The character classes and races in Al-Qadim remain as they are described in the Players Handbook, with a few exceptions. One exception is that any rule which is based on the racial hatred which lie as a basis for standard AD&D, is cancelled. For instance Dwarves no longer gain a +1 attack bonus agains orcs, goblins etc. Also, the character classes of druids and specialist wizards are replaced by the intro- duction of character kits. To each character class, wizard, priest, fighter, thief, there is attached a set of kits, specialized roles within the limitations of each class. All characters must belong to a kit. The kit you belong to also influences your station, your place in the hierarchy of Zakharan society. For game purposes, Station is measured from 0 (a branded criminal) to 20 (the ruler of a nation).

The kits are described here in brief:

Warrior kits:

- Askar;
The most common warrior, a native of a permanent residence, often serving in a militia.
- Corsar;
Men and women of the sea. They haved lived most of their lifes on ships, either as a servant of trade, or as a scourge of it.
- Desert rider;
Nomads, well-trained fighters, used to fighting from the back of a horse or camel.
- Faris;
A holy warrior, often a paladin. Champions of good, fighters with a cause.
- Mamluk;
A slave warrior, formally the property of a ruler. Brought up from childhood as warriors, obedient to military command.
- Mercenary barbarian;
Mercenaries from outlying regions, members of societies bordering on, but not part of, the Zakharan society, who have come to Zakhara to fight for a price.
- Outland warrior;
Strange foreigners, strangely attired and strangely armed, often unproficient in the Zakharan language and unenlightened.
Wizard kits:
- Elemental mage;
A Wizard specializing in one of the elements of fire, water, sand or air. Unable to cast spells linked to other elements.
- Sorcerer;
The most common wizard, specializing in two elements, but unable to cast spells from the two other.
- Sha'ir;
Spellcasters specializing in genie-related magic. They do not use spell-books, but gain their spells directly from the world of the elements.
- Ajami;
Wizards from other lands, strangers to Zakhara. Wielders of magic not native to The Land of Fate.
- Astrologers;
Wizards whose magic is linked to, and draws power from, the stars.
- Clockwork mage;
Unable to cast spells, these mages weave magic into devices that they make.
- Digitalogist;
These wizards creates mathemagical formulas which they use to channel their magic through - a powerful, controlled magic.
- Ghul lords;
Wizards who draw their power from the negative material plane. Extremely powerful magicians, but with heavy drawbacks.
- Jackals;
Rogue wizards. In stead of studying their spells, using spell- books, they steal their spells from wizards they encounter.
- Mageweavers;
These wizards use much time inducing their spells into cloth they weave, but are then able to cast the spells instantly.
- Mystic of Nog;
Wizards with limited spell-casting abilities, who in stead channel their magic abilites into improving their physical bodies.
- Spellslayer;
Not spell-casters, but wizards with specialized abilites able to harm or destroy other wizards magic - or minds.
- Wild mage;
A magician with limited and rather random control of his spells, the spells might come out more or less powerful - or something quite unexpected might happen in stead!
Not part of the standard pack of Al-Qadim kits, fetched from the Tome of Magic sourcebook
Rogue kits:
- Sa'luk;
The word means scoundrel, and it is a suitable title. The generic rogue, adventurer, sometimes hero, sometimes thief.
- Barber;
Not only what the title says, but also doctor, surgeon, and experts at gaining information.
- Beggar-thief;
The heroes of the beggars, people with no family or clan, and no property, often fighting towards becoming something more.
- Holy Slayer;
Assassins, linked to a secret organisation, either political, religious or for sale. Or any combination of these.
- Matrud;
Desert thieves. Nomads, usually cast out of their clan, living of their wit or their fast fingers.
- Merchant rogue;
A business-man, not necessarily honest, but always friendly.
- Rawun;
The bard of the desert, a teller of tales and an entertainer. Found in most desert tribes as honorable members of the tribe.
Priest kits:
- Pragmatist;
The most common wandering priest. He is tolerant of other religions, and is the cleric of the common folk.
- Ethoist;
The faithful cleric who maintains the temples and mosques of his religion. He runs the daily sermons in most places.
- Moralists;
Militant priests, devoted to the furtherance of their faith, if necessary at the expense of others. Intolerant of other religions than his own.
- Hakima;
A Wise Woman, with much knowledge of the world. Is able to perceive truth and lies in the spoken word.
- Kahin;
Idol-priests, worshippers outside of the enligtened faiths. They claim to draw their strength from the land itself.
- Mystic;
Often perceived as mad, these priests not only gain their spells through strange rituals, but their views on religion are at best strange, at worst heretic, to the established faiths.
- Outland priest;
Priests from other countries, devoted to faiths not native to, and usually not known in, Zakhara.
- Local priest;
Speciality priests of local gods, not generally known or worshipped. Both gods and priests are native to the Land of Fate, and since the gods are strange, the powers of their priests have been known to be so too.
This kit is not from the TSR source material, but is my own invention