Assassins must be affiliated with one of the three worlds. They have the ability to hide in shadows, sneak, and steal. Assassins have a very powerful backstab. This class starts with average hit points and low influence points (for casting).

Recommended stats: Dexterity and the stat relative to affiliation.

Bards have no affiliations with the three worlds. Bards create their magic through musical instruments, and they can use any item, including class or world-aligned objects. They have the ability to identify, hide in shadows, and steal. Bards begin with average hit points and no influence points.

Recommended stats: Awareness, Dexterity

Clerics must be affiliated with Belant. They may only cast clerical spells. This class learns spells by leveling. Clerics begin the game with relatively low hit points and high influence points (for casting).

Recommended stats: Wisdom

Fighters must have an affiliation with one of the three worlds. They begin the game with a higher skill in their weapon category of choice. This class and the ranger class start with the highest hit points. Fighters' influence points (for casting spells) start relatively low.

Recommended stats: Strength, Constitution, and stat appropriate to affiliation.

Mages are affiliated only with Empyrea. They may cast only magic spells. This class learns spells from scrolls. Mages begin with relatively low hit points and high influence points (for casting).

Recommended stats: Intelligence

Psionicists must be affiliated with Telere. They may only use mental powers. By rising in level, a psionicist gains more power. Psionicists begin with relatively low hit points and high influence points (for their mind powers). A true psionicist has a natural immunity to psionic attacks at all times.

Recommended stats: Willpower

Rangers do not have any affiliation with the three worlds. They are wanderers who have the ability to hide in shadows, sneak, and track. Rangers have an uncanny will to live, and may suddenly find renewed vigor at a near-death moment. Their natural enemies are giants, and they go into fearsome frenzies when in combat against them. Rangers are extremely observant and coordinated; getting the drop on many an enemy. They begin with the highest hit points (same as a fighter) but do not have influence points.

Recommended stats: Dexterity, Awareness, and Strength

Thieves must be affiliated with one of the three worlds. They have the ability to hide in shadows, sneak, steal, and pick locks. They also have the ability to backstab. Thieves start with average hit points and low influence points (for casting).

Recommended stats: Dexterity and the stat relative to affiliation.