sek out the relms Auramancer, and dedicate to this special class, but in doing so you lose all spells you have gained thus far, and gain Auramancy.  Auramancers get +2 to there Mana pool at each level up
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