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Classes and guilds

Choose a class

Your class determines the skills you can learn and the armour you can wear. Every character begins as an Explorer. From level 10, the Warrior, Mage, Healer, Rogue, Ranger, Bard and Psion guilds accept new members at their entrances. Other paths require admission or a completed prerequisite class. The Diplomat is listed here as a planned class and is not yet available to play.

Hard mode restricts guild entry to Warrior, Mage, Healer and Rogue. In other modes, the requirements below apply.

Heraldry of the orders

The crests of the orders

Fourteen banners hang in the great halls - from the oldest martial orders to the newest roads, the Necromancer's forbidden art and the Explorer's endless map.

Where each people leans

Race & class affinity

Race does not restrict class choice. The table suggests combinations based on starting attributes; guild entry requirements still apply. These suggestions do not decide a character's profession, background or personality. Tap or hover a row to focus it.

Reading the table

Natural fitOpen
RaceWarriorPaladinRangerMageNecromancerClericHealerMerchantBardRogueThiefAssassin
Human
Elf
Dwarf
Pisca
Jackile
Catfolk
Shade
Dryad
Fey
Gnome
Halfling
Scorpien
Goblin
WarriorsGuild

Warriors

Weapon training, shields and command in battle.

Olympus gives the warrior tradition its military character, but a warrior need not serve a legion. Caravan guards, arena fighters and travelling companions use the same training. A shield, a chosen weapon and a place in the formation give each a different job when fighting starts.

Home
Olympus
Entry
Join the Warrior guild after Explorer training.
Powers
Charge, Warcry, Shield Wall, Bladestorm
Explore Warriors ›
PaladinsGuild

Paladins

Armoured fighters trained in protection and divine magic.

The order belongs to the martial and religious traditions of Olympus and Morrigan. Members guard people and places, accompany expeditions and fulfil duties attached to their vows. Guild rank establishes authority within the order; it grants no general jurisdiction over strangers.

Home
Olympus & Morrigan
Entry
Promotion from Warrior or Cleric at level 100.
Powers
Smite, Divine Storm, Sacred Shield, Hand of God
Explore Paladins ›
RangersGuild

Rangers

Archery, tracking and work with animals.

The ranger tradition is associated with Thalos and Iasos, but its practitioners also work around towns and farms. A hunter, a road guide and a keeper of strays can belong to the same guild for quite different reasons. Field knowledge matters as much as skill with a bow.

Home
Iasos
Entry
Join the Ranger guild after Explorer training.
Powers
Hunter's Mark, Power Shot, Rolling Retreat, Volley
Explore Rangers ›
MagesGuild

Mages

Elemental spells, wards and travel magic.

Aurin's arcane tradition supports research and teaching as well as fieldwork. A mage might seek a new technique, work for clients or pursue a question that a teacher left unanswered. Competence does not settle how the knowledge should be used.

Home
Aurin & Morrigan
Entry
Join the Mage guild after Explorer training.
Powers
Mystic Missile, Spark, Portal, Burst
Explore Mages ›
NecromancersGuild

Necromancers

Raise servants, work with corpses and weaken enemies.

Morrigan and the Underworld are centres of the tradition. Admission follows extensive Mage training, after which study turns to binding spirits and using remains. The work often brings practitioners into contact with families, priests and others who claim obligations towards the dead.

Home
Morrigan & the Underworld
Entry
Advanced Mage promotion requiring guild admission.
Powers
Raise Bone Minion, Death Bolt, Corpse Explosion, Decay
Explore Necromancers ›
ClericsGuild

Clerics

A fighting priest whose faith shapes their magic.

Shared instruction gives clerics of all five faiths a grounding in divine magic. Their duties then differ by patron: tending an altar, conducting rites, accompanying travellers or serving a temple in town. Prayer and study continue alongside the practical work of a religious office.

Home
All divine cities
Entry
Admission through the Cleric guild.
Powers
Smite, Bless, Divine Shield, Sanctify Ground
Explore Clerics ›
MerchantsGuild

Merchants

Trade goods, arrange contracts and run a business.

Aurin is a centre of the trade, with roads and shipping carrying goods beyond the city. A merchant might specialise in equipment, lend money or develop property. Customers, suppliers and unpaid obligations provide reasons to return to the same people over time.

Home
Aurin & the trade routes
Entry
Admission through the Merchant guild.
Powers
Appraise, Identify, Stock Shop, Consign
Explore Merchants ›
DiplomatsGuild

Diplomats

A planned class for negotiation and public affairs.

The proposed role concerns disputes between people and institutions: preparing an agreement, finding terms both sides will accept and deciding when an agreement cannot be kept. These are intentions for the class, rather than services a player can use today.

Home
Aurin & Olympus
Entry
Not currently available to join.
Powers
No abilities implemented yet
Explore Diplomats ›
Guild

Psions

Mental disciplines for force, defence and control.

The inner schools offer a different course of study from the mage guild or a temple. Exercises in concentration lead into the handling of force and thought. A practitioner might pursue an unusual experience, work with a teacher or investigate a technique recorded by an earlier student.

Home
The inner schools
Entry
Join the Psion guild after Explorer training.
Powers
Force Bolt, Kinetic Barrier, Ego Whip, Mind Thrust
Explore Psions ›
BardsGuild

Bards

Songs, dances and words that support a party.

Aurin's colleges and taverns employ very different performers. A bard may collect old songs, write for a patron or earn supper with a familiar tune. Rehearsal, payment and the people in the audience give the profession a life beyond tales of famous heroes.

Home
Aurin & the cultural centers
Entry
Join the Bard guild after Explorer training.
Powers
Resonate, Incite, Encouraging Word, Encore
Explore Bards ›
ExplorersDiscipline

Explorers

The starting class for every new character.

The Explorer’s Guild in Aurin provides a starting place, with training grounds for early practice. Nearby streets connect its hall to the services of the town. The first ten levels introduce the basic commands and equipment before a character commits to a guild and its specialised training.

Home
The wider world, before any guild claims you
Entry
Automatic at character creation; capped at level 10.
Powers
No abilities - the Explorer tier runs on ordinary commands
Explore Explorers ›
HealersDiscipline

Healers

Restore health, remove afflictions and protect allies.

The tradition has close ties to Loralei and the divine cities. Its practitioners can work in an infirmary, travel with a party or serve people who cannot reach a temple. The same work may be approached with tenderness, professional distance or an impatient determination to get a patient safely home.

Home
The divine cities, under Loralei
Entry
Join the Healer guild after Explorer training.
Powers
Healing Breeze, Word of Healing, Healer's Hand, Purify
Explore Healers ›
ThievesHidden

Thieves

Locks, theft and entry into guarded places.

The guild operates within the cities whose property it targets. Its members have clients, debts and rivals as well as victims. An experienced thief may know a roofline or a delivery schedule better than a street name; that knowledge comes from work, not an assurance that every attempt will succeed.

Home
Every city, unseen
Entry
A hidden advanced path; admission is discovered in play.
Powers
Backstab, Poison, Steal, Shadowstep
Explore Thieves ›
AssassinsHidden

Assassins

An advanced path built on the thief's training.

The tradition is associated with the Underworld enclaves and the obligations kept by Morbis. A commission can create a motive for an attack without making its terms just or its outcome certain. Clients may withhold information; a trained assassin remains capable of mistakes.

Home
The Underworld enclaves
Entry
Hidden promotion from Thief.
Powers
Backstab, Poison, Quietus Strike, Assassinate
Explore Assassins ›
RoguesDiscipline

Rogues

Stealth, evasive fighting and practical utility.

The training suits scouts and travelling opportunists as well as people working at the margins of a city. A rogue might use the same knowledge to steal, protect a confidence or help a party avoid a fight. The guild offers a common training to people with different employers and interests.

Home
The margins of every city
Entry
Join the Rogue guild after Explorer training.
Powers
Garrote, Sneak, Evasion, Scout
Explore Rogues ›