Character Development
Choose a race, bind to a faction, and master a class. Faction determines your homeland and allies; class defines your role; race shapes your strengths.
Faction Alignment Chart
Good-only | Neutral | Evil-only |
---|---|---|
Paladin, Crusader, Sun Cleric | Rogue, Bard, Ranger, Monk, Sorcerer | Necromancer, Warlock, Assassin, Dark Knight |
High Elf, Dwarf (lean Good) | Human, Half-Elf, Halfling | Orc, Dark Elf, Undead, Troll |
Note: Neutral choices may ultimately be required to choose a side as the story unfolds.
Races
Human — Balanced and adaptable. Faction: Any.
Elf — Agile and attuned to magic. Faction: Good/Neutral.
Dwarf — Sturdy defenders and smiths. Faction: Good.
Halfling — Quick, lucky wanderers. Faction: Neutral.
Orc — Brutal strength, relentless. Faction: Evil.
Dark Elf — Shadowed grace and sorcery. Faction: Evil.
Classes
Paladin Good — Holy warrior, protective auras, smite undead.
Cleric Good — Healing, blessings, wards against darkness.
Ranger Neutral — Tracking, archery, nature craft.
Rogue Neutral — Sneak, backstab, utility in dungeons.
Necromancer Evil — Curses, undead minions, life drain.
Dark Knight Evil — Heavy arms with shadow magic.
Compare Two Paths
Enter two class names to compare strengths, role, survivability, and faction access.