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DDO Classes

The barbarian is an excellent warrior, and has a powerful rage. No other can match his sheer physical toughness. While in his berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few each day.

From the Shadow Marches to the Eldeen Reaches come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them to mayhem, impiety, and atrocities. These "barbarians" however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proven their cunning and resourcefulness.
The bard is perhaps the most ultimate generatlist. They make all the other characters look better at what they do, and can fill in for any other character when needed. Their magic emphasizes charms and enchantments, and while they can only cast a limited number of spells, they can do so without preparing them in advance.

It is said that music has a special magic and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with their music and living on the gratitude of their audience - such is the life of the bard. When a chance or opportunity draws them into conflict, bards serve as diplomats, negotiators, messengers, scouts and spies.
Clerics are masters of divine magic, which makes them good at healing and destroying undead creatures. An experienced cleric can even bring allies back from the dead. Clerics are also adept in the use of simple weapons and armor, since armor doesn't interfere with divine magic the way it does with arcane magic.

The handiwork of the gods is everywhere: in in places of natural beauty, in mighty crusaders, in soaring temples, and in the heart of worshipers. The gods, however, mostly work through their intermediaries: their clerics. A cleric uses the power of her god to make the god's will manifest, which means clerics can be relied on to heal, protect and avenge.
The Fighter has the best all-around fighting capabilities all the classes. Fighters are familiar with the standard weapons and armors. A given fighter may be especially capable with certain weapons; another might be trained to execute specific fancy maneuevers.

The questing knight, the conquering overlord, the king's champions, the elite foot soldier, and the bandit-king are all fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are amogn the land's best souls, willing to face death for the greater good. An adventuring fighter might call himself a warrior, a mercenary, a thug or simply an adventurer.
The paladin draws on divine power to heal herself and her allies, wards off harm, protects her from disease, and guards her heart against fear. A novice can confront evil, and experienced paladins can smite evil foes, turn away undead and cast from a selection of divine spells.

The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming nobles, unholy priests, inscrutable dragons, backstabbing guilds, and infernal fiends, the paladin is the final hope that cannot be extinguished.
A ranger can use a variety of weapons and is quite capable in combat. He stands out in the use of accurate missiles with his bow or crossbow. His skills make him adept at finding his prey and avoiding detection. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast a selection of divine spells.

The wilds are home to fierce and cunning creatuers, such as bloodthirsty worgs and malicious spiders. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows both the hidden hearts of the woodlands, and the darkest caves of the underworld, and no strength or weakness of his prey escapes his notice.
Rogues are highly skilled, and they can concentrate on developing several categories of skills that make them extremely useful additions to a party.

Rogues have a sixth sense when it comes to avoiding danager. Experienced rogues develop near-mystical powers as they master the arts of stealth, evasion, and sneak attacks. In addition while not capable of castin spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use most magic items.

Rogues have little in common with one another. Some are stealthy thieves. Other are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, or a guard's trust.
A sorcerer often has a powerful presence that gives him a way with people, and he may serve as the "face" for an adventuring party, negotiating, bargaining, and speaking with others.

A sorcerer defines his role based on his spell selection. A sorcerer who focuses on damage-dealing spells becomes the center of a party's offensive power. Another may rely on more subtle magic such as charms, enchantments or hold spells. The sorcerer can also act as a healer to warforged, the living constructs that survived the Last War.

Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons course their their eins. It is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it's difficult to prove that a given sorcerer does not have a dragon ancestor. Sorcerers often have very good looks, usually with a touch of the exotic, that hints at an unusual heritage.
The wizard's strength is their spells. They learn new spells as they experiment and grow in experience, and they can learn from scrolls which they discover. In addition to learning new spells, a wizard can, over time, learn to manipulate their spells so they work better, do more damage, or last longer.

A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spell book preparing each spell for casting, and the years before spent in apprenticeship, learning the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics, whenever they can. For a wizard, magic is not a talent but a difficult, rewarding task.

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