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Discipline · The wider world, before any guild claims you

Explorers

The starting class for every new character.

Every character begins as an Explorer. This first stage introduces movement, equipment and combat before guild training becomes available.

Training and role

The first ten levels

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.

Explorers use ordinary attacks and equipment; they have no class ability catalogue. The class stops at level 10, when a character can seek admission to a guild.

A new character starts with no established reputation. Quests and other recorded actions build it during play.

Strengths

  • Available to every new character
  • Time to learn the basic commands
  • Leather starter equipment

Risks

  • No class abilities
  • Level 10 cap until joining a guild

Begin

Joining a guild

Each class has its own entry requirements. The wiki gives more detail on training, skills and equipment.

Automatic at character creation; capped at level 10. Every new character begins as an Explorer and completes the introductory levels before joining a guild.

Read the class guide