Classes in Dark Mists:

 

WARRIOR
Warriors live for the combat and the thrill of battle. They are the best fighters of all the current classes but lack the subtle skills that others possess. They possess no magical talent whatsoever and rely on brute strength and combat know-how instead.
Warrior Skills

THIEF
Thieves are a marginal average class. They do a few things better than any other class, but have a wide range of skills available. Thieves are specialists at, of course, thieving, sneaking, and being unseen. They can enter areas undetected where others can not.
Thief Skills

CLERIC
Clerics are the most defensively oriented of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they possess an impressive area of protective magics, as well as fair combat prowess.
Cleric Skills/Spells

PALADIN
These warriors have chosen the path of virtue and chivalry above all others. This dedication to their cause grants them priest-like spells and healing powers. They are also formidable fighters, always questing to stamp out evil. Paladins must stay good in order to cast their spells. Those who forsake goodness are frowned upon. Paladins are expected to be truthful, chivalrous, humble, merciful, kind, bold, and noble of spirit. Paladins must be Lawful Good.
Paladin Skills/Spells

ANTI-PALADIN
The opposite of Paladins, these knights have chosen evil as their course. Such fervor and zeal gives them deadly spells to compliment their already superb fighting skills. They seek only personal gain and to cause suffering and pain to good. Anti-paladins must stay evil in order to cast their spells. Those who forsake evilness are frowned upon. Anti-Paladins are Chaotic Evil.
Anti-Paladin Skills/Spells Anti-Paladins may also specialize. The specializations (also known as sub-classes) are named after the Four Horsemen of the Apocalypse. While they share the same titles as the regular Anti-Paladins, and some of the same abilities, they differ in their skills and spells overall. See also, Knights of Death, Knights of Famine, Knights of Pestilence, and Knights of War.

CHANNELER
Channelers are the local sponges, not a very outstanding title but one which they bare with much pride. These select few have been chosen by the gods to absorb the excess powers of the world and redirect them for their use at their descrection. It has been said that a channeler can stand face to face with a dragon and absorb his fireballs as if they were not there, and then to shoot them back at the dragon with even more power then they were originally formed.
Channeler Skills/Spells

NECROMANCER
Wielders of black magic, they study the darkest and most hated of all of the magical arts, that of giving life to something without any. In other words raising the dead. It is said once a necro reaches a certain level of efficiency with his spell weaving the dead themselves will heed his call.
Necromancer Skills/Spells

ELEMENTALIST
The elementalist seeks to harness and control the powerful forces
of earth, air, fire and water. While lacking the sheer raw magical power of the channeler, and the armies of servants of the necromancer, the elementalist can tailor his powers to exploit the specific weaknesses of the creatures of Thera. The elementalist is the caller of earthquakes and the summoner of tidal waves. Truly adept elementalists can call upon creatures from the elemental planes to serve them.
Elementalist Skills/Spells

NIGHTWALKER
NightWalkers, those who choose at all costs the path of darkness. Cursed, or blessed depending on your point of view. The dark gods bestowed upon these few, powers of the night, the shadows, and of the dark magics. They can be known by the dark aura that seems to always surround them, to permeate their very being. They hold much power, but bare much responsability. It is rumored that once, one of the NightWalkers turned from the path of evil, he didn't even turn to good, just neutral. Believing he was upsetting the
balance. He was slain by a god on the spot, his powers taken and marked on his forehead and left to bare eternal shame. Those thinking of studying in this art should be forewarned, the rewards are many but the sacrafice is great.
Nightwalker Skills/Spells

RANGER
Outdoorsmen, hunters, masters of woodcraft, Rangers are the guardians of the forests. In addition to having excellent fighting skills, they are also wielders of some powerful magic. Some Rangers have been known to call large bears, lions, wolves and falcons to their aid, fashion mystical staves, and be able to camouflage beyond detection. Their ability to ambush opponents makes them deadly foes.

Rumors say they practice in the park of Elvenhame, in the Magic Forest, in the Emerald Forest, Haon Dor, and a dark murky place within Sheqeston. Ranger Skills/Spells

MONK
Monks are martial artists dedicated to the understanding of
the body and the perfection of it into total control. Monks are adept at unarmed combat and lose much of their skill when using weapons. All monks are lawful due to their strict regime of meditation and martial arts practice. They can be either good or neutral. There are
Five Schools of Monks which have formed since the monk masters went into conclave. A student of the martial arts may attend one school based on his philosophy of the art. A monk's station in his guild is visible through the color Belt he or she wears. Monk Spells & Skills: School of the Tiger, School of the Snake, School of the Dragon, School of the Praying Mantis, School of the Crane.

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