---
title: "Class Listing"
description: "The six base classes and their remort counterparts, as darkpawns.com described them."
kind: "site-page"
dateLabel: "Date not recorded"
completeness: "complete"
sourceSite: "darkpawns.com"
sourceUrl: "http://darkpawns.com/class.html"
captureUrl: "https://web.archive.org/web/*/http://darkpawns.com/class.html"
recoveredAt: "2026-08-14T00:00:00.000Z"
textKind: "verbatim"
canonical: "https://darkpawns.labz0rz.com/archive/classes/"
---

*Transcript note: generated from the capture `class.txt`. Site navigation, the recent-topics sidebar and advertising are omitted.*

THIEVES - Thieves are a shifty lot, and are known to have qualities that
no other class offers. They are known to have dabbled in the Black Arts, and possess
certain unique skills that make them a valuable addition to any adventuring party.
Although prefering to stay inside cities, thieves can be found worldwide, eeking out an
existance by robbing other humanoids blind.
CLERICS - Clerics are the vanguards of the religions that permeate
this world. Whether they be missionaries or demagogues, clerics bind this world together
by both religion and politics. They are also the upholders of the ancient rites and
traditions, and as such refuse to wield or use blood-sheading weapons. Although many of
the religious "clerics" have lost the power to wield magic over the centuries,
there are still many that travel the countryside, wielding healing magic and protection
rituals passed down to them from ancient generations.
WARRIORS - Warriors are your standard stock-in-trade brute
fighters, whose ratio of brawn to brains makes them well suited to be ruthless combatants.
Warriors in Dark Pawns typically exist as mercenaries, but there are known warrior guilds
and armies as well. Warriors are skilled in the art of hand-to-hand combat and posess
skills of violence and fighting virtually unequaled by any other class. The warrior's
intensive and violent training, as well as thier generally simple-minded nature, makes
them ill-suited for magickal practitionry however.
NINJAS - Ninjas are the silent mercenaries of the southern culture.
Skilled in espionage, magick, and hand-to-hand combat, ninjas are skilled and deadly
opponents, prefering to take their vicitims by surprise. It is known that the secret
masters of this art will only teach their secrets to humans, because the southern culture
views all non-humans as animals.
PSIONICS - Psionics are a rare breed of humanoids who have the
ability to focus their mental energies to produce almost magickal effects. Their mental
powers, if properly trained, can produce astounding effects. Harnessing and focusing
mental energy takes much practice however, and therefore most psionics are weak in
hand-to-hand combat, relying on their mental skills to help them survive.
MAGES - Mages are the spell-casters and magick weavers of Dark Pawns,
crafting powerful energies from the world through arcane rites and rituals. Most societies
in the world seek to use magick and mages for their own benifit, and control or destroy
those mages who would opose them. Outside of the cities, however, magick runs strong and
wild, crafting the very earth itself and giving the Wyldlands their name. Most mages learn
their craft by being apprenticed to masters at an early age, and most seek to gain power,
wealth and knowledge by perfecting their magickal skill.
ASSASSINS - Assassins are cold and deadly killers for hire, whose
knowledge of subturfuge, stealth and the Black Arts makes them extremely efficent,
extremely deadly opponents. Assassins are found worldwide, although they are usually
consentrated in cities. Because of the skill, knowledge, and experience that is required
to be an assassin, this class is remort only (See help remort in game).
AVATARS - Avatars are the emissaries of the Holy Forces in the land, deriving their
awesome power from those entities. Although they can heal and protect like clerics, the
reason that the Avatars exist is to strike down the Unholy Forces in the land, and their
masters have given them powerful magicks to aid them to this end. Because of the intensity
of belief required to be an avatar, this class is remort only (See help remort in game).
MAGUS - The Magus represents the extreme power of magickal spellcraft,
wielding power on a cosmic scale, able to create, destroy, or shape realities at whim.
Because of the destabilizing effect magic has on the humanoid psyche, as well as the
intense lifelong training and study, the class of Magus is remort only (See help remort in
game).
PALADINS - The Paladin is the warrior of the church, sent out to
further the churches interests across the land in a provisional sense. Paladins are also
the leaders of the churches armies, and are typically fanatical and deadly fighters who
have mastered their art. Because of the large amount of training and religous study that
are involved, the class of Paladin is remort only (See help remort in game).
RANGERS - Rangers are the warriors and guardians of the wilderness.
They are skilled in tracking and hunting, and make very good guides. Rangers canbe found
worldwide, in deserts, swamps, or any other type of open, undeveloped land.  Rangers
hail mainly from races whose cultures are agrarian instead of urban, and they detest the
smell of cities and industry.  Because of the skill required to master their
environment, the class of Ranger is remort only (See help remort in game).
MYSTICS - The Mystic is an aesthetic, a psionicist who
has achieved a level of peaceand enlightenment unknown to other mortals. The Mystic is a
true master oftime and space with his amazing mental powers, and can be quite a deadly
foeif enraged. Mystics tend to lead a detached, intellectual lifestyle, but some have
decided to use their considerable mental prowess to fight for Good or Evil. Because of the
intense training needed to attain their enlightened state, the class of Mystic is Remort
only (See help remort in game).
