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Classes

The fourteen classes.

The fourteen classes.

  martial   Fighter, Barbarian, Paladin, Ranger, Monk
  stealth   Thief, Assassin
  casters   Mage, Cleric, Druid, Necromancer
  other     Bard, Vampire, Werewolf

THEY ARE NOT SYMMETRICAL AND ARE NOT MEANT TO BE. A Fighter delivers steady damage and holds a line; a Barbarian trades defence for a burst that ends fights; a Mage is dangerous at range and a liability in a knife fight: a Mage's swing lands at about a third of a Fighter's, deliberately.

WHAT A CLASS ACTUALLY CHANGES: its skills and spells, its elemental affinity, how well it uses a shield (a Paladin blocks far better than a Thief holding the same shield), whether it can dual-wield or field a pet, and how much a thrown flask is worth in its hand.

abilities and spells list what you have. help multiclass covers holding more than one.

EACH CALLING HAS ITS OWN PAGE: help fighter, help barbarian, help paladin, help ranger, help monk, help assassin, help thief, help bard, help cleric, help druid, help mage, help necromancer: what it plays like, its canon, where its mentor stands, and the two commands that carry its ladders (skills <class> and spells <class>, by level). The Vampire and the Werewolf are not chosen at an orb: help bloodlines.

Syntax

score
abilities
spells
skills 
spells 

Examples

abilities all
skills mage
spells cleric

Generated from the game, 15 August 2026.