Hope is a distant thing these days... Distant, but not gone.
Warrior
Regardless of origins and preferred fighting style, a warrior is always found where the heat is thickest, and therefore is the preferred profession for those who likes to get their hands bloody.
Class InfoWeapons: Swords, maces, spears, etc Range: Melee Armor: Any Talents: Damage Dealer, Greater Stamina, Fighting Spirit
Duelist
For a Duelist, fighting with a blade is an art that requires years worth of practice and patience, unlike the average warrior, the duelist believes in a Creed that requires them to fight with manners and respect for their opponents, something that's often neglected in the real battles.
Duelists focus on speed and precision. A correctly placed wound could end the battle just minutes after it has started, therefore duelists favor the thin rapiers who can easily slide in between rips and muscle towards the heart though it is not unknown for a duelist to carry a dagger of similar shape, in case his opponent did not share his sense of honor.
Armor is something that they rarely use, leather is perhaps the borderline for what they would wear under any circumstance however even then it is commonly agreed that a Duelist feels "restricted" and "slowed".
Duelists are specialized in facing quick and lean opponents, quickly taking out single opponents and making quick work of mob leaders, striking fear into his enemies.
Class InfoWeapons: Rapier Range: Melee Armor: Leather (at max)Talents: Precise Striking, Sword Dancing, Polished Skills
Knight
A knights battle consists both on the battlefield and in courtrooms, for as noblemen they must govern their lands and uphold the laws of their kingdom. These men are no strangers to the complicated world of politics, and the rising tension between the kingdoms. Though while a knight is sworn to the Vow of Chivalry, a knight cannot be a knight without coin, therefore most Knights are known to have heavy pouches.
A knight may choose to become a member of a Knightly Order. These Orders can vary, some are noble in cause, others are religious while some are meant to bring knights with a common interest together.
Class InfoWeapons: Sword & Shield, Mace, Lance. Range: Melee Armor: Heavy or Full plate armorTalents: Nobility, Inspiring Leader, Order Allegiance.
Barbarian
Despite their lack of intelligence, it is agreed that a barbarian should never be underestimated. Barbarians are no strangers when it comes to pain and death, some are even known to charge into combat wearing nothing more than their hair and skin.
A barbarian's superstitious belief simply confirms that only the brave and battle-scarred will ever enter the halls of their forefathers, some even believe that the eating of his enemy's heart will let him gain more prowess in battle!
Class InfoWeapons: Twin-blades or two-handed weapons. Range: Melee Armor: None-mediumTalents: Rage, Leather Skinned, Animal Instinct.
Mercenary
Whether from alley skirmishes or large scale wars, they always enjoy the rush of battle. However a common mistake is to take a mercenary for slow minded soldier, as a mercenary strikes his own deals he knows very well how to put a price for his services, and even better, how to win a haggle.
A mercenary knows that survival is all about adaption, they learn quickly and develop a sense for dodging a sudden attack. They are quick to pick up the fighting style of a new weapon as well, allowing them to wield weapons from daggers all the way up to polearms.
Class InfoWeapons: Swords, axes, maces, and polearms. Range: Melee Armor: AnyTalents: War Veteran, Deal Making, Quick Learner.
Rouge
Armed with various blades and tools for their profession, a rouge is just as quick with his tools as he is with his blades, though sometimes it isn't a blade that needs to be used to bring death. Poison and traps are also within the knowledge of the rouge, and can be used to provide "windows" for a rouge to make his/her move.
It is a small art for a rouge to evade a single pursuer. A combination of acrobatics and precise stabs could quickly end the chase, however sometimes it is the ability to blend in with the surroundings that is also allows rouges to get close enough to steal, or kill.
Class InfoWeapons: Dagger, Sword, Bow. Range: Close Armor: LightTalents: Precise Aim, Stealth, Evasive Maneuvers.
Thief
Masters athletics and gymnastics, they hone their skills to challenge themselves. Most use these skills to gain the easy score or poorly defended hoard, though some thieves looks for challenges instead of loot.
Not all thieves depend on getting what they can steal and sell, it isn't unknown for thieves to be hired to steal various goods from a rival merchant, or rival noble man. Thieves prefer to remain unseen and unheard however if it comes down to it, a thief creates a deadly combination of his quick movement and blades.
Class InfoWeapons: Dagger, Sword, Bow. Range: Close Armor: NoneTalents: Sure Footed, Nimble Hands, Lock Picker.
Ranger
While thieves are used to disappearing in urban environment, the rangers are masters of camouflage outside the comfort of city walls. Their knowledge of the natural world allows them to hide their tracks and sometimes even their scent. A ranger feels most at home when he sleeps under open stars.
Rangers are often seen accompanied with an animal. A ranger and his animal companion shares a strong bond, each looking out for the other and working together.
Class InfoWeapons: Sword, Bow. Range: Medium Armor: Light-MediumTalents: Animal Companion, Survivalist, Excellent Tracker.
Assassin
Assassins and their methods of killing can vary. Some prefers to get close and be brutal while others eliminates their target from afar, whatever the case, the assassin is a master of his profession. An assassin has no need for a shield. It becomes cumbersome and robs the assassin for the ability of wielding a second weapon
In Ardanin, assassins are rarely used as a political weapon between kingdoms, but between merchants and jealous noblemen, they are as active as ever, though assassins are proud of what they do, and should they discover something fishy about whom they kill, the line between client and target becomes blurred.
Class InfoWeapons: Dagger, Crossbow, Sword. Range: Close-Medium Armor: LightTalents: Sneak Attack, Poison Master, Ears of the Underground.
Bard
Bards are often wanders, traveling the world to see the many cities and experience adventures which they later share (with a few extra trolls, of course). Musicians, poets and thieves, the bards is what some would call for a jack of all trades, and can be seen from the royal courts, all the way down to the dirty taverns.
Bards are not only employed for their ability to perform, they are master infiltrators often working as spies and informants. This combination allows them to quickly snatch up information and piece together plans which they then sell either to their employer or the highest bidder.
Class InfoWeapons: Musical Instrument, Sword, and Clubs. Range: Close Armor: LightTalents: Enthralling Music, Sharp Eared, Nimble Hands.
Priest
Though, a priest's ability to heal also makes him a likely target by a clever enemy. A priest rarely wears more than light armor, therefore he is likely to die quicker if he is not protected properly. Additiolly, sometimes, priests come so close to their God that they can almost commune, typically the priest becomes haunted by visions, giving him insight as for what he must do, or an unnatural wave of energy forms, allowing him to perform reality weaving powers, such as bringing the lost one back to life or smiting vile devils.
These humble men and women believe that they must lead the example of humility and therefore only arm themselves with simple weapons and light armor for protection, for who can stand against a man with the powers of a Deity at his back?
Class InfoWeapons: Staves, Clubs, Dagger & Knife. Range: Close Armor: LightTalents: Healing Hands, Resurrection, Smite Evil.
Monk
A monk contains a special form of energy, much like the Mages has their Willpower and the Priests has their Prayers, the Monk has his Ki. The Ki is the ability to focus energy on a single movement known as Speed, Strength and Agility, the choice of Ki often reflects upon the built of the Monk, a Monk with the Ki of Speed would have a lean body. The Ki is improved through vigorous training, deep meditation and experience, often requiring decades of training.
As such, rarely any Monk has ever reached the full potential of all three Kis, It is one or the other that must be chosen.
Class InfoWeapons: Hands, Quarterstaff. Range: Close Armor: None-LightTalents: Ki, Martial Prowess, Excellent Evasion.
Witch Hunter
Like blood hounds, once the witch hunter catches the scent of an illegal wizard, they pursue their prey ferociously, and when found they attack, keeping their fellow hunters well informed. The victim will either be slain in the raid, burned on a stake or only prolonge their life by a few weeks time till the next witch hunter finds them.
These men and women are armed with wards that protect them from the arcane powers of magic, allowing them to get close for their kill. Additionally, some witch hunters chooses to focus on the supernatural, becoming exorcists and the bane of evil spirits as they use holy water, chants of banishment and rites to force the supernatural out of the world.
Class InfoWeapons: Hand Crossbows, Sword and Pike. Range: Close Armor: None-LightTalents: Man Hunter, Justified Execution, Fearsome Aura.
Paladin
The Paladins shares the Priest's divine powers, allowing them to combine holy prayers with martial skills as they combat the foes of Order. Furthermore, a Paladin feels it is an obligation to prevent evil, in whatever form it may come in; this often leads to open hostility between the Witch Hunters and the Paladins.
Class InfoWeapons: Sword, Axe, Mace and Lance Range: Close Armor: AnyTalents: Smite Evil, Aura of Good, Holy Rage.
Druid
Druids are born speaking Sylvan and quickly learn the common tongue of his, or her, parents. Sylvan allows the Druid to communicate with Älfars and the spirits of the elements, however to talk with the animals, the Druid needs to take form of the specific animal.
Druids function great as supportive characters, their ability to commune with the natural forces allows them to have much more foresight as for what the party may encounter. Additionally, a Druid's spell are those of nature, whether defensive, augmentative or destructive.
The preferred weapon of a Druid are those which are made from nature itself. Clubs, spears, slings, scimitars, daggers, and such would be a typical weapon of a Druid, however a Druid is no stranger to using the claws or fangs when they are in the form of an animal.
Class InfoWeapons: Scimitar, Spear, Sling Range: Medium Armor: Light-MediumTalents: Communicate With Nature, Animal Form, Venom Immunity.
Magicians
Dalora and Merim has both build Arcane Colleges to provide education for those with these special talents and upon graduation they are given a License, permitting them to practice their art, even in Faron and Zelar (though frequent visits from the witch hunters is to be expected).
Naldorin is still in the process of making an absolute decision, giving witch hunters freedom to hunt them down while nothing restricts the magicians from leaving for the Arcane Colleges.
There are three types of magicians. Wizards, Mages and Sorceresses. Mages are born with the talent for magic and has been educated for a specific school of magic, magic comes easier to them and their memory allows them to quickly recite a spell, or even cast a spell upon gesture or movement. Mages are limited to what school of magic, or the Mage will be stripped of his license and be hunted by the Witch Hunters. Mages are known to learn the more complicated schools, such as Arcane or Universal.
A Wizard is much like a scholar, and depends upon carefully reciting phrases and words before a spell can be cast. Though lacking of natural magic, a wizard shouldn't be underestimated, they are cunning and find ways to cast spells as quickly as a Mage, whether through runes or sheets with magic scrolls. A Wizard has been taught to cast magic, and therefore is capable of do
Class InfoWeapons: Staves, wands, spellbook Range: Medium-Long Armor: None-LightTalents: Cast Magic, Learn Spells, Create Magic Scrolls.
Multi-Class
Though with this freedom there comes certain logical restrictions. A barbarian could never possible pose as a proper thief, his usage of sheer brute strength would conflict with a thief's demand for nimbleness. Similarly, a Mage to suddenly learn divine powers would not only be blasphemous for most Temples, they will struggle to suppress their born abilities and receive favor from their God.
A Multi-Classed character is allowed to pick a total of three Talents from the two chosen classes, however he must abide to the rules of his newly attained profession, such as the armor, weapon and even range.