The Classes of Underworld Dreams
Underworld Dreams is home to sixteen classes with in excess of 150 skills and spells in addition to most of the standard Envy MUD spells and skills. We work hard to strike a balance in our class system, as well as to offer enough choices to accomodate everyone's playing style. Following is a description for each of the character classes on Underworld Dreams.

Anti-Paladin   Ascetic   Assassin   Cleric   Dreyoth   Gypsy   Keeper   Kheldite   Quessite  
Mage   Mercenary   Paladin   Shaman   Templar   Thief   Warlock   Warrior  


Anti-Paladin
Where the paladin is a holy warrior priest, serving all that is right and just, the anti-paladin is a corrupt shell of the holy warrior that has somehow turned to serve the darkness. The anti-paladin sneers at the self-righteousness of the paladin for he knows that the paladin bows down to the moral definitions of others instead of cutting his own path and laying down his own law, as the anti-paladin has learned to do.
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Ascetic
Ascetics are adepts of martial and mystical arts, having studied for years, if not decades in strange monastaries and temples, learning the arts of the mystic monks. They are largely regarded as powerful warriors, augmenting their capabilities with a range of enchantments and spells that let them conquer their enemies with an almost uncanny precision.
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Assassin
It can be argued that any class can play the role of an assassin, but some are trained to do such deeds from birth. The assassin borrows skills from thieves, warriors, and the keepers, combined into a singularly repellant whole focused on the slaughter of both the guilty and the innocent, as long as the price is right.
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Cleric
Clerics are an indispensible addition to any group of adventurers, having mastered the arts of healing, curing, defense, and righteous vengeance. Though their abilities in straight melee combat are limited, clerics can call upon their deity to grant them powerful defensive auras, resurrected zombies, and powerful cleansing flames from heaven. By no stretch of the imagination can clerics be considered weak country priests; on the contrary, they are powerful spellcasters and a force to be reckoned with.
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Dreyoth
Dreyoths are the followers of a cult devoted to the ArchWizard Dreyaldumar, known more simply as Drey, a great artificer. They follow in his footsteps by mingling the teachings of the arcane masters with the skills needed as priest-followers. Like the Kheldites, it is unknown if Drey approves of these worshippers.
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Gypsy
A few centuries after the frost giants descended beneath the northern wastes and humanity had settled once again back into a tenuous state of civilized existence, a number of outlying tribes and wanderers still roamed the lands. Among these 'vagabonds' the skills of survival, protection, and illusion excel in certain individuals, who carry with them an air of mystery, and usually many tricks up their sleeves. Collectively known as 'Gypsies', these rogues and highway healers are regarded warily by all who know of them.
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Keeper
Not much is known about the origin of the Keepers. A few years ago, members of their order or others trained therein began popping up in all sorts of strange corners of the realm, disappearing and reappearing randomly and for no obvious purpose. These days, even those who bear the name know little of their purpose or history, though the name brings images of strange movements in the shadows, strange objects and devices left in dark corners, and of strange fires and lights seen from afar.
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Kheldite
Kheldites are priest-followers of the cult of Kheldar. The ArchWizard Kheldar was rumored to be a powerful Master Thief before his ascension. The cultists follow in that path, following some of the trade of the thief while worshipping him and attracting followers. Whether Kheldar himself notices them and approves of their efforts is not known.
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Quessite
Quessites are priest-followers of the cult of Quessumae. Quessumae is a world builder of some reknown and her followers excel in all forms of item creation and enhancement. She is also the patron saint of half-kobolds for some reason known only the the half-kobolds. Unlike Drey and Kheldar who scarcely notice their cults, Quessumae is known to bask in the attention she receives, bestowing favors and curses as appropriate.
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Mage
Mages claim dominion over a wide repetoire of elemental spells and enchantments, augmenting their power and knowledge of the world as well as allowing them to roast their enemies with a fireball or two. Mages are not powerful melee fighters, but their powerful magic more than compensates for their apparent weakness.
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Mercenary
Some people just aren't cut out for making an honest living or serving in a standing army. Mercenaries come in all shapes and sizes - some are honest swordsmen, some will take you for everything you've got - but all will sell their sword to the highest bidder. These soldiers of fortune use every tool at their disposal to conquer their enemies, unafraid to kick dirt in someone's eyes or stab them in the neck to fulfill their contract.
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Paladin
Paladins are warrior priests of a particular faith who serve their deity with steel and spell. A great addition to any party, Paladins focus their faith into enchantments and cantrips to aid themselves and their party members, being particularly famous for their ability to raise their party's morale against their enemies. Though their self-righteousness borders occasionally on arrogance, none doubt the power of this faith warrior's power.
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Shaman
Shaman have shunned the technical hermetic formulae of the mages and the stoic religious nature of cleric magic, and have instead focused their energies toward being unified and having mastery over the natural powers of the earth. Shaman call upon the spirits of totem animals to grant them power, summon living trees to their aid, and convert natural objects into offensive and defensive cantrips for their own use. Commoners fear and misunderstand the Shaman, for they warp what is simple and natural into powerful weapons against their foes.
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Templar
Once an order of cavaliers under a powerful king, these powerful knights split from the corrupt politics of the time and dedicated themselves to arcane study, excising themselves from the world as we know it. Strange times these are indeed, for the Templar have once again entered the world - amidst claims of witchcraft and demonism, no less. Regardless of their nature, these knights use powerful magic and cantrips to improve their prowess, making them dangerous and deadly foes.
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Thief
Thieves are supposedly the quintessential jacks of all trades. On Underworld Dreams, they are survival machines. Lacking the physical size and strength of warriors, thieves rely on their cunning and stealth to kill their opponants before they have time to react. Street vagabonds and shadowy assassins stalk the alleyways of Underworld Dreams, ready to place their knife in your back for your coinpurse. The thief is a difficult one to catch, let alone to kill, and though their melee prowess does not quite match up to the warrior's, they are still formidible foes and not to be taken lightly.
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Warlock
Warlocks are adept in the knowledge of the manipulation of the mortal spirit, generally for negative ends. Equipped with spells, cantrips, and curses designed to harm and haunt, the solitary warlocks are not to be trifled with. Particularly, the warlock is known for creating vast armies of zombies and demons, augmented by a wide repetoire of curses and malevolent abjurations to rip their foes to shreds.
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Warrior
Soldiers, barbarians, cavaliers, men at arms, knights - call them what you will, these war machines have the guts and the muscles to take on virtually anything that you can throw at them. What is common among these varied occupations is a love of the thrill of battle and a melee prowess which is unmatched by any other fighter in the realm. Warriors are feared and respected everywhere for their awesome skill at swordsmanship and weaponry.
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