Strengths

From a party perspective the individual strengths of some races, professions, and even skills can be a boon for many reasons. How to use these strengths to your party's greatest advantage will be discussed here. Obvious strengths, unless they bear repeating, will not be discussed here as they have been addressed on the related individual pages but some not so obvious benefits will be mentioned to help promote new ways of thinking.
 
Alchemy: The most obvious benefit from this skill is that you will never find the party in need of gold. Alchemy skill is by far the greatest money making venture your party can take advantage of in this game.
 
Bard: A Bard is a powerful tool. Benefits to including a Bard is the recovery time when resting which increases Stamina, Health, and Magic Power regeneration twice as quickly. Their instruments cast some very powerful spells both positive and negative. With proper training a Bard will be using their instruments at spell level 7 much faster than any magic user available in the game. In using these instruments a Bard suffers from a stamina drain which is quickly replenished outside of combat unlike the magic power of a spell caster.
 
Dracon: The Dracon Breathe weapon (water based spell) can be quite effective. It is hailed as a good early game weapon since it can affect several creatures at a time when few professions can. What most people do not realize is that the breathe weapon can be useful throughout the game. If for any reason your Dracon is in a position where they cannot make a physical attack, a non magic using Dracon in a narrow hallways crowded with allies for example, they can still make use of the breathe weapon and not waste any combat opportunities.
 
Dwarf: The Dwarven Damage Resistance can prove a boon to any profession that has low Armor Class. It will aid any profession that does not make use of the stealth or shield shield. This is particularly useful to consider when creating smaller parties where protecting the more vulnerable professions may become an issue.
 
Faerie: Their ability to regenerate magic power and high Intelligence make them excellent choices for magic professions. Combined with the proper profession they can achieve the powercast skill earlier than any race in the game. By allocating to Intelligence the maximum number of attribute points at creation, during levels up,  and using the riddle fountain the Faerie an achieve Powercast by level 7.
 
Mage:  The Mage receives a +5 resistance bonus to all realms of magic. This resistance bonus can be used to offset or eliminate any race resistance weaknesses.
 
Monk: The natural damage resistance of the Monk can be used to offset the burden of any race with low vitality. Thus giving you an opportunity to try different races you might not initially think would do well in melee combat situations.
 
Ninja: Thrown auto-penetrate and criticals. Although the amount of damage will be affected the ability to penetrate an opponent's armor and to Instant Kill opponents is not impacted by the Strength attribute. This opens the profession wide up for physically weak characters who you might not normally consider for the job.
 
Psionic: With their Mental Condition Immunity and Fearlessness any race can benefit from this profession.