There are six character classes in Oberin.
Clerics are masters of protective and beneficial magics. Their magic is especially
good at healing. Clerics can cast spells to heal, detoxify, protect, and enhance
physical and mental attributes. Even an inexperienced cleric can bring people
back from the brink, and an experienced cleric can bring people back who have
crossed over that brink. As channelers of such energies, clerics can turn away
and even destroy undead creatures. The cleric is a priest who tends to the
needs of a community. He is both protector and healer. He intercedes and acts
on behalf of others. The cleric is granted power over undead-evil creatures
that exist in a form of non-life, neither dead nor alive. The cleric is charged
with defeating these mockeries of life. Some clerics also practice the art
of alchemy, which allows them to mix a range of beneficial potions. Clerics
have very little interest in or use for weapons. While clerics are not adept
with weapons, they are able to channel their magical energy while wearing some
types of nonmetal armor.
Primary skills: Cleric Magery, Cleric Alchemy, Healing.
Druids are magical characters who are very much in touch with nature. Their
magical abilities tend to focus more on the natural world. Their field of magic
can often be used to influence the temperament and actions of aggressive creatures,
allowing them a degree of safety in the wilds unknown to other characters.
Druids aren't particularly adept at weapon use, but they can wear some types
of nonmetal armor without affecting their ability to use magic. Druids can
also dabble in the art of alchemy, which allows them to mix several types of
potions. The druid's most valuable asset, however, is his adeptness at taming
and controlling creatures, with some of their spells directly connected to
their pets. A druid with a loyal pet can be a valuable asset to any adventuring
Primary skills: Druid Magery, Druid Alchemy, Taming.
Fighters have no use for magic. Their physical attributes by far tend to exceed
their mental capacity. They can excel at using a range of different types of
weapons and armor, but they tend to fall short at any skill that requires an
advanced intellect. While fighters excel mostly at combat skills, their experience
in battle has also led them to learn much about their foes' anatomy. With their
powerful critical hits and mastery of both offensive and defensive combat techniques
powerful fighters are a dominant force on any battlefield and a deadly threat
to any who would dare to enter into melee with them.
Primary skills: Melee, Parrying, Fighter Specials.
The ranger is also a fighting character, but he tends to be a little smarter
than the standard fighter. Though even when honed by years of battle his melee
skills will never match an equally experienced fighter his mastery of the bow
is unsurpassed. With an array of various powerful attacks at his disposal a
skilled ranger can literally tear a foe to pieces without letting them come
close enough to retaliate. This ability, combined with their near miraculous
tracking abilities, letting them know which ways enemies lie, and how strong
they are, give rangers an edge in the wilderness, and they are often called
upon to guide parties of other classes.
Primary skills: Archery, Ranger Specials, Tracking.
Rogues are tricky skillful scouts, infiltrators, and spies and assassins.
They are versatile, adaptable, and resourceful. They are skilled at things
such gaining entrance to a locked treasure vault and safe passage past a deadly
trap. Figuring out how to thwart or avoid an alarm or trap is great fun for
many rogues. Rogues have a sixth sense when it comes to avoiding danger. Experienced
rogues develop near magical powers and skills as they master the arts of stealth
and evasion. Their solitary lifestyles and instincts for self preservation
have led rogues to hone their skills with daggers and knowledge of anatomy
to lethal effect, appearing from their shadows to inflict a lethal strike before
their victim can ever see them. Combined with their knowledge of poisons these
make the rogue a deadly enemy.
Primary skills: Anatomy, Rogue Specials, Stealth.
Unlike clerics and druids, wizards channel magical energy primarily for offensive
purposes. The wizard can attack an enemy with spells such as explosion, lightning
bolt, poison and the devastating fireball. The wizard's magical abilities allow
him to attack adversaries at distances greater than is often possible with
a standard fighter character. Through the recent discovery of enchantment,
he can also extract etherite from the environment and use it to create magical
items. Due to his concentration on magical arts the wizard may immerse themselves
so deeply in meditation that they may channel energies not only to recharge
their mana, but also to heal their bodies. The wizard has little use for physical
weapons and is unable to channel his power whilst wearing anything more than
Primary skills: Enchanting, Meditation, Wizard Magery.