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Guilds / Classes

The classes listed here are available in Arctic. If you're choosing a class to play then keep in mind that spellcaster classes are generally considered difficult for most new players.

Barbarian
Cleric
Dark Knight
Druid
Magic User
White Robe
Red Robe
Black Robe
Paladin
Scout
Shaman
Thief
Warrior


Barbarian

A barbarian is a savage warrior, trained to survive in the worst of conditions. Born and raised in the plains, they have fought many beasts and endured many hardships. Much of the ferocity of barbarians becomes apparent after they've indulged in strong spirits, and it is rumored that they could drink even the sturdiest dwarves of Krynn under the table.

Their training makes them ideal as both warriors and survivalists. They are trained to forage for their own food, maintain their own equipment, and have general knowledge of items they come across in their travels.

Trained on the hunt, barbarians value their strength and constitution and to a lesser degree, dexterity, in order to live through encounters on the vast plains.

Early Skills:
axes, bandage, bludgeons, bows, long blades, miscellaneous, piercers, rescue, short blades, two-handed, mend, recuperate, carve, track

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, kagonesti, goblin minotaur, hill dwarf, kender

Alignment Restrictions:
none

Cleric

A cleric is a generic priest, who tends to the needs of a community. They can serve as both protector and healer using the spells bestowed upon them by their deity. Clerics are granted incredible powers over undead.

Clerics are valuable to a group not only for their healing arts but also as a moderate fighter. Although they are not trained in martial skills they are sturdy folk and should not be underestimated. Because clerics are reluctant to shed blood, they may only use blunt or bludgeoning weapons.

The clerics primary abilities are wisdom and intelligence.

Early Skills:
bludgeons, miscellaneous, turn

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, half-elf, kagonesti, qualinesti, hylar, gnome, minotaur, kender, theiwar, hill dwarf, silvanesti

Alignment Restrictions:
none

Dark Knight

Dark knights serve the Dark Queen, Takhisis, in all her causes. They oppose paladins in combat and philosophy. They believe that life is a trial that tests them to the fullest. While many would not hesitate to stab a friend in the back, many do hold on to the concept of honor. They believe in domination and in survival of the strong. They take from the weak for they do not deserve it if they cannot defend it. They kill the ill so they do not take up valuable resources. They annihilate their enemies to keep them from ever being a challenge to them again. Due to their outlook on life, they are restricted to the evil alignment. Deviation from this alignment will result in the Dark Queen removing her favors. However, an evil cleric may atone a dark knight only once.

The dark knight has several skills and spells that help to maim and weaken an opponent. They have the innate ability to detect good creatures and they gain their goddess's blessing when fighting against the pure of heart. Altogether, a dark knight will make a formidable foe.

Strength and health are important attributes for dark knights. A dark knight also values wisdom to be able to determine the will of Takhisis, the dark queen.

Early Skills:
axes, bludgeons, bows, disarm, drain, long blades, miscellaneous, piercers, pole arms, short blades, two-handed, stance

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, half-elf

Alignment Restrictions:
Evil Lawful, Evil Chaotic, Evil Neutral

Paths:
Upon reaching level 25, dark knights may join the Order of the Lily by performing a quest that will prove their value and dedication to the Dark Queen. Although embracing this path is optional, the benefits for doing so are extraordinary. As discipline is of paramount important in the Order, only Lawful characters will be accepted; consider this carefully when you select your initial alignment.

Druid

A druid is a member of a society of sorcerers. Unlike mages, druids draw from the vast power of nature through rites and practices known only to them. Theirs is the ability to call upon these forces and manipulate them to suit their needs. They can be as calm as a spring breeze or as deadly as a summer storm.

Although they are capable of defending themselves using brute force, druids' magic is by far more effective. In a group, druids can easily play the role of a cleric or mage, using their spells to destroy their enemy then tend to their companions.

Intelligence and wisdom are a druid's key attributes.

Early Skills:
bludgeons, long blades, miscellaneous, piercers, short blades

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, half-elf, kagonesti, silvanesti, hill dwarf, kender, gnome, qualinesti

Alignment Restrictions:
none

Magic User

A magic user is a student of the arcane, learning to shape and cast mystical spells that may be used for either good or harm. As students, magic users are not quite ready yet to explore the full depths of magic.

Because of their lack of control, magic users are restricted from going past level 10. Once they reach the end of level 10 they will no longer be able to gain experience. This stoppage has been imposed by the most powerful wizards in the land to coerce young magic users into joining The Conclave.

Before a magic user can join The Conclave they must complete a few tasks: 1) Find someone to teach them the mysteries of the spells 'magic bolt' and 'magic blast'. There are multiple locations to learn these spells, but none of them are from normal guildmasters in towns.
2) Travel to the Tower of High Sorcery in Wayreth. This is just south of Solace.
3) Take and complete the Conclave Test. This is a long, difficult and often times deadly trial. Many have failed, only the strong, smart and persistent shall gain entry into The Conclave.

Once the Test has been passed, the magic user will be allowed to choose between one of three paths:
White Robe - Follower of Solinari the white moon.
Red Robe - Follower of Lunitari the red moon.
Black Robe - Follower of Nuitari the black moon.

A high intelligence is useful to a magic user as the art requires intellectual study. Many spells also require elaborate hand movement, thus dexterity is also useful.

Early Skills:
arcana, bludgeons, concentration, short blades

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, half-elf, kagonesti, silvanesti, theiwar, gnome, minotaur, qualinesti, dargonesti

Alignment Restrictions: none

White Robe

The mages of the white robes draw their power from the moon Solinari. The followers of the white moon take up the cause of Good. The follow the paths of knowledge, wisdom and magical protection. Often, in times of dire need, the order of the white robes will assist the forces of good against the spread of darkness.

The long hours spent in devotion to their magic, often at the expense of the physical health, make most mages very weak in the way of melee combat. Wielding powerful defensive magic is the best way for a white robe to be effective in battle.

A high intelligence is useful to a mage as their art requires intellectual study. Many spells also require elaborate hand movement, thus dexterity is also useful.

Early Skills:
arcana, bludgeons, concentration, short blades

Allowable Races:
human, half-elf, kagonesti, silvanesti, gnome, minotaur, qualinesti, dargonesti

Alignment Restrictions:
good lawful, good neutral, good chaotic

Red Robe

The mages of the red robes draw their power from the moon Lunitari. The followers of the red moon believe in the balance of all things, nothing should be out of place. Studious and curious, red robes can be seen throughout Krynn, but often keep to themselves, more interested in knowledge than people. Masters of teleportation and discovery, red robes can also pack a quite a wallop when necessary.

The long hours spent in devotion to their magic, often at the expense of the physical health, make most mages very weak in the way of melee combat. Wielding powerful offensive magic is the best way for a red robe to be effective in battle.

A high intelligence is useful to a mage as their art requires intellectual study. Many spells also require elaborate hand movement, thus dexterity is also useful.

Early Skills:
arcana, bludgeons, concentration, short blades

Allowable Races:
human, half-elf, kagonesti, silvanesti, gnome, minotaur, qualinesti, dargonesti

Alignment Restrictions:
neutral lawful, neutral good, neutral chaotic, neutral evil

Black Robe

The mages of the black robes draw their power from the moon Nuitari. The followers of the dark moon believe that beyond the walls of the tower daily struggles can and will bring brother against sister and order against order, but such is the way of things. While still disciplined enough to not cause wanton destruction just for crossing path with one, they certainly are not known for their kindness. Masters of corrosion and negative energy magic, black robes make quick work of their opponents, even using the flesh of fallen enemies to bolster their defenses.

The long hours spent in devotion to their magic, often at the expense of the physical health, make most mages very weak in the way of melee combat. Wielding powerful offensive magic is the best way for a black robe to be effective in battle.

A high intelligence is useful to a mage as their art requires intellectual study. Many spells also require elaborate hand movement, thus dexterity is also useful.

Early Skills:
arcana, bludgeons, concentration, short blades

Allowable Races:
human, half-elf, kagonesti, silvanesti, theiwar, gnome, minotaur, qualinesti, dargonesti

Alignment Restrictions:
evil lawful, evil neutral, evil chaotic

Paladin

Paladins are knights in the cause of good. They are men of combat, but live by the ideals of righteousness, justice, honesty, piety and chivalry. Their obedience and fealty are sworn not to a monarch, but to a deity of good. A Paladin must always be of good alignment. Should the paladin perform too many evil acts against those of his beliefs, he will lose his status as a paladin and the special skills (and spells) that he has become proficient in will become severely weakened. A paladin that has lost status will find it particularly difficult to advance. It is possible for paladin status to be regained through atonement.

The faith system (HELP FAITH) will give a paladin an indication of how he is seen in the eyes of the Gods of Light. A paladin will notice his skills diminishing as he fades further out of favor with the good Gods.

They have fighting skills similar to warriors in nature as well as a few spells granted to them by their deity. Their combined knowledge of might and magic gives them an advantage both in and out of battle. Paladins are able to detect evil creatures and objects (they will see a red aura). As a result of their dedication to the cause of good, paladins are often better in battle when doing battle against evil creatures.

Strength and health are important attributes for fighting.

Early Skills:
bludgeons, lay, long blades, miscellaneous, piercers, pole arms, rescue, short blades, two-handed, bandage, shield block, strike

NOTE: Later skills must be learned about through playing the class.

Allowable Races:human, high elf

Alignment Restrictions:
Lawful Good

Paths:

Upon reaching level 25, paladins may perform a quest that will allow them to join the ranks of the Knights of Solamnia. Although doing so is optional, the gains are extraordinairy and every paladin should attempt to join.

Scout

Scouts are masters of the wilderness and they posses a deep connection to the land, from the animals that inhabit Krynn to the lush vegetation. Their inherent understanding of nature provides them with many advantages available only to them. In Krynn scouts are master hunters/trackers and possess a greater awareness of their surroundings, especially when outdoors.

While scouts do not possess "conventional" magic, they are highly attuned to the creatures of Krynn and can connect on a deep level with various animals in the land (HELP SKILL INSTINCT). This connection can provide a scout with new abilities as well as other benefits, as long as the connection is maintained.

Scouts are highly proficient with a bow, only scouts possess the knowledge and skill required to effectively use a bow (HELP ARCHERY). While scouts possess a unique knowledge of ranged attacks, they also possess skills which make them formidable in melee combat, an expert scout can prove to be a dangerous threat from near or far.

Scouts rely on their dexterity, intelligence and strength for survival.

Early Skills:
axes, bandage, bludgeons, hide, long blades, miscellaneous, piercers, shoot, short blades

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, half-elf, kagonesti, silvanesti, hill dwarf, gnome, minotaur, kender, goblin, qualinesti

Alignment Restrictions:
none

Shaman

A shaman is a tribal spiritualist, a master of the natural elements as well as contact with spirits and a tribe's ancestry. As such, shamans can be found among the wild races as well as among human communities living in remote and isolated areas. Shamans, alone of all other classes, have an innate ability to see into the spirit world, and have the power to force spirits of fallen monsters to assist them or their comrades in a number of ways.

Shamans are powerful in combat, relying primarily on their weapons to inflict damage upon their opponents. The main focus of their magical abilities, however, is to defend, protect and strengthen themselves and those who journey with them. In addition, shamans have medical abilities which, although inferior to those of a cleric, allow them to assist in the curing of wounds and other ailments.

Although shamans maintain close ties with the spirit world, they abhor the undead, perceiving them as a perversion of nature, and will often go out of their way to help eliminate them.

While all ability scores are of importance to a shaman, the most significant to a shaman's innate abilities are charisma, strength, intelligence and constitution.

Early Skills:
axes, bandage, bludgeons, hex, miscellaneous, piercers, short blades

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
goblin, gully dwarf, human, kagonesti, minotaur

Alignment Restrictions:
none

Thief

The thief is the unwanted of towns and cities around Krynn. Using skilled techniques and stealthy movement, they are masters of relieving travelers of hard won coins or treasure. Often belonging to thieving syndicates, they prefer to steal for their living rather than try hard work. Most thieves know their patch inside out, and are very adept at sneaking around streets and generally hiding from their victims, or town watchmen!

Their stealth can be advantageous in fights. They often resort to striking their opponents while they are unaware. Their mastery of the art of deception makes them a useful member of any group, helping their companions unlock the secrets of Krynn. But beware, for thieves often work for their own benefits.

Thieves value dexterity above all other attributes. A thief, to a lesser degree, values strength and health.

Early Skills:
backstab, bludgeons, hide, long blades, miscellaneous, piercers, short blades sneak, case, dodge, plant, pick, steal

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
human, half-elf, kagonesti, silvanesti, hylar, gnome, theiwar, kender goblin, gully dwarf, qualinesti

Alignment Restrictions:
none

Warrior

The warrior is a skilled fighter, master of weapons and martial arts. They are most often found at the front of battles, protecting their more frail party members from harm, since they are generally big brutes and can take more damage than others.

They cannot cast spells, nor do they have any special healing abilities, therefore they rely on brute force and health when in combat. Their fighting skills can leave many weak monsters frustrated, as well as leaving many in a position where they find it difficult to fight at all!

A fighter requires good strength and health if he is to survive at the forefront of action.

Early Skills:
axes, bash, bludgeons, bows, kick, long blades, miscellaneous, piercers, pole arms, rescue, short blades, two-handed, parry

NOTE: Later skills must be learned about through playing the class.

Allowable Races:
all

Alignment Restrictions:
none

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