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Classes

The professions of Krynn, and which races may follow them.

Your class is the profession of your character. Each profession gains certain skills and/or spells which define that class.

Who can be what

A full moon means the class is open to that race. Every class also needs certain minimum ability scores.

ClassDwarfElfGnomeGoblinHalf-ElfHumanKenderMinotaur
WizardYesYesYesYesYesYesNoYes
ClericYesYesYesYesYesYesYesYes
RogueYesYesYesYesYesYesYesNo
FighterYesYesYesYesYesYesYesYes
RangerYesYesNoYesYesYesYesYes
KnightNoNoNoNoNoYesNoNo
Paladin*NoYesNoNoYesYesNoNo
BarbarianYesYesNoYesYesYesNoYes
BardYesYesNoNoYesYesNoNo
DruidNoYesNoYesYesYesNoNo
MonkYesYesYesYesYesYesYesNo

* Paladin characters must be good or evil, not neutral.

Wizard

Also: Mage

Those who study the arts of sorcery, and wield it with impressive results. Mages are a mysterious sort, often distrusted by those who do not understand the intricacies of magic. Some of the most powerful men and women from the history of Krynn have been wizards, for good or for evil. Most mages are members of the Conclave of Wizards, an organization created to promote and protect the use of magic in Ansalon. Renegade wizards are fiercely hunted by these wizards for fear of unleashing the overly dangerous and chaotic forces of magic. Mages must possess above average intellect for the complex formulas and mathematics involved in spell casting, as well as average agility to for the manipulation of spell components and performance of somatic gestures.

See also Classes, Races, Conclave of Wizards, Solinari, Lunitari, Nuitari, Mem, Spells, Moons, Spellbook

Cleric

Clerics are the torches of faith in Krynn, spreading their religion to all who are willing. They serve under the direct purpose of the God which they follow, and as such devoted servants are granted a wide variety of spells, mostly of a healing or protective nature. Clerics can use most forms of armor and will wield only blunt weaponry. Clerics must be more wise and worldly than average and possess relatively average reason and intellect.

See also Classes, Races

Rogue

Also: Rogues

Rogues in Krynn may be thieves, troubleshooters, jacks-of-all-trades, or scouts. Thieves are more commonly found in large cities where the pickings are better than in rural areas and thieves guilds provide support and protection. Rogues rarely have much spiritual inclination, but many whisper quick prayers to Branchala or Hiddukel to keep their steps silent and their movements undetected.

Every race has its rogues, though their place in society can vary widely from the despised to the exalted. Kender rogues exist outside the normal rules of thievery, and are called .handlers..

See also Classes, Races

Fighter

Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they possess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort. However, as they often have had need to use versatility and resourcefulness in their travels, fighters will use virtually any item they come across. Warriors must posses at least an average strength for the use of the heavy weapons and armor that are commonly used in combat.

See also Classes, Races

Ranger

Also: Rangers

These are the men and women of the wilderness, striving for the defense and flourishing of nature. They are superb woodsmen and excel at such skills of the wild. Also able warriors, rangers will use most weapons, save the most cumbersome and intricate, preferring the subtlety of nature. They will wear no armor heavier than chain mail, and even then usually prefer the lightest mesh possible. Rangers are, like paladins, holy warriors although of a different sort. The most adept of their kind receive some spells from their patron God. Rangers must have above average physical skills and must also possess more wisdom and worldliness than the norm.

See also Classes, Races

Knight

Also: Knights

This is the class of mounted warriors. This class believes in chivalry and honor. They are unparalleled in their ability to fight while on horseback, and have superior skills while on foot. They possess no skill for magic however, and if fact distrust it severely. Knights will use all but the crudest forms of weaponry and armor. Most Knights enter combat using either a large two-handed weapon, or sword and shield. Knights must be well rounded in areas both physical and mental.

See also Classes, Races

Paladin

Also: Paladins

These are the holy and unholy warriors of the Gods. They hold similar views of honor as knights and cavaliers, and in fact many of them are just that. They will fight solely and fiercely for the beliefs and causes of their God, with little thought for their own desires. Paladins will use all but the most crude forms of armor and weaponry. Those who have reached the highest statures are granted some minor spells by their God. Paladins must possess decent physical attributes, and must also have an above average clarity of thinking as well as excellent social skills.

See also Classes, Races

Barbarian

Also: Barbarians

These are the people of the wilderness, often dubbed as primitive by the "civilized" cultures. The warriors of such tribes and clans excel at combative abilities. Their skills reflect a nature of melee battle, and of seemingly savage, yet effective combat. Barbarians greatly distrust most forms of magic and will refuse to use it in any way. They will wield most weaponry save the most complicated. Their armor is limited to moderate protection, mostly thick animal skins. Barbarians must have above average strength and endurance to live such a hardy life.

See also Classes, Races

Bard

Also: Bards

Bards are the common folk.s source of news, gossip, and entertainment. Their songs and poetry become part of the lore and folk knowledge of the land, bringing history.s heroes and villains to life, telling stories that touch the lives of those who hear them. Bards of good alignment revere Branchala, who teaches them to create beautiful music and poetry to lighten the spirits of those in need and to preserve the legacy of the champions of good. Neutral bards serve Gilean. They focus on the lord of Krynn, from obscure knowledge to commonplace news. The bards of evil worship Hiddukel, using their glib tongues to spread lies, make false deals, and advance their personal status and wealth. Though they worship theses deities, bards are arcane spell casters who make use of primal sorcery. The gift of magical music is usually found among those races with appreciation for art and culture, though even the savage races may have individuals whose chants and drumming produces miraculous effects.

See also Classes, Races

Druid

Druids are the protectors of Nature, believing in the sanctity of the natural world. Although they worship Gods of several faiths and alignments, they all have a similar goal for the most part in defense of nature. Druids receive a wide variety of spells from their patron God. They may only use weapons and armor of natural materials, save for a few select items used in ceremonies. Druids must possess above average wisdom and social skills.

See also Practice, Spells

Monk

Monks are the masters of unarmed combat and have learned to discipline not just their body, but their minds, with the goal of perfecting both. They excel in unarmed combat, eventually able to perform more attacks per round than any other class. They gain resistance to both damage, and a variety of other effects as they improve and gain levels. They also obtain a number of utility abilities and gain far more movement points than other classes, representing their ability to reach supernatural movement speeds from their intense training.

See also Classes, Races