Classes
Class abilities, guild entry, resources and armor restrictions.
Class determines a character's abilities, training and access to armor. Every new character begins as an Explorer, with ordinary commands, racial abilities and a level cap of 10. At that cap, guild training becomes available.
Five guilds take an Explorer of level 10 who walks in and types join:
Warrior, Healer, Rogue, Mage and Psion. The Merchant's Guild needs
admittance first; ask Hollis Pell about joining at the Registrar's desk in
its Lobby. Nobody joins the clerics directly: a healer who has joined a
religion is anointed by that faith's High Priest or High Priestess. A guild
is chosen once. A member of one base guild cannot join another, and a
later change of class goes through remorting.
The command accepts ordinary forms of a guild's name, so join mages and
join the mage's guild both mean join mage.
Thief, Bard, Ranger, Paladin, Necromancer and Assassin are remort classes.
Nobody joins them; a character reaches one by being reborn at level 1 from
level 100, or from level 50 as a half remort, once that class's
requirements are met. remort <class> in the game lists what is still
missing, and the remorting guide gives the route
to each one.
Roles and equipment#
The table includes sixteen registered classes. Diplomat and Templar are unfinished and cannot be joined. Their rows describe the current registration, not a playable path.
Armor restrictions are checked when an item is worn. Plate is available to Warriors and Paladins, and to Clerics of Kranos from level 27. Mail, leather and cloth have the access shown below. Equipment without an armor category has no class restriction.
| Class | Role | Primary resource | Armor |
|---|---|---|---|
| Warrior | Frontline tank and weapon master | SP, with Adrenaline built in combat | Plate, mail |
| Paladin | Holy hybrid tank and support | SP; Conviction is shown but not spent | Plate, mail |
| Cleric | Fighting priest, healer and religious ceremonies | SP | Mail, cloth |
| Healer | Backline restoration and support | SP | Cloth |
| Mage | Ranged elemental damage and battlefield control | SP | Cloth |
| Necromancer | Minion summoner and attrition caster | SP | Cloth |
| Bard | Songs, dances and party support | SP | Mail, leather, cloth |
| Rogue | Stealth skirmisher, debuffs and utility | SP | Leather |
| Thief | Backstab burst, larceny and traps | SP | Leather |
| Assassin | Thief abilities, Assassinate and traps of its own | SP | Leather |
| Ranger | Bow specialist and woodsman, shooting across rooms | SP | Leather |
| Psion | Mental and force abilities, barriers and utility | SP and Lucidity | Leather |
| Merchant | Noncombat trader, broker and property developer | SP | No category access |
| Diplomat | Social and support base class, not yet built | None defined | No category access |
| Templar | Promoted mage and cleric hybrid, not built | None defined | |
| Explorer | Starting tier, capped at level 10 | None defined | Leather |
Where each guild takes members#
The Warrior's Guild Entrance, the Mage Tower and the Physician's College
(for healers) are in Aurin. Rogues join at the signpost at the Mistwood
Crossroads, north of the city. Psions join on the sixth floor of the
lighthouse off the South Aurin Road. The Merchant's Guild is in Aurin; its
Lobby and Marble Hall both take join merchant from a character who has
been admitted.
The remort guilds have halls of their own: the Rangers at the Waymark Yew, the Bards at their Foyer beside the Amphitheatre, the Necromancers in the Aurin cemetery and the Assassins in Aurin. Each class page describes its route.
Diplomat has no abilities and no guild entrance. Olympus has a Templar's
Guild entrance, but join templar is refused there and the class has no
abilities. The Templar companion Cassia is separate from that unfinished
player class.
Assassin keeps the Thief catalog and adds Assassinate at level 60, Caltrops at 80, Oblivion at 90 and Execution at 100. Its class page explains the remort requirements.
Guild ranks and the guildmaster#
Every guild has its own ladder of ranks. granks lists the members by rank,
online or not, and the guild's own word works too, such as warriorranks.
The guildmaster is the member holding the top rank, or one staff have named.
There is only one at a time: to promote someone to the top rank, the current
guildmaster must first step down a rank.
The guildmaster runs the guild with these commands.
| Command | What it does |
|---|---|
ginduct <player> |
Invites an online player to join. A base guild takes only an Explorer of level 10 or more; a remort guild takes a level 100 character who meets its requirements. |
admittance |
Grants or withdraws a player's admittance to the guild. |
gpromote <player> / gdemote <player> |
Moves a member up or down one rank, online or not. |
gexile <player> |
Removes a member, who becomes an Explorer again. It asks for gexile confirm <player> within two minutes. |
gsetranks |
Renames the guild's ranks. |
gscout |
Lists the online players who could join. |
approvelevel <player> |
Approves a member past the gate at level 25, 50, 75 or 100. These gates are switched off for now, so nobody needs approval to advance. |
goffice |
Steps straight into the guild's private chambers. |
The guildmaster's chambers#
The Mage, Merchant and Necromancer guilds have private chambers whose door
opens only for the guildmaster and the guests they invite: the Archmage's
Study, the Guildmaster's Chambers and the Necromancers' Guildmaster Chamber.
goffice takes the guildmaster there from anywhere after a few seconds. It
cannot be used in a fight, while dead, or from a place that holds its people,
and a fight that starts in those seconds stops it. The guildmaster's own
heroes, henchmen, pets and minions follow as they would on any walk; anyone
else following loses the trail.