The CLASSES in the Land of Mordor



ALCHEMIST
An alchemist is capable of transmuting objects into gold, and an experienced alchemist can quickly concoct magic potions and balms capable of arcane actions. The alchemist is also able to detect magic in objects that others may not see.
Skills: Transmute, Detect Magic
Prime Requisites: Intelligence, Dexterity
Suggested Race: Dark-Elf


ASSASSIN
An assassin is one who lurks in shadows, waiting to quickly dispatch his or her victim. Assassins are noted for their ability to back-stab and deal incredible amounts of damage, or even a quick death, with the first blow. The assassin can hide better than most other classes.
Skills: Sneak, Back-Stab
Prime Requisites: Strength, Dexterity
Suggested Race: Orc


BARBARIAN
Raised in the harsh lands of tribal villages, barbarians are hearty warriors capable of sustaining blow after heavy blow from opponents. Barbarians can bash an opponent, rendering them stunned for a while and unable to attack. The barbarian can also circle an opponent, an excellent tactic used during a fight.
Skills: Bash, Circle
Prime Requisites: Strength, Constitution
Suggested Race: Ogre, Half-Giant


BARD
Bards are clever and resourceful, increasing in lore and knowledge as they gain in level. The more scholarly bards can entertain an entire room with a song which will invigorate all. Also, bards have been known to charm friends so completely that they are beyond harm. They can also often charm their foes. A bard is capable of divining the level of luck a person may have. Luck can be a strong factor in the outcome of some events, and knowing your level of luck may be quite important.
Skills: Charm, Sing, Fortune Telling
Prime Requisites: Piety
Suggested Race: Half-Elf, Human


CLERIC
The cleric is the most powerful of the classes in the arts of healing. In addition to the ability to heal, the cleric can turn the undead. Clerics can also achieve magical powers only bested by a mage, and in some cases can cast spells that even a mage cannot achieve. The cleric can teach certain spells to others.
Skills: Teach, Turn, Pray
Prime Requisites: Piety
Suggested Race: Gnome, Human


DRUID
The druid is a master of the health arts. As the druid is immune to poison and disease, he or she can often go where others would fail. The druid is neutral, and can thus make use of both good and evil objects. The druid is a priest of nature, and is at home in the forests and wilds. Druids can speak to animals, learning secrets others may never find. They also have the ability to gaze, which allows them to see beyond the immediate area where may be.
Skills: Teach, Poison Immunity
Prime Requisites: Piety, Constitution
Suggested Race: Gnome


FIGHTER
The fighter is a master of weaponry and fighting arts. An advanced fighter will achieve great proficiency in the use of weapons, and above the third level will never fumble a weapon. The fighter can circle opponents.
Skills: Circle, Weapon Proficiency
Prime Requisites: Strength, Dexterity
Suggested Race: Half-Giant


MAGE
A master of the magic arts, the mage will gain the power to unleash incredible amounts of damage by means of spells, although magic alone cannot overcome all enemies. A mage can teach low level spells to other people, once the mage has learned them. In addition, the mage is the only class that is able to enchant items or use the highest level spells.
Skills: Teach, Enchant, Spells
Prime Requisites: Intelligence
Suggested Race: Elf


MONK
The monk is adept at hand-to-hand combat and can kill with only a touch. The hands of a monk are as deadly as any weapon wielded by others. Monks are solitary, preferring only the company of other monks who share their beliefs and talents.
Skills: Touch, Pick Locks
Prime Requisites: Dexterity
Suggested Race: Orc


PALADIN
The Paladin is a brave warrior of faith, and must continue to be good aligned in order to inflict damage. An evil Paladin suffers greatly, but a good Paladin gains extra strength from his faith. The Paladin is a powerful warrior and healer, and like clerics, can turn the undead.
Skills: Turn, Pray, Weapons Proficiency
Prime Requisites: Strength Piety
Suggested Race: Human


RANGER
The ranger is a skillful fighter with the abilities to hide, to track both opponents and friends, and to search for things hidden such as monsters, treasures, and exits. A ranger can hasten, and thus attack faster than other classes. Rangers are necessary for some of the quests, as tracking can be required in some areas. Parties without a ranger can become hopelessly lost. Rangers have two additional talents; they can often speak to animals and monsters, and they can gaze, an ability to see beyond the immediate area where they may be.
Skills: Track, Haste
Prime Requisites: Dexterity
Suggested Race: Half-Orc, Hobbit


THIEF
A thief is a very valuable player in any group of adventurers, and in some cases, necessary. A thief is capable of picking locks and stealing from opponents, and has the ability to sneak undetected from place to place. Like the assassin, a thief can also back-stab.
Skills: Steal, Pick Locks, Peek, Back-Stab, Sneak
Prime Requisites: Dexterity
Suggested Race: Hobbit





-- Styx, the Dungeonmaster

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