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.

