Classes

When you create your Twin Skies character; you will be prompted to choose a class, here are the current classes you have to choose from, along with their abilities.
Beastmaster
Elves are, by and large, a laid back and relaxed people. There are, however, exceptions to every rule. Elven Beastmasters are one such exception. Beastmasters are all about 'getting back to nature' with an emphasis on the wild, animal ferocity part. Beastmasters eschew conventional weapons and prefer using their hands, augmented by razor sharp claws, of course. By the time a Scout hovers into range or a Floramancer summons her first flower, the Beastmaster will already have eviscerated a foul grub and be lunging for the next target, growing stronger with each rage-filled moment.

And fury is the key to the Beastmaster's most notable abilities: Beastmasters fight by taking on the aspects of ferocious animals. As their fury grows, these aspects become more pronounced until the height of a battle, when Beastmasters are utterly indistinguishable from the beasts they mimic.

Beastmaster Abilities: Ferocious Howl, Frenzy, Panther Stance, Paralysing Sting.

Corsair
Quick, smart, charming, brave, cunning... These are only a few of the words that corsairs will gladly use to describe themselves to anyone who will listen. If you give them half a chance, they'll also tell you how brilliant a shot they are with their handcrafted, personalised pistols or how many sword duels they've won with one, or more, hands tied behind their back.

Corsair Abilities: Dirty Trick, Double Cross, Smoke Bomb.

Floramancer
Dedicated disciples in the ways of plant life and growth, a floramancers are one of the most versatile classes that canopy elves get to choose from. They can use their magic for creating sunlight, healing their allies, summoning pets made entirely of plants and leaves, or creating powerful potions from their knowledge of botany and herbalism. Not bad for someone who plays in the dirt and picks flowers all day!

Floramancers tend to be patient and nurturing, valuing life in all forms. Just don't call their summons weeds, or come too close with fire. Then there might be, uh, complications.

Flormancers Abilities: Entangle, Pollenate, Summon Snapping Daisy, Sunshine.

Priest
Priests tend to draw their powers from one meteor in particular, such as the buffalump, fish or wolf. This means that even within the class there is a great difference in abilities and functions. Some priests will channel their favoured meteor to heal wounds, while others may call upon their spider meteor to web and poison their foes.

Priest Abilities: Bee Sting, Buffalump's Endurance, Meteor Strike, Undo Wounds.

Psion
The Psion is a class not to be trifled with, as they are capable of using the power of their mind. They can confuse their foes, injure their foes with psychic energies, or tap into their allies' subconscious to unlock their hidden potential.

Psion Abilities: Acrobatics, Mind Blast, Telepathy, Uncoil Dragon.

Scout
Many years ago, the Canopy Elves discovered that some of the sap dripping out of the Elevere Trees had a very unexpected property - it seemed to ignore the effects of gravity. What's more, applying this sap to a piece of wood created a highly dynamic mode of transportation - the hoverboard!

Paired up with their trusty blasters, a Scout is a speedy ranged force to be reckoned with. Scouts can zoom in and out of any battle and hit far away targets with pinpoint accuracy with their personalized blasters that can fire, well, almost anything. Smoke bombs, icy sap balls, sharp acorns, fruit slime traps: the Scout's ammo pouch is a virtual cornucopia of pain. By the time the monster wipes the goop out of its eyes and charges the Scout, he's already hopped on his board and sped away.

Scout Abilities: Camouflage, Crackshot, Need for Speed, Poisoned Shot.

Soldier
The Soldier is the master of directing the flow of combat. She can slow or even stop enemies in their tracks, inspire courage in her allies, and when the going really gets tough, she'll be the one to take that particularly hard club swing to the face for her team.

Solider Abilities: Bind Wounds, Disbelief, Tackle.

Warden
Wardens are heavily armored animal trainers, doing battle alongside a pack of highly trained animals. Never mind that half the pack tends to run off at the first sign of trouble; the other half sticks around. Usually. And besides, that's what the glaive is for: the half-spear, half-shield that wardens wield to deadly effect, whether the pack sticks around or not.

Solider Abilities: Tame Animal, Sap Shield, Empower Glaive, Swarm Target.

Witch
Whatever you do DO NOT call a male Witch--he is a Wizard and only that. They can draw immense power from the ground around them and use it to conjure fireballs, and rabbits.

Witch Abilities: Call Familiar, Fizzle, Lesser Curse, Wilt Crops.