Remorting
The routes to every remort class, how remort points work, remort races and what a remort keeps.
Remorting is how a character goes on past level 100. At level 100 you can be reborn at level 1 in a new class, or in the same class again. Some classes can only be reached this way.
How it works#
Taking a class to level 100 finishes one life, and every finished life pays remort points that stay with your character. At level 100 you can remort: you start again at level 1 in the class you choose.
Every remort makes you stronger, whatever you are reborn as: 20 stat points to place, 1 more melee damage, 5 percent resistance to a damage type you choose, and 2 percent more health, spell points and endurance (see what every remort gives). At any remort you can also be reborn as a remort race, for nothing.
You keep your stats, coins, homes, clan, faith, crafts and remort points. Your level, experience and class skills start again.
You never have to remort, and a character can remort eight times in all.
Pick what you want#
| I want to be | Route | Remorts |
|---|---|---|
| Warrior, Mage, Rogue, Healer, Merchant or Psion | Join at level 10 as an Explorer | 0 |
| Cleric | Healer, ordained at any level | 0 |
| Thief | Rogue → Thief | 1 |
| Bard | Rogue → Bard | 1 |
| Ranger | Rogue → Warrior → Ranger, or Warrior → Rogue → Ranger | 2 |
| Assassin | Rogue → Thief → any class → Assassin | 3 |
| Paladin | Cleric → Warrior → any class → Paladin | 3 |
| Necromancer | Mage → Psion → any class → Necromancer | 3 |
| A Shade or a Dryad | Any class to 100, then remort | 1 |
Each arrow is one remort, taken at level 100. The routes below show each step.
Assassin, paladin and necromancer are the legendary classes. Each needs three finished lives: the two the class names, and one more of any class. The lives can come in any order, and you can join from any class once you are level 100 with all three finished.
The routes#
Thief#
Rogue → Thief
| Step | Play | At level 100 | Then |
|---|---|---|---|
| 1 | Rogue | 4 points | The Thieves' guildmaster invites you. Remort into Thief, paying 4. |
| 2 | Thief |
The Thieves cannot be applied to. Their guildmaster watches level 100 rogues and invites those they judge worthy.
Bard#
Rogue → Bard
| Step | Play | At level 100 | Then |
|---|---|---|---|
| 1 | Rogue | 4 points | Pass the Bards' audition, and the Bards invite you. Remort into Bard, paying 4. |
| 2 | Bard |
Psion#
Psion is a standard class. Explorers join at level 10 in the lighthouse
with join psion; no remort points or invitation is needed. Like the other
standard classes, it is also a free class choice when remorting.
Ranger#
Rogue → Warrior → Ranger
| Step | Play | At level 100 | Then |
|---|---|---|---|
| 1 | Rogue | 4 points | Remort into Warrior. |
| 2 | Warrior | 8 points | The Rangers invite you. Remort into Ranger, paying 4. |
| 3 | Ranger |
Warrior first, then Rogue, works the same way.
Assassin#
Rogue → Thief → any class → Assassin
| Step | Play | At level 100 | Then |
|---|---|---|---|
| 1 | Rogue | 4 points | The Thieves invite you. Remort into Thief, paying 4. |
| 2 | Thief | 6 points | Remort into any class. |
| 3 | Any class, for example Warrior | 10 points | The Assassins send you a contract. Complete it, then remort into Assassin, paying 8. |
| 4 | Assassin |
The third life can come first: Warrior → Rogue → Thief → Assassin works too.
The Assassins are listed by remort, but they cannot be asked. When a level
100 character has finished a rogue life, a thief life and one more, and has 8
points, the guild may send a sealed contract naming a target somewhere in the
realms. The
target must die by the candidate's hand within one day, with no group,
companions or heroes. A candidate who fails may be offered another contract
later.
Paladin#
Cleric → Warrior → any class → Paladin
| Step | Play | At level 100 | Then |
|---|---|---|---|
| 1 | Healer, ordained Cleric | 4 points | Remort into Warrior. |
| 2 | Warrior | 8 points | Remort into any class. |
| 3 | Any class, for example Mage | 12 points | Keep the Vigil. The High Priest of your faith lays the oath on you. Accept it, then remort into Paladin, paying 10. |
| 4 | Paladin |
The three lives can come in any order. To play the Cleric after another life, remort into Healer and be ordained.
remort paladin checks each thing a paladin needs against your character:
- Level 100
- A finished Cleric life and a finished Warrior life
- Three finished lives in all
- 10 remort points
- Two years in service to your religion
- 2500 hours played
- To pass the Vigil
- The oath, laid by the High Priest or High Priestess of your faith
A paladin serves their own god. The oath is laid by the High Priest or High Priestess of that faith, and only on a follower of at least two years with 2500 hours played. No one who serves another god can take it.
For the Vigil, the candidate keeps watch alone through the night at the Order's chapel. Three waves of the restless dead come for the altar, and the altar must not fall. Companions, heroes and other players cannot enter. A failed vigil can be tried again the next day.
Necromancer#
Mage → Psion → any class → Necromancer
| Step | Play | At level 100 | Then |
|---|---|---|---|
| 1 | Mage | 4 points | Remort into Psion for no points. |
| 2 | Psion | 8 points | Remort into any class. |
| 3 | Any class, for example Rogue | 12 points | The Necromancers' Circle invites you. Complete the Binding, then remort into Necromancer, paying 8. |
| 4 | Necromancer |
The three lives can come in any order. Psion can be the first life; no previous Mage life is needed to enter it.
For the Binding, the Circle sends the candidate to bind a spirit. The candidate must defeat the spirit's guardian alone and carry the spirit back to the Circle in a vessel without dying. A failed binding can be tried again the next day.
Cleric#
Cleric is not a remort. A healer of any level can be ordained by a temple of their faith, keeps their level, and needs no points. See Cleric.
Remort points#
Earning#
You earn points once per life, when that life reaches level 100. A class you have finished before pays half.
| Life finished at level 100 | First time | Same class again |
|---|---|---|
| Warrior, mage, rogue, healer, cleric, merchant, psion | 4 | 2 |
| Thief, bard, ranger | 6 | 3 |
| Assassin, paladin, necromancer | 8 | 4 |
Healer and cleric are different classes. A cleric who reaches level 100 has finished a cleric life.
Spending#
| Class | Points |
|---|---|
| Thief | 4 |
| Bard | 4 |
| Psion | 0 |
| Ranger | 4 |
| Assassin | 8 |
| Necromancer | 8 |
| Paladin | 10 |
The costs are set so that any third life pays enough, even a class you have played before, which pays only half.
Points are spent only when you confirm the remort. Unspent points stay with
your character, and remort shows how many you have. Lives and points belong
to the character that earned them. Your other characters do not count.
Remort races#
At any remort you may change your race to a remort race. It costs nothing, needs nothing but a finished life, and comes on top of your new class. Your stats are rebuilt from the new race's starting row, plus your background point and the remort points you have placed. Your eyes, hair and features are drawn fresh from the new race's options, and you keep every language you know.
There are two remort races, the Shade and the Dryad. Neither can be chosen when making a character.
Shade#
Shades are people caught between life and death, shaped by memory and by what has happened to them. They do not bleed; a wounded shade frays.
Dryad#
Dryads are spirits of the forest, listened to above anyone and wise in the old green ways, with bark-grained skin and branchlike hair. A dryad is always female, so only a female character can be reborn as one.
Remort race stats#
A remort race starts with 84 points across the six core stats, where the creation races start with 80.
| Str | Agi | Con | Int | Wis | Cha | Luck | |
|---|---|---|---|---|---|---|---|
| Shade | 10 | 18 | 10 | 15 | 16 | 15 | 9 |
| Dryad | 10 | 12 | 14 | 12 | 18 | 18 | 14 |
Shades and dryads made before they became remort races keep their race and their stats.
Half remorts#
From level 50 a character can take a half remort: set the life down early and start again at level 1 in another class, to chase a class sooner. A half remort walks every route a full remort does, all the way to Paladin, Necromancer or Assassin.
- The life you leave counts as a finished life for every route, and pays its remort points as a full life does.
- It gives none of the remort bonuses: no stat points, melee damage, resistance or pools, no extra experience, no boss first kills again and no race change.
- It does not use one of the eight remorts, and your life number on
whostays the same. - At level 100 a remort is a full remort while you have full remorts left. Once all eight are used, a remort from level 50 is a half remort.
Example: Rogue 50 → Thief 50 → Warrior 50 → Assassin
| Step | Play | At level 50 | Then |
|---|---|---|---|
| 1 | Rogue | 4 points | The Thieves invite you. Half remort into Thief, paying 4. |
| 2 | Thief | 6 points | Half remort into Warrior. |
| 3 | Warrior | 10 points | Complete the Contract, then half remort into Assassin, paying 8. |
| 4 | Assassin |
The points shown include what each life pays as it is set down.
What every remort gives#
Every full remort gives the same four bonuses, whether you are reborn into an open class, a prestige class or a new race. They stay with you for good, through every later life and every change of race.
| Bonus | Each remort | Most it can reach |
|---|---|---|
| Stat points | 20 to place where you like | 35 in any stat |
| Melee damage | +1 on every melee blow | +8, after eight remorts |
| Resistance | +5% to one damage type you choose | 10% in any one type |
| Health, spell points and endurance | +2% to each maximum | 10%, after five remorts |
A character can remort eight times. Here is what each remort has added by then:
| Remorts | Stat points | Melee damage | Resistances placed | Health, SP and EP |
|---|---|---|---|---|
| 1 | 20 | +1 | 1 | +2% |
| 2 | 40 | +2 | 2 | +4% |
| 3 | 60 | +3 | 3 | +6% |
| 4 | 80 | +4 | 4 | +8% |
| 5 | 100 | +5 | 5 | +10% |
| 6 | 120 | +6 | 6 | +10% |
| 7 | 140 | +7 | 7 | +10% |
| 8 | 160 | +8 | 8 | +10% |
Stat points#
Stats do not grow as you level: they come from your race, your background point, your gear and your runes (see Stats). Remort stat points raise the stat itself, so the gain is there whatever you wear.
remort stats shows each stat, how much of it came from remorting and
how much room is left. remort stats <stat> <amount> places points, for
example remort stats strength 5. Unplaced points wait for you, and
nothing is lost by placing them later.
A stat can reach 35 from race, background and remort points. Gear and runes then carry it on towards 50, where every stat's effect stops. Eight remorts give enough points to bring all seven stats to 35 from any race.
| Race | Starting total | Points to bring every stat to 35 | Remorts needed |
|---|---|---|---|
| Any | 90 to 99 | 146 to 155 | 8 |
If you change race, your placed points go back onto the new body. Where the new race starts higher and a stat would pass 35, the extra points come back to you to place again.
Melee damage#
Every melee blow, with a weapon or bare-handed, deals one more point of
damage for each remort. Bows, slings and guns are not melee and do not
gain it. summary shows your melee bonus, remorts included.
Resistance#
Each remort lets you raise one resistance by 5%, to at most 10% in any
one type. remort resist shows what you have and what is left to place,
and remort resist <type> raises one, for example remort resist fire.
| You type | Protects against |
|---|---|
| blunt (or earth, crushing) | Blunt blows |
| cutting (or slashing) | Cutting blows |
| pierce (or piercing, thrusting) | Piercing and thrusting blows |
| heat (or fire) | Fire and heat |
| cold | Cold |
| shock (or lightning) | Lightning |
| acid | Acid |
| water | Water |
| poison | Poison |
| disease | Disease |
| magic | Magic |
| psionic (or psychic) | Psionic attacks |
| holy (or radiant) | Holy damage |
| void (or necrotic) | Void and necromantic drain |
| sonic | Sonic |
Remort resistance is added on top of everything else that protects you. Gear, runes and your race give their best, and your remort resistance is then added to it.
Health, spell points and endurance#
Each remort raises your maximum health, spell points and endurance by 2%,
up to 10% after five remorts. summary shows it as your remort bonus.
Experience and training#
Every remort also makes the next life quicker.
| Gift | What it does |
|---|---|
| Memory of past lives | +20% to all experience you earn for each remort, up to +100%: double experience after five |
| Bosses again | Bosses pay their first-kill reward again in each life |
| No Explorer stage | You start at level 1 in your new guild, with its kit |
| Your mark | Your life number beside your name on who, and a realm banner |
Where you see it#
| Command | Shows |
|---|---|
remort |
Your lives, remort points and every class |
remort stats |
Your stats and the points waiting to be placed |
remort resist |
Your remort resistances and the picks waiting |
summary |
Your melee bonus, your remort vitals bonus and your resistances |
buffs all |
A Remorts line under Always on, with every remort bonus |
who and finger |
Your life number beside your name |
What you keep#
| Kept | Starts again |
|---|---|
| Name, gender, race (unless you change it), stats | Level 1 and no experience |
| Coins, bank, houses and shops | Class skills, guild rank and guild chapters |
| Clan, faith and faction standing | Class title |
| Crafting, gathering and fishing | Boss first-kill rewards |
| Achievements, languages and settings | |
| Remort points and finished lives |
Gear above your level stays in your pack until you reach its level again.
Remorting in the game#
| Command | What it does |
|---|---|
remort |
Your finished lives, your points, and what each class still needs |
remort <class> |
Whether you can take that class now, and what is missing. At level 100 it shows the rebirth |
remort <class> race <race> |
The same, reborn as a remort race as well |
remort race <race> |
Adds a remort race to the rebirth shown, or remort race none takes it off |
accept |
Accepts a guild's invitation into a prestige class |
remort confirm |
Carries out the remort you were just shown |
remort cancel |
Sets it aside. Nothing changes |
remort stats |
Your stats and the points waiting to be placed |
remort stats <stat> <amount> |
Places stat points |
remort resist |
Your remort resistances |
remort resist <type> |
Raises one resistance by 5% |
Every remort shows a preview first: who you are now, who you will be,
what it costs and your lives so far. Nothing changes until you type
remort confirm.
Characters made before remorting#
Rangers, bards, necromancers, thieves and assassins who joined before remorting began keep their class, and their life counts when it reaches level 100.