By selecting a class for your character, you set a way of his life, his
abilities and proficiencies, his style and his manners. Note that most
classes have various specializations (e.g., Fighters choose weapons
they are best at, Clerics worship various Gods), and two characters
of the same class may be completely different in action. Solace World
offers you 11 diverse professions to choose from:
Fighters are those exceptionally gifted with martial prowess, able to fight
with a variety of weapons and combat stances. They can hit harder, faster
and more times per round than any other class using formidable warrior skills.
They lack any innate magical ability, relying on brute force and trusty
weapons to win the battle, though some more cunning individuals will quaff
enhancing potions before combat. A few warriors frown upon such use of magic,
believing it to be cowardly and dishonourable. Whatever their beliefs, few can
stand for long against a skilled warrior, magic or no.
Fighters may become proficient in different armaments, learning new skills
through their constant battles. No other class can match the fighter in his
knowledge of weaponry. They may learn defensive skills such as flourentine
and stand-off, offensive techniques like cross-slice and sword flurries and
more cunning moves like eyejabbing, choking and rapid restrikes.
Fighters are drawn from every race on Krynn, though none can match the
ferocity and strength of the Minotaurs. Dwarves make dependable, tough
fighters, whilst Elves and their dark brethren somewhat more frail,
Members of any race may become Fighters.
Fighters can be of any alignment.
Life is never easy for young thieves, whose trade so often flies in the face
of local law and custom, and can leave them shunned by all they meet. In
time, however, those who can survive long enough to gain a measure of
success become true professionals and masters of their craft. Some thieves
desire a certain notoriety. Success brings them not only wealth but also
ultimately a kind of status. True thieves no longer live off of the wealth
they steal; they take contracts from wealthy patrons and are paid handsomely
for their services.
Thieves stake their reputations (and their lives) on their ability to pass
even the most attentive guards without being seen or heard, and are master
locksmiths able to break into most properties. Should these skills fail,
however, a thief can make a deadly foe in combat. They frequently learn the
use of poison, and can also learn combat techniques that can quickly
immobilize or cripple their foes. If pressed, they are also masters of
defensive combat, using evasion and speed to escape harm.
Every thief's ability to bypass physical obstacles, move unseen, and hamper
their foes in battle makes them a valuable part of any adventuring company.
With their natural deftness and small stature, Kenders have always made the
best thieves, though they have little desire for actual monetary gain,
preferring the thrill of acquiring new items to obtaining more boring gold.
Human and Elvish thieves are also common, but each thief's personal ambition
is almost certainly very different.
Humans, Elves, Wild Elves, Dark Elves, Half-Elves, Kenders and
Gnomes may become Thieves.
Thieves can be of any alignment.
Roaming the wild with stealthy tread, rangers are formidable warriors,
fighting to protect the wild places of the world from destruction. Longtime
friends and allies of the ancient Druids, the Rangers share their quest to
restore the great Balance of Nature. The Rangers fight a tireless battle
against all creatures that exist outside the natural order, from the cursed
Draconians to the Undead hordes. Those who despoil the bounty of nature are
also marked as their enemies, and many poachers and woodcutters have found
themselves on the receiving end of a ranger's justice. The beasts of the
wild see rangers as their kin, and these wardens of the wilderness walk
among them without fear. Rangers are powerful masters of combat, favouring
staffs, swords and whips in battle.
The rigors of their life demand that every Ranger be able to find his way
and survive in the wild. As a result, the world knows no finer hunters,
trackers, and woodsmen. Like their brother Druids, Rangers can attune
themselves to the wilderness around them, and their faith in Habbakuk and
Chislev gives them powers over plants and beasts. As a ranger grows, he may
call on mighty animals to join him and fight by his side. Moving unseen
through the wild, a ranger may set up deadly snares and ambushes to cripple
his enemies. Only a very brave or very foolish creature would fight a ranger
in the wild.
While not particularly fond of towns and cities, most rangers consider them
a necessary evil and permit them to exist, provided that they do not expand
too quickly into the pristine wilderness. With the coming of the Dragon
Queen's Army, the rangers have become even more suspicious and wary of
city-dwellers, sensing betrayal and treachery everywhere.
Humans, Wild Elves, Elves, Minotaurs and Kenders may become Rangers.
Rangers can be of good or neutral alignment.
Moving silently, unseen in the shadows, watchful and infinitely patient
until the last possible moment before striking with deadly intent, slaying
with bare hands and retreating once more undetected and escaping into the
night; the hallmarks of an assassin that separates the amateur from the
professional. Assassins are trained in deadly unarmed combat, able to move
with stunning speed, strike with hands like iron bars, and perform
incredible bodily feats unknown to most people. Any common thug who kills
for money may call himself an assassin, but only a few may learn the deeper
secrets of the profession and ultimately choose a Wayfollow.
Each assassin is trained in a basic set of prerequisite skills for their
profession, but must then select their Waypath in life which will dictate
their specialized professional skills. Wayfollowing allows the assassin to
register which Waypath they wish to become adept in. Once a path is chosen
an assassin is pledged for life to follow that waypath, and the Elders of
the profession reinforce this strongly in order to maintain control of their
The Wayfollow defines an assassin; Shadow, Beast or Season.
The Way of the Shadows is for assassins who train in silent, unseen killing
and quiet extraction from killing zones. The Way of Seasons is for assassins
who believe that mind and soul can be used in conjunction with the body to
overcome adversity and accomplish what brute force alone cannot. The Way of
the Beasts is for assassins who take a more straightforward approach to
their art and kill using speed and sudden power.
Humans, Elves, Dark Elves, Half-Elves, Kenders and Dwarves may
Assassins can be of good or evil alignment.
While most clerics draw power from their faith in the Gods of Light and
Dark, there are other kinds of priests who walk the World, serving other
masters. The most ancient and mysterious of these are the Druids, an ancient
sect of priests who worship the primal beast spirits and the mysterious
Mother Nature. The Druids hold their rites at ancient stone circles lost in
the deeps of the forest, far from prying eyes. Their rites and rituals are
the echoes of ancient ceremonies intoned by the High Elves in ages past, and
their potency has not faded. Through the power of their unwavering faith,
Druids attune themselves with the world around them, utilizing the
connection between all living things and the world itself. Plants, beasts,
and the weather all respond to a Druid's magic, which can transform, heal,
or command the forces of nature. For as long as any can remember, the Druids
have taken the responsibility of their power very seriously.
No beast of field or wild will ever seek of its own will to harm a Druid,
and some serve them as their eyes, ears, and protectors. The Druids work
tirelessly, healing lands blighted by war or the touch of chaos, destroying
creatures that disrupt the natural order, and trying to minimize or offset
the damage done by civilized peoples to Nature's great bounty. Above all,
the Druids work to restore the cycle of Life, Death, and Transformation, the
basis of the Sacred Balance at the heart of nature.
Far from the excesses of civilization, Druids live simple lives. Some heal
the sick in secluded villages still loyal to the "Old Ways," helping
woodfolk with their knowledge of animals and herblore, or protecting the
ancient Groves and Temples. Others wander even into the tumult of
civilization, spreading their simple belief to all who will listen and
offering wisdom and compassion to those who need it. Mayhap their efforts
will serve to bind this world's wounds, and restore the Balance so
Humans, Wild Elves, Half-Elves, Gnomes and Minotaurs may become Druids.
Druids can be of neutral alignment only.
There are primal entities that exist outside the known land of Krynn, those
that wrought the world and the entire Universe in the uttermost beginning.
Everything from the lowliest worm to the brightest Archon in Heaven is their
handiwork. A trace of the divine will and its capacity for creation exists
in all living things, and is concentrated in beings of thought and reason,
the true Children of the Gods. Clerics are sensitive souls whose belief and
devotion allow them to find the divine spark within them, and use its power
to alter the world around them. The healing of wounds and illness is the
best-known gift that clerics possess, and the most valued in this age of
conflict and pestilence.
Clerics are the most defensively orientated of all the classes. Most of
their prayers focus on healing or defending the faithful, with their few
combat spells being far less powerful than those of mages. However, clerics
are the best class by far at healing arts, and they posses an impressive
area of protective magics, as well as a fair prowess in combat.
Clerics may be drawn from any race except Kenders, who lack the devotion and
single-mindedness to embrace a strict faith. Clerics must choose a God to
worship as they get older, worshiping at the isolated stone altar located
high in the snowy mountains to gain the sign that marks them for the rest of
their lives. Each God brings a different set of prayers and abilities to
their Clerics, and once chosen cannot be undone (see help Gods for more
Humans, Half-Elves, Elves, Wild Elves, Dark Elves, Gnomes, Dwarves,
Draconians and Minotaurs may become Clerics.
Clerics can be of any alignment.
Good Clerics abilities
Neutral Clerics abilities
Evil Clerics abilities
These warriors have chosen the path of virtue and chivalry above all others.
This dedication to their cause, as well as to their chosen God, grants them
priest-like spells and healing powers. They are also formidable fighters,
always questing to stamp out evil. Knights are expected to be truthful, chivalrous,
humble, merciful, kind, bold, and noble of spirit. Those who forsake goodness
are frowned upon, punished by their God and ultimately stripped of their abilities.
All Knights live by the Oath of the Solamnics, 'Est Sularus oth Mithas',
meaning 'My honour is my life'. A Knight without honour considers himself among
the walking dead, little more than a shadow to vanish in disgrace. Some Knights
are content to walk the land as lone defenders of justice and honour, whilst others
set their hearts on a full knighthood into the ancient Solamnic Order (see Clans
for more details).
Like clerics, holy Knights must devote themselves to a God, or Goddess, to continue
to have their prayers answered after a time. Unlike clerics, however, the choice of
focus for their worship has no influence on the blessings they can call upon, nor
must they make the journey to the ancient altar. Knights are able to devote themselves
to their chosen deity from anywhere and recieve their sign, but as with clerics, once
chosen, it cannot be changed.
Knights wield swords and staffs into battle, rejecting more cunning weapons
like daggers and whips. They are proficient in battle, less so than a true
fighter, but they are far more defensively minded, able to hold enemies at
bay with ease and heal themselves with potent prayers. They can bring down
cleansing flames or the Wrath of the Gods upon evil creatures or guard
themselves with protectorate shields.
Humans, Elves and Half-Elves may become Knights.
Knights can be of good alignment only.
Outcasts are the dreaded warriors of darkness, black knights who spurn the
callings of courtesy, chivalry and mercy; they spit on the Code and the
Measure of the Solamnic Knights, following their own corrupted version as
they see fit. Some were once Solamnic Knights; tired of the endless
petitioning, sensing greater rewards could be found elsewhere, they left of
their own will. Others had little choice, banished when evidence of
brutality and cruelty became obvious. They are lonely wanderers,
mistrustful, pitiless to the weak, seeking only power and domination.
Paladine no longer answers their prayers; they instead augment their
formidable fighting skills with black arts, hurling spells and curses to
bring death to their enemies.
Some outcasts were never members of the Solamnic Order. Creatures born of
darkness like the Draconians were trained as Outcast Knights from birth, an
evil sect bred by Takhisis herself to mirror Paladine's army.
Outcasts fight with swords and axes, favouring the brutal simplicity of a
heavy blade over weapons of finesse. They can cleave opponents in half with
a single mighty blow, smash shields and weapons to pieces with ease, and
learn ruthless techniques to take advantage of a badly wounded enemy. They
supplement these skills with spells to bring blindness, poison, curses and a
deadly magical sleep. It is even rumoured some of the more sadistic Outcasts
can feast upon the flesh of the fallen, gaining horrifying strength from the
blood of the vanquished.
Taken from the Code of the Outcasts:
1. Demand submission from those beneath your station.
2. A ruler's authority comes only through Strength.
3. Weakness in the great is rewarded by death.
4. The weak must earn our protection and our loyalty.
5. War is the only true expression of chivalry.
6. Avenge any slight or insult, however trivial.
7. Death before dishonour.
Humans, Dark Elves, Minotaurs and Draconians may become Outcast Knights.
Outcast Knights can be of evil alignment only.
Invokers are magi who practice complex elemental magic, and are ever-seeking
new arcane knowledge. Drawing upon the power of Lunitari, the Red Moon, they
wield masterful control over the six Elements: air, earth, fire, water, energy
and lightning. Powerful Invokers can combine the spells of all Elements in their
strategies, blocking enemies with walls of ice, roasting them with balls of fire
or calling a deadly shower of meteorites. Invokers are known as masters of offensive
elemental magic, though they may also protect allies with elemental shields, brew
useful potions or transfer objects to distant locations instantly.
To advance in specific Element, an Invoker must spend a considerable amount of time
mastering the various spells of this Element. As mastery is achieved in these lesser
spells, the Invoker learns new, more powerful enchantments which, in their turn, should
be mastered to advance further. The way of the Invoker requires a great amount of time
and patience, but a strong Invoker is definitely one of the most undesirable enemies to have.
The other essential point is that Invokers can learn dozens of secret spells from ancient
books, and you may frequently see these magi roaming across the lands while searching for spellbooks.
Humans, Half-Elves, Elves, Wild Elves, Dark Elves, Gnomes and Draconians may become Invokers.
Invokers can be of any alignment.
Transmuters are the most common type of magi found on Krynn, concerned with
the alteration, manipulation and transforming aspects of magic. Though
relatively easy to begin, it takes a hard lifetime to master the complex
subtleties of the discipline of Transmutation. Transmuters are divided into
two major schools, Alteration and Abjuration. Young magi must choose which
they wish to study and once chosen, the path is forever set and cannot be
Abjurer's use their magic to enhance and protect themselves with layers of
iron, hardened skin, giant strength and unnatural speed. They can wrap a
sanctifying magic about themselves and others to guard from harm, whilst
melee and magical attacks may be deflected by a powerful displacement spell.
It is also rumoured that more remarkable abilities are unlocked once an
Abjurer reaches the heights of his talents. Abjurer's can also shift forms,
becoming fierce animals to bite and slash their foes. These forms are in no
way as powerful as the Alteration Transmuters.
Alteration Transmuters have mastered the art of shifting forms, able to
morph their own bodies into terrifying and deadly new creatures, tearing and
smashing enemies to pieces in moments. Some can even shift into strange
shelled or spiked animals, entering a protective state deflecting and
absorbing the most punishing of attacks. They can shift between forms with a
supernatural ease, needing no magical energy to maintain their shape. Even
the mightiest of warriors cannot strike with the ferocity and swiftness of a
rampaging lion, or find a shield as stout as the armoured shell of a giant
turtle. The Alteration Transmuter's own body is their greatest weapon.
Humans, Elves, Wild Elves, Dark Elves, Half-Elves, Gnomes and
Draconians may become Transmuters.
Transmuters can be of any alignment.
The class of magi known as Necromancers are practitioners of death magic.
Drawing power from the Black Moon, Nuitari, they can raise the dead back to
unholy life, bound in servitude and forced to follow the Necromancer in all
his evil deeds. They thrive on forbidden teachings, thirsty for powerful
secrets, endlessly seeking a way to extend their own life beyond the
boundaries of mortal existence. The darkest of all magi, their knowledge of
maledictious magic is unequalled. Under the gentle yet deadly embrace of a
sleeping spell, a Necromancer's victim will quickly find themselves blind,
their muscles weak and shaking, hideous weeping sores eating flesh away,
cursed beyond help.
A Necromancer must master his spells before the secrets of more potent magic
are revealed. It takes a huge amount of time and patience before a
Necromancer becomes truly versed in his art, and many never reach that
stage. Liches are Necromancers who have finally discovered the secret of
eternal life, and besought Lord Chemosh to grant the ultimate benediction
of an undying body.
While Necromancers may raise incredibly powerful minions to fight by their
side and rescue them from danger, the magi themselves are as frail as their
slaves are strong. A Necromancer has little combat ability and a weakened
body unused to battle. Without their deadly minions, Necromancers quickly
find themselves in danger, hunted by the followers of light and Nature who
abhor their unnatural magic.
Humans, Dark Elves, Draconians may become Necromancers.
Necromancers can be of evil alignment only.