Heroes are the basic fighting class of the Hibernian realm. They have the ability to train in all of the weapons available in the realm. They also have access to every type of Hibernian armor. Heroes can tap into the beast within themselves and morph into a large, intimidating stag, which gives a short burst of health.
No magic is available to the Hero, for he is purely a melee character, but he does have some training in protection and evasion skills. Heroes are sought after for their expertise in weaponry and killing.
BLADES
https://darkageofcamelot.com/content/class-library-hero
Wardens have their roots in the art of healing, but over the years have focused their abilities on buffing and fighting. They retain the ability to cast basic heals, but are not as strong of a healer as they are as a fighter / buffer.
Wardens can train in one hand weapons as well as parry and are able to wear Scale armor and use a standard medium shield. They also have the ability to use a short bow. This gives Wardens a good foundation as a fighter, but their magical abilities are what really give them their real power.
Wardens magical abilities focus almost exclusively on buffs. This includes the group effecting damage add, run speed, and bladeturn chants. Wardens also have group castable resistance buffs and several stat boosting buffs. Wardens also have several self-only buffs, including the best haste spell in all the realms.
The Vampiir class is a fighter who wields a one-handed piercing weapon in its right hand. While in melee combat, it is able to cast Vampiir magic with the left hand. The class does not have a normal power pool, however. It will gain power from a variety of attacks - primarily melee strikes.
The class receives Safefall and Climb Walls, as well as a passive form of health regeneration. Vampiiric magic comes in three categories or spell lines: "Self Enhancement" spells such as parry, evade, run speed, magic and melee absorption bonuses; "Offensive Damage" spells such as Flame Strikes and a special ability to turn the left hand into a claw for further melee attacks; and "Utility" spells such as a single target mez, snare, Lull Enemies, and effectiveness debuffs.
While not physically as imposing as other assassins of the realms, those which choose to walk down the Way of Stealth and follow the Path of Essence will depend on their quick reactions, stealth, speed, and sharp wit to combat the enemies of the Hibernian Realm.
To assist in the endeavor, the Nightshade Elders have developed and passed down a few magical baubles that grow in strength as the Nightshade becomes more acquainted with his repertoire of skills. In addition to the more common ways that the Nightshades uses to dispatch their foes, they freely practice the skill and art to poisoned weaponry and then turn these deadly blades upon their enemies. As their name would imply, there are certain Nightshades who are renowned for the unusual potency of these poisons.
They are the stalkers of the night, that can strike quickly and efficiently from concealment, using poisons and a touch of magic to help fell their opponents.
Mentalists are pure casters with the ability to heal their realm-mates and control the minds of their enemies. Much like the other casters of Hibernia, the Mentalist researches and studies the ways of nature's magic through the Sun, the Moon, and Mentalism.
Their training in Mentalism provides them with crowd controlling spell elements, which prove very useful when in sticky situations on the frontier. Their minor healing abilities make them wonderful backup healers, again, in tight situations. In addition to the offensive power granted to Mentalists by their pets (which they get by charming monsters), they also have damaging spells.
http://darkageofcamelot.com/content/class-library-mentalist