User help topic
Classes
CLASSES Your class is your character's broad calling: the way you learned to survive, fight, cast, pray, bargain, sneak, heal, or listen to the
CLASSES
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Your class is your character's broad calling: the way you learned to
survive, fight, cast, pray, bargain, sneak, heal, or listen to the
stranger voices of Insomnia.
Classes do not describe every detail of your personality. A Fighter may
be noble or vicious; a Mage may be scholarly, reckless, or hungry for
power; a Rogue may be a charming treasure-hunter rather than a street
cutthroat. Think of your class as the foundation your character grows
from.
CURRENT CLASSES
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Fighter
Weapon masters, soldiers, bruisers, duelists and battlefield
survivors. Fighters are the strongest physical combatants, with
broad weapon training, solid defence, and direct martial growth.
Rogue
Thieves, scouts, assassins, tricksters and opportunists. Rogues
rely on dexterity, stealth, dirty tricks, precise strikes and
getting paid before anyone notices the purse is gone.
Cleric
Holy workers, healers, protectors and battle-priests. Clerics lean
on faith, healing, wards and righteous force, with enough physical
discipline to hold the line when prayer alone is not enough.
Templar
Sworn warriors of faith, oath and guarded violence. Templars stand
between Fighters and Clerics: strong with blade and polearm, serious
in melee, rich in faith, and able to carry a measured share of holy
magic into battle.
Mage
Students of raw magic, conjuration, destructive force and arcane
utility. Mages are fragile compared with warriors, but have the
greatest talent for bending reality until it screams politely.
Ninja
Focused martial adepts who blend discipline, speed, stealth and
specialised combat techniques. Ninjas are physical, precise and
dangerous when prepared.
Druid
Spiritual nature-workers, omen-readers, healers and storm-callers.
Druids favour faith, healing, conjuring, wards and living-world
magic over brute force, though roots and weather can still hurt.
Witch
Hedge-mages, hex-workers, spirit-bargainers and keepers of old
dangerous lore. Witches favour curses, ritual knife-work, shadowed
wards, blood-price workings and bargains best struck carefully.
Bard
Performers, satirists, skalds and company-keepers. Bards favour
bargaining, charisma, magical defence, inspiration, light healing
and maintained songs that help nearby companions survive the story.
CHOOSING A CLASS
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Pick the fantasy you want to play first, then worry about optimisation.
Want direct weapon combat? Try Fighter.
Want stealth and dirty tricks? Try Rogue or Ninja.
Want healing and holy defence? Try Cleric.
Want oath, steel and faith? Try Templar.
Want raw spellcasting? Try Mage.
Want nature, spirits and omens? Try Druid.
Want hexes, bargains and curses? Try Witch.
Want songs, satire and support? Try Bard.
Some classes also specialise further through guilds, councils, halls or
later systems. Your class is the beginning of the character, not the
whole story.
RETIRED LEGACY CLASSES
----------------------
Monk and Kataan were old legacy class directions from earlier code
history. They are no longer current player class paths. Some old rooms,
comments or archived files may still remember them, but new characters
should look to the current and planned list above.
For more detail on an individual class, try:
help fighter
help rogue
help cleric
help templar
help mage
help ninja
help druid
help witch
help bard
HIGH MORTAL MULTICLASSING
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At level 20, a mortal becomes a high mortal and may choose one secondary
class. A multiclass character keeps their original class as their primary
class, but also inherits the command path, class hall access, skill caps
and class abilities of the secondary class.
For details, see:
help multiclass
help high_mortal