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Explorer

The starting state every new character begins in, capped at level 10, which exists to be traded in for a real class.

Every character in Rogue starts as an Explorer. It is not something you pick and it is not something you can avoid: if a character has no class, the game makes it an Explorer, and that is the state you arrive in the world wearing. Think of it as the tutorial tier rather than as a class. You have no abilities, a hard level cap of 10, and one job, which is to reach that cap and then go and join a guild that has an actual skill list behind it.

That does mean the first ten levels of every character you ever make are played the same way, with ordinary weapons, ordinary armour and nothing else. It is short by design. The point of the tier is to teach you movement, looking, fighting, buying and the general shape of the world before you commit to a class you will be living in for the next ninety levels. Explorer has its own guild identity for the sake of consistency, with a channel and a rank ladder running Trailblazer, Pathfinder, Cartographer, Wayfinder and Guildmaster, but there is no guildmaster to speak of and no powers attached to it.

Resources#

Explorers have the same HP, SP and EP bars as everyone else, shown on score, and no way to spend any of them on an ability, because there are no abilities. Nothing regenerates towards anything and there is nothing to manage.

The class configuration carries base combat proficiency ratings, which feed the skill averaging system rather than being skills you can use. They describe a generalist with modest blade and melee numbers, weaker magic, and its best rating in bargaining. That is the profile of someone who has not specialised yet, which is exactly what an Explorer is.

Explorers have no armour category access at all. Plate, mail, leather and cloth are every one of them closed to you, so the only wearable gear is the kind with no category set on it. In practice that is ordinary starting equipment, which is what you should expect to be wearing for the whole of the tier.

Talent Trees#

The Explorer has no talent trees. None are declared for the class, which follows from its having no abilities to sort into them.

Skills#

There are no Explorer skills. The class has no skill daemon and no command directory, and holds nothing you can learn, unlock or plan for. The commands available to you are the ordinary ones every character has, such as look, inventory, wear, wield, score and the movement directions.

Playing an Explorer#

Get to level 10 and leave. That is genuinely the whole of it, and the game will not let you go past 10 in any case, so there is no reward for lingering. Fight things near where you start, pick up what drops, learn what the commands do, and keep an eye on the level requirement.

Use the time to decide what you actually want to be, because the choice matters more than anything you do before it. The four guilds you can simply walk into and join yourself are Warrior, Healer, Rogue and Mage, which makes them the natural first classes: the Warrior's Guild entrance and the Mage Tower are both in Aurin, the Physician's College treatment ward handles healers, and the rogue guild is reached from Northmere Woods. Cleric and Merchant are base classes too, but their guilds do not take walk-ins, so a guildmaster has to grant you admittance or induct you before you can join. Everything else in the game is a promoted class that requires a completed class behind it and level 100, so it is not a decision you need to make yet.

Two practical notes before you commit. Joining a guild resets your level to 1 and clears your experience, so those ten Explorer levels are spent rather than carried across, and there is no advantage to arriving at the guild with a full experience bar. And while you are not locked in forever, changing class later is expensive: it wipes your old class skills, resets you to level 1 again, and clears any specialisation or subclass mastery you had chosen. Read up on the class you are drawn to before you walk into its guild hall, because the cheapest time to change your mind is now.