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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