Guilds kit at a glance
Overview
This page is a collection of similar features and abilities from each guild. Hopefully, this page will be useful to players searching for specific effects or for new players trying to decide what guild to join.
Please keep in mind that this page only covers guild similarities and not everything that a guild can do. For example, an Empath's ability to transfer wounds or the Trader's ability to own shops are not covered here.
Keys:
- All signature spells and abilities are bolded.
- Area of Effect (AOE) - The ability can be used against multiple targets at once.
- Cyclic Spell (C) - Cyclic spells last indefinitely but require additional mana from Harness, a Cambrinth with Dedicated Cambrinth User feat, or Attunement with Raw Channeling feat. Only one cyclic spell can be active at a time. Bards can Segue from one cyclic spell to another.
- Group (G) - Player's entire group gains the benefits of the ability.
- Pulse (P) - Periodically trigger again after use. Usually lasts for a limited time or is a cyclic spell.
- Ritual Spell (R) - Has a high mana cost and usually requires a Ritual Focus.
- Abilities with a (*) have notes at the bottom of the table with additional information.
Stats
Stat Buffs
- Symbiosis: All magical guilds have access to Symbiosis through Magical Research
- Bard rituals: Only one of the ritual spells (R) can be active at a time.
- Bluff Amaze: Also debuffs the Bard's discipline by an equal amount.
- Invocation of Spheres: Buffs two specific stats selected from these pairings: Discipline/Intelligence, Charisma/Wisdom, or Agility/Reflex
- Veteran Insight: The +Reflex bonus is a metamagic effect applied to Sentinel's Resolve
- Aegis of Granite and Mantle of Flame: Cannot be used at the same time
Stat Debuffs
- Bluff - Amaze: Debuffs the user
- Devolve: Only affects the top two stats
Skills
Skillset Placement
Guild | Armor | Weapon | Magic | Survival | Lore |
---|---|---|---|---|---|
Barbarian | Secondary | Primary | Tertiary | Secondary | Tertiary |
Bard | Tertiary | Secondary | Secondary | Tertiary | Primary |
Cleric | Tertiary | Secondary | Primary | Tertiary | Secondary |
Empath | Tertiary | Tertiary | Secondary | Secondary | Primary |
Moon Mage | Tertiary | Tertiary | Primary | Secondary | Secondary |
Necromancer | Tertiary | Tertiary | Secondary | Primary | Secondary |
Paladin | Primary | Secondary | Tertiary | Tertiary | Secondary |
Ranger | Secondary | Secondary | Tertiary | Primary | Tertiary |
Thief | Tertiary | Secondary | Tertiary | Primary | Secondary |
Trader | Secondary | Tertiary | Tertiary | Secondary | Primary |
Warrior Mage | Tertiary | Secondary | Primary | Tertiary | Secondary |
Skillset Perks
All guilds receive additional bonuses depending on their Primary and Secondary skillsets.
Guild | Armor Hindrance Bonus | Defending ranks needed for an additional stance point | Arm-Worn Shields | Bow & Arm-Worn Shield | Dual Wield | Careers | Hobbies | Foraging | Hunt Distance | Snipe | Slips | Max Spell Slots (F2P/Sub) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Barbarian | -1 | 60 | Medium shields, Small shields | Small shields | Heavy or lighter | 1 | 1 | Careful | 4 rooms | 68 / 70 | ||
Bard | 70 | Small shields | Medium or lighter | 2 | 1 | 3 rooms | 1 | 77 / 79 | ||||
Cleric | 70 | Shield of Light, Small shields | Medium or lighter | 1 | 2 | 3 rooms | 92 / 94 | |||||
Empath | 70 | Small shields | Medium or lighter | 2 | 1 | Careful, Precise | 4 rooms | -- / 79 | ||||
Moon Mage | 70 | Small shields | Medium or lighter | 1 | 2 | Careful | 4 rooms | 92 / 94 | ||||
Necromancer | 70 | Small shields | Medium or lighter | 1 | 2 | Careful, Precise | 5 rooms | Vivisection | 5 | -- / 79 | ||
Paladin | -2 | 50 | All Shields | All Shields | Medium or lighter | 1 | 2 | 3 rooms | 68 / 70 | |||
Ranger | -1 | 60 | Medium shields, Small shields | Medium shields, Small shields | Medium or lighter | 1 | 1 | Careful, Precise | 6 rooms | Bow, Crossbow, Sling | 5 | 68 / 70 |
Thief | 70 | Small shields | Medium or Small | 1 | 2 | Careful, Precise | 5 rooms | Bow, Crossbow, Sling | 8 | 68 / 70 | ||
Trader | -1 | 60 | Medium shields, Small shields | Medium or lighter | 2 | 1 | Careful | 5 rooms | -- / 70 | |||
Warrior Mage | 70 | Aegis of Granite, Small shields | Medium or lighter | 1 | 2 | 4 rooms | 92 / 94 |
Skill Buffs
- Moon Mage's Fortune: Gives a small 5 minute bonus to 1 of 12 skills, randomly.
- Paladin's Lead: Requires a group to use. Boosts all offensive and defensive skills.
Armor
Guild | +Shield Usage | +Defending | +Light Armor | +Chain Armor | +Brigandine | +Plate Armor | Protection | Absorption | Stealth Hinderance |
---|---|---|---|---|---|---|---|---|---|
Barbarian | Tornado | Contemplation | Contemplation | Contemplation | Contemplation | ||||
Bard | |||||||||
Cleric | Shield of Light | Major Physical Protection | |||||||
Empath | |||||||||
Moon Mage | |||||||||
Necromancer | |||||||||
Paladin | Sentinel's Resolve | Sentinel's Resolve | Divine Armor | Divine Armor | |||||
Ranger | Skein of Shadows | Skein of Shadows | Skein of Shadows | Skein of Shadows | |||||
Thief | Dampen | ||||||||
Trader | Last Gift of Vithwok IV | ||||||||
Warrior Mage | Aegis of Granite (R) | Y'ntrel Sechra | Y'ntrel Sechra | Y'ntrel Sechra | Y'ntrel Sechra |
Lore
- Symbiosis: All magical guilds have access to Symbiosis through Magical Research
- Whispers of the Muse: Buffs your highest crafting skill only
- Faenella's Grace: Also decreases the time between teaching pulses
Magic
Guild | +Arcana | +Attunement | +Augmentation | +Debilitation | +Primary Magic | +Sorcery | +Targeted Magic | +Utility | +Warding |
---|---|---|---|---|---|---|---|---|---|
Symbiosis* | Activate | Harness | Cast | ||||||
Barbarian | Contemplation | Tribalist | Powermonger | Bear Form | |||||
Bard | Echoes of Aether* (R) | Soul Ablaze* (R) | Soul Ablaze* (R) | Echoes of Aether* (R) | Will of Winter* (R) | ||||
Cleric | Persistence of Mana (R) | Align*, Aspects of the All-God* (R), Sanctify Pattern* | Align*, Aspects of the All-God* (R), Sanctify Pattern* | Aspects of the All-God* (R) | Align*, Aspects of the All-God* (R) | Align*, Aspects of the All-God* (R), Tamsine's Commune | Align*, Aspects of the All-God* (R) Sanctify Pattern* | Align*, Aspects of the All-God* (R) Sanctify Pattern* | |
Empath | |||||||||
Moon Mage | Artificer's Eye | Aura Sight | |||||||
Necromancer | Researcher's Insight | Kura-Silma | Ivory Mask | ||||||
Paladin | |||||||||
Ranger | |||||||||
Thief | Fright | ||||||||
Trader | |||||||||
Warrior Mage | Substratum |
- Symbiosis: All magical guilds have access to Symbiosis through Magical Research
- Bard rituals: Only one of the ritual spells (R) can be active at a time.
- Align: Penalizes some magic skills to buff others. Stacks(?) with normal buffs, but some alignments are only achievable through Sorcery
- Sanctify Pattern: Only boost one skill at a time
- Tamsine's Commune: Gives a TM bonus vs Undead only
- Aspects of the All-God: Buffs and debuffs to the caster vary greatly
Survival
- Symbiosis: All magical guilds have access to Symbiosis through Magical Research
- Bluff - Distract: One-time bonus on the check for a HIDE verb substitute with obvious messaging.
- Avren Array: Room-based and moon based (cast katamba for + stealth/thievery on that room or cast xibar/yavash for -thievery/stealth)
- Wilderness Bonus: Amount of bonus is tied to wilderness level
- Beseech the Water to Solidify: Allows bypassing Athletics check for swimming
- Beseech the Dark to Sing: Causes a stun to self when effect ends
- Confidence: Amount of bonus is tied to confidence level
- Rising Mists: Room-based and stacks with personal +Stealth buffs
- Thieves have mark and slight which greatly reduce the risk of thievery. Not listed here as they aren't bonuses to the skill.
Weapons
- Glyph of Dueling: Allows parrying of TM spells
- Chirugia: Adds a Small Edged buff to Butcher's Eye
- Oath of the Firstborn: Only buffs 2 skills at a time
Guild Skills
Skill Debuffs
- Moon mages have the ability to buff or debuff all skills in the game thanks to predictions. Potency and success vary based on skill, preparation, and some luck.
Armor
Guild | -Shield Usage | -Defending | -Light Armor | -Chain Armor | -Brigandine | -Plate Armor |
---|---|---|---|---|---|---|
Barbarian | Death's Shriek (AOE) | |||||
Bard | ||||||
Cleric | ||||||
Empath | ||||||
Moon Mage | ||||||
Necromancer | ||||||
Paladin | Shatter | |||||
Ranger | ||||||
Thief | ||||||
Trader | ||||||
Warrior Mage | Tingle* |
- Drops held weapon/shield.
Lore
- Guile: -Tactics in PvP only.
Magic
- Aspects of the All-God: Buffs and debuffs to the caster vary greatly
Survival
- Avren Array: Room-based and moon based (cast katamba for + stealth/thievery on that room or cast xibar/yavash for -thievery/stealth)
- Visions of Darkness: Spell is currently broken and does not debuff Perception (at least in PVP scenarios)
Weapons
Guild | -Parry | -Brawling | -Missile | -Melee | -Thrown |
---|---|---|---|---|---|
Barbarian | |||||
Bard | |||||
Cleric | |||||
Empath | |||||
Moon Mage | |||||
Necromancer | |||||
Paladin | |||||
Ranger | |||||
Thief | |||||
Trader | |||||
Warrior Mage |
Guild Skills
- Absolution: The caster receives the debuff
Combat
Spells/Abilities by Damage Type
Guild | Impact | Slice | Piercing | Fire | Ice | Electric |
---|---|---|---|---|---|---|
Analogous Patterns | S | S | ||||
Barbarian | A** | A** | A** | S* | ||
Bard | A*, H, M, P | S, M, P | A* | A*, S* | S | |
Cleric*** | A(U),S | S*, SD(U) | S | S, D(U), APD(U) | S*, APD(U) | A(U) |
Empath | S**** | S**** | ||||
Moon Mage | S,P*,AM,I,M | AM | AM,I,D | AM, SD | S,P* | |
Necromancer | S,A* | S,A* | S,A* | S,A* | S,A* | S,A* |
Paladin | S,M,AM | S,AM | S | M | ||
Ranger | S,SM | S | S | S,SM | S | |
Thief | S*,D* | S*,D* | S*,D* | |||
Trader | A*,P* | S*,P* | S* | A*,P* | ||
Warrior Mage | A,AP*,AM*,C,S,M,Z | A,AP*,S,I,Z | A,AP*,S,M,P,Z | A,AM*,C,D,S,M,Z | A,AP*,I,S(U),Z | A,D,S(U),M |
Many guilds have multiple ways to deal this damage type. To keep the list readable, I'm using the following Key to show what is and is not possible.
Key:
- A = AOE Option, spells and abilities
- C = Collateral Damage (Single target spell, which deals lesser damage to nearby targets)
- D = DFA
- H = Heavy TM option available
- I = Armor Piercing
- M = Multi-strike option available
- P = Pulses, non-cyclical option available
- R = Reactive damage (Shield - on hit of the target)
- S = Single Target option available
- Z = Charged shot (prep and then fire when you're ready like dragon breath)
- (U) = Non-corporeal/evil/Undead Only (or any subset of the same)
For the modifiers (like armor piercing) assume single target unless modified with A(ie: AM for AOE M for Single Target)
Bolds for signature abilities or spells.
- * Cyclic, transformation, limited, etc...
- ** Technically Barbarians have Whirlwind, but it's mostly a training tool.
- *** Between backstab, ambushes, and eliminate, thieves have magic-like abilities for all damage types based on weapon
- **** Requires the Empath to shock themselves - Shock dramatically changes playstyle and limits several abilities.
Attack Effectiveness
Guild | Damage Enhancer | +Melee Accuracy | +Ranged Accuracy | -Melee Accuracy | -Ranged Accuracy | -Offensive Factor | -Defensive Factor |
---|---|---|---|---|---|---|---|
Barbarian | BCM - Damage* | BCM - Accuracy | BCM - Accuracy | Death's Embrace (AOE) | Death's Embrace (AOE) | ||
Bard | Rage of the Clans (AOE, P) | Rage of the Clans (AOE, P) | Bluff - Dodge | Bluff - Dodge | Bluff Dodge | ||
Cleric | Divine Radiance* | Malediction | Malediction | ||||
Empath | |||||||
Moon Mage | |||||||
Necromancer | Heighten Pain | ||||||
Paladin | |||||||
Ranger | Plague of Scavengers | Plague of Scavengers | |||||
Thief | Prowess* | ||||||
Trader | Fluoresce | ||||||
Warrior Mage | Vertigo (P) |
- Barbarian Combat Maneuver - Damage: Increases damage from the Barbarian only
- Divine Radiance: Only applies to hits from blessed weapons
- Prowess: -OF is PvE only
Weapon and Armor Effects
Guild | Weapon/Defense Ignoring/Degrading | Weapon Balance | Bless Effect | Bonding | Dual Load | Elemental Damage | Magical Creation | Physical Damage | Spell Battery | Suitedness | Weapon Speed |
---|---|---|---|---|---|---|---|---|---|---|---|
Barbarian | Tsunami | Eagle Form | Tsunami* | Wildfire | |||||||
Bard | Failure of the Forge | Resonance* | |||||||||
Cleric | Curse of Zachriedek, Harm Horde (AOE, P), Harm Evil, Soul Attrition (C) | Bless, Kertigen's Commune | Shield of Light | Bless* | |||||||
Empath | |||||||||||
Moon Mage | Burn, Partial Displacement | Moonblade, Shape Moonblade | Empower Moonblade | ||||||||
Necromancer | |||||||||||
Paladin | Rutilor's Edge | Holy Warrior, Shatter | Bond Armaments | Rutilor's Edge*, Smite | Rutilor's Edge | ||||||
Ranger | Plague of Scavengers | See the Wind | Claws of the Cougar | ||||||||
Thief | Ambush Ignite, Backstab, Blindside, Eliminate | Steady | Eliminate, Backstab | Hasten | |||||||
Trader | Regalia | ||||||||||
Warrior Mage | Frost Scythe, Lightning Bolt | Quick Infusions | Ignite, Icy Infusions, Shocking Infusions, Fiery Infusions | Elemental Weapon, Expansive Infusions, | Quick Infusions | Quick Infusions |
- Tsunami: Only applies to the top 2 stats on the weapon
- Resonance: Only applies to the top 2 stats on the weapon
- Bless: Extra physical damage only applies to Undead
- Rutilor's Edge: Only applies to the top stat on the weapon
- Eliminate and Backstab are limited to light weapons, are DFA, and alpha strikes. Eliminate also removes the target's armor and shield for 10 seconds.
Barriers and Damage Resistance
Barriers come in a few different types.
Key:
- Ablative (A) - Barrier lasts for a certain number of uses and will no longer function afterwards. This is independent of the barrier's duration.
- Non-ablative (NA) - Barrier has unlimited uses until its duration runs out.
- Integrity (I) - Barrier reduces the effectiveness of an attack instead of blocking it.
- Potency (PO) - Barrier completely blocks the attack.
- Ward Slot (WS) Ability consumes 1 barrier slot while in effect. Unmarked abilties require 0 barrier slots. If the ability is not from your guild or an AP spell, it costs an additional +1 barrier slot. Players have 2 barrier slots.
- Drought: A portion of incoming damage will be dealt to the next foe struck by the Barbarian.
- Naming of Tears: Does NOT cost a ward slot for group members
- Glythtide's Joy: This also affects the Bard's spells as well
- Protection from Evil: Only works against Undead
- Emuin's Candlelight: staggers incoming damage over time
- Ebon Blood of the Scorpion: Changes Siphon Vitality's effect into a vitality shield and requires a ward slot
- Ghoulflesh: Transfers half wounds received to Call from Beyond Zombie or Risen
- Solace: Only works against Holy
- Aspirant's Aegis: does not stack with Minor Physical Protection
- Beseech Elanthia to Petrify: Enhance stats of leather armor at cost of hinderance
- Tamsine's Kiss: Chance to convert incoming wound into a scar
- Khri Adaptation: Reduces damage from multiple strikes in a short period of time
- Khri Evanescence: Invisibility on receiving a damaging strike
- Trabe Chalice: Slowly repairs itself as long as it is not completely broken
- Gam Irnan: Ablative until body part is hit then Potency for body part for a short time before returning to ablative
- Grounding Field: Blocks damage from attuned element but amplifies damage from other elements
- Aether Cloak: Will reflect TM back at the caster
Status Conditions
Defense Abilities
Guild | Stun | Immobilize | Webbed | Calm | Sleep | Knockdown | Defensive Dispel |
---|---|---|---|---|---|---|---|
Barbarian | Flashflood (P), Prediction* | Prediction* | Flashflood (P), Prediction*, Whirlwind | Flashflood (P), Prediction* | Dispel | ||
Bard | Bardic Scream - Defiance* (P) | ||||||
Cleric | Hand of Tenemlor, Uncurse | ||||||
Empath | Awaken | Aesandry Darlaeth (C) | Aesandry Darlaeth (C) | Awaken | |||
Moon Mage | Rend* | ||||||
Necromancer | |||||||
Paladin | Anti-Stun | Truffenyi's Rally (AOE, C, P) | |||||
Ranger | Cheetah Swiftness (C) | ||||||
Thief | Cunning | Cunning | Calm* | ||||
Trader | |||||||
Warrior Mage |
- Prediction: When disabled, you will dive-roll out of the room
- Scream Defiance: Can also be used while stunned to attempt to break the stun. Failure blocks the scream from taking effect.
- Rend: Removes 2 spells
- Khri Calm: Indiscriminate self dispel
Offense Abilities
- Damaris' Lullaby: The sleep effect normally only applies to the target you are facing. It will affect all targets, however, if you are not facing anything.
- Phelim's Sanction: Only works on Undead/Cursed enemies
- Hypnotize: Requires a calmed target
- Rend: Removes 2 spells
- Holy Warrior: Stun triggers on weapon attacks
- Forestwalker's Boon: Only works on Animals
- Plague of Scavengers: Requires Awaken Forest to be active
- Ward Break: Only works on "Spell" Barriers (Shear, Soldier's Prayer, etc.)
- Rite of Forbearance: Increases the integrity of outgoing offensive spells for barrier piercing purposes, beyond the normal cap, potentially allowing you to pierce any integrity barrier.
Combat Engagement
Engagement and Positioning - Enemy
- Whistle Piercing: All creatures in the area except those engaged with the Bard retreat one engagement range. Gives 10 seconds of roundtime to all creatures including those engaged with the Bard. Does not affect players.
- Sanctuary: Prevents creatures from entering room.
- Warhorn: Barbarians will increase spawn rate when using a warhorn. Bards will decrease it.
- Eye of Kertigen: Automatically searches the room on each pulse but does not reveal.
- Compel, Innocence, Manipulate: Does not work on Constructs or Undead and may enrage Undead. Manipulate only works on creatures.
- Innocence, Intimidate: passive effect on all mobs, broken by playing an instrument and ignored by some special mechanics such as creature spells.
- Hypnotize: Requires a calmed target
Engagement and Positioning - Self
Guild | +Balance | Balance Heal | +Fatigue | Fatigue Heal | Faster Advance | Faster Disengage | Auto-Hide | Invisibility |
---|---|---|---|---|---|---|---|---|
Barbarian | BCM - Balance* | Monkey Form (P) | BCM - Fatigue* | Wolverine Form, War Stomp | ||||
Bard | Bardic Scream - Defiance* (P) | Hodierna's Lilt (C) | ||||||
Cleric | Centering | |||||||
Empath | Aesandry Darlaeth (C) | Refresh | Refresh | |||||
Moon Mage | Way of the Disciplined Step* | Steps of Vuan (C, G, P) | ||||||
Necromancer | Eyes of the Blind | |||||||
Paladin | Truffenyi's Rally (AOE, G, P) | Glyph of Ease | ||||||
Ranger | Cheetah Swiftness (C) | Cheetah Swiftness (C) | Earth Meld | Blend | ||||
Thief | Flight | Shadowstep | Vanish | Silence, Vanish, Evanescence | ||||
Trader | ||||||||
Warrior Mage | Sure Footing | Zephyr (AOE) |
- Barbarian Combat Maneuver - Balance: Reduces Balance lost from combat
- Barbarian Combat Maneuver - Fatigue: Reduces the amount of fatigue lost from attacking
- Bardic Scream - Defiance: Helps the Bard maintain a minimum of solid balance if not completely prone in combat.
- Way of the Disciplined Step: Must be a member of the Monks of the Crystal Hand
Stat vs Stat
Offensive Stat Guide:
- Mind = Intelligence, Wisdom, Discipline
- Magic = Wisdom, Intelligence, Discipline
- Spirit = Wisdom, Charisma, Intelligence
- Charm = Charisma, Discipline, Intelligence
- Fear = Charisma, Strength, Discipline
- Power = Strength, Discipline, Stamina
- Finesse = Agility, Reflex, Intelligence
Defensive Stat Guide:
- (R)eflex = Reflex, Agility, Intelligence
- (F)ortitude = Stamina, Discipline, Strength
- (W)illpower = Discipline, Wisdom, Intelligence
SvS Offensive Abilities
- Khri Prowess: The attacker uses a Fear contest while hidden, and a Charm contest when not hidden.
SvS Specific Defense
Guild | Mind | Magic | Spirit | Charm | Fear | Power | Finesse |
---|---|---|---|---|---|---|---|
Barbarian | Badger Form (NA) | Badger Form (NA) | Badger Form (NA) | Badger Form (NA) | |||
Bard | Redeemer's Pride (G, P) | ||||||
Cleric | Soul Shield | ||||||
Empath | |||||||
Moon Mage | Psychic Shield | Psychic Shield | |||||
Necromancer | |||||||
Paladin | Courage | Courage | |||||
Ranger | |||||||
Thief | |||||||
Trader | Nonchalance | Nonchalance | |||||
Warrior Mage |
SvS General Defense
Guild | Reflexes | Fortitude | Willpower |
---|---|---|---|
Barbarian | Landslide | Bastion | |
Bard | Redeemer's Pride (G, P) | ||
Cleric | |||
Empath | Tranquility | ||
Moon Mage | Psychic Shield | ||
Necromancer | |||
Paladin | |||
Ranger | |||
Thief | Serenity | ||
Trader | |||
Warrior Mage |
Other Benefits
Bonus Crafting Technique Slots
Guild | Bonus #1 | Bonus #2 | Bonus #3 |
---|---|---|---|
Barbarian | Weaponsmithing | Weaponsmithing | Weaponsmithing |
Bard | Tinkering | Shaping | Carving |
Cleric | Artificing | Binding | Invoking |
Empath | Remedies | Remedies | Cooking |
Moon Mage | Artificing | Binding | Invoking |
Necromancer | Reactants | Reactants | Carving |
Paladin | Armorsmithing | Armorsmithing | Armorsmithing |
Ranger | Carving | Tailoring | Tailoring |
Thief | Carving | Carving | Reactants |
Trader | Blacksmithing | Blacksmithing | Artistry |
Warrior Mage | Artificing | Binding | Invoking |
Bonus Magical Feats
Guild | Magical Feats |
---|---|
Barbarian | |
Bard | Raw Channeling |
Cleric | Augmentation Mastery, Efficient Channeling |
Empath | Injured Casting |
Moon Mage | Basic Preparation Recognition, Utility Mastery |
Necromancer | Alternate Preparation |
Paladin | |
Ranger | |
Thief | |
Trader | |
Warrior Mage | Faster Targeting, Targeted Mastery |
Healing and Death Mitigation
- Eylhaar's Feast: Heals either Vitality, Mana, or Fatigue at the cost of Spirit
- Heart Link: Equalizes the Vitality between 2 PCs
- Vigil: Equalizes the Spirit between 2 PCs
- Gift of the Stars: Restores 25 mana at night
- Risen: Must use Bleed Command
- Necrotic Reconstruction: Only works on corpses, Constructs, or Zombies
- Covetous Rebirth: Allows coins and items to be kept when departing and departs to a guildhall instead of a ressurection altar
- Vessel of Salvation: Creates a Vitality "battery"
- Raise Power (Life), Nexus (Elemental), Ethereal Fissure (Elemental), and Meraud's commune (Holy) does not restore mana. it only raises the mana levels for that room. Each has their own price. RP tanks fatigue. Nexus power is determined by the number of people in the room. ETF slowly degrades during the cast time. Meraud's requires devotion, eased by having a dead body in the room.
- Rite of Forbearance: Reduced attunement when casting, freezes attunement regen
- Adaptive Curing: Allows Heal to be pre-cast before death and will continue healing the empath's corpse after death.
- Devour: If pre-cast before death it will continue to heal the necromancer's corpse after death.
- Poison Resistance: Gives a chance to flush a poison from the Thief's system. Requires repeated exposure to the specific type of poison to build up resistance.
Pets
Guild | Combat (Offense) | Combat (Defense/Support) | Carry Coins | Carry Items | Locate |
---|---|---|---|---|---|
Barbarian | |||||
Bard | Beckon the Naga* | ||||
Cleric | Sanyu Lyba | ||||
Empath | Guardian Spirit | Guardian Spirit* | |||
Moon Mage | Starlight Sphere* (C) | Shadowling | Shadow Servant | ||
Necromancer | Call from Beyond, Risen, Quicken the Earth | Risen | Risen | Risen | Risen |
Paladin | |||||
Ranger | Awaken Forest | Ranger Companion* | Ranger Companion* | ||
Thief | |||||
Trader | |||||
Warrior Mage | Magnetic Ballista | Familiar | Familiar | Familiar* | Familiar |
- Beckon the Naga: Can turn against the caster if it runs out of targets before the summon duration runs out
- Guardian Spirit: The spirit's weapon can be swapped for another mundane, one-handed edge weapon but it cannot carry any other items
- Starlight Sphere: Only available at night.
- Ranger Companion: Wolf companions can hold items (not weapons) up to 70 stones when fully grown
- Familiar: The Bear familiar is capable of holding one item, including a filled container, of up to 1500 stones.
Minor Benefits
These abilities are "just for fun" and have little to no impact on gameplay. Some abilities might more useful effects or are stronger when combine with other abilities.
Guild | Creation | Dry Off | Fluff Effects | Roleplay Verbs | Other |
---|---|---|---|---|---|
Barbarian | Barbarian commands | ||||
Bard | Caress of the Sun (C) | Play, Playact, Recall, Ventriloquism* | |||
Cleric | Eluned's commune (water), Glythtide's commune, Glythtide's Gift | Recall | |||
Empath | Guardian Spirit | Shift | |||
Moon Mage | Tiv's Mantle | Cantrips | Piercing Gaze, Moon Mage sect, Time Sense | ||
Necromancer | |||||
Paladin | Recall | ||||
Ranger | Beseech the Sun to Dry | Ranger commands | Beseech the Wind to Preserve, Ranger Companion | ||
Thief | Ventriloquism* | ||||
Trader | |||||
Warrior Mage | Cantrips, Fortress of Ice | Air Blast | Cantrips | Familiars |
- Ventriloquism: Naturally learned by Bards. Thieves must be taught by a Bard
Utility
Guild | Breathe Underwater | Communication | Darkvision | Encumbrance | Light | Locate | Luck | Prevent Locate | Remote Viewing | Travel |
---|---|---|---|---|---|---|---|---|---|---|
Analogous Patterns | Ease Burden | |||||||||
Barbarian | Buffalo Form | |||||||||
Bard | Aura of Tongues* | Eye of Kertigen (C) | Eillie's Cry* | Sanctuary (AOE, C) | ||||||
Cleric | Divine Radiance | |||||||||
Empath | ||||||||||
Moon Mage | Thoughtcast | Tenebrous Sense | Backtrace, Locate | Distant Gaze, Shadewatch Mirror | Astral Travel, Contingency, Moongate, Riftal Summons*, Ripplegate Theory, Teleport | |||||
Necromancer | Risen | Risen | ||||||||
Paladin | Glyph of Light | |||||||||
Ranger | Beseech the Wind to Echo | Beseech the Dark to Sing | Ranger Companion | Ranger Trails | ||||||
Thief | Contact*, Sign Language | Sight | Contact* | Dampen | Sensing | Thief Guild Passages | ||||
Trader | Hireling (Messenger) | Avren Aevareae | Hireling (Locate) | Speculate Luck | Caravan | |||||
Warrior Mage | Air Bubble | Mantle of Flame (R) | Familiar | Familiar |
- Aura of Tongues: Can understand but not speak other languages
- Eillie's Cry: Caster will receive a locate if the target dies
- Riftal Summons: Teleports a PC to the caster's location
- Contact: User and target must be in an urban area. First level, target must be within your current urban zone and at later levels can reach target in all urban zones
Why to play or avoid this class
Guild | Why is it special | What are the hassles |
---|---|---|
Barbarian | Very wide toolkit. Climbs the creature ladder very fast, possibly tied with rangers. Whirlwind is a great weapon trainer. Killing gives you "mana" (inner fire), and Arcana is basically a free skill. Can spend 100% of time in combat and easily progress. | Limited number of abilities able to be run at any one time. No access to the magic system's perks (feats, tattoos, scroll slots). Slow ability progression. Magic abilities require combat to keep up well. |
Bard | Very strong combination of AOE debilitation and damage options. High number of unique utility abilities. Limited but very potent guild abilities. Access to one of the most powerful RP skills, playact. | Crafting and the lore skillset is underwhelming. Utility is unique but not often sought after. Evasion and Armor tertiary makes it a slower ladder climber. High number of cyclic abilities limits the number of concurrent abilities the guild can run. Limited defensive toolkit and you won't use most of your spells outside of training. |
Cleric | Only class able to resurrect another player. Strong debilitation options. Strong AOE damage options (strongest AOE damage option against undead). Very strong offensive and defensive capabilities while hunting undead, potentially at the limits of what a player will be allowed to do, ever. Very wide toolkit. Very strong defensive spells. Highest number of stat buffs. Potentially the best PvP class. Virtually unlimited mana. Self-res. Restore your own memories if you die. Natively able to hunt all creatures in the game. | Guild skill requires a lot of baby sitting. Evasion and armor tertiary, so slower ladder progression. |
Empath | Only class that can heal others, best at self-healing, and can choose between full combat or full utility. Interesting choice of offensive (Guardian Spirit) or defensive stances (Regeneration). Only class capable of curing their own diseases. Fully buffed, they're as defensive as paladins. Taunting pet. Possible to ignore combat entirely. | Best combat spell and hunting living creatures will reduce the healing kit and remove the ability to heal others. Crafting and the lore skillset is underwhelming. Empathy can be a limiting factor for circling. No AOE damage options. Pet can be hit by group's AOE spells, causing it to attack friends. Pet is clunky to use. |
Moon Mage | Extremely useful guild skill (buff any skill in the game). Very high lore and RP customization. Possible to level to cap without ever touching combat. Strong utility with summons and teleports. Capable of very fast travel almost anywhere in the game (at some personal risk). Strong debilitation spell, if a one-trick pony. Very strong mana regeneration. | Many skills require moons to function. Lowest damage options of the three magic guilds. Weapons and Armor tertiary, so it will progress up the critter ladder more slowly. Very strong combatants on the upper end, but it takes much longer to get there. |
Necromancer | The only class other than empaths which can Self-heal. Incredibly strong offensive spells, AOE and single target. Strong combat pets. Moderately useful utility pet. Self-res. | Lower breadth of RP options, and punishment if you're in town too long. Your spells will kill at least once. You will be arrested or killed if not careful. Guild development is slow and generally unfinished. The theme is heavily into death and decay type messaging. Solitary life outside of the necro community or out of game communication. |
Paladin | Strongest natural defensive suite in the game, potentially tied with empaths for damage mitigation. Can wear plate armor with the same hindrance as chain for other classes. Moderate offensive capabilities. Some unique buffs, if rarely used (see glyphs and vessel of salvation). Protect is very strong when multi-boxing or group hunting. Can pacify an entire room. Capable of blessing your own weapons to allow hunting non-corporeal undead. Taunting spell. | Weak AOE options. Evasion tertiary which slows down ladder climbing for a martial class. Very low development. Generally considered an underdeveloped guild. The anti-thief spells are mostly irrelevant now, and group hunting is a rarity outside of multiboxers. |
Ranger | Fastest guild at climbing the critter latter. Strong stealth suite, especially outside of town. Strong survivals while outside of town. Archer theme, with snipe (shoot and stay hiding) and dual-load (shoot two arrows at once). | Poor AOE damage options. Companion system is more of a hassle than a benefit. Game pushes the ranger to stay outside of town, with some minor options to limit the impact. Generally considered an underdeveloped class. Scouting as a guild skill is kind of useless. |
Thief | Spells are instant cast. Faster Breaking and Entering. Interesting systems, such as robbing a Museum or a secret communication channel (signing). Thievery is much easier to train than it used to be. Backstab is the strongest alpha strike (bonus damage modifier) in the game. Strong stealth setup, such as auto-hiding when hit or 0 RT or able to easily train stealth early on in very hindering gear. Very strong survival buff while in town. Only class other than empaths capable of curing their own poison. Class has seen recent improvements. | No AOE damage options. Concentration fuels magic, which limits the number of abilities they can have on at once. Slow ability progression. "one-trick pony" (if someone can see through you're stealth then you'll have a hard time beating them. No "dump stats", so slower stat progression. Gains spells (Khri) more slowly than most guilds. Armor tertiary, so a well-rounded character will progress more slowly (but you don't have to if you only play in PvE - still recommended but not required). No access to the magic system's perks (feats, tattoos, scroll slots) |
Trader | Up to 60% increased currency when selling your own pouches and bundles. Allows running of your own shop. Lunar mana, so not tied to specific rooms. Buffs the most crafting skills. Shield and Evasion secondary. Strong defensive toolkit. Strong debilitation in speculate coin. Caravan is an extra vault. | In game currency is monopoly money and mostly useless outside of very new characters and very, very high-level auctions. Trading is the most annoying skill in the game. Crafting and the lore skill set is underwhelming. Generally weak offensive toolkit. Some spells require "starlight" which can be limiting, especially early on. Weak cyclic options. Small toolkit, and half the spells will not be used. Luck is incomplete. Slow ability progression. Armor summoning is mostly an RP tool. |
Warrior Mage | Very strong offensive toolkit, possibly most damaging spells in the game. Earliest access to AOE damaging spells. Buffs evasion and shield of party members. Very strong cyclics, with the choice of dealing paralysis or damage. Spells capable of targeting almost every weakness. Easiest guild skill to train. Familiars for RP and minor functional benefits. Summoning domains to change room mana types to be more favorable. Very fast ability progression. Pathways are useful in managing spells. Strongest burst damage with skill (character) and preparation. Potentially the most number of native concurrent buffs. | Little to no utility, especially out of combat. Evasion and Shield tertiary, so they climb the creature ladder more slowly. A lot of redundancy in the toolkit. Familiars and elemental weapons are mostly RP tools since you'll have better tools available (discord for communication, easily available weapons). Targeted magic will hold you back until high levels. You'll end up using only a limited number of damaging spells, based on the creature you're fighting. |
- "Cylics" in this context represent mostly passive, always on spells. Limit 1, except for barbarians.
- Ability progression is how fast they gain new abilities and spells - See spell slots