This section works as a roleplay guideline for each and every contestant, who must pay close attention to each aspect of each Vocation and Profession in order to make the best Roleplay possible. Great roleplay detours might result in penalties in final evaluations.
Vocations
The Contestant can only choose ONE of the following below; they are the classic Tibian Vocations, which background defines almost all aspects of the Tibians' lifestyle. Those are:
1. Druid
Druids are the loyal servants of god Crunor, lord of Trees and Wildlife; they are the adepts of Healing and masters of Ice and Earth, which they use to protect their greatest allies or punish they sworn enemies. Druids tend to be highly attuned to the environment where they stand, specially at wild-dominated places where Crunor's presence is more proheminent. Druids nourish great, instinctive respect to nature and animal forces, taking the beasts' fury and instinct for themselves, or using the critter's softness and gentle aspects in their favour. They use Rods for Combat, along with self-manufactured or trade-acquired Runes.
2. Knight
Knights are those who master fury and protection by the means of brute force; physical fighters, with great vigor and mastery up to three different Melee weaponry (Swords, Maces and Axes), combining those with Shields and heavy armoury, they are the main frontline of Tibian warfare, having the strength and endurance to tank multiple strong enemies at time, protecting their allies with their bodies and lives. The fiercest Knights enter into a berserk state as they apply the fiercest and more lethal blows to the adjacent targets.
3. Paladin
Tibian Paladins are divided in two categories: the novice begin their journeys as agile Scouts, Rangers or Rogues, masters in Ranged combat with various Ammunitions (Arrows, Bolts, Throwing Knives, Spears, Throwing Stars, Throwing Stones and even Snowballs!) with or without the use of a two-handed equipment to shoot (Bow or Crossbow); then, they evolve into the emissaries of Uman itself as they walk the path of their signature Element, Holy (Divine Light), which grants Paladins an exclusive set of Runes and Area Spells with that element.
4. Sorcerer
Tibian Sorcerers are the studious of all phenomena reigned by Fire, Energy and Death forces, being natural oppositors to the Paladins'Light philosophy. Natural researchers and adepts of cataloging all experiences they make, they can be either dedicated arcane students or corrupted, avid, leeching Necromancers who always seek more lives and power for themselves. Their Combat techniques are similar to those of a Druid; however, Sorcerers can count on a larger arsenal of lethal Spells and Runes, which they can craft and trade in a similar manner to Druids'. Sorcerers carry Wands for combat and they can wear light armoury like the Druids.
Professions
In Tibia you can't always live off your hunts per se; to improve your character's lifestyle possibilities and improve his or her way of utilizing obtained resources and information, the contestant must choose ONE of the following Professions below. Those are:
1. Artisan
Artisans, in addition to their Vocation, make their living out of their abilities of converting raw materials into useful objects such as bags, backpacks, clothing, tools (ropes, shovels, scythes, etc.), medicine, potions and even meals, which can be traded at modest prices. An Artisan can be fairly good at one of these categories to the detriment of the others, average-skilled at all of them or great at crafting an specific object.
2. Bard
Bards, in addition to their Vocation, make their living out of their artistic performances, which can be seen at theatres, taverns, arenas and private stages at various entry fees. They can be specialized into merely instrumental (Musicians), dramatic (Acting), rhythmic (Dancers) or declarative performances (Poets), with or without background music. They usually have good Charisma, winning the audiences with their sensibilities rather than good looks alone, even though one trait doesn't exclude the other. Their income is usually unstable due to the inconstant work agenda, which restrains their assets and resource pools.
3. Blacksmith
Blacksmiths, in addition to their Vocation, make their living out of fixing and crafting Weapons and Armours; like Artisans, Blacksmiths work with raw materials, such as metals, gems, leather, scales and others to create equipments that guarantee better protection to Tibian warriors. Moreover, Blacksmiths with a keen eye for design might embrace the arts of Jewelcrafting, designing and forging Jewelry, Amulets and Rings. In a similar manner to the Artisan, Blacksmiths can be average-skilled at all categories, better at a specific category or highly proficient at making a specific item. They tend to negociate their goods at a fair, modest price range, like the Artisans.
4. Merchants
Merchants, in addition to their Vocation, live out of the profits they get from selling and reselling raw materials, by-products and other goods according to their stock and price ratings. They are good at haggling and subterfuge, leading manufacturers and suppliers to buy or sell goods in a price rating that favours the Merchant (occasionaly causing a market unbalance or correcting inflation ratings as he or she does so). Their incomes vary wildly according to the wares they offer; they can be specialized in Raw Material and Creature By-Products sales, Magical Items resale or Combat Equipment and Sorted Goods. The Merchant also can choose to sell a particular piece of product, making his or her income dependant on a specific customer profile, therefore limiting his or her income.