Holy warriors serve their goddess out of a sense of duty and pride. They are honor-bound to fight evil.  Phaedra’s Paladin’s are at the forefront of the war against oblivion.


  • sword – the warrior’s standby, from rapier to claymore
  • scan – allows you to look before you leap
  • staves – brandish staves for calling forth magics
  • scrolls – allows you to study and cast magics written on parchment
  • second – attack with training, the skilled paladin can hit twice as fast
  • third attack – allows the skilled paladin to land three blows in one round
  • lay on hands – performs minor healing on wounds


  • combat – communes used in combat
  • death  – communes to drain or empower the life force
  • healing – communes to alter the physical health
  • protection – communes that grant protection


Rangers dabble slightly in the druidic powers of summoning, though their prowess lies in the melee combat.  Rangers serve as scouts and guides for the contingent force of dawn elves arriving on Akir.


  • awareness – wake up when someone approaches as you sleep
  • scan – allows you to look before you leap
  • sword – the warrior’s standby, from rapier to claymore
  • spear – this skill covers both spears and staves, but not polearms
  • animal training – animal training allows animals to be more friendly with you
  • domesticate – tame animals as your own pet, to follow your commands
  • axe – the use of axes, ranging from hand to great (but not halberds)
  • build – skill ofwoodcraft to build certain things, including fires
  • sneak – move undetected from room to room


  • animal – summons the powers of nature’s animals
  • land – summons that offers resistance to the elements
  • plant – summons that call on the vegetation
  • water – summons that call on the elements of water