Each race is only allowed to be a certain type of class.
Fighters live for combat and the thrill of battle. They are the best warriors of all the classes, but lack the subtle skills of thieves and the magical talents of wizards and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for.
Rangers live deep within the woods, hardly ever seen by the travelers that pass through. Rangers are excellent scouts and hunters, having some of the skills of a thief they are very stealthy move around quiet quickly. Also having the skills of a warrior they are skilled at the art of fighting.
Paladins are known by many as "Holy Knights" or "Holy Warriors". They are gifted fighters and are able to add power to their bodies and weapons to aid them in battle because of their great faith. As champions and heroes to the weak and the innocent, they have great powers of healing and automatically receive rescue and the faith spell group upon creation.
Assassins are basically thieves who spent way too much time in the art of killing, rather then the art of stealing. They focus all their efforts in to doing the most amount of damage in the first round of combat, hoping that the first round of combat will be the last round of combat. Just like thieves they are capable of entering an area undetected.
Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors.From the dawn of time, they have been here. The dark mages called Necromancers. Experimenting with foul dark magic, creating dark beings and using their powers to animate the dead.
Necromancers are a subclass for the mage class. They are spellcasters, born to use their magic to prevent death in claiming their soul. Necromancers lack skills in close combat, but are masters in casting magic. Necromancers are best suited for those who wish more than just a regular mage.
Wizards specialize in the casting of spells, offensive ones in particular. Wizards have the highest-powered magic of any class, and are the only classes able to use the enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class.
Priests are the most defensively orientated 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, priests are the best class by far at healing magics, and they possess an impressive area of protective magics, as well as fair combat prowess.
Druids are the forest guardians. They rely on the forest for their powers and the forest relies on them to protect it. There spells are mostly clerical based, but have some nature related combat spells as well. Once they have become well adept they will be able to control the elements.
Monks are hand to hand specialists. Usually fighting unarmed, they rely on their other combat skills to defeat their opponents. Though they are quite weak in the sense of strength, they prove themselves very deadly, hitting multiple times during one round of combat.
A psionicist relies on his mind more than his weapons, more than his gods, more than his magics. While a mage derives his power from the cosmic magiks around him, the cleric from his faith and god, the psionicists powers are tapped from within himself, being in total control of himself, down to the very cell. They are still under construction, as the default still contains many mage spells. Psionicists will have all their own groups in the future.
Psionicists are dedicated to the development of their internal discipline, focusing on their total devotion to the merging of mind and body. They develop these skills so keenly that they can influence the reality around them, and other minds. The adepts of psionic study, or 'focus', their powers into release, after bringing their internal energies to a single point. While developed physically and mentally, they do not rely on magic or plain brute physical force to survive. Their incredible mental control of themselves and their environment makes them powerful, and their ability to influence other minds and even read their innermost secrets makes them feared at times.
"They were created from will of the gods alone, and the dragons know their power in the world." -- Elaz Wllrwrysih, sage, ancient of the High Elves.
Dragons are the fiercest and most mighty creatures known to the land. They don't rise to power very quickly. In fact, it is a very slow and laborious process. Dragons will gain skill levels in the same way that all other races do, however, levels of maturity will be different. The progression is Hatchling, Draconian, Wyvern, Dragon, Wyrm, and GreatWyrm. The three types of dragons are based on alignment. There are separate help files for each of them. The color of a dragon is determined at the time the fourth level of maturity, dragon. All dragons are very powerful. The classes of dragons are Chromatic (evil), Oxidized (neutral), and Metallic (good).
Hatchlings are the newborn offspring of a dragon. They are very small and very weak. They have the potential to become the most powerful creatures in the game. This process takes many years in a dragon's life. As dragons mature, their strength and size go up. A fully mature dragon will be hard to bring down. Hatchlings hereditarily get enhanced damage and second attack.