Players in the game have a chance to drastically alter their skills and play styles throughout the game by advancing to a new rank in the class tree. Each class has the chance to diverge into at least 2 classes. There are Seven Sages of humanity that wander the world, there is no telling when they may come across them (pretty much open to whoever is in charge of the game). It is not known if there are actually seven sages, or many more, or several less, as they are known to change their appearance with as little as a whisper. Regardless, some sages are able to help train certain classes, while others are not (and may try to persuade them into training for something they may not have considered... such as the Dread Lord listed below), it is mere chance to when someone may find the trainer they are seeking. Each sage will require a task be completed to demonstrate the mastery of the new training before the player can actually advance to that class.
First Ranks
Fighter/Mage: the players will start by indicating deciding on these two classes, a sage need not be sought to become these classes, they are innate. Fighters simply have a slight boost to physical abilities while mages have a slight boost to mental abilities.
Doll Mage: The first in the line of manipulation. Doll Mages are able to enchant small objects and make them appear to move on their own. They are known for carrying marionettes for practice, and can even use them to fight for them.
Elementalist: The first in the line of elemental magic. Elementalists are able to create and to a small degree control the elements of water, fire and earth. Elementalists are beginners, and as such need to wield a staff imbued with the element they wish to utilize.
Cleric: The first in the line of holy magic. Clerics are able to heal woulds and to a small degree bless their allies with additional strength. Clerics magic is limited to words of power that they must speak aloud.
Rogue: The first in the line of light armor combat. Rogues are more agile and dexterous than most, and able to wield and adapt to whatever weapons may be available, usually carrying throwing knives or darts on them. They have some sneakiness, but being just a beginner, they won't hide from trained eyes.
Knight: The first in the line of heavy armor combat. Knights specialize in strength and power, moving naturally in heavy armor than others may not be capable of even lifting. In combat they are agile enough to strike and sturdy enough to take a blow, but they are vulnerable to magic.
Second Ranks
Necromancer: Following the Doll Mage, the Necromancer focuses on death enchantment. Necromancers leave their dolls behind and instead animate a skeleton or ghoul to fight for them for a short time before the undead deteriorates. Necromancers also begin to learn to cast spells utilizing toxins, such as generating a cloud of acid to descend on an enemy, or coating an ally's blade with a poison.
Enchanter: Following the Doll Mage, the Enchanter focuses on living enchantment. Enchanters evolve their dolls to become alive and independent, but fiercely loyal, creatures. The dolls grow into unique forms that no longer resemble a simple toy, to any shape that the Enchanter and the doll wish. Enchanters also begin to become able to manipulate the minds of others.
Druid: Following the Elementalist, the Druid focuses on natural magic. Druids are relatively balanced, albeit limited, in offensive and defensive capabilities. Druids can lightning to shock enemies, as well as use restorative life magic to boost their allies defense and heal their wounds. Druids have an innate connection to wild life, and will sometimes be aided by passing creatures, but Druids are not able to communicate or control them.
Sorcerer: Following the Elementalist, the Sorcerer focuses on destructive magic. Sorcerers use their mastery of water, fire and earth to fuse them into a single staff, allowing them to use the elements simultaneously. While the use of these magics offensively is obvious, they are also learning to generate barriers around allies.
Shaman: Following the Cleric, the Shaman focuses on primal spirit magic. Shaman forsake power words to instead communicate with the dead and the living spirits of animals (telepathically or otherwise) to be able to gain strength for themselves and to some extent as their allies. Shaman can call upon spirits to heal their allies or even to attack their enemies.
Templar: Following the Cleric, the Templar focuses on holy magic. Templars are now powerful enough to simply think power words rather than speak them. Templars learn new words which can heal wounds as they occur, and even the ability to raise the recently deceased back to life. Templars however are rather vulnerable and offensively challenged, given the extreme concentration it takes to recite the power words internally.
Beast Master: Following the Rogue, the Beast Master focuses on allied combat. Beast Masters form a spirit bond between themselves and a wolf, tiger, bear or other natural strong creature to fight alongside. Beast Masters are savage fighters and will wear sharp claws on their hands and have no qualms with biting with their sharpened teeth. Beast Masters only wear toughened animal pelts, however.
Assassin: Following the Rogue, the Assassin focuses on strategic combat. Assassins are adept at hiding in the shadows and using daggers and other light weapons for quick strikes and evasion. Assassins wear only very light armor to not impede their movement or to generate sound.
Dragoon: Following the Knight, the Dragoon focuses on dragon combat. Dragoons are obsessed with the power and forms of dragons, and shape their armor to be dragon-like. Dragoons train to be much more nimble than normal Knights, even wearing the heaviest of armor. Their speed while wearing armor even rivals that of a Rogue in leather. Dragoons seek more exotic weapons and armor than other classes, seeking the strongest, lightest weight arms and armaments possible.
Paladin: Following the Knight, the Paladin focues on holy combat. Paladins additional strength from holy light, which lifts their armor and weapons for them. Paladins powers are mostly focused on protecting themselves from harm, but are also to help their allies to a limited extent, as well as hold their own offensively in combat.
Final Ranks
Arch Lich: Following the Necromancer, the Arch Lich sacrifices their life to be better attuned with the undead. The Arch Lich is a fearsome sight, being either a levitating skeleton or a hunched over ghoul, often draped in robe or cloak. Arch Liches are capable of raising and controlling many undead simultaneously for extended periods of time. The Arch Lich is able to perform a limited variety of magic onto the living, such as making nearby corpses explode. Arch Liches are not very welcome almost anywhere due to their appearance and very nature.
Defiler: Following the Necromancer, the Defiler continues their studies while in the world of the living. The Defiler becomes a master of gruesome magic, such as draining blood from a living person, infecting an enemy with a necrotic virus, or even controlling swarms of locusts to devour the enemy alive. Defilers are prefer to have recently deceased creatures as pets, and grant them venomous saliva and acidic blood.
Illusionist: Following the Enchanter, the Illusionist masters the control of illusions and objects. Aside from the obvious illusions that may be cast, Illusionists may even appear to transform themselves or others into fierce creatures and attack as if they were them for a short time. Illusionists are also capable of generating matter into existence, should they be able to have extreme focus of concentrate long enough.
Coercer: Following the Enchanter, the Coercer masters their controls of living minds. Coercers are able to use their magic to either influence or control another living creature indefinitely. The most powerful Coercers are able to control the minds of an entire army of weak-minded soldiers. Coercers are also capable of strengthening the minds of their allies, making their magic more potent and protecting them from other schools of magic.
Preserver: Following the Druid, the Preserver masters restorative nature magic. The Preserver is able cast magic which harms their enemies and converts the damage done into healing for their allies. Druids are also able to cast beneficial spells on multiple allies simultaneously. Preservers tend to have flocks of small creatures follow them, and are at the ready to fight alongside the Preserver at all times.
Storm Warden: Following the Druid, the Storm Warden masters destructive nature magic. Storm Wardens are masters of wind and lightning, they will cover their entire bodies in crackling electricity and hurl continuous streams of lightning at their opponents. Storm Wardens are able to walk on air and water as it if were solid ground using the lightning to change the state of matter when they wish, as well as enchant their allies' boots to do the same.
Evoker: Following the Sorcerer, the Evoker focuses his attention to the destructive power of fire. Evokers gain an allied living fire familiar that casts its own destructive spells on the enemies of the Evoker. In addition to the offensive fire magic, the Evoker has also mastered the use of fire for defensive purposes, and will enchant themselves and allies with magic that will burn enemies which come within range, and sear them when making contact.
Arcanist: Following the Sorcerer, the Arcanist masters the extra-planar magic beyond that of the tangible elements. The Arcanist has learned to control aspects of time itself, speeding up allies, slowing down foes, even stopping time in some regions- which seemingly makes areas of empty air turn into a solid state, this can be very useful for shielding purposes or even trans-versing gaps. The Arcanist has also gained access to aetheric energy, a trans-dimensional essence that can be manipulated into varying forms of matter (temporary weapons most notably), or be projected as raw energy blasts at enemies.
Earth Caller: Following the Shaman, the Earth Caller focuses the spirits into the material realm. The Earth Caller is distinct from other mage classes, as it becomes empowered to perform physical combat as if it were a fighter all along. The Earth caller's skin becomes hard as granite, allowing them to neglect the use of any armor. The spirits also grant them superhuman strength to wield massive weapons.
Mystics: Following the Shaman, the Mystic focus themselves into the spirit realm. Mystics are ethereal, able to change themselves to become intangible and pass through solid matter. The Mystics are able to bring spirits into the physical realm as well, allowing spirits of wolves, bears, etc to fight alongside them, or allow those spirits to meld with themselves or their allies to empower their strength and heal their wounds.
Justicar: Following the Templar, the Justicar utilizes their adept holy magic to rain vengeance upon their foes. Searing holy light radiates from the Justicar, while summoned hammers of judgement can be swung or flung at opponents to stun them or even knock them unconscious. Justicars wear heavy armor unlike the other mages and their magic is most potent when up close.
Archon: Following the Templar, the Archon has become the embodiment of holy light. The Archon is the supreme healer and defender, but is completely without any offensive abilities whatsoever. Just the presence of an Archon will begin to heal wounds on others adjacent to the Archon. Archons are able to teleport short distances in a flash of light.
Primalist: Following the Beast Master, the Primalist reverts to a primal fury state. The Primalist uses no weapons or armor, but their hands and feet have become razor sharp claws and their jaws are stronger than that of any animal. Primalists no longer use language to communicate, even though they retain their understanding. The natural strength and speed of Primalists is unmatched, and they have innate healing and resistance to magic.
Savage Lord: Following the Beast Master, the Savage Lord has strengthened their bond with animals. Now, even larger and rarer, more powerful creatures will follow the Savage Lord, such as manticores, or gryphons.
Reaver: Following the Assassin, the Reavers bring the shadows with them into the fray. Reavers attack up close and disappear right in front of their enemies. The Reaver is able to wield more than just daggers and maintain their elusiveness.
Shadow Ranger: Following the Assassin, the Shadow Ranger strikes from a distance while remaining in the shadows. Shadow Rangers are expert marksman with a bow or crossbow, but will also use throwing knives or poisoned darts. While stationary, Shadow Rangers are impossible for anyone or anything to detect.
Dragon Knight: Following the Dragoon, the Dragon Knight has allied with dragonkin. The Dragon Knight has a small dragon whelp follow him, granting him extra strength, speed and also a special dragon power related to the color of the dragon whelp. Dragon Knights are the only sentient creatures not attacked/eaten by Dragons on sight.
Dragon Slayer: Following the Dragoon, the Dragon Slayer turn their focus on how to defeat dragons and other large creatures. They wield large two handed weapons, often a lance or large spear, but they remain extremely fast and train to jump extremely high and strike from above or below. Dragon Slayers cover their armor in the scales and bones of creatures they defeat, which, in addition to decor, provide the Dragon Slayer with extra speed and strength, allowing them to become more powerful with each 'exceptional' kill.
Lord Protector: Following the Paladin, the Lord Protector is an impenetrable wall of holy might. The armor of the Lord Protector is pure holy light, impenetrable by non-magical objects. The armor also heals any wounds, short of dismemberment, over time. The Lord Protectors extend a barrier around their allies which provides a fraction of their own defensive capabilities to them, while diverting some of their sustained damage back to the Lord Protector themselves.
Dread Lord: Following the Paladin, the Dread Lord forsakes the path of the righteous and twists the holy light to serve a darker purpose. The Dread Lord is sometimes known as a Death Knight, Shadow Knight or Blackguard, but is always known for cruelty and being feared in combat. The Dread Lords infuse their spirit into their armor, morphing it to their will, and leaving behind their flesh. Dread Lords breath no air, eat no food, drink no water, feel no pain. Their single focus is to kill those who oppose them.