Armor
Fletching
Tailoring
Weapons
 

  

Professions

Profession Starting Skills Attributes HP/MP Description
Adventurer None None 5/5 An Adventurer does not have specific talents, abilities or penalties in any particular skills. Adventurers are one of the most versatile classes for those who wish to learn a wide variety of skills, but they are lack the bonuses of more specific classes. Adventurers are equally adept at martial skills, spells skills and other skills, as their race is the only modifier to their talents and skills.
Alchemist 30 Alchemy
10 Gathering Skill
 
-5 Strength
+5 Intelligence
5/5 The Alchemist is naturally adept in the arts of Alchemy, making potions, elixirs and other concoctions. Many Alchemists are skilled in gathering at least one type of component to use for their work. Alchemists tend to be less adept at martial skills than they are at magical skills, but they are not particularly well-suited for either.
Archer 30 Archery
10 Fletching
 
-5 Intelligence
+5 Dexterity
6/4 Archers are a class dedicated towards perfecting the use of a bow through the Archery skill. Archers are highly skilled in Archery, but find melee styles more difficult to learn than most others.
Armorsmith 30 Armorsmith
5 Hammer
5 Mining
+5 Strength
-5 Dexterity
 
5/5 Becoming a master Armorsmith takes a long time and a lot of hard work. Armorsmiths tend to be strong individuals that fight well with the hammers that they use in their art, but make weak spellcasters. As specialists of their craft, they have the easiest time learning Armorsmithing of any profession, and some ease with Tailoring and Weaponsmithing, both of which share some techniques with Armorsmithing.
Artificer 20 Spellcraft
15 Lore
10 Spell School
10 Craft Skill
+10 Intelligence
-10 Strength
 
3/7 Artificers are craftsman that are highly specialized in Spellcrafting and Lore. Artificers are equally adept at all of the Crafting and Gathering Skills.
Assassin 25 Dagger
20 Dual Weapon
15 Ranged Weapon
10 Stealth
+5 Dexterity
-5 Intelligence
 
7/3 Hired to take a life in the darkness of the night, an Assassin may kill for money, revenge, or simply for the thrill. They fight well with Daggers and Swords, and few approach their skill at the art of Dual Weapon use. An Assassin is wise to learn the way of Stealth.
Axeman 30 Axe
20 Armor
+5 Strength
-5 Intelligence
7/3 An axe specialist is known as an Axeman, and in some lands they are employed as executioners. Axemen tend to be poor spellcasters, concentrating mostly on melee combat. The Armor skill may be of use to an aspiring Axeman.
Bandit 20 Melee Weapon
20 Ranged Weapon
10 Stealth
None 6/4 In every society there are those willing to prey upon the weak. The Bandit favors weapons and Worldly skills over spells. Bandits are excellent at finding traps, picking locks and are adept at Stealth and Camping.
 
Barber 30 First Aid
10 Herbalism
None 5/5 A Barber is a medieval physician, skilled in the use of the dagger as well as the abilities to heal through mundane means. First Aid, Herbalism, and Alchemy may be useful to an aspiring Barber.
Bard 30 Bardic
20 Spellcraft
10 Focus
+5 Dexterity
+5 Intelligence
-5 Strength
-5 Consititution
3/7 When it is time for tales to be told of the daring of heroes and the dispicable acts of villains, it is the Bard that creates and spreads those tales. Bards have a strong affinity towards Bardic magic and are considered to be the most magically oriented of the Bardic magic casters.
Berserker 35 Melee Weapon
10 Armor
 
+10 Strength
+5 Constitution
-5 Dexterity
-10 Intelligence
 
8/2 Few melee warriors can rival the destruction wrought by an angry Berserker. They eschew ranged weapons and magic as tools for the weak, using great hammers and axes to cleave through their foes. Fine crafts, such as calligraphy, are beyond the average Berserker.
Bombadier 30 Thrown
10 Weaponsmith
+5 Dexterity
-5 Intelligence
7/3 A Bombadier is one who has a natural aptitude for Thrown weapons. They are adept at Armor and Shield, and make poor spellcasters. They are naturally talented at Weaponsmithing, as they often learn to make their own weapons.
Blacksmith 20 Armorsmith
20 Weaponsmith
5 Hammer
5 Mining
+5 Strength
-5 Dexterity
 
6/4 A Blacksmith is a crafter that works primarily with metal objects. They make poor spellcasters, but fight adequately with a hammer. Blacksmiths excel at Armorsmithing, Fletching, and Weaponsmithing and have a knack for Traps and Pick Locks.
Bowyer 30 Fletching
5 Ranged (no Thrown)
 
+5 Dexterity
-5 Intelligence
5/5 Bowyers excel in Fletching, and are known to make some of the best ranged weapons in all of Vormis. Bowyers tend to focus more on making weapons than ammunition, but they have the ability to make both with the right materials. Bowyers have a natural aptitude for Archery and Crossbow.
Brawler 30 Unarmed
10 Dual Weapon
10 Armor
+10 Constitution
+5 Strength
-5 Dexterity
-10 Intelligence
8/2 Brawlers are known for their ferocity and for their great Strength and Constitution. They are naturally adept at Unarmed combat. They are not as skilled at Armor and Shield as many other fighters, but they often train in Dual Weapon.
Brewer 20 Alchemy
20 Herbalism
+10 Constitution
-5 Intelligence
-5 Dexterity
 
5/5 A Brewer is one who makes ales and other brewed and fermented drinks. The Brewer's specialty is in Alchemy. They have a natural aptitude for Herbalism. Brewers are in some ways similar to Vintners who are known for making wines, rather than malt beverages.
Cabalist 20 Necromancy
20 Summoning
10 Spellcraft
10 Focus
 
+10 Intelligence
-5 Constitution
-5 Strength
3/7 Cabalists have a reputation for being focused only on the summoning or creation of creatures, mainly of the Necromancy and Summoning schools of magic. They are generally weak in physical combat. Cabalists have a natural talent for Spellcraft and Focus which are both important secondary skills to a spellcaster. Cabalists often believe that summoned creatures, be they undead or other kinds, are meant to do the summoner's bidding, and that those who do not take advantage of the powers of summoning are somewhat foolish.
Calligrapher 30 Calligraphy
10 Spell School
10 Gathering Skill
+10 Intelligence
-10 Strength
3/7 Calligraphers are those who have devoted their lives to the study of Calligraphy. They have a natural talent for learning languages, especially the common tongue, Praxic. They learn the schools of Magic with less effort than fighters, but more with more than many spellcasters. Calligraphers are fairly weak in the physical aspects of combat.
Cavalier 25 Armor
25 Shield
15 Melee Weapon
+5 Strength
-5 Intelligence
7/3 Cavaliers, like Swashbucklers, are known for their talents in the use of Swords, but are generally considered to be more like a Warrior in nature. Cavaliers are more oriented towards fighting than Swashbucklers, and learn general Martial Skills easily.
Cleric 15 Shamanic
15 First Aid
10 Melee Weapon
+5 Intelligence
-5 Dexterity
4/6 A Cleric is one who has devoted his or her time to learning to heal, much as a Healer or Friar, but who also has a natural talent towards some melee weapons. Clerics are most often devoted to the service of Erosis, though service to Erosis is not a requirement to become a Cleric. Many Clerics have a reputation for healing those who come to them in need of healing in exchange for small gifts or tokens of appreciation.
Commoner 20 Craft Skill
20 Gathering Skill
 
None 5/5 A Commoner is a common person that can be found anywhere in Vormis. Unlike Adventurers or specific types of Adventurers, Commoners are very limited in the skills for which they have a natural talent. Commoners do have talents in Crafting skills, but little else.
Conjurer 30 Conjuring
20 Spellcraft
10 Focus
 
+5 Intelligence
-5 Dexterity
4/6 Those who specialize their learning into the Conjuring school of magic may become Conjurers. Conjurers, like most strict spellcasters, can learn Focus and Spellcraft with a fair amount of ease, but are very slow to pick up Martial skills. Conjurers are not particularly good at Crafting skills, as they can usually find a way to conjure what they need, rather than having to physically create an item. Lore is a secondary skill that a Conjurer might consider useful.
Crafter 30 Craft Skill
30 2nd Craft Skill
+5 Intelligence
-5 Strength
5/5 Crafters are renowned for their attention to detail in crafting almost anything. A Crafter can become skilled in any number of Crafting skills, and most Crafters have some skill in being able to find components to use through Gathering skills. As they often work with their hands, they have an understanding of Traps, Pick Locks and Lore. Crafters tend to be good at Bargaining, as they often sell their works to others.
Crossbowman 30 Crossbow
10 Fletching
+5 Dexterity
-5 Intelligence
6/4 Crossbowmen are known for thier talents in using Crossbows. With study, they can attain incredible accuracy and range with almost any type of Crossbow and ammunition. They excel in Fletching, and are sometimes skilled in Weaponsmithing, owing to their relatively high Strength.
Dark Paladin 20 Armor
20 Melee Weapon
10 Necromancy
 
+5 Strength
-5 Dexterity
 
6/4 A Dark Paladin is a warrior-mage who has specialized his or her magical talents into Necromancy and who wishes to follow the way of Sashos. According to myth, Sashos was the creator of the Necromantic school, though some will argue otherwise. Dark Paladins directly oppose Paladins, who follow the path of Erosis. Dark Paladins can learn Necromancy with ease, but other schools are more difficult, especially Shamanic magic.
Demiurge 20 Armor
20 Melee Weapon
10 Conjuring
+5 Strength
-5 Dexterity
6/4 A Demiurge is a warrior-mage who has specialized his or her magical talents into Conjuration magic. They tend to be heavily armored melee combatants that favor hammers, and use their powers to enhance their weapons and armor. Excelling at both, they must balance furthering their abilities in melee combat with advancing their magical skills. Demiurges tend to be rather poor at ranged combat, having little time to study such things, and find it difficult to learn schools other than Conjuring, especially the opposition school of Illusion magic.
Diabolist 20 Armor
20 Melee Weapon
10 Summoning
+5 Strength
-5 Dexterity
 
6/4 A Diabolist is a warrior-mage who has specialized his or her magical talents into Summoning. They tend to be heavily armored melee combatants that often use daggers, and use their powers to call creatures to fight alongside them. Excelling at both, they must balance furthering their abilities in melee combat with advancing their magical skills. Diabolists tend to be rather poor at ranged combat, having little time to study such things, and find it difficult to learn schools other than Summoning, especially the opposition school of Bardic magic.
Druid 30 Druidic
20 Spellcraft
10 Focus
+5 Intelligence
-5 Strength
 
4/6 Druids are known for their affinity with all things natural and wild, forests, wilderness, creatures and animals. Much like a spellcasting counterpart to Rangers, those who chose the path of the Druid often find that they like the wilderness more than they care to be in cities and towns. While they are weak in most areas of physical combat, a Druid will commonly learn to use a Bow, Sling or Staff before most other types of weapons.
Duelist 30 Sword
10 Worldly Skill
+5 Dexterity
-5 Intelligence
6/4 Duelists specialize in the use of a Sword. They can learn to use Dual Weapon with relative ease, but they focus mainly on mastering the art of swordfighting.
Empyreal 15 Druidic
15 Bardic
15 Shamanic
10 Spellcraft
 
+15 Intelligence
-5 Constitution
-10 Strength
 
2/8 Empyreals are spellcasters who focus on learning all of the Life schools of magic, Bardic, Druidic and Shamanic, as well as Focus and Spellcraft. Empyreals have a natural talent for First Aid and Lore. Empyreals often believe that living beings are the source of magic, and that all magic comes to and culminates at a living force. They are very weak in physical combat on their own, but are skilled in using their knowledge to aid them.
Enchanter 20 Spellcraft
20 Enchanting
20 Spell School
 
+10 Intelligence
-10 Strength
3/7 To an Enchanter, the creation of items is almost like a spell school in itself. Enchanters specialize their skills into Enchanting and the spell schools that they find they enjoy. Enchanters have no special aptitude for any one school. Enchanters study long and hard to be able to imbue items with magical powers, often relying on others to support their efforts as they do not fight or cast particularly well.
Engineer 20 Armorsmith
20 Weaponsmith
20 Fletching
30 Non-Racial Language
None 5/5 Engineers are known for their penchant for quantifying and building things. Thus, they have an aptitude for Weaponsmithing, Armorsmithing, Pick Locks and Traps.
Etherialist 15 Bardic
15 Illusion
15 Sorcery
10 Spellcraft
+15 Intelligence
-5 Constitution
-10 Strength
 
2/8 Etherialists focus on the study of Spellcraft, Focus and the three Ethereal schools of magic; Bardic, Illusion and Sorcery. They often believe that magic is an intangible part of the world around them, and thus, they are more inclined towards the creation of non-corporeal objects and creatures, unlike the Terrestrial school of magic.
Explorer 20 Scout
15 Search
15 Camping
 
None 5/5 Explorers are known for a wide variety of talents, but most of all, they are known for their desire to explore and chart unknown territory. Because they spend long times away from civilization, they have an aptitude for Craft and Gathering skills, with the exception of Enchanting. They are good at Scouting, Camping, Bargaining, Traps, and learning Languages. They excel in Search, as they spend most of their lifetime in search of new things and lands.
Fletcher
30 Fletching
5 Ranged (no Thrown)
 
+5 Dex
-5 Strength
5/5 Fletchers mainly study the art of crafting ammunition for all types of ranged weapons. They also study some woodworking and generally have knowledge of crafting bows, slings, and crossbows. Most who call themselves Fletchers focus primarily on making ammunition, even though they can make weapons if they have the materials available. Fletchers tend to have a natural affinity towards Archery, Crossbows and Slings.
Friar
15 Shamanic or Druidic
15 First AId
10 Staff
None 4/6 In Vormis, Friars are traditionally those who follow a god and swear to uphold and follow the vows of that god, but who are not particularly skilled in fighting, or in most magic schools. Eventually, the profession of the Friar changed to reflect the Life school of magic more than any of the others. Most Friars are considered to be in the service of Erosis, but that is not always true, as a Friar may choose any god to follow. Friars are somewhat adept at Craft skills.
Geomancer
15 Druidic
15 Conjuring
15 Summoning
10 Spellcraft
+10 Intelligence
+5 Constitution
-5 Dexterity
-10 Strength
 
2/8 The Geomancer studies Spellcraft, Focus and the three Terrestrial schools of magic; Conjuring, Druidic and Summoning. They have little aptitude for physical combat, but often learn to complement their magic skills by finding and learning more than the basic spells of each school. Geomancers often believe that magic comes from the Earth, through rock, plant and animal, and they are more inclined to deal with the tangible aspects of magic, rather than the Ethereal.
Gladiator
25 Melee Weapon
25 Dual Weapon or Shield
+5 Dexterity
+5 Strength
-10 Intelligence
 
8/2 Gladiators are known for their natural aptitude in learning melee Weapon skills and Martial styles. Unlike Mercenaries, who tend to fight for money, Gladiators often like to fight for the joy of the victory. Gladiators make very poor spellcasters in all ways.
Healer
15 Shamanic
15 First Aid
15 Herbalism
 
+5 Intelligence
-5 Strength
3/7 Healers specialize in all manner of healing, magical and mundane. They have an affinity for the Life schools, particularly Shamanic magic, and for Spellcraft and Focus. They are adept at Alchemy, Herbalism and First Aid, but are weak in physical combat. Most Healers are well received in towns and cities, having earned the reputation of being magnanimous as a class.
Herbalist
30 Herbalism
10 Lore
+5 Intelligence
-5 Strength
5/5 A Herbalist is one who has studied the art of finding and gathering useful plants, wood and other related materials. Herbalists tend to find the Life schools of magic easiest to learn, though Focus and Spellcraft are difficult for an Herbalist to understand.
Highlander
30 Sword, Axe or
Hammer
20 Sling or Thrown
+10 Constitution
+5 Strength
-5 Dexterity
-10 Intelligence
7/3 Highlanders are known for their amazing Constitution, and though they are often considered somewhat barbaric, their fighting skills with Sword, Axe, Hammer, and Thrown weapons are admired. Highlanders are often known for their great bravery in battle.
Hunter
20 Ranged Weapon
20 Spear
15 Hunting
+5 Dexterity
-5 Intelligence
 
7/3 Hunters are primarily skilled in the use of ranged weapons, as they are a more combat oriented version of Rangers in many ways. They are somewhat skilled in Scouting, Camping and Stealth.
Huntress
20 Ranged Weapon
20 Spear
15 Hunting
+5 Dexterity
-5 Intelligence
7/3 Huntresses are primarily skilled in the use of ranged weapons, as they are a more combat oriented version of Rangers in many ways. They are somewhat skilled in Scouting, Camping and Stealth.
Huntsman
30 Hunting
10 Lore
 
+5 Dexterity
-5 Intelligence
6/4 Huntsmen are known for their ability to find and harvest useable animal parts, including hides, teeth, claws and other parts that are used in Alchemy, Enchanting and as spell components. They make poor spellcasters but show aptitude for some of the Wordly skills.
Illusionist 30 Illusion
20 Spellcraft
10 Focus
 
+5 Intelligence
-5 Strength
 
3/7 An Illusionist's main talents lie in the Illusion magic school, and in Spellcraft and Focus, the most important secondary spellcasting skills. Illusionists are weak in physical combat, as they usually rely on their spells to win when in a fight. Illusion is the main Ethereal spell school, and deals mostly with the intangible aspects of magic, rather than solid forms.
Infernalist 15 Necromancy
15 Sorcery
15 Summoning
10 Spellcraft
+15 Intelligence
-5 Constitution
-10 Strength
 
2/8 Infernalists are those who have devoted their studies to all of the Death schools of magic. They learn Necromancy, Summoning and Sorcery with ease, but find it very difficult to learn Shamanic, Druidic and Bardic magic. Infernalists are very poor in physical combat, as they have mostly concentrated their effort on mental training. They are adept in Focus and Spellcraft, both important secondary skills to a focused spellcaster.
Jeweler 30 Lapidary
10 Mining
+5 Intelligence
-5 Strength
4/6 Jewelers spend long hours learning their trade, the crafting of Jewelry, aka Lapidary. Because of the fine work they do on a regular basis, they tend to have a knack for Traps and Lore. They are often skilled at Bargaining, as they sell their wares, either through Merchants or directly to others.
Linguist 50 Non-Racial Language
25 2nd Non-Racial Language
+10 Intelligence
-10 Strength
5/5 Linguists are renowned for their knack for learning any language and Calligraphy, including their own native tongue. A trained Linguist can often translate old texts and scrolls that would have been difficult to read even when they were first scribed. Linguists are not proficient at combat skills, and are neither adept nor lacking in any particular magic school. Linguists are generally considered a scholarly class.
Lumberjack 30 Herbalism
10 Axe
 
+10 Strength
-5 Dexterity
-5 Intelligence
 
7/3 Lumberjacks are a specialized type of Herbalist. Often they collect various types of wood, rather than plants and herbs, though they can collect herbs as well. Lumberjacks have a natural affinity for learning the Axe skill. Lumberjacks are very adept at Herbalism. They tend to be naturally proficient in many of the Worldly skills.
Mage 15 Spell School
15 2nd Spell School
10 Spellcraft
10 Lore
+5 Intelligence
-5 Strength
3/7 Mages are the most general of the spellcasters. They do not have any particular difficulty or ease with any one magic skill or school, but tend to be practiced in Spellcraft and Focus. They are quick to pick up Language skills. Many mages believe that all magic comes from the same place, rather than each school from a separate origin. Whatever their beliefs, they are considered the spellcasting equivalent of the Mercenary.
Magician 25 Bardic, Illusion or Sorcery
10 Lore
10 Spellcraft
 
+5 Dexterity
+5 Intelligence
-5 Constitution
-5 Strength
3/7 Magicians are known for their brilliant and colorful displays of magic, as their main talents lie in the Etherial schools of magic: Sorcery, Illusion, and Bardic magic. Magicians are adept at Focus and Spellcraft, Enchanting and Lore. The Etherial schools deal more with the non-corporeal aspects of magic, rather than in Terrestrial magic, and each school enchants items differently to reflect the way that type of magic works.
Marksman 25 Ranged Weapon
15 2nd Ranged Weapon
10 Fletching
 
+10 Dexterity
-5 Constitution
-5 Strength
 
7/3 A Marksman primarily studies the art of using ranged weapons. Marksmen are very proficient at using ranged weapons (Sling, Thrown, Archery, Crossbow). Marksmen are poor spellcasters, but are often knowledgable in Fletching. They are not particularly good at Worldly skills, nor are they particularly weak in that area.
Mercenary 25 Weapon Skill
15 Martial Style
+5 Strength
-5 Intelligence
7/3 Mercenaries specialize in using weapons and weapon styles of any or all sorts. They are equally adept at all melee weapon skills, and excel at the Martial Styles (Armor, Dual Weapon, Shield). Mercenaries have a natural aptitude for Scout, Pick Locks, and Bargaining. Most Mercenaries will decide which weapons and styles they wish to concentrate on learning early in their career, as learning all of the skills at once is too much for any one lifetime.
Merchant 30 Bargaining
30 Lore
 
+5 Intelligence
-5 Strength
 
5/5 Merchants are similar to Adventurers, in that they have no particular weapon skill or magic skill that they learn with ease or with difficulty. They are excellent at Bargaining and Lore, as both skills are quite useful to a Merchant. Merchants sometimes make the items they sell, but many tend to have them made by skilled craftsman who would rather perform their craft than spend time selling their wares.
Miner 30 Mining
10 Lore
+5 Strength
-5 Intelligence
6/4 A Miner is skilled in finding rocks, gems, minerals, ores, and metals and in the method of removing such items from the terrain in which they are found, commonly known as Mining. Mountains, streams and rivers, even some fields and other areas are good places to find certain types of metals and gems. A Miner concentrates on learning the Mining trade, but also relies on other skills to defend against the elements or foes who might attack. Miners often pick up the Axe skill as a melee weapon, since they often have a pick or Axe in hand.
Minstrel 20 Bardic
20 Worldly Skill
10 Lore
+5 Intelligence
-5 Strength
 
5/5 Traveling Minstrels are known for their tales and songs of adventure, as well as for the Bardic magic that they use to supplement their fighting skills and the skills of others. Minstrels are not particularly skilled at weapons skills, preferring to avoid combat whenever possible. They are most skilled in Bardic magic, followed by Shamanic and Illusion, while Summoning is their worst school of magic. They have a strong talent for the Worldly skills.
Monk 30 Staff or Unarmed
10 Calligraphy or Lore
+5 Dexterity
-5 Intelligence
6/4 Adventuring Monks tend to be from monastic orders that encourage discipline and martial prowess as a means to improve ones focus. They tend to study either unarmed combat or the quarterstaff, as well as healing arts, but they are not warriors and rarely wear heavy armor. Monastaries tend to be repositories of knowledge, and Monks exposed to such an environment often copy texts by hand or memorize them, giving them some skill at Calligraphy or Lore. Monks are often fairly scholarly individuals who travel the realms looking for others to aid, or doing kind deeds, and as such Monks tend to have a good reputation in towns and cities. Many take a vow of poverty, giving much of what they find to the needy.
Muse 50 Non-Racial Language
25 Worldly Skill
15 Bardic
+10 Intelligence
-5 Constitution
-5 Strength
 
4/6 A Muse is a spirit of inspiration, and there are some casters that have taken to calling themselves Muses as well. They seek to bring about beneficial change and awaken creativity in all they meet. Muses are similar to Poets, but more magic oriented than most Poets. They tend to learn Bardic magic with ease, and are knowledgable about the world around them, so Lore is a skill at which they excel. They are excellent at the various languages.
Mystic 25 Conjuring, Druidic, or Summoning
10 Lore
10 Spellcraft
+10 Intelligence
-10 Strength
3/7 A Mystic primarily devotes his or her time to the study of the schools of Terrestiral Magic: Conjuring, Druidic, and Summoning. They are adept at learning Spellcraft and Focus, Search, and Lore. They are abysmally weak in the areas of physical combat. While a specialized Conjurer, Druid, or Summoner might be more powerful in one specific school by focussing their studies, the Mystic has the advantage of versatility.
Necromancer 30 Necromancy
20 Spellcraft
10 Focus
+5 Intelligence
-5 Constitution
 
2/8 Necromancers are the specialists of the primary school of Death Magic, Necromancy. They learn their spell school with ease, as well as Spellcraft and Focus. Necromancers deal with raising the dead in a mockery of life called undeath, as well as curses. Generally Necromancers will have minions to fight for them, and as such their weapon skills have atrophied.
Outlaw 20 Melee Weapon
20 Ranged Weapon
10 Armor
 
+5 Dexterity
-5 Intelligence
7/3 Outlaws are fighters who live outside the law. They may fight for a good or evil cause, but they often do not follow the laws of the land while they are working towards their goals. Outlaws usually have bad reputations in most civilizations, so they shouldn't expect to be welcomed into all places, though they may be welcome where others of better reputation are not. Outlaws are equally adept at almost all weapon skills, and learn Armor and Dual Weapon easily. Outlaws find Stealth and Pick Locks easy to learn, as these skills come up often when living on the run.
Paladin 20 Armor
20 Melee Weapon
10 Shamanic
 
20 Armor
20 Melee Weapon
10 Shamanic
 
6/4 A Paladin is a warrior-mage who has specialized his or her magical talents into Shamanic magic and who wishes to follow the way of Erosis. According to myth, Erosis was the creator of the Shamanic school, though some will argue otherwise. Paladins directly oppose Dark Paladins, who follow the path of Sashos. Paladins can learn Shamanic magic with ease, but other schools are more difficult, especially Necromantic magic.
Peasant 25 Craft Skill
25 Gathering Skill
 
None 5/5 Peasants are not generally adventurers, and are not adept at many of the things that are considered essential for adventuring. Weapon skills are difficult for them to learn, and they are very poor spell casters, as they tend to lack understanding of how magic is used, but they are exceptional gatherers and fine crafters.
Performer 25 Worldly Skill
15 Thrown
10 Bardic
+5 Dexterity
-5 Constitution
6/4 Performers are a Bardic spellcasting profession that favor Thrown weapons and Daggers over larger weapons. They tend to travel often, and as such find it easy to pick up the various languages of Vormis. They have some aptitude for Bardic magic, but their skill at the other spell schools is a bit lacking, though they have no strong prohibitions against any school.
Philisopher 30 Lore
20 Non-Racial Language
 
+10 Intelligence
-10 Strength
4/6 These highly intelligent individuals excel Lore, and are talented at Bargaining, Calligraphy, and Search. Philosophers tend to be thoughtful people, who are known for their theories on how magic and the world fit together, as well as for historical documents and other research. As somewhat scholarly types, they tend to make adequate spellcasters.
Pikeman 30 Spear
20 Armor
 
+5 Strength
-5 Intelligence
7/3 A Pikeman is devoted to learning the art of warfare with a Spear. Armor is very important to these front line fighters, but Dual Weapon and Shield are of little use to one who has uses a two handed spear. Not all spears are two handed, so a Pikeman should consider what to learn early in his or her career. Pikemen tend to be good at Armorsmithing and Weaponsmithing to support their calling. They are very poor spell casters, relying mainly on the reach of their weapons to keep a foe away from their allies
Poet 40 Language
30 Language
+10 Intelligence
-10 Strength
4/6 A Poet is skilled with Languages, using words to inspire and amuse his or her compatriots. Poets are adequate spellcasters, and they have an knack for Calligraphy, Lore, and Bargaining. Poets tend to be observant people who notice subtle differences in things that others would miss.
Prestidigitator 20 Illusion
20 Sorcery
10 Lore
10 Spellcraft
 
+5 Dexterity
+5 Intelligence
-5 Constitution
-5 Strength
4/6 A Prestidigitator is somewhat like a stage magician, in that he or she usually focuses on Illusion and Sorcery to fight but also to impress and amaze. Prestidigitators tend to learn Spellcraft and Focus before concentrating on a weapon. Alchemy, Calligraphy and Enchanting come fairly easily to a Prestidigitator.
Pugilist 30 Unarmed
20 Dual Weapon
+5 Dexterity
-5 Intelligence
 
7/3 Pugilists use their fists as weapons, and tend to get into the thick of the fray. They excel in Unarmed combat, though they often learn a ranged weapon in case their foe is out of reach or is not something the should be touched with ones hands. Pugilists often learn Dual Weapon to be able to block and parry blows with weapons that are generally considered to be Unarmed weapons. They have average ability with most Worldly skills and make poor spellcasters.
Ranger 20 Archery or Crossbow
10 Druidic
10 Scout
5 Armor
 
None 6/4 A Ranger is a warrior-mage who has specialized his or her magical talents into Druidic magic. Unlike many of the other hybrid warriors, Rangers tend to favor ranged weapons and lighter armor, though they are quite adept at fighting with a pair of melee weapons, especially swords. Excelling at both, they must balance furthering their abilities in combat with advancing their magical skills. Rangers find it difficult to learn schools other than Druidic magic, especially the opposition school of Sorcery.
Rogue 25 Stealth
20 Weapon Skill
+10 Dexterity
-5 Constitution
-5 Strength
6/4 Rogues attempt to strike a balance between alacrity at Worldly skills and ability with weapons. They favor lighter weapons, and can handle themselves better in a fight than Scoundrels or Thieves, their closest counterparts.
Sage 40 Lore +10 Intelligence
-10 Strength
 
4/6 Sages are learned individuals that are famous for their knowledge of Lore. They excel at all of the languages of Vormis, having often spent long hours deciphering texts written in ancient scripts. Sages make adequate spellcasters, favoring none of the schools of magic more than others.
Scholar 20 Focus
20 Lore
10 Spell School
 
+15 Intelligence
-5 Constitution
-10 Strength
  Scholars focus on what is normally considered "scholarly" pursuits. They are adept at learning languages, somewhat adept at learning magic schools, and they find Focus and Lore very easy to learn. They favor Calligraphy of all of the crafting skills, and they have some aptitude for Bargaining and Search. Scholars are not naturally skilled at combat skills, usually shunning physical pursuits for those more mentally oriented.
Scoundrel 30 Worldly Skill
30 Second Worldly Skill
+10 Dexterity
-5 Constitution
-5 Strength
 
5/5 Scoundrels are the undisputed masters of Worldly Skills. Rogues and Thieves approach their level of competence at some of them, but a Scoundrel performs any of them with the aptitude of a specialist. Unfortunately, this broad training has left them somewhat lacking when it comes to combat and magic, though they have less of a problem using light melee weapons and casting Illusion spells. They make adequate crafters, and some have found that learning languages helps them in their travels.
Scribe 30 Calligraphy
10 Gathering Skill
10 Lore
+10 Intelligence
-5 Constitution
-5 Dexterity
3/7 A Scribe specializes in the art of Calligraphy. While Scribes tend to be more spellcasters to maximize the use of their skill at Calligraphy, they do not tend to favor any one spell school. Having devoted one's life to texts, they have a natural aptitude for Languages and Lore.
Seer 25 Bard, Druid, or Sham
10 Lore
10 Spellcraft
+10 Intelligence
-5 Constitution
-5 Dexterity
3/7 A Seer primarily devotes his or her time to the study of the schools of Life Magic: Bardic, Druidic, and Shamanic. They are adept at learning Spellcraft and Focus, Search, and Lore. They are abysmally weak in the areas of physical combat. While a specialized Bard, Druid, or Shaman might be more powerful in one specific school by focussing their studies, the Seer has the advantage of versatility.
Shaman 30 Shamanic
20 Spellcraft
10 Focus
 
+5 Intelligence
-5 Strength
 
4/6 Shamans are devoted to the study of the primary Life magic, Shamanic magic, which is the school most dedicated to healing. They are naturally adept at casting Shamaic magic, as well as at Spellcraft and Focus. While their peaceful ways tend to leave them little aptitude in physical combat against most enemies, they can use Shamanic magic to great effect against undead. A strong ally is still the best defense against foes for a Shaman. They have minor talents in Enchanting, Calligraphy, and Alchemy, but excel at First Aid.
Skald 20 Armor
20 Melee Weapon
10 Bardic
 
+5 Strength
-5 Dexterity
 
6/4 Skalds are Vikings that have taken some interest in Bardic magic. They tend to be heavily armored melee combatants that favor axes and hammers, and use their powers to rally their allies. Excelling at both, they must balance furthering their abilities in melee combat with advancing their magical skills. Skalds tend to be rather poor at ranged combat, having little time to study such things, and find it difficult to learn schools other than Bardic, especially the opposition school of Summoning magic. Of the Bardic spellcasters, Skalds are by far the most oriented towards melee combat.
Slinger 30 Sling
10 Fletching
+5 Dexterity
-5 Intelligence
6/4 Though a Slinger uses one of the least advanced types of weapon, those who specialize in the Sling as a weapon are often underestimated. A Slinger can develop great accuracy and range with his or her chosen weapon, for little cost and material. Fletching is a secondary skill that many Slingers find invaluable. Slingers are poor spellcasters, but have little trouble learning Worldly or Crafting skills of any type.
Soldier 25 Armor or Shield
25 Weapon Skill
 
+5 Strength
-5 Intelligence
8/2 A Soldier trains in combat techniques and styles from a very young age, usually choosing to pick one and specialize in that particular weapon. A Soldier will find it equally easy to learn any type of weapon or martial style, though learning all at once is not advised. Weaponsmithing, Armorsmithing, and Fletching are all useful secondary skills for a Soldier, as is Camping and possibly First Aid.
Sorcerer 30 Sorcery
20 Spellcraft
10 Focus
+5 Intelligence
-5 Strength
 
2/8 Those who focus their studies on Sorcery often become Sorcerers. They have a natural talent for Sorcery, and can use it to cast impressive damaging spells. Sorcerers are very weak in physical combat, instead relying on their spells to kill enemies at range. Sorcerers find it fairly easy to learn the adjacent schools of magic, Illusion and Necromancy, but Spellcraft and Focus are the most important secondary skills for a Sorcerer to learn.
Squire 30 Armor
20 Melee Weapon
5 Shield
 
30 Armor
20 Melee Weapon
5 Shield
 
7/3 Squires tend to be idealistic fighters that are studying to be Knights. The core ideas of chivalry are usually held close to their hearts, and tend to strive to be examples for others. They primarily focus on melee weapon skills, such as Sword, Axe, or Hammer, and train in wearing heavy Armor, sometimes with a Shield, though some use two handed weapons instead. They are not skilled with ranged weapons, and magic skills are very difficult for them to learn. Weaponsmithing and Armorsmithing are useful secondary skills to a Squire, as they enable him or her to fix weapons when traveling outside cities and towns.
Summoner 30 Summoning
20 Spellcraft
10 Focus
+5 Intelligence
-5 Constitution
 
3/7 Summoners are the specialists of the school of Terrestrial Death Magic, Summoning. They learn their spell school with ease, as well as Spellcraft and Focus. Generally a Summoner can call creatures to fight for him or her, and as such their weapon skills have atrophied.
Swashbuckler 30 Sword
20 Worldly Skill
+5 Dexterity
-5 Intelligence
 
6/4 Swashbucklers strive for a flashy style of Sword fighting, often fighting to impress as well as to kill their opponent. Many Swashbucklers exchange Dexterity and freedom of movement for the safety of heavy Armor, instead sometimes learning Dual Weapon or simply concentrating on Swords. Some of the Worldly Skills come easily to them, and most Swashbucklers will only learn magic for visual effects, not spending an extraordinary amount of time studying it when there are masses to impress with your swordplay.
Sycophant 40 Bargaining +10 Intelligence
-5 Constitution
-5 Strength
 
4/6 A Sycophant is one who flatters those who are above himself or herself in rank, for the purposes of gaining political power. Most Sycophants have a "honeyed tongue", and thus, language skills come easily to them. Bargaining is key to the Sycophant, as they would often rather bargain than risk a fair fight. Always scheming to advance their social position, many of the Worldly skills come easily to a Sycophant, and the magical arts are far easier for them to learn than military matters, which involve getting one's hands dirty and involve far more risk.
Tailor 30 Tailoring
10 Gathering Skill
 
None 4/6 Tailors are excellent at making cloth, and creating light armor of cloth or soft leathers. Tailors make adequate spellcasters, but tend to find more martial pursuits difficult to master.
Templar 20 Armor
20 Melee Weapon
10 Sorcery
 
+5 Strength
-5 Dexterity
 
6/4 A Templar is a warrior-mage who has specialized his or her magical talents into the Sorcerous arts. They tend to be heavily armored melee combatants that favor swords, and unleash elemental attacks upon their enemies from afar. Excelling at both, they must balance furthering their abilities in melee combat with advancing their magical skills. Templars tend to be rather poor at ranged combat, having little time to study such things, and find it difficult to learn schools other than Sorcery, especially the opposition school of Druidic magic.
Thaumaturgist

25 Necro, Sorc or Summ
10 Lore
10 Spellcraft

+10 Intelligence
-5 Constitution
-5 Strength
3/7 A Thaumaturgist primarily devotes his or her time to the study of the schools of Death Magic: Necromancy, Summoning, and Sorcery. They are adept at learning Spellcraft and Focus, Enchanting and Lore. They are abysmally weak in the areas of physical combat. While a specialized Necromancer, Sorcerer, or Summoner might be more powerful in one specific school by focussing their studies, the Thaumaturgist has the advantage of versatility.
Theurge 20 Armor
20 Melee Weapon
10 Illusion
+5 Strength
-5 Dexterity
 
6/4 A Theurge is a warrior-mage who has specialized his or her magical talents into the way of Illusion. They tend to be heavily armored melee combatants that favor spears, and use their powers to confuse their enemies. Excelling at both, they must balance furthering their abilities in melee combat with advancing their magical skills. Theurge tend to be rather poor at ranged combat, having little time to study such things, and find it difficult to learn schools other than Illusion, especially the opposition school of Conjuring magic.
Thief 20 Any Weapon
10 Pick Locks
10 Search
10 Traps
20 Any Weapon
10 Pick Locks
10 Search
10 Traps
6/4 There are some undertakings that require a person who is knowledgeable in Traps, Stealth, and Pick Locks. Thieves tend to use Dual Weapon and tend to favor Swords or Daggers over heavier melee weapons, and can learn to use ranged weapons easily. Thieves are not particularly gifted in the use of magic, though Illusion is the simplest for them to learn. Thieves rival or surpass Scoundrels and Rogues in ability in most of the seedier Worldly skills.
Tinker 20 Craft Skill
20 Second Craft Skill
20 Lore
 
+5 Dexterity
+5 Intelligence
-5 Constitution
-5 Strength
 
4/6 Tinkers are a crafting profession that have a gift for Weaponsmithing, Armorsmithing, Lapidary, Mining, and Traps. They are rather poor in combat and are not especially talented at magic, but do well at their specialty skills.
Troubador 25 Bardic
15 Spellcraft
10 Lore
+5 Intelligence
-5 Strength
5/5 Troubadours are skilled musicians that learn the Bardic spell school with ease, and have little difficulty learning the ways of melee combat. They are not as skilled at combat as a Skald, but moreso than a Minstrel or Bard, making them one of the more versatile Bardic spellcasters. Bardic songs can heal, shield, protect and even resurrect others, and many Bardic songs affect areas rather than one person at a time.
Viking 25 Axe, Hammer, or Spear
15 Armor
+10 Strength
-10 Intelligence
 
8/2 More dexterous than a Berserker or Barbarian, a Viking also tends towards wearing heavier armor. Their warrior ways tend to make them abysmal casters, and they tend to solve their problems with a weapon rather than through diplomacy.
Vinter 20 Alchemy
20 Herbalism
 
None 5/5 A Vintner is one who makes wines. Though similar to a Brewer, the Vintner's specialty lies in finding quailty components for wines, rather than ales and malt drinks. Vintners are excellent students of Herbalism and Alchemy. They are not particularly adept in the ways of physical combat, but they make adequate spellcasters if they apply themselves.
Warden 20 Any Weapon
15 Camping
15 Hunting
15 Scout
None 7/3 A Warden is often considered to be the protector of a forest or other area of land, much like a Druid or Ranger. Unlike them, however, Wardens are not gifted with magical talents. They are adept with weapons of all types, and tend towards heavier armor. Wardens are adept at Camping, Scout, and First Aid, as well as in Hunting and Herbalism.
Warrior 30 Melee Weapon
10 Martial Style
 
+5 Constitution
+5 Strength
-10 Intelligence
8/2 Warriors are those who devote themselves primarily to melee combat in almost any form. Heavily armed and armored, Warriors often form the front line of major battles. They are typically very poor spell casters, but they do show some talent in the fields of Armorsmithing and Weaponsmithing.
Wizard 20 Spell School
15 Lore or Spellcraft
10 Alchemy
10 Staff
+10 Intelligence
-5 Constitution
-5 Strength
3/7 A Wizard's or Witch's strengths lie in Lore, Calligraphy, Enchanting, Alchemy, Spellcraft, Focus and the use of staves. They are equally talented at casting any spell school, though they will generally only specialize in one or two schools, and are likely to be able to make magical scrolls and to enchant other items, as well as to be able to make potions and other alchemical brews.
Woodsman 20 Camping
15 Hunting
15 Scout
10 Axe, Spear, or Staff
 
None 7/3 Woodsmen are known for their ability to live in the forests of Vormis, surviving through hunting and collecting herbs. They have little natural aptitude for magic, and are often more oriented towards scouting and fighting. A Woodsman can make an excellent addition to a party looking for guidance while traveling through unknown territory.
Zealot 30 Dagger
10 Lore
 
None 4/6 There are stories of otherworldly creatures that whisper secrets of power to those who would listen. Summoners often come into contact with them, but it is the Zealots of Vormis that seek out this forbidden lore. They tend towards secrecy, and deter inquiries to their activites with violent displays of prowess with the daggers that have become their trademarks. Zealots excel at the use of daggers, and are adept at chanting in all of the tongues. They have a knack for Lore and Stealth, and though they are not especially proficient casters, they tend to favor Summoning over the other schools of magic.
   

This website was created by Tman and provides information about Rubies of Eventide, devlopped by Mnemosyne LLC.
Some of the information was taken from ROE Warcry and Lore of Eventide.