Explorer
The starting class for every new character, with introductory training through level 10.
Every new character begins as an Explorer. The first ten levels teach movement, equipment, town services and combat before a guild is chosen. The Explorer's Guild in Aurin provides training and an introductory chain of quest chapters, with the Training Grounds below it for practice.
Explorers have no class abilities of their own. They use ordinary commands and their racial abilities, which race lists. Orla Wavering in the guild's armory hands out starter leather armor and a weapon. Explorers cannot pass level 10; going further means joining a guild.
Resources#
Health, spell points and endurance show on score and hp. Ordinary attacks, movement and racial abilities cost what they cost for anyone else.
Explorers can wear leather and any equipment with no armor category. Plate, mail and cloth belong to other classes. gear shows what you have equipped, and ooc <item> shows an item's statistics.
Talent Trees#
Explorers have no talents and earn no talent points. Talent points start with a guild: one at guild level 10, then one every ten guild levels, up to ten.
Skills#
The basic commands are what an Explorer uses: look, the movement directions, inventory, wear, wield, score and attack. race lists racial abilities. quest shows the current introductory chapter, and a bare ? gives guidance for the stage you have reached.
Playing an Explorer#
The First Steps guide covers getting equipment and finding Master Toren in the Training Grounds. Return to him and use advance when you have enough experience. level shows your progress toward the next level from any room.
At level 10 an Explorer can join one guild:
- Warrior:
join warriorat the Warrior's Guild Entrance in Aurin. - Mage:
join mageat the Entrance to the Mage Tower in Aurin. - Healer:
join healerat the Physician's College in Aurin. - Rogue:
join rogueat Mistwood Crossroads, on the road north of Aurin. - Psion:
join psionin the glass chamber on the sixth floor of Aurin's lighthouse. - Merchant:
ask hollis about joiningat the Merchant's Guild in Aurin to be put on the roll, thenjoin merchantat her desk.
The compass lists these destinations. Cleric is reached from healer: a healer who joins a religion can be anointed by the leader of that faith. Thief, Bard, Ranger, Assassin, Paladin and Necromancer are remort classes, reached at level 100 through remort (see Remorting). Diplomat and Templar are unfinished and cannot be joined.
Joining a guild starts its progression at level 1 with no experience, and a guild is chosen only once: a member of one guild cannot join another. Read the class guide before you choose. After that, a change of class comes through remorting at level 100.
Hard mode now applies to every character; hardmode lists its rules.