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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 Mail
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.