Blind or using a screen reader? Start here Skip to content
Rogue Wiki
Back to rogue-mud.com
Wiki Systems Remorting

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:

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.

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.