DarkWind is an ever-changing text-based multi-player game that is free to play. The World of DarkWind has been under development since 1992 and is developed entirely by volunteer staff.

Come join the friendly player base at DarkWind now. Just click connect to the left or telnet to darkwind.org port 3000. We'll see you soon!

Getting Started

When you complete character creation, you will find yourself in the adventurer's guild. The Center of Town (COT) is north, east (or n, e) from there. COT is the 4-way intersection on the map of Darkwind, and all the directions in this guide start from there.

To begin adventuring you will need equipment. Erga's Newbie Shop (4 west, 1 south) will give you free equipment. At level 2 you will have access to the donation room (5n,e). Here you can get equipment donated by higher level players. Please return it when you are done with it so that the next Newbie will have access to it. Remember to wear and wield all. You can do this with one command by typing equip.

Now that you have equipment you will want to gain experience and gold so that you can gain levels. The Adventurers' Guild (w,s) will give you an idea of how much gold and experience is required for your next level. Keep in mind that levels are only the ability to further increase your stats. So in most cases it is generally best to spend experience on stats until you get the message that says you must increase your level before gaining more stats (See help stats). There are occasions where you might decide to skip stats in order to get to the next level more quickly. Keep in mind when you do this that you have not gained the power of the next level.

When you kill something you will want to get the gold and the loot from the corpse. You can get all from corpse. Or you can burn the corpse with a corpse burner (See Chapter 6) and get all. You can sell the loot in the shop (5w,2s,w). When you leave the game you will want to sell or donate all of your equipment. Coins that you have on hand will save with your character but equipment will not. Guilds have storage rooms to store equipment during the current uptime. Equipment cannot be saved through reboots. You can put your extra coins in the bank (5w,3s,e) for safe keeping and so that you have something to start with if you should die.

Death Happens

It is part of the game. Luckily it isn't permanent. If you should happen to die, you can go to the church (5w,n) and pray. When you die you will lose one from each stat, all of the experience you have on hand and one level. Note that this penalty does not exist if you are level 5 or lower. Until then, praying at the church will restore all of your stats and your level. Some guilds have the ability to raise people from the dead. This saves them some of the stat loss, but not the level or the experience on hand. You can get someone to avenge your death. This is a way to get some experience back (help deathavengement). Don't do this if you are level 5 or below, because Dierdre works every time.

It was nearly 1800 years ago that the dark wind appeared and ravaged our cities, countries, towns and villages. From where this evil came and what the cause was, I regret to say is not known to us, for most of the immortals were still children at the time. Some say it was an evil birthed of the foul arts of Alarian, the great Necromancer, and that he was its first victim, but that is just a legend from the mists of time. Whatever the cause, the effects were obvious. Not even the longest of wars could have killed as swiftly and effortlessly as that unliving wind of malice.

The dark wind has come and gone several times during my life, during the life of the city, and during the rebuilding. Not even Mitra, Gaea and Set could fully stop the destruction. But the first occurrence of the wind was the worst by far. We shall start our history at that time, for history of the time before the coming is lost, just as the lives and cities were lost. The clades of Darkwind were thrown into confusion, and the blancmanges, who had been decimated by the wind, were pushed to the brink of extinction by the resulting wars.

The clade wars were bloody affairs. The ogres, orcs and trolls banded together, and with their combined raw strength launched raids and besieged the elves, gnomes and dwarves as they attempted to rebuild. The humans fell victim to massive infighting. The faerie and the halflings managed to escape most of the bloodshed, however they found themselves unable to do much rebuilding of their shattered culture.

The death and barrenness caused by the dark wind caught the eye of three gods: Gaea, the earth mother; Mitra, the goddess of goodness; and Set, the god of chaos. Gaea set about to restore the land, the plants, and the animals. Mitra and Set, however, made themselves known to the inhabitants of Darkwind. Gaea worked so very hard at rebuilding life. Mitra and Set, however, attempted to lead the people to a better life. Co- existence between the factions, the clades, and families was not to be at this time. The religious wars that followed were unfortunate, and only served to dilute the population even more.

No one but the gods know what happened to change things. 24 years after the cleansing by the dark wind, representatives from the different clades met at the bay where Darkwind City now stands. Many say that Gaea herself came to the representatives and entranced them, giving them power from her own body, as well as power from both Set and Mitra. Thus she bestowed upon them immortality; the ability to command flesh, stone, air, water, and spirit, and the determination to create a better life.

With the immortals in place, she forbade Set and Mitra from taking a direct hand in the world, allowing them to only work through the priests and the immortals. The age of immortals had begun. The first act was the creation of a city on the very ground where they were given their power. And the city was called Darkwind, and it was open to one and all.

The clades of Darkwind thrived, and explored the surrounding countryside and the oceans. The immortals created many things, guided by Mitra, Set and Gaea.

Domains

There are numerous domains throughout the land:

  • Ashad
  • Bodachian Fallows
  • Darkwind
  • Dramasa
  • Hyperborea
  • Iglantu
  • Kerei
  • Lerquid
  • Souvrael
  • Virodia
  • Volcano Island

Additionally, there is an underworld and a vibrant sky that connects each of the domains.

In game, you can use the areas command.

Usage: areas <domain>

Returns a list of areas in the domain, with a rough estimate of the level of the player that will be able to handle the area. You should, as always, try the areas yourself to be the final say.

Areas marked with {*} means the npc levels are variable. Variable levels mean they will change in level to match the player level of the first player they encounter. They will not always go lower than the base level of the area. They will also return to their normal level if not fought after a time.

Level Designation

 ┌───────────────────┬──────────────────────────────────────────────────────────────┐
 │      Domain       │                         Level Range                          │
 ├───────────────────┤0────25────50────75───100───125───150───175───200───225───250 │
 │          DarkWind │ -----------|                                                 │
 │        Hyperborea │            |-----------------|                               │
 │          Lerquird │            |-----------------|                               │
 │             Kerei │                        |-----------------|                   │
 │           Virodia │                        |-----------------|                   │
 │             Ashad │                              |-----------------|             │
 │        Underworld │                              |-----------------|             │
 │          Souvrael │                                   |------------------|       │
 │           Dramasa │                                   |------------------|       │
 │ Bodachian Fallows │                                          |------------------ │
 │           Iglantu │                                          |------------------ │
 │             Moons │                                                |------------ │
 │    Volcano Island │ ---???---???---???---???---???---???---???---???---???---??? │
 └───────────────────┴──────────────────────────────────────────────────────────────┘

Darkwind Area Directions

All directions are from the Center of Town (CoT) in DarkWind City.

All entries are in the form of:

Area Description
  - Level Ranges
  - Directions
  - Notes, if needed

An old farm

  • 1-5
  • 6:w, exit, 4:w, 3:n, 2:e, n

The newbie meadow

  • 1-5
  • 6:n, exit, 8:n, 2:e, n

The forest in Darkwind

  • 1-5
  • 6:w, exit, w, 6:s, sw

The Church of Mitra in Darkwind City

  • 1-5
  • 5:w, 2:n
  • this requires a key

The Property of Ezekiel Milquetoast

  • 1-9 only
  • 6:n, exit, 8:n, 3:w, n

The Haunted Keep

  • 1-10
  • 5:s, exit, 11:s, w

A demon infested forest

  • 1-10
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 2:ne, nw, n

The sewers under Darkwind City

  • 1-15
  • 2:w, s, d, down

The Realm of Ashkenazy

  • 1-25
  • 5:s, exit, s, 4:w

The Four Dragon Temple

  • 1-45
  • 2:w, s, down, e, 2:n, w, 4:n

The Haxton Province

  • 1-50
  • 6:w, exit, 4:w, 2:n, w, s, w, enter

The Faerie Mound

  • 1-50
  • 6:w, exit, 4:w, s, portal, s

The realm of Qazaash

  • 1-90
  • 5:s, exit, 5:s, e
  • use your consider abilities

The Four Dragon Shrine

  • 2+
  • 5:s, exit, 8:s, 3:e, n

Endive's Garden

  • 3-80
  • 6:n, exit, 3:e, n

The pirate ship Albion

  • 3+
  • 5:e, 4:n, climb rope

A valley near the Hermit's house

  • 3-30
  • 6:w, exit 2:w, n

The hillside near the Hermit's house

  • 3-30
  • 6:w, exit, 2:w, 4:n

A valley road

  • 5-10
  • 5:s, exit, 8:s, 15:e, 4:s, 4:e, 2:s

A ditch near the castle

  • 5-15
  • 5:s, exit, 8:s, 15:e, 4:s, 4:e, 3:s, e

The village of Glavia

  • 5-25
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 5:ne

The castle of Glavia

  • 5-30
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 5:ne, 10:n

The Bandit Fortress

  • 5-35
  • 6:w, exit, 3:w, n

DarkWind City Orphanage

  • 8-12
  • 4:n, 3:w, n

A dismal swamp in Glavia

  • 10+
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 5:ne, n, 6:e, 2:se, e, 3:s

The Ant Hive

  • 10+
  • 5:s, exit, 15:s, sw, s, hole

The Azure Forest

  • 10+
  • 6:n, exit, 8:n, 3:w, pool, enter, n

The skeleton caves

  • 10+
  • 6:w, exit, 4:w, 13:n

A clearing near the castle

  • 10-15
  • 5:s, exit, 8:s, 15:e, 4:s, 4:e, 3:s, w

A small elven village

  • 10-25
  • 6:w, exit, 4:w, 6:n, climb, up, n, 3:e, 4:n, 4:e, 2:s, 2:e, n, w

The northwestern mountain range

  • 10-25
  • 6:w, exit, 4:w, 6:n, climb, up, n

A monestary in Glavia

  • 15+
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 5:ne, n, 4:w, 2:n

The Forest of Terror

  • 15+
  • 6:w, exit, 4:w, 6:n, climb, up, n, e, n, n, n, n, 5:e, 3:n, nw, n, 3:w, 3:n, d

A small corner of Hell

  • 15+
  • 6:n, exit, 8:n, 5:, ne, e, enter, door1, kiss ananda

Pirate Town

  • 15+
  • 6:n, exit, 10:n

The town of Stoker

  • 15+
  • 6:w, exit, 4:w , 2:n, e, 3:n, e, n, e, n, w, up

The forest near Stoker

  • 15+
  • 6:w, exit, 4:w , 2:n, e, 3:n, e, n, e, n, w, up ,n, 2:w, nw, 7:w

The tunnel between DarkWind and Hyperborea

  • 15+
  • 6:n, exit, 9:n, nw

The Valley of Winter

  • 15-25
  • 6:w, exit, 4:w, s, portal, 3:s, 2:w, u, 3:w, n

The realm of Hades

  • 15-30
  • 6:n, exit, 8:n, 2:e

A country farm in the Faerie Mound

  • 15-50
  • 6:w, exit, 4:w, s, portal, s, w

The caverns under the Faerie Mound

  • 15-50
  • 6:w, exit, 4:w, s, portal, s, hole

The Abbey of Saint Dominic

  • 20+
  • 5:s, exit, 19:s, 2:e, ne, se, e

The Convent of the Holy Sisterhood of St. Lyra

  • 20+
  • 5:s, exit, 19:s, e, 2:s

The path to the Underworld

  • 20+
  • 6:n, exit, 8:n, 2:e, 4:s

A mercenary camp in Glavia

  • 20+
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 3:ne, e

A mountain in Glavia

  • 20+
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 5:ne, 12:n, w, 6:n, 2:nw, 3:n, 2:w, n

The Orange Hill

  • 20+
  • 6:n, exit, 8:n, 3:w, pool, enter, 2:w, nw, n

The Shrine to Eamonn the Ebullient

  • 20+
  • 6:n , exit, 8:n, 3:w, pool, enter, 2:w

The ancient forest of Syldenith

  • 20+
  • 6:w, exit, 6:w

The forest of the Fianna

  • 20+
  • 5:s, exit, 10:s, e

The forest of the Endrael

  • 20+
  • 6:w, exit, 8:w, nw

The Faerie Queen's Garden

  • 20-50
  • 6:w, exit, 4:w, s, portal, 3:s, e, 3:s, 2:e, pool, w

The settlement of Canith

  • 20-60
  • 5:s, exit, 19:s, sw

The Master's Mansion

  • 20-70
  • 6:n, exit, 5:n, w, knock door
  • level is set per boot cycle

The Gypsy encampment

  • 25+
  • 6:w, exit, 5:w, 3:s, 2:w

The Pirate Cave

  • 25+
  • 6:n, exit, 12:n, 2:e, s, 2:e, climb wall, ne, e, climb into grave

The tunnels near the forest of Syldenith

  • 25+
  • 6:w, exit, 8:w, 3:sw, 3:s
  • this requires a key

The Gamewarden's home

  • 30+
  • 6:w, exit, 4:w, 2:n, e, 3:n, e, n, e, n, 5:e, 5:ne, 5:n, 2:w, enter

The Realm of Araakas

  • 35-50
  • 5:s, exit, 6:s, w

An Orky settlement

  • 50+
  • 6:w, exit, 4:w, 5:n, 4:w

Beneath the roots

  • 50+
  • 6:w, exit, 4:w, 5:n, 2:e, n, e, n, 5:e, 5:ne, n, 6:e, 2:se, e, 2:s, enter space

The ancient city of Sheritym

  • 65-75
  • 6:w, exit, 4:w, 2:n, 6:w, sw, 2:w, n, w, n

Statistics

A player's statistics (or "stats") are measures of advanced a player is in certain aspects of his development. There are currently six stats that you can raise on Darkwind.

Strength

Strength is a measure of how muscular a person is. High strength allows a character to lift heavier objects, and carry more weight while adventuring. All things being equal, strong characters will find their packs less encumbering than weaker ones. Strength is also very important in combat, influencing how much power a character is able to put into each swing. Naturally, a stronger character will be able to do more damage with each swing than a weaker one.

Constitution

Constitution is a measure of physical toughness and stamina. High constitution allows a player to perform strenuous tasks for a longer time. It increases the amount of hit points the player has, and therefore increases the amount of damage that can be taken before needing to rest or heal.

Dexterity

Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, balance, precision, and speed of movement. Dexterity affects a character's accuracy with missile weapons (darts, arrows, cats, etc.) and in the ability to swing weapons at moving targets. Dexterity is also important for dodging attacks. Dexterity is particularly important for roguish guilds which rely on quick reflexes and the manipulation of small objects.

Intelligence

Intelligence is similar to what is currently known as intelligence quotient, but also includes mnemonic ability, reasoning, and learning ability outside those measured by any written test. In melee combat, more intelligent characters are able to better use their equipment, and discern their enemies' weaknesses, leading to greater success at hitting their enemies, and also in deflecting incoming blows using their armor. Intelligence is essential for guilds that make heavy use of mental powers to manipulate the world directly, or indirectly through arcane spells.

Wisdom

Wisdom is both a measure of a character's common sense, and also of his general awareness of the world around him. Wisdom is important for all characters since awareness of one's immediate situation is essential for survival. The use of priestly powers is often heavily influenced by wisdom since the character must tap into his awareness of a divine source. Wisdom is especially important in the heat of combat, where the wrong choice can lead to a hasty demise. A wise character can often see a battle unfolding and where an enemy's next strike may land. Wisdom is also important in using armor more effectively to deflect the blows that do land.

Charisma

Charisma is a measure of force of personality. It measures how well a character is able to influence others by word or action. A charismatic character is more likely to be listened to, respected, and trusted by others. If you have a high charisma, the shopkeepers might give you some extra gold just because they like you. Charisma is useful for guilds that require some subtlety in their dealings, or who seek to guide people along a particular path.

Stat Raises

Upon entering DarkWind, players will have 1 in each of the 6 stats. Characters start with 10 stat raises and can allocate them as they see fit. Starting out, you may want to split those raises across different stats, making sure to include some CON, STR, and DEX. You may not raise a stat higher than three times your level (e.g., at level 1, you could have 5 different stats at a base of 3 and 1 stat at a base of 1, or 4 stats at 3, and 2 stats at 2). The base value for a stat can be raised to a maximum of 300.

Each level grants a player 5 additional stat raises. Every 10 levels (e.g., levels 10, 20, 30) players are granted 10 additional stat raises, for a total of 15.

Each of the level ranks mentioned in Leveling grants an additional 10, for a total of 25 stat raises at levels 50, 100, 150, 200, and 250. This is a total of 1555 stat raises for a maximum level player.

Bonuses and Negatives

Different Clades can provide bonuses and penalties to different stats. Additionally, abilities, equipment, and other sources can all affect the total of a stat.

Clades

DarkWind

Darkwinder

The humans that live around Darkwind City are collectively known as Darkwinders. Darkwinders are about average among the civilized clades in terms of physical and mental powers, but are well accepted by most other cultures due to the importance of the city in world affairs. Darkwinders are outgoing and adventurous, always seeking out new experiences. They are also expert traders and negotiators. Being adventurous in nature, Darkwinder souls are more inclined to take on other forms. Thus, they do not suffer from reincarnating into other clades.

Attributes:

  • Slight increased experience gain
  • Bonus to CHR

Thundari

The Thundari are an offshoot of modern human society that settled south of Darkwind City in a settlement known as Canith. Their rugged lifestyle tends towards the development of stronger, healthier bodies than most humans. Canith society values order, and pursuit of the common good. Thundari are generally friendly to strangers and always eager to learn about exotic people and places.

Attributes:

  • Increased experience gain
  • Natural tendency towards good alignment
  • Bonus to CHR, CON, and STR

Celestariel

The Celestariel claim their lineage is tied ito ethereal beings from the moon Markas. This same lineage provides the source of the High Elves of DarkWind. Celestariels possess keen senses. They are generally somewhat fragile and lack the robustness of other clades, but leverage their keen senses and diplomati nature to maintain peace where possible.

Attributes:

  • Slightly enhanced vision
  • Natural tendency towards good alignment
  • Bonus to CHR, DEX, INT, WIS
  • Penalty to CON
  • Resistance to Light damage

Skiftling

Skiftlings are a whimsical and sprightly clade known for their insatiable curiosity and boundless enthusiasm for adventure. They are nimble, agile, and have a unique charm that endears them to others, despite their penchant for mischief and light-hearted pranks. Their society is less structured, emphasizing freedom and personal exploration over rigid norms. Skiftlings are inherently good-natured, often seen as the life of any gathering with their stories of far-off lands and tales of daring escapades. Despite their size, they are surprisingly resilient and quick-witted, making them elusive and hard to catch.

Attributes:

  • Greatly enhanced vision
  • Smaller size
  • +10% STR
  • +25% DEX
  • -30% WIS
  • Innate resistance to psionics
  • Weak against Evil damage

Shel-zaranite

The Shel-zaranites are an ancient offshoot of the Celestariels. They live deep underground. In their secluded city, they worship forgotten gods of evil and chaos. Shel-zaranite are quite agile and mentally superior to most clades, but are often sickly and lack constitution. As a clade native to the underground, they are well adapted to lightless conditions.

Attributes:

  • Greatly enhanced vision
  • Natural tendency towards evil alignment
  • Bonus to DEX, INT, WIS
  • Penalty to CON
  • Vulnerability to Light damage

Uruk

Guilds

Work in progress: the guild roster is being built toward this design, and current game behavior differs in places.

Guilds are organizations, disciplines, faiths, orders, and traditions. They give characters a social home and a trained way to act in the world.

Guild Roster

GuildDescriptor
BardBards turn performance and lore into morale, misdirection, and social pressure
AcolyteAcolytes serve a patron through devotion, rites, protection, and holy battle
FighterFighters master weapons, armor, stances, and battlefield control
GarouGarou carry Gaea's werewolf burden through forms, pack duty, rage, and balance
DruidDruids serve Gaea through groves, nature rites, wild shape, moon, and storm
MageMages study the Dark Wind through spellbooks, runes, barrage, and secret formulae
MonkMonks turn breath, chi, staff work, and body discipline into precise combat
NinjaNinjas use stealth, focus, pressure points, and timing to control when violence happens
RangerRangers survive and hunt through terrain, tracking, archery, camps, and companions
SwashbucklerSwashbucklers win with nerve, footwork, light blades, charm, and risky tempo
ThiefThieves turn access, secrets, theft, traps, and contacts into leverage
BerserkerBerserkers convert wounds, rage, and bad odds into brutal momentum

Folded Concepts

Former identityNew home
Cleric, Paladin, PriestAcolyte patrons and vocations
LunarDruid lunar, gravity, tide, storm, and astral paths
NecromancerSecret Mage subguild through Bodach and Arcanarton
DragonClass
MorpherClass
PsionicistClass
ArtificerClass
VampireCandidate class

Design Rules

  • Guilds are social identities
  • Classes are transformations
  • Advancement uses traits, devotion, mastery, renown, paths, or other guild-native measures
  • Public docs describe play identity rather than implementation history
  • Hidden paths stay discoverable in play

Bard

Work in progress: Bard is being built toward this design, and current game behavior differs in places.

Bards turn attention into power. Songs, stories, rumors, morale, reputation, and old lore all become tools in the hands of a practiced performer.

At A Glance

  • Main traits: Presence, Memory, Empathy
  • Progression: repertoire, renown, performance mastery
  • Core tools: instruments, verses, stories, chants, rumors, audience pressure
  • Combat identity: party morale, disruption, tempo, setup
  • Support identity: lore, travel memory, social leverage, steadying allies

What Makes Bard Different

Bard is the public-facing power guild. Other guilds hide, pray, study, or train. Bards walk into a room and change what the room believes.

SystemDescriptor
RepertoireSongs, chants, stories, and tricks known by the Bard
RenownSocial memory earned through performances and public deeds
AudienceRoom attention that strengthens performances and social pressure
LorePractical knowledge drawn from songs, legends, places, and names

Advancement

Bard advancement uses renown and repertoire. Renown grows from performances that matter, useful lore work, memorable public deeds, and support in real fights.

Renown opens:

ThresholdOpens
Local NameBasic songs, lore, soothe, simple tricks
Known VoiceChants, rally, perform, audience hooks
TroubadourLegends, muse, stronger morale effects
Court FavoriteSocial pressure, reputation play, public counters
Master BardGreat performances, group-defining songs, rare lore

Repertoire grows through study, travel, discovered stories, and composing. A Bard's known material matters as much as raw power.

Performance

Performances create short-lived room states. A room state affects allies, enemies, and social commands while the Bard holds attention.

PerformanceDescriptor
RallyRestores morale and helps allies resist fear or disruption
SootheCalms aggression and reduces panic
HymnSlow supportive song with stronger group payoff
ChantFaster rhythmic support for combat pressure
DirgeFear, hesitation, and anti-undead flavor
SatireSocial pressure against one target
LegendLore performance that reveals history or weakness

Tricks And Lore

Bards also keep practical tricks that feel like stagecraft rather than spellwork.

TrickUse
VentriloquismMisdirection and room pressure
Play DeadEmergency deception
DistractBreaks focus or creates an opening
JugglePerformance setup and crowd attention
ComposeAdds personal material to the repertoire
LoreIdentifies history, creators, rumors, and useful context
LegendStronger lore tied to named places, people, and artifacts

Useful Commands For Bards

These are useful commands for Bards:

  • bard, bards, bhist: guild communication
  • perform: begin a performance
  • songs: list known songs and chants
  • compose: create or refine personal material
  • lore: inspect history or practical story
  • legend: call deeper named lore
  • rally: steady allies
  • soothe: calm a room or target
  • vent: misdirect speech or sound
  • renown: review reputation and audience memory

Beta Test Focus

Helpful feedback from beta testers:

  • Performances change fights without feeling like passive buffs
  • Bards feel useful before combat starts
  • Lore produces practical answers
  • Renown feels earned through public play
  • Social tricks feel playful without becoming spam

Acolyte

Work in progress: Acolyte is being built toward this design, and current game behavior may differ.

Acolytes serve a divine patron. They heal, curse, bless, bargain, cleanse, resurrect, read omens, walk pilgrimages, consecrate ground, and protect allies through faith.

Acolyte replaces the old split between Cleric, Paladin, and Priest. The guild has four patrons and three vocations. Patron choice defines the source of an Acolyte's power. Vocation defines how that power is used.

Design Axes: Patron And Vocation

Every Acolyte has a patron and a vocation.

ChoiceOptionsDescriptor
PatronMitra, Set, Gaea, LunaThe god or divine power served
VocationMinistry, Doctrine, OathThe way the Acolyte serves

Patron controls divine flavor, taboos, exclusive rites, resurrection aftermath, and some combat behavior. Vocation controls the Acolyte's role: healer, divine caster, or oathbound warrior.

Patron choice is permanent while the character remains an Acolyte. Changing patron requires leaving the guild and returning through whatever re-entry rules exist at that time.

Patrons

Mitra

Mitra is light, mercy, courage, truth, protection, cleansing, resurrection, and holy war against corruption.

Mitra offers:

  • Strong healing and cleansing
  • Blessings, seals, wards, and sanctuary effects
  • Courage, divine favor, holy presence, and shield support
  • Light-based offense
  • Undead repulsion
  • Truth-seeking
  • Plate-friendly paladin training
  • Warhorses

Mitran taboos center on cruelty, corruption, dishonor, and bargains with hostile powers. Warhorses are Mitra-only.

Set

Set is chaos, ambition, shadow, bargains, sacrifice, dominance, curses, and dark resurrection.

Set offers:

  • Vitality sacrifice in exchange for power
  • Curses, fear, fragility, leeching, and punishment
  • Shadow movement
  • Social dominance
  • Bargains that reserve health, spirit, gold, experience, or future safety
  • Plate-friendly anti-paladin training

Setite taboos center on weakness, broken bargains, wasted power, and acting against Set's interests. Set is not mindless evil. Set is ambition, price, pressure, and consequence.

Gaea

Gaea is nature, stewardship, renewal, purification, sanctuary, and sacred law. Gaean Acolytes serve through public rite and protection rather than personal groves or shapeshifting.

Gaea offers:

  • Cleansing blight, disease, poison, and unnatural corruption
  • Blessing sanctuaries, roads, wells, graves, and harvests
  • Protective roots, stone, thorn, rain, and living wards
  • Appeasing local spirits
  • Healing through cycles, breath, water, and soil
  • Natural heavy armor through divine transformation

Gaean Acolytes do not wear metal. High-devotion Gaean Oath training unlocks earthmeld, a rite that transforms metal armor into non-metal versions: ironwood, living stone, bone, hide, shell, amber, or other sanctified natural materials.

Gaean Acolytes are distinct from Druids and Garou:

  • Druid owns groves, wild shape, deep nature spellcraft, and primal paths
  • Garou owns forms, pack, rage, scent, moon-blood, and Gaea's teeth
  • Gaean Acolyte owns shrine duty, public rite, purification, stewardship, and sacred law

Luna

Luna is moonlight, dreams, silence, reflection, mercy in darkness, hidden roads, and watchfulness.

Luna offers:

  • Moonlit healing
  • Vigilance, dreams, omens, and hidden paths
  • Reflection, tides, sleep, and silence
  • Protection at night
  • Sanctuary for travelers or the hunted
  • Limited gravity or astral echoes from old Lunar themes
  • Strong omen and portent interpretation

Luna does not replace the old Lunar guild wholesale. Large-scale moon, storm, gravity, and astral spellcasting belongs mostly to Druid. Luna's Acolytes are priests of moonlit rite, secrecy, reflection, and watchfulness.

Vocations

Ministry

Ministry is the healing and service vocation.

Ministry gives:

  • Best healing throughput
  • Best resurrection reliability
  • Better cleansing, curse removal, disease removal, and sanctuary
  • Stronger commune, omen, portent, and service rituals
  • Best pilgrimage rewards
  • Best shrine interaction
  • Lightest armor profile

Doctrine

Doctrine is the divine caster vocation.

Doctrine gives:

  • Stronger curses, bindings, seals, convictions, and judgments
  • Better offensive prayer scaling
  • Patron-specific control such as hold, fear, fragility, silence, or repulsion
  • Stronger omen interpretation in combat
  • Medium armor profile

Oath

Oath is the martial vocation.

Oath gives:

  • Shield, weapon, and armor training
  • Aura and presence effects
  • Smite-style attacks
  • Rushes and guarded movement
  • Divine weapon seals
  • Patron-specific vows
  • Heavy armor access through patron training

Oath does not replace Fighter. Fighters remain better at pure weapon mastery, general armor use, and flexible martial tactics. Oath Acolytes are divine soldiers whose combat power comes from vows, patrons, and miracles.

Advancement

Acolyte advancement uses named devotion ranks. Devotion measures service to the patron and practical mastery of Acolyte rites.

Devotion grows through:

  • Prayer at shrines
  • Tithes and offerings
  • Pilgrimage completion
  • Patron-aligned quests
  • Reputation-bearing deeds
  • Healing, cleansing, resurrection, and consecration
  • Defeating marked enemies during divine events
  • Keeping taboos and vows intact
  • Using Acolyte prayers in level-appropriate combat
  • Completing patron trials and vocation trials

Offerings help, but they do not buy an Acolyte's entire path. Pilgrimages, patron trials, service, and practical use of prayers carry the largest devotion gains.

Devotion Sources

SourceDevotion role
PilgrimageMajor repeatable source tied to shrine routes and patron favor
OfferingsSupplemental source through coins, relics, herbs, trophies, blood, or crafted goods
Patron questsMajor source for rank thresholds and patron identity
Vocation trialsRequired tests for Ministry, Doctrine, or Oath unlocks
ServiceDevotion earned by using prayers and rites in meaningful situations
Divine eventsBonus devotion from Holy Hour, marked enemies, eclipses, omens, and patron pressure
Taboos and vowsSustained obedience improves devotion gain; broken vows create debt

Service comes from actions such as healing allies in danger, cleansing real afflictions, resurrecting fallen characters, consecrating active rooms, rebuking enemies, warding allies, and defeating suitable enemies with Acolyte prayers.

Devotion Ranks

RankTitleShared unlocks
1ListenerPatron symbol, mend, bless, ward, omens insight
2Devoteecleanse, shrine offerings, first vocation training
3Keeperconsecrate, pilgrimage bonuses, first patron rite
4Vesselguiding strike, mail training, stronger patron channel
5Seercommune, clearer portents, first resurrection training
6Oraclerebuke, improved shrine rites, second vocation training
7Exemplarsanctuary, stronger wards, patron trial rite
8Heraldresurrection mastery, advanced armor training, major vocation rite
9RadiantPlate Vow or equivalent capstone training, major patron aura
10Avatarpatron capstone, strongest omen reading, highest resurrection aftermath

Patron Rites By Rank

RankMitraSetGaeaLuna
1 ListenerSpark of MercyWhispered BargainSeed-BreathMoonlit Murmur
2 DevoteeLesser BlessingBlood PriceClean WaterSilver Hush
3 KeeperHoly LightChaos BoltRooted SanctuaryDream Omen
4 VesselSeal of WardingDreadspikeThorn AegisQuiet Step
5 SeerTruthsenseFragilityBlight PurgeReflection Rite
6 OracleRepel UndeadLeechRain BlessingTide of Mercy
7 ExemplarAngelic IntercessionAnathemaLiving AegisSilver Veil
8 HeraldWarhorseShadow StepEarthmeldHidden Road
9 RadiantSunrayDark PactStone OathMoonlit Vigil
10 AvatarRadiant AvatarDread AvatarVerdant AvatarLunar Avatar

Vocation Unlocks By Rank

RankMinistryDoctrineOath
1 ListenerBetter mendBetter omensBasic shield prayer
2 DevoteeBetter cleanseMinor judgmentWeapon blessing
3 KeeperStronger offeringsFirst curse or bindingGuarded stance
4 VesselGroup healing riteStronger offensive prayerMail training
5 SeerResurrection preparationPortent blessingShield rush
6 OracleStrong shrine prayerStronger rebukeDivine weapon seal
7 ExemplarGroup sanctuaryMajor curse or sealFront-line aura
8 HeraldResurrection masteryMajor omen riteHeavy armor training
9 RadiantMass cleansingPatron judgmentPlate Vow
10 AvatarMiracle of returnDivine sentenceAvatar's oath

Divine Systems

Acolytes use the same divine systems as other pledged characters, but gain more from them.

Useful divine commands:

  • omens: read the current divine balance
  • portents: read the current divine balance
  • patron: view personal pledge, rank, favor, debt, and avatar charge modifiers
  • patron pilgrimage start: begin a shrine pilgrimage
  • patron pilgrimage status: check pilgrimage progress
  • pray at shrine: pray at a shrine in the room
  • tithe <amount> at shrine: tithe at a shrine in the room
  • tithe <amount> to <god>: tithe directly to a god

Acolyte divine bonuses:

SystemAcolyte benefit
OmensClearer prophetic language and patron-specific warnings
PortentsShort tactical blessings for Doctrine and Luna Acolytes
PilgrimageDevotion, favor, and temporary patron rites
ShrinesPrayer refreshes minor rites or strengthens consecrated ground
TithesOfferings grant devotion when aligned with the Acolyte's patron
Holy HourPatron prayers strengthen and some taboos become stricter
Marked enemiesDefeating them grants devotion and can move the omen cycle

The divine system includes Luna alongside Mitra, Gaea, and Set.

Sigils

Sigils are passive abilities that come from equipment, living effects, rites, or temporary buffs. Acolyte prayers can grant temporary sigils, strengthen existing sigils, or key off sigils already present on a character.

Useful Acolyte sigils:

SigilTypeEffectAcolyte hooks
FaithAcolyteReduces Acolyte prayer costsGranted by patron symbols, shrine rites, and devotion rewards
ConsecratedAcolyteStrengthens prayers cast on consecrated groundGranted by consecrate, shrine prayer, and some Oath auras
ProtectionCross-guildReduces incoming damageStrengthened by ward, Mitra seals, Gaea living wards, and Luna veils
WardingCross-guildIncreases shield strength receivedWorks with ward, sanctuary, Seal of Warding, and Living Aegis
MercyAcolyteImproves healing received and givenCommon for Mitra and Ministry
BargainedAcolyteReduces immediate costs while reserving future health, spirit, gold, or experienceCommon for Set
RootedCross-guildReduces forced movement and knockdownCommon for Gaea
MoonlitAcolyteImproves stealthy recovery, quiet movement, and omen clarity at nightCommon for Luna
PilgrimCross-guildImproves shrine and pilgrimage rewardsGranted by pilgrimage milestones
MartyrAcolyteReduces ally damage while increasing personal strainCommon for Oath and Ministry

Buffs can build on these sigils. For example, ward can grant Protection, then Mitra's Seal of Warding can strengthen it. consecrate can grant Consecrated to the room, then Doctrine prayers can spend that state for stronger judgments.

Armor And Weapons

Acolyte equipment starts modest and becomes specialized through vocation.

TrainingUsed byEquipment
VestmentsMinistry, DoctrineCloth, robes, symbols, staves, daggers, holy tools
MailDoctrine, OathScale, banded, chain, shields, maces, hammers, polearms
Plate VowOathPlate or patron-equivalent heavy armor, heavy shields, sanctified weapons

Plate Vow is a major training choice. It reduces access to fast casting, stealthy movement, or delicate rituals while unlocking heavy defensive miracles and front-line presence.

Patron heavy armor:

PatronHeavy armor style
MitraPaladin, shieldbearer, bright oath, mercy through strength
SetAnti-paladin, dread knight, bargain-bound conqueror
GaeaWarden, ironwood guardian, stone-oath protector, no metal
LunaMoonlit templar, night watch, silvered guardian

Shared Prayers

All patrons use the same common prayer list. Patron choice changes messaging, damage type, side effects, taboos, and secondary bonuses.

PrayerPurposePatron examples
MendHeal over time or close woundsLight, bargain, renewal, moonlight
BlessShort support buffCourage, dark favor, green benediction, moonlit luck
WardDefensive shieldSeal, pact, living ward, silver veil
CleanseRemove afflictionPurify curse, draw venom, break shadow, soothe madness
ConsecrateMark room or groundTemple light, claimed shadow, sacred grove-edge, moon circle
Guiding StrikeWeapon or attack prayerHoly strike, dread mark, thorn-guided blow, lunar opening
RebukePush back hostile forceTurn undead, objurgate, drive out blight, banish nightmare
CommuneAsk for guidancePrayer, bargain, spirit appeasement, dream omen
SanctuaryProtect or stabilizeHoly sanctuary, forbidden refuge, root shelter, quiet moon
ResurrectReturn the fallenRaise, dark return, reincarnating cycle, moonlit recall

Patron Rites

Each patron also has exclusive rites.

PatronExclusive rites
MitraHoly Light, Sunray, Seal of Warding, Repel Undead, Angelic Intercession, Truthsense, Warhorse
SetChaos Bolt, Dark Pact, Dreadspike, Leech, Anathema, Shadow Step, Petrifying Gaze
GaeaRooted Sanctuary, Blight Purge, Stone Oath, Rain Blessing, Living Aegis, Earthmeld
LunaMoonlit Vigil, Dream Omen, Silver Veil, Tide of Mercy, Quiet Step, Reflection Rite

Resurrection

Resurrection has the same core function for every patron: return the fallen, help recover the corpse, stabilize the target after death, and provide a chance to restore lost level progress.

Each patron changes the aftermath:

PatronResurrection aftermath
MitraProtective shield, brief courage, cleansing light
SetChance to recover some lost experience, with debt or bargain pressure
GaeaRegeneration, poison or disease cleansing, temporary bond to soil or water
LunaQuiet movement, dream clarity, protection from immediate pursuit

Ministry improves consistency and recovery quality. Doctrine strengthens patron side effects. Oath adds short defensive presence when resurrecting in dangerous spaces.

Useful Commands For Acolytes

These are useful commands for Acolytes:

  • acolyte, acolytes, ahist: guild communication
  • prayers: list available prayers and rites
  • patron: view patron, taboos, favor, and patron rites
  • vocation: view Ministry, Doctrine, or Oath training
  • devote: review devotion rank, vows, debt, and next thresholds
  • offer: make offerings or fulfill bargains
  • consecrate: prepare ground for stronger rites
  • omens: read the current divine balance
  • portents: read the current divine balance
  • pilgrimage: view Acolyte pilgrimage guidance

Prayer names are clear first. Short combat aliases are secondary.

Beta Test Focus

Helpful feedback from beta testers:

  • Patron choice feels clear and meaningful
  • Ministry, Doctrine, and Oath feel different in play
  • Gaean Acolyte feels distinct from Druid and Garou
  • Luna feels complete without feeling like old Lunar rebuilt as a guild
  • Devotion rewards match the effort spent on shrines, tithes, and pilgrimages
  • Plate Vow feels powerful without replacing Fighter
  • Resurrection aftermaths feel useful and flavorful
  • Omens and portents give enough guidance without exposing raw numbers
  • Sigils feel understandable and visible in play

Legacy Mapping

Old guild material maps into Acolyte this way:

Legacy sourceAcolyte destination
Cleric heals, cures, removes, renews, raisesMinistry and shared prayers
Cleric light, turn, hammer, portal, wordMitra rites and Doctrine
Paladin courage, smite, shield, seals, warhorseMitra Oath
Priest bolt, mend, bargain, dark favor, leech, pactSet shared prayers and Set rites
Priest resurrection and respiteSet Ministry or Doctrine
Druid and Gaea cleansing and renewal ideasGaea patron only, not Druid replacement
Lunar moonlight, dreams, tides, hidden pathsLuna patron or Gaea-adjacent minor rites
Paladin devotion pointsAcolyte devotion progression
Divine omens, patronage, tithes, pilgrimagesCore Acolyte progression and utility

Fighter

Work in progress: Fighter is being built toward this design, and current game behavior differs in places.

Fighters are trained combatants. They own weapons, armor, positioning, discipline, and the practical skill of keeping a battle from falling apart.

At A Glance

  • Main traits: Vigor, Precision, Discipline
  • Progression: weapon drills, armor training, battlefield reputation
  • Core tools: weapon families, stances, guards, maneuvers, armor mastery
  • Combat identity: reliable front-line control and adaptable weapon pressure
  • Support identity: defending allies, opening targets, holding formation

What Makes Fighter Different

Fighter is the clean martial center of DarkWind. Berserker is fury, Swashbuckler is style, Monk is body discipline, and Ninja is covert violence. Fighter is trained battlefield command.

SystemDescriptor
Weapon TrainingPractice with weapon families and combat roles
StancesDefensive, aggressive, mobile, and guarded combat posture
ManeuversDirect martial actions such as bash, disarm, cleave, and thrust
GuardProtects allies or controls enemy targeting
Armor MasteryMakes heavy equipment feel like training instead of burden

Advancement

Fighter advancement uses drills and battlefield reputation. A Fighter improves by using weapons in real combat, protecting allies, winning difficult fights, and training with different equipment.

ThresholdOpens
RecruitBasic weapon drills, guard, bash
VeteranDisarm, charge, balance, armor comfort
SergeantCleave, defend ally, stance swaps
CaptainFormation play, weapon counters, shield mastery
WeaponmasterAdvanced techniques and legendary weapon drills

Weapon Families

Weapon families give Fighters a reason to choose tools for the fight.

FamilyDescriptor
SwordBalanced offense and defense
AxeArmor pressure and cleaving
HammerStuns, shields, and hard targets
PolearmReach, control, and formation play
ShieldGuarding, bashing, and ally protection
BowField pressure and prepared openings

Core Abilities

AbilityUse
BashDisrupts balance and casting
DisarmPressures weapon users
ChargeForces engagement or closes distance
CleaveHeavy follow-through against groups or wounded targets
ThrustPrecision attack with reach or piercing weapons
GuardProtects an ally or locks down a lane
BalanceRecovers footing and counters knockdown
DefendCommits to protection at personal cost

Useful Commands For Fighters

These are useful commands for Fighters:

  • fighter, fighters, fhist: guild communication
  • skills: review martial training
  • stance: choose combat posture
  • bash: disrupt a target
  • disarm: pressure weapon control
  • charge: force engagement
  • guard: protect an ally
  • cleave: commit to heavy offense
  • balance: recover or stabilize

Beta Test Focus

Helpful feedback from beta testers:

  • Fighter feels approachable without feeling shallow
  • Weapon choice changes the fight
  • Heavy armor feels useful, not automatic
  • Guarding allies creates active decisions
  • Fighter remains distinct from Berserker and Swashbuckler

Garou

Work in progress: Garou is being built toward this design, and current game behavior differs in places.

Garou are Gaea's werewolf children: protectors, predators, spirits, and warning teeth. They carry rage and duty in the same body.

At A Glance

  • Main traits: Masule, Instinct, Stewardship
  • Progression: forms, dedication, pack memory, balance
  • Core tools: transformation, rage, scent, tracking, howl, territory
  • Combat identity: form-based pressure and decisive violence
  • Support identity: pack awareness, anti-corruption work, spirit duty

What Makes Garou Different

Garou is not Druid with claws. Druid petitions nature through rites, groves, and wild magic. Garou embodies Gaea's animal judgment.

SystemDescriptor
FormsHuman, wolf, and war-form modes with different strengths
RageInstinctive power that saves or endangers the Garou
PackSocial memory, territory, shared warning, and howl
DedicationWarrior, Guardian, and Shaman expressions
BalanceDuty against corruption, silver, and spiritual sickness

Advancement

Garou advancement uses form mastery, pack deeds, and balance. Growth comes from tracking threats, fighting corruption, using forms well, defending packmates, and answering spiritual obligations.

ThresholdOpens
First ChangeBasic forms, scent, howl
Blooded ClawChase, carry, bite, form combat
PackboundPack memory, territory, shared warnings
DedicatedWarrior, Guardian, or Shaman techniques
Gaea's TeethAdvanced rage, spirit rites, corruption hunts

Forms

Each form changes what the Garou sees, risks, and commands.

FormDescriptor
HumanSocial presence, tools, speech, restraint
WolfScent, chase, tracking, speed, instinct
War-FormCombat pressure, fear, raw physical dominance
Spirit-TouchedShamanic perception and balance rites

Dedications

DedicationDescriptor
WarriorDirect combat, rage, chase, finishing pressure
GuardianProtection, interception, pack defense
ShamanSpirit sense, balance rites, corruption answers

Moon state matters to Garou as instinct, omen, and pressure. Lunar spellcraft, astral travel, tide, storm, and gravity belong primarily to Druid.

Core Abilities

AbilityUse
TransformChange form
ScentTrack living trails and hidden presence
HowlWarn, rally, challenge, or terrify
ChasePursue across nearby spaces
BiteForm-based attack with instinct pressure
CarryMove allies or prey in wolf logic
BalanceRead corruption or spiritual imbalance
RememberMark people, places, and pack history

Useful Commands For Garou

These are useful commands for Garou:

  • garou, ghist: guild communication
  • transform: change form
  • scent: read trails and nearby presence
  • howl: communicate or pressure a room
  • chase: pursue a target
  • balance: inspect spiritual state
  • remember: mark pack memory
  • dedication: review chosen path

Beta Test Focus

Helpful feedback from beta testers:

  • Forms feel different without becoming chores
  • Rage creates meaningful risk
  • Pack play matters for solo and group Garou
  • Garou stays distinct from Druid
  • Moon state adds flavor without taking over the guild

Druid

Druids

Work in progress: Druid is being built toward this design, and current game behavior differs in places.

Druids serve Gaea through grove, storm, root, beast, moon, water, stone, and wild change. They are nature priests, wardens, shapeshifters, and keepers of old natural law.

At A Glance

  • Main traits: Herbalism, Eurus, Masule, Stewardship
  • Progression: trait thresholds, grove growth, path walking
  • Core tools: grove, components, wild shape, nature rites, lunar rites
  • Combat identity: adaptive nature magic, forms, thorns, storms, field control
  • Support identity: healing, components, safe groves, animal and plant aid

What Makes Druid Different

Druid owns nature as a whole system. Garou owns werewolf instinct. Ranger owns practical wilderness fieldcraft. Druid owns petition, growth, balance, storm, moon, and transformation through Gaea.

SystemDescriptor
GrovePersonal sacred space that grows with the Druid
PathsChosen expressions of nature magic
ComponentsHerbs, roots, water, clay, bone, and living materials
Wild ShapeAnimal and elemental forms
Lunar RitesMoon, tide, gravity, storm, and astral inheritance

Advancement

Druid advancement uses trait thresholds and grove growth. Trait work opens paths; grove work changes the Druid's home, tools, and long-term identity.

ThresholdOpens
SeedCalm, forage, minor healing, grove entry
Rootfirst path, wolf shape, thorns, components
Branchgrove partition, animal companion, storm rites
Crownsecond path, stronger wild shapes, lunar alignment
Elderwoodmature grove, reincarnation, elemental and astral rites

Grove

Every Druid has a personal grove. The grove is not a house with leaves on it; it is the Druid's relationship with Gaea made visible.

Grove FocusBenefit
GardenMore herbs, rarer components, stronger plant work
CavernStronger forms, primal transformation, earth memory
Sacred PoolHealing, recovery, water rites, reflection
Archery GladeBow practice, nature arrows, stealthy fieldcraft
Primal ClayReplication, shaping, object memory
MoonwellLunar alignment, tide, gravity, and astral rites

Paths

Paths are not separate guilds. They are ways a Druid walks with Gaea.

PathDescriptor
NurtureHealing, renewal, protection, living armor
ErosionRust, poison, fog, breach, terrain pressure
HarmonyBalance, aura, elemental protection, spirit calm
ConvergenceWild shape, sensory web, stoneskin, unified force
ImpulseSpeed, leap, strength, lightning, predatory momentum
LunarMoonlight, gravity, tide, storm, astral movement

Core Rites

RiteUse
CalmPacifies animals, plants, or wild pressure
ForageFinds useful natural components
Spirit AuraReads life, mood, and natural disturbance
ThornsPunishes attackers through living growth
RenewalStrong healing with meaningful cost
StoneskinHardens the body through earth
EntangleControls movement through roots and vines
Call LightningStorm strike tied to weather and place
Wild ShapeTakes on animal or elemental forms
ReincarnateGaean return through life, soil, and spirit

Lunar Rites

The old Lunar identity folds into Druid as a path of moon and storm.

RiteUse
Lunar AlignmentReads Dailos, Markus, and Tekal for changing effects
Moonlit HealingHealing that strengthens under lunar favor
Gravity PullField control and grounded movement
TidecallWater pressure, movement, and recovery
StormwalkWind and lightning movement
MoongateTravel through moon-marked places
Astral StepHigh-end movement through moon and spirit distance

Useful Commands For Druids

These are useful commands for Druids:

  • druid, dhist: guild communication
  • grove: inspect and enter the personal grove
  • path: review chosen paths
  • forage: gather components
  • calm: pacify animals or plants
  • shape: change form
  • aura: read natural state
  • renewal: perform strong healing
  • align: read lunar state
  • commune: work with grove or Gaea

Beta Test Focus

Helpful feedback from beta testers:

  • Grove choices feel personal and useful
  • Druid stays distinct from Garou and Ranger
  • Components add texture without becoming busywork
  • Lunar rites feel like Druid material
  • Wild shape offers utility and combat identity

Mage

The Magi

Work in progress: Mage is being built toward this design, and current game behavior differs in places.

Mages study the Dark Wind: the hidden force that binds matter, memory, weather, distance, heat, death, and spellwork into one system. They do not pray for power or borrow it from nature. They learn the rules, write them into spellbooks, and then bend them.

Mage is a spellbook guild built around research, runes, spell mastery, and barrage casting. A new Mage starts with basic spellcraft and grows into a specialist through study and repeated field use rather than numbered guild ranks.

At A Glance

  • Main trait: Arcane
  • Progression: Arcane thresholds, spell mastery, rune research
  • Core tools: spellbook, runes, barrage, ash inks, arcane analysis, secret formulae
  • Combat identity: efficient repeated casting with expensive burst options
  • Support identity: detection, portals, shields, enhancement, familiar work
  • DarkWind identity: named rune traditions and ash magic tied to the Dark Wind

What Makes Mage Different

Mage is not a generic fireball class. The guild has four linked systems:

SystemDescriptor
SpellbookThe Mage's known spells, spell mastery, prepared runes, and barrage settings
RunesHistorical spell modifications discovered by earlier Magi
Ash And InkSpell-kill ash, corpse burner ash, guild inks, and research materials
Forbidden StudiesHidden Bodach and Arcanarton work descended from Necromancer practice

Mages spend SP for large effects, but their long-fight efficiency comes from mastery. A practiced spell becomes cheaper. A mastered spell becomes eligible for barrage, which casts it automatically every few combat rounds at reduced or zero SP cost.

Advancement

Mage does not use numbered ranks or a separate advancement currency. Mage advancement uses Arcane thresholds and spell mastery.

TrackHow it growsWhat it unlocks
ArcaneMage activity that mattersSpells, runes, spellbook upgrades, lab access
Spell masteryRepeated useful casting of a specific spellCost reduction, rune slots, barrage eligibility

Arcane is not spent. It grows through Mage behavior and opens new thresholds. Research, transcription, and rune work consume inks, ash, coin, fragments, and guild services instead.

Arcane improves from:

  • Casting Mage spells in level-appropriate combat
  • Solving magical problems with detect, analyze, find, or similar spells
  • Recovering spell fragments, damaged grimoires, and research notes
  • Completing guild research tasks
  • Closing magical anomalies
  • Identifying strange effects for other players
  • Teaching or assisting apprentices through guild systems
  • Completing Mage-specific quests
  • Creating ash events through meaningful spell kills

Safe-room spam does not count. A spell must matter to the situation.

Arcane thresholds open:

ThresholdOpens
First ScriptDetect, Analyze, Illuminate, Mana Shard, Missile
Stable HandMage Mark, basic spellbook research, common ink use
Ember LensFireball, Icestorm, Insane, first rune primer
Lesser PatternMagic Armor, Mage Eye, early barrage setup
Folded PageBolt, Mage Unlock, remembered locations
Mirror StepLevitate, Blink, Invisibility, first rare rune tasks
Crucible ScriptPhase, Gate, Inferno, ink refinement
Deep FormulaPowerup, Wrath, two-rune research
Black EquationFamiliar rites, advanced spell-kill ash effects, forbidden formulae
ArchmagiTouch, rare rune mastery, major discoveries

Spell Mastery

Every spell tracks its own mastery. A Mage grows stronger with a spell by using that spell in meaningful situations.

MasteryUnlocks
CopiedThe spell is written in the spellbook and ready to cast
PracticedLower fumble chance, small SP discount, first rune slot
FluentBarrage eligible, stronger rune effect, better casting speed
InscribedSecond rune slot, larger SP discount, improved barrage cadence
InstinctiveBest cost reduction, strongest barrage form, special ash interaction

Manual casts always remain useful. Barrage casts are efficient, but smaller and less flexible than spending SP on a full cast at the right moment.

Barrage

barrage is an early Mage ability. It lets a Mage prepare one mastered combat spell to fire automatically every few combat rounds.

Barrage lets Mages keep up with weapon guilds in long fights without spending their entire SP pool on basic attacks.

Rules:

  • A spell must reach Fluent mastery before barrage assignment
  • Only combat-safe spells accept barrage assignment
  • Large area spells, portals, gates, unlocks, and major utility spells cannot be assigned to barrage
  • Barrage casts use a lighter version of the spell
  • Manual casts still cost SP and remain stronger
  • Silence, concentration breaks, antimagic, and some disables stop barrage

Barrage cadence:

MasteryCadenceSP cost
FluentEvery 5 combat roundsReduced
InscribedEvery 4 combat roundsVery low
InstinctiveEvery 3 combat rounds0 for basic barrage form

Example barrage spells:

SpellBarrage behavior
Mana ShardFires a small force shard at the current target
MissileFires a reliable low-cost projectile
FireballFires a smaller single-target emberburst
IcestormFires a shard of freezing wind instead of the full storm
BoltFires a lesser lightning arc

Barrage is configured through the spellbook. Barrage settings change outside combat or in a prepared guild space. Additional barrage slots open through Arcane thresholds and laboratory research.

Runes

Runes are named modifications discovered by earlier Magi. They tie Mage power to DarkWind history instead of anonymous elemental schools.

A rune changes how a spell behaves. The same spell becomes faster, colder, safer, more violent, more supportive, or more unstable depending on the rune.

Known rune traditions:

RuneTraditionCommon effect
AshkenazyExaltationMore raw power, larger numbers, stronger impact
FalxAlacrityFaster casting, shorter channeling, better barrage cadence
MarsellusAugmentationSecondary force, sunder, battlemage-style reinforcement
MezariAmityParty support, sharing, sympathetic spell behavior
SalomanBastionShields, protection, spellwarding
TalekBorealCold, precision, chill, slowed targets
ArcanartonEntropyDecay, blight, terrain damage, instability, strange costs
BodachDemiseFear, death, life siphon, grave ash
RavidelIgneousFire, burn, eruption, heat signatures

Rune rules:

  • Known runes open through Arcane thresholds and guild research
  • Rare runes require quests, discoveries, research tasks, or rare inks
  • A spell must be Practiced before holding a rune
  • A spell must be Inscribed before holding two runes
  • Runes are moved in the guild hall, library, or laboratory
  • Repeating the same rune across many spells requires more ink and lab work
  • Bodach and Arcanarton discoveries open the secret Necromancer inheritance

Runes also affect barrage. Falx improves cadence, Saloman adds a small shield pulse, Talek adds chill, and Ravidel adds burn.

Ash And Ink

Most Mages study what happens when magic is the final force that breaks a living thing. Forbidden Mages keep studying after the body stops moving.

The ash system keeps its three familiar colors:

AshSource patternMage use
GreyDarkwind and common corpsesStable ink, common spell pages, barrage research
RedSouvrael, Underworld, Talamh Darag, fire deathsFire, pressure, volatile runes
BlueKerei, Hyperborea, frost deathsFrost, clarity, distance, travel magic

Mage spells interact with ash through death outcomes:

  • A creature killed after meaningful Mage spell damage has a chance to create an ash burst
  • An ash burst leaves a small collectable pile in the room
  • Fire, frost, force, and rune-modified spells influence the ash color
  • Corpse burners still handle normal corpse burning
  • Burning a corpse killed by Mage spellwork has a chance for bonus ash
  • Player corpses, protected quest corpses, and no-burn corpses keep their normal protections

Sigils and runes shape these outcomes:

SourceAsh effect
Ashen sigilIncreases chance of ash bursts and bonus ash on burns
Ravidel runePushes spell-kill ash toward red
Talek runePushes spell-kill ash toward blue
Marsellus runePushes spell-kill ash toward grey and extra volume
Arcanarton runeCreates unstable ash valued for difficult research
Bodach runeCreates death-touched ash and opens grave formulae

Mage research uses ash through guild inks. Mages purchase ink in the guild or provide ash to reduce the cost, influence the color, or unlock rare formulas.

InkBuilt fromResearch use
Sable InkGrey ashCommon spell transcription and spellbook pages
Vermilion InkRed ashFire, pressure, Ravidel, and volatile spells
Cerulean InkBlue ashFrost, travel, Talek, and precision spells
Fulminant InkAsh from force or lightning deathsBolt, Wrath, barrage, and Marsellus work
Graveblack InkDeath-touched ashBodach, Arcanarton, and high-risk formulas

Ash and ink are materials, not advancement points. Arcane thresholds determine what a Mage understands. Ink determines what the Mage is ready to write.

Forbidden Studies

The old Necromancer path becomes a secret Mage subguild instead of a public guild. It is a hidden research path inside Mage, reached through Bodach and Arcanarton formulae, graveblack ink, and discoveries that ordinary guild instruction refuses to name.

The secret path has two branches:

BranchRoot runeIdentity
BodachDemiseDeath, fear, spirits, grave ash, soul pressure
ArcanartonEntropyBlight, rot, failure, decay, unstable formulae

Necromancer inheritance brings in:

  • Death and blight rune charges
  • Corpse rites that consume or transform remains
  • Grave wards, bone shields, death shrouds, and dread protection
  • Curses, doom formulae, necrosis, pox, plague, and wrack effects
  • Grave scouting, blood locating, mouth messages, and grave locks
  • Bound dead servants as an alternate familiar path
  • Raise-dead and soul work as rare black-equation rites

The public Mage path remains stable spellcraft. The secret path trades safety, social standing, and clean spell behavior for death magic, corpse rites, and unstable power.

Spellbook

The Mage spellbook is an active guild object, not a flat spell list. It tracks:

  • Known spells
  • Spell mastery
  • Rune sockets
  • Prepared barrage spell
  • Ink records and research notes
  • Familiar bond
  • Remembered locations

The spellbook has obsidian covers, ash-enchanted binding, and pages made from condensed spell power. New spells are transcribed into the book from library patterns, recovered fragments, or discoveries in the world.

Spell Families

Mages learn spells by research and mastery, not by numbered ranks.

FamilyExamplesDescriptor
FundamentalsMana Shard, Missile, Analyze, Detect, IlluminateEntry spells and spellbook literacy
BarrageBarrage, lesser Fireball, lesser Bolt, lesser IcestormEfficient repeated combat
ForceArmor, Ward, Bolt, Wrath, PhaseDefense, pressure, hard arcane force
Fire And AshFireball, Inferno, Blaze, ash burst outcomesBurst, burn, ash creation
Frost And StormIcestorm, Talek workings, chill effectsControl, slowing, precision
Mind And PatternInsane, Enhance, Powerup, AnalyzeBuffs, confusion, magical diagnosis
SpaceFind, Mage Eye, Teleport, Gate, Unlock, LevitateTravel, scouting, utility
Research RitesPrepare Ink, Transcribe Spell, Bind RuneGuild laboratory work
FamiliarSummon Familiar, Transfer, UnleashCompanion utility and rune expression
Forbidden FormulaeNecrosis, Bone Shield, Grave Eye, Raise ServantSecret Bodach and Arcanarton work

Spell List

The Mage spell list includes combat spells, utility spells, and spellbook rites. Older aliases remain useful: mbarrage, meye, munlock, and tport map into the newer names.

Spells marked as barrage-ready have a lighter automatic form once the spell reaches Fluent mastery.

Fundamentals

SpellUse
AnalyzeReads the structure of objects, enemies, rooms, and spells
DetectSenses nearby monsters, magic, hidden auras, and strange effects
IlluminateCreates magical light and reveals hidden details
FindReads the distant trace of a target, object, or remembered signature
Mana ShardBasic force projectile and first mastery spell, barrage-ready
MissileReliable low-cost attack, barrage-ready
Mage MarkPlaces a temporary glowing glyph in the room
BarrageConfigures one mastered combat spell to fire automatically

Force And Wards

SpellUse
Magic ArmorDefensive layer woven from the Dark Wind
SpellwardResistance against incoming magic and interruption
NegateShort protective flare that burns hostile magic off the Mage
BoltFocused lightning or force strike, barrage-ready
WrathHeavy single-target punishment
PhasePartial incorporeality and physical mitigation
PowerupConverts physical strain into SP and spell pressure
TouchClose-range grand spell using the Mage as a conduit

Fire, Frost, And Storm

SpellUse
FireballFocused fire damage, burn chance, barrage-ready as emberburst
BlazeDirectional movement burst through flame and impact
InfernoMajor room fire event with high ash-burst chance
IcestormCold area pressure and control, barrage-ready as ice shard
Frost LensBlue-ink spell that improves cold precision and Talek runes
Lightning NetCharged pattern that jumps between nearby enemies
StormglassCold lightning shell that stores a short-lived spell echo

Research Rites

Spell Or RiteUse
Prepare InkPurchases or refines research ink from ash
Transcribe SpellWrites a newly understood spell into the spellbook
Bind RunePlaces a known rune pattern into a spell
Unbind RuneRemoves a rune from a spell in a prepared space
Copy FormulaPreserves a recovered fragment or damaged grimoire
Awaken PageOpens an advanced spellbook page after an Arcane threshold
Rebind BarrageAlters a prepared barrage spell in the guild laboratory

Forbidden Formulae

These formulae belong to the secret Necromancer inheritance inside Mage.

Spell Or RiteUse
NecrosisDeath-magic damage over time through Bodach study
WrackPain curse that weakens a target over time
PoxBlight curse that pressures body and focus
PlagueStrong Arcanarton blight that spreads pressure across a fight
Bone ShieldConsumes remains into a defensive shell
Death ShroudWraps the Mage in grave pressure
Grave EyeScouts nearby spaces through a death-touched sensor
Blood LocateFinds a target through blood and sympathetic formulae
Grave LockBinds an exit, container, or threshold with death magic
Magic MouthLeaves a hidden speaking formula in a room
ReclaimConsumes a corpse for short-term spell strength
Raise ServantTurns a corpse into a temporary bound dead servant
March Of The DamnedCalls several short-lived dead servants
DoomHigh-risk curse with escalating outcomes
SoulbondBinds a target to death pressure and spiritual backlash
Raise DeadRare rite that pulls a ghost back through the Black Equation

Space And Utility

SpellUse
Mage EyeScouts an adjacent room or remembered direction
TeleportOpens a portal to a remembered Mage location
BlinkEmergency random displacement
GateSends a carried item to a distant target
LevitateMovement and terrain bypass
Mage UnlockOpens sealed exits through arcane pressure
InvisibilityBends light around a person
CloakBends light around an item
Portable HoleTemporary personal container made from folded space

Mind, Pattern, And Familiar

Spell Or RiteUse
InsaneConfusion and mental disruption
EnhanceTemporary stat, casting, or focus support
Sever PatternDisrupts a maintained magical effect
Rune PrimerPrepares a spell for its first rune socket
Rune TransferMoves a rune between known spells in a prepared space
Summon FamiliarCalls or restores the Mage's familiar
Transfer FamiliarSends the familiar across a remembered link
Unleash FamiliarTurns the familiar into a short combat expression of a rune
Recall FamiliarPulls the familiar back through the spellbook bond
Bind Dead FamiliarSecret rite that replaces the familiar bond with a bound dead servant

Mage Sigils

Sigils are passive abilities that come from equipment, living effects, runes, or temporary buffs. Mage spells grant temporary sigils, strengthen existing sigils, or consume sigils for stronger effects.

Useful Mage sigils:

SigilTypeEffectMage hooks
ArcaneMageReduces Mage spell costs and improves spell mastery gainSpellbook, library study, Arcane trait rewards
RunedMageStrengthens rune effectsRune quests, spellbook upgrades
ResonantMageReduces cost of repeating related spellsBarrage and spell family casting
AshenMageImproves ash-burst chance and bonus ash from burnsMage spell kills, corpse burners, research inks
InkedMageReduces ink costs for spellbook workPrepare Ink, transcription, rune research
GraveboundSecret MageOpens Bodach formulae and bound dead familiar workForbidden Studies, graveblack ink
BlightboundSecret MageOpens Arcanarton formulae and rot effectsForbidden Studies, unstable ink
FocusedCross-guildReduces channel interruption and fumble chanceAnalyze, Powerup, mage robes, library rites
SpellwardCross-guildReduces incoming magical damageMagic Armor, Saloman runes
ConductiveMageImproves lightning, force, and chained spell behaviorBolt, Wrath, Marsellus runes
CinderedDebuffIncreases burn and red ash outcomes on deathFireball, Inferno, Ravidel runes
ChilledDebuffSlows targets and improves frost follow-upIcestorm, Talek runes
DoomedDebuffMarks a target for Bodach death pressureDoom, Soulbond, Necrosis
BlightedDebuffMarks a target for Arcanarton rot pressurePox, Plague, Wrack
BarragingMageMarks an active automatic barrage stanceBarrage configuration and cadence bonuses

Useful Commands For Mages

These are useful commands for Mages:

  • mage, magi, mhist: guild communication
  • spells: list known spells
  • spellbook: inspect mastery, runes, barrage, and research notes
  • research: view Arcane thresholds and available research
  • runes: view known rune patterns
  • inscribe: place a rune into a spell
  • barrage: configure automatic barrage casting
  • study: conduct guild research with inks and recovered fragments
  • ash: view carried ash and guild ink needs
  • ink: purchase or prepare ink in the Mage guild
  • formula: inspect discovered secret formulae
  • black: conduct forbidden research after discovery
  • analyze: inspect magical structure
  • detect: read nearby magic

Older command names remain useful aliases. The main Mage command set uses clear Mage verbs.

Beta Test Focus

Helpful feedback from beta testers:

  • Barrage keeps Mage efficient without making manual casting irrelevant
  • Spell mastery feels rewarding without encouraging safe-room spam
  • Arcane improves from Mage behavior rather than raw grinding
  • Runes make spells feel meaningfully different
  • Rare rune discovery feels exciting and tied to DarkWind history
  • Ash bursts make Mage kills and corpse burns feel different
  • Guild inks give ash an obvious research use
  • Secret Necromancer research feels dangerous and discoverable
  • Bodach and Arcanarton feel like real doors into forbidden play
  • Mages contribute in long fights without emptying SP immediately
  • Big manual casts still feel worth the SP cost
  • Spellbook management is interesting without becoming tedious

Legacy Mapping

Old Mage material maps into this design this way:

Legacy sourceMage destination
Spell book soulActive spellbook object
Old Mage ranksArcane thresholds and spell mastery
mbarrageEarly barrage system and automatic light casting
Old spell list by rankResearchable spell families
Rune draft in design docsFull rune tradition system
Mage GM channelHigh-Arcane guild communication
armor, phase, gate, tportSpace and force spell families
Fireball, inferno, blazeFire and Ash family
Corpse burner ashGuild ink and research material
Necro corpse ritualsSecret Necromancer inheritance
Necro blight and death runesArcanarton and Bodach forbidden studies
Necro followersBound dead familiar and servant formulae

Monk

Work in progress: Monk is being built toward this design, and current game behavior differs in places.

Monks train the body until discipline becomes a weapon. Breath, chi, staff work, empty-hand forms, notches, challenges, and combos define the guild.

At A Glance

  • Main traits: Discipline, Vigor, Precision
  • Progression: chi mastery, style mastery, challenges
  • Core tools: chi, staff, forms, combos, meditation, training posts
  • Combat identity: unarmored control, staff pressure, combo routes
  • Support identity: recovery, focus, resuscitation, disciplined protection

What Makes Monk Different

Monk is open discipline. Ninja is hidden pressure. Fighter is trained weapon command. Monk is breath, rhythm, posture, and the body used with complete intent.

SystemDescriptor
ChiFocus resource for burst, defense, recovery, and techniques
StylesCrane, Snake, Monkey, Tiger, and Dragon rhythms
CombosPlanned move chains that reward route choice
NotchesVisible marks of training and challenge victories
Training PostPersonal practice and mastery checks

Advancement

Monk advancement uses style mastery and challenges. A Monk grows through practice, successful combo use, meditation, sparring, and visible challenge records.

ThresholdOpens
InitiateMeditation, staff basics, open-hand strikes
DiscipleFirst style, chi focus, sweeps
AdeptCombo routing, pressure points, inner defense
MasterAdvanced styles, chi transfer, resuscitation
GrandmasterDeath touch, perfected combos, legendary notches

Styles

StyleDescriptor
CraneReach, balance, defense, countering
SnakePressure points, precision, disruption
MonkeyMobility, evasion, misdirection
TigerDamage, grapples, decisive offense
DragonChi power, roar, burst, mastery

Core Abilities

AbilityUse
MeditateRestores focus and centers chi
Chi FocusStores power for techniques
Staff StrikeReliable staff attack
Open PunchEmpty-hand strike
Leg SweepKnocks enemies off balance
Pressure PointWeakens, slows, or interrupts
ComboRuns a practiced chain
Chi TransferSends focus to an ally
ResuscitateEmergency recovery technique

Useful Commands For Monks

These are useful commands for Monks:

  • monk, mhist: guild communication
  • meditate: center and restore focus
  • style: choose fighting style
  • combo: review or execute chains
  • chi: inspect focus
  • notches: review challenge marks
  • challenge: begin formal tests
  • sweep: disrupt footing
  • point: strike pressure points

Beta Test Focus

Helpful feedback from beta testers:

  • Styles feel different in moment-to-moment play
  • Combos reward planning without becoming rote
  • Monk remains distinct from Ninja
  • Unarmored play feels viable
  • Chi supports both defense and burst

Ninja

Work in progress: Ninja is being built toward this design, and current game behavior differs in places.

Ninja is disciplined stealth and controlled violence. A Ninja wins by choosing when the fight starts, what the target loses first, and when to vanish.

At A Glance

  • Main traits: Precision, Discipline, Shadow
  • Progression: practice mastery, secrecy, pressure-point training
  • Core tools: stealth, focus, crippling strikes, shuriken, shadow movement
  • Combat identity: setup, burst, disables, assassination windows
  • Support identity: scouting, tracking, escape, information control

What Makes Ninja Different

Ninja is not Thief with better weapons. Thief is underworld leverage and crime. Monk is open discipline. Ninja is patience, silence, precision, and sudden violence.

SystemDescriptor
PracticeIndividual ability training and mastery
FocusReadiness for sudden pressure or escape
MarkingTarget preparation before the strike
ShadowMovement, concealment, and disengagement
Pressure PointsBody control, cripples, silence, and finishers

Advancement

Ninja advancement uses practice mastery. A Ninja improves specific techniques through use, training, and successful setup in meaningful situations.

ThresholdOpens
InitiateHide, focus, shuriken, basic strikes
Veiled HandTracking, fading, crippling strikes
Silent BladeStronger setup, pressure points, flash tools
Shadow MasterAssassination windows, heartstop, escape mastery
Dim MakLegendary body control and finishing techniques

Core Abilities

AbilityUse
FocusBuilds readiness and steadies technique
HideConceals presence
FadeDisengages or slips from attention
TrackFollows a target's trail
ShurikenRanged setup and interruption
BlindDenies vision or opening response
CrippleDamages movement, grip, or defense
Pressure PointControls a specific body weakness
HeartstopHigh-end assassination technique

Stealth Loop

Ninja combat uses a clear loop:

StepDescriptor
ObserveRead room, target, exits, and risk
MarkPrepare the target through focus or tracking
StrikeDeliver a disabling or lethal opening
ControlKeep the target off-balance
VanishLeave before the fight turns honest

Useful Commands For Ninjas

These are useful commands for Ninjas:

  • ninja, nhist: guild communication
  • focus: prepare or steady technique
  • hide: conceal presence
  • fade: escape attention
  • track: follow a target
  • shuriken: interrupt or mark at range
  • cripple: damage movement or offense
  • point: attack pressure points
  • practice: review mastery

Beta Test Focus

Helpful feedback from beta testers:

  • Setup matters without making every fight slow
  • Ninja feels distinct from Thief and Monk
  • Practice mastery creates identity choices
  • Escape tools feel strong but earned
  • Assassination windows have clear risk

Ranger

Work in progress: Ranger is being built toward this design, and current game behavior differs in places.

Rangers are practical wilderness specialists. They know terrain, tracks, weather, tools, camps, animal helpers, and the quiet work that happens before the first arrow lands.

At A Glance

  • Main traits: Stewardship, Precision, Survival
  • Progression: terrain familiarity, quarry study, skill training
  • Core tools: terrain, tracking, archery, camps, companions, fieldcraft
  • Combat identity: prepared ambush, ranged control, terrain advantage
  • Support identity: travel, scouting, camp safety, foraging, animal handling

What Makes Ranger Different

Ranger is not Druid and not Garou. Druid uses sacred nature rites. Garou becomes Gaea's predator. Ranger studies the land, reads the trail, and survives.

SystemDescriptor
TerrainForest, swamp, road, city, cave, coast, snow, and other places
QuarryFavored targets studied through tracking and hunting
CampsTemporary safe and useful field positions
CompanionTrained animal helper or hunting partner
CraftField tools, arrows, traps, maps, food, and shelter

Advancement

Ranger advancement uses terrain familiarity, quarry study, and skill training. Rangers improve by traveling, tracking, surviving, hunting chosen quarry, and using the right tool for the land.

ThresholdOpens
TrailhandForage, camp, basic tracking, simple shots
PathwardenTerrain choice, stalk, ambush, trail marks
HunterQuarry study, trained companion, field traps
WardenAdvanced archery, survival crafting, weather sense
Wild CaptainLegendary routes, strong companions, master ambushes

Terrain

Terrain changes Ranger play.

TerrainRanger Advantage
ForestConcealment, foraging, animal movement
SwampSlow fields, poison, hidden routes
RoadTrail marks, pursuit, caravan knowledge
CityRooftops, alleys, contacts, urban quarry
CaveEchoes, darkness, stone routes
CoastWeather, tide, fish, wet ground
SnowTracks, cold pressure, silence

Core Abilities

AbilityUse
ForageFinds food, herbs, components, and field materials
CampCreates temporary recovery and safety
TrackFollows a target through terrain
StalkPrepares an ambush
TrailmarkLeaves useful route memory
AmbushOpens combat from preparation
AimImproves a shot through patience
QuickshotFast ranged pressure
HeartshotHigh-risk precision shot
TrainImproves companion behavior

Useful Commands For Rangers

These are useful commands for Rangers:

  • ranger, rh: guild communication
  • terrain: review known terrain
  • forage: gather field materials
  • camp: prepare a temporary camp
  • track: follow a trail
  • stalk: prepare an ambush
  • ambush: strike from preparation
  • aim: improve a shot
  • quarry: review studied targets
  • train: work with a companion

Beta Test Focus

Helpful feedback from beta testers:

  • Terrain changes decisions in real fights
  • Tracking and scouting feel useful outside combat
  • Companions support Ranger identity without taking over
  • Archery rewards preparation
  • Ranger stays distinct from Druid and Garou

Swashbuckler

Work in progress: Swashbuckler is being built toward this design, and current game behavior differs in places.

Swashbucklers fight with nerve, footwork, blades, charm, and audacity. They do not merely survive danger; they make danger look like theater.

At A Glance

  • Main traits: Presence, Precision, Agility
  • Progression: technique mastery, reputation, named weapon bond
  • Core tools: light blades, footwork, parries, ripostes, flourishes
  • Combat identity: mobile duelist with tempo and risky counters
  • Support identity: charm, parley, challenge, reputation pressure

What Makes Swashbuckler Different

Swashbuckler is the visible rogue. Thief hides for leverage. Ninja hides for assassination. Swashbuckler steps into view at the worst possible moment for the opponent.

SystemDescriptor
TempoMomentum from parries, dodges, ripostes, and movement
FlourishStylish risk that creates mechanical payoff
ChallengeSocial and combat pressure around a named opponent
Named WeaponPersonal blade identity and technique memory
BravadoPresence-based pressure and risky recovery

Advancement

Swashbuckler advancement uses technique mastery and reputation. A Swashbuckler grows through duels, named weapon use, successful counters, public challenges, and daring escapes.

ThresholdOpens
BladehandSlash, dodge, parry, charm
DuelistRiposte, challenge, called shots
PrivateerFlank, disarm, wound, weapon tricks
CaptainPhantom strikes, flurry, flourish
LegendThousand blades, dance of death, iconic blade work

Techniques

TechniqueUse
ParryTurns defense into tempo
RiposteCounters after a successful defense
SlashReliable blade pressure
Called ShotTargets a weakness
DisarmPressures weapon control
FlankUses movement and allies
WoundApplies lasting pressure
FlourishRisky style move with payoff
Dance Of DeathHigh-end blade storm

Social Tools

ToolUse
ChallengeNames an opponent and raises stakes
CharmSocial pressure and distraction
ParleyNegotiation, interruption, or tempo reset
DoubloonGuild identity and reputation token
Name WeaponCreates a personal blade story

Useful Commands For Swashbucklers

These are useful commands for Swashbucklers:

  • swash, sbhist: guild communication
  • challenge: name an opponent
  • parry: defend with tempo
  • riposte: counterattack
  • flank: reposition pressure
  • wound: create lasting harm
  • flourish: spend bravado
  • parley: use social pressure
  • nameweapon: bind identity to a blade

Beta Test Focus

Helpful feedback from beta testers:

  • Swashbuckler feels stylish without becoming silly
  • Parry and riposte create active tempo
  • Social tools matter in and out of fights
  • Light armor and mobility feel rewarding
  • Swashbuckler stays distinct from Thief and Ninja

Thief

Work in progress: Thief is being built toward this design, and current game behavior differs in places.

Thieves turn information, access, and opportunity into power. They case rooms, steal valuables, plant tools, set traps, shadow targets, and make the world feel less secure.

At A Glance

  • Main traits: Shadow, Agility, Presence
  • Progression: underworld reputation, job mastery, contact network
  • Core tools: theft, casing, traps, shadowing, contacts, dirty tricks
  • Combat identity: opportunistic precision and prepared violence
  • Support identity: scouting, logistics, access, information, escape

What Makes Thief Different

Thief is not Ninja and not Swashbuckler. Ninja is disciplined assassination. Swashbuckler is visible blade theater. Thief is leverage: what the target owns, where the target goes, who the target trusts, and what the target forgot to guard.

SystemDescriptor
JobsBurglary, theft, casing, planting, shadowing, and trap work
HeatRisk created by repeated crimes and public mistakes
ContactsUnderworld favors, rumors, fences, and logistics
MarksPeople, places, and objects prepared for later action
Dirty TricksFast, unfair tools when a fight starts badly

Advancement

Thief advancement uses underworld reputation and job mastery. A Thief grows by completing jobs, escaping consequences, casing valuable targets, helping allies with access, and using dirty tricks in meaningful fights.

ThresholdOpens
PickpocketSteal, hide, peek, basic scouting
BurglarCase, pick locks, plant, conceal
CutpurseTripwire, fast talk, contacts, shadow
FixerBreak-in, traps, fences, favors
Master ThiefDeep contacts, high-risk jobs, precision violence

Underworld Work

JobDescriptor
StealTakes carried valuables
CaseStudies a target or location
PickOpens locks and access points
PlantPlaces objects for later payoff
ConcealHides items or evidence
ShadowFollows without open pursuit
ContactsCalls in underworld information or help
Fast TalkSocial escape or pressure

Combat Tricks

TrickUse
Quick StrikeOpportunistic opening
Cheap ShotDisrupts a vulnerable target
TripwirePrepared control
SapNon-lethal pressure and interruption
StabHigh-risk precision attack
CirclePositioning for a better strike
DisengageEscapes an honest fight

Useful Commands For Thieves

These are useful commands for Thieves:

  • thief, thieves, thist: guild communication
  • steal: take valuables
  • case: study a target
  • pick: open a lock
  • plant: place an object
  • hide: conceal self
  • shadow: follow a target
  • contacts: use underworld help
  • trap: prepare a danger
  • heat: review risk and reputation

Beta Test Focus

Helpful feedback from beta testers:

  • Thief creates leverage before combat
  • Jobs feel risky and satisfying
  • Contacts provide useful information
  • Heat discourages repetitive safe spam
  • Thief stays distinct from Ninja and Swashbuckler

Berserker

Work in progress: Berserker is being built toward this design, and current game behavior differs in places.

Berserkers turn pain, pressure, and bad odds into momentum. They do not win by perfect discipline. They win by crossing lines that safer fighters avoid.

At A Glance

  • Main traits: Vigor, Ferocity, Presence
  • Progression: scars, rage mastery, battle oaths
  • Core tools: rage states, wounds, roars, charges, brutal finishers
  • Combat identity: high pressure, high risk, strong comeback windows
  • Support identity: fear, disruption, breaking enemy lines

What Makes Berserker Different

Berserker is the fury guild, not the general weapon guild. Fighter owns trained discipline and equipment mastery. Berserker owns commitment, injury, and the moment when restraint disappears.

SystemDescriptor
RageCombat state that raises pressure while narrowing control
ScarsLong-term marks from hard fights and near-death moments
ThresholdsWounded, outnumbered, stunned, or desperate triggers
RoarsPresence attacks that shake enemies and rally the Berserker

Advancement

Berserker advancement uses scar thresholds and rage mastery. A Berserker gains scars from meaningful dangerous fights, surviving while badly hurt, winning against numbers, and using rage without dying to it.

ThresholdOpens
BloodedRage, roar, basic brutal strikes
ScarredWound-fueled bonuses, charge, fear resistance
Iron-HeartedRefusal effects, anti-stun moments, stronger roars
Red-HandedOutnumbered bonuses, cleaving pressure, brutal finishers
DeathlessLast-stand rage, legendary scars, terrible momentum

Rage

Rage has benefits and costs.

Rage EffectDescriptor
Blood HeatMore damage and less hesitation
Tunnel VisionLower finesse, weaker complex commands
Pain MemoryWounds become temporary offense
Red MomentumKills and heavy hits extend pressure
CrashRage ends with fatigue or defensive weakness

Core Abilities

AbilityUse
RageEnter a fury state
RoarFear, disruption, or self-rally
ChargeForce engagement and break defensive posture
Reckless BlowStrong attack with defensive cost
Blood PriceSpend health pressure for damage or speed
Refuse To FallShort survival window at low health
Break LineDisrupt guarded or protected enemies
Red HarvestFinisher that rewards committed aggression

Useful Commands For Berserkers

These are useful commands for Berserkers:

  • berserk, berks, bhist: guild communication
  • rage: enter or review rage state
  • roar: disrupt enemies or rally self
  • charge: force engagement
  • scar: review scar thresholds
  • reckless: make a high-risk attack
  • refuse: trigger a survival response
  • break: pressure guarded targets

Beta Test Focus

Helpful feedback from beta testers:

  • Rage feels powerful but costly
  • Low-health play feels thrilling without becoming mandatory
  • Berserker remains distinct from Fighter
  • Roars create real battlefield moments
  • The crash after rage matters

Traits

Traits represent a character's proficiency in a subjet. As players interact with the world they may learn new Traits. The level of proficiency is represented from a range of 0 to 1000. Generally, using a skill or compeleting a task that requires a certain trait has a chance to increase that trait. Most traits can be trained up to 750 with this method. The remaining training is typically accomplished via quests or specific achievements. A trait can only be trained up to 5 times the character's level.

There are rumors of secret traits that are hidden throughout DarkWind.

Some examples of traits:

  • Arcane: The ability to recall information about magic and focus your will power into spells. Key to the Mage guild.
  • Professions are specific traits related to collecting and crafting

To see your proficiency in each trait you know, you can use the traits command.

Professions

There are a subset of traits that are available to all players immediately and are core to the professions system.

DarkWind currently has eight professions. Seven are split into two main groups - gathering and manufacturing. The gathering professions are herbalism, mining, and skinning. The manufacturing professions are alchemy, leatherworking, smithing, and tailoring. The gathering professions gather resources from the game environment. The manufacturing professions use the resources from the gathering professions, along with reagents dropped from npc kills to manufacture goods. You can buy profession tools from the profession building in town.

Note: not all reagent drops from npcs will show in your reagents list.

  • Herbalism allows you to 'gather herbs' across the world. Their main purpose will be for use in alchemy potions.
  • Mining allows you to 'mine ore' in various terrains around the world. The ores you mine would be used mostly for smithing, with some used in the other manufacturing professions.
  • Skinning allows you to 'skin corpse' and retrieve their hides. The hides would be used mostly for leatherworking.
  • Alchemy is used to create potions. The potions could have various uses, from stat enhancement to healing.
  • Leatherworking allows you to create leather goods. Most of those goods would be in the form of leather armour, but other goods such as bags would be included.
  • Smithing allows you to create armour from the various metals.
  • Tailoring allows you to create clothing and padded armour. Cloth bags, bandages, and poultices would also be included.
  • Fishing is a stand-alone profession that allows you to take a break and relax, fishing up meals you can use later in your adventures.

To see your skills in each profession, you can use the professions command. These are also displayed under traits. To see your reagents, you can use the reagents command.

Note: Most transformed forms do not need the profession tools.

Passive Abilities granted by equipment and/or living

Referred to as Sigils

Sigils

NameDescription
RuthlessDeal additional damage to enemies below x% health
Critical StrikeIncrease critical chance by x%
EvadeChance to dodge by x%
Good NaturedTendency to increase align in combat
Neutral NaturedTendency to shift align to neutral in combat
Evil NaturedTendency to decrease align in combat
BufferIncrease amount of shielding received
HardyIncrease HP modifier
MeditationIncrease regen while sitting
ImbiberNo longer receive a headache when intoxicated
Burned ResistReduce duration of burned status / become immune

Ideas from Kyoto: Riposte: Chance to counter an incoming attack Petrify: Chance to turn into a stone statue on low HP and regenerate health while petrified Spellsteal: Chance to drain some SP on attack Glutton: Effect of eating food increased by 6/8/10/12% Flight: Grants the ability to fly

| Sigil Name | Description | | Dragonheart | Increase damage done to dragon enemies | | Lifesaver | Chance to survive otherwise fatal attack | | Fortified | Increase defense when facing multiple opponents | | Bloodthirty | Chance to heal after landing a killing blow | | Mystic | Chance to avoid incoming magical attacks |

Hyper inspired?

| Sigil Name | Description | | Frostborn | Cold resist and increased damage when fighting in the cold | | Berserker | Increase crit chance based on missing health | | Valkyrie's Fury | Chance to summon an ethereal ally when battling powerful enemies | | Thundersoul | Chance to increase speed when hit with lightning damage | | Giant Slayer | Increase damage done to larger opponents |

Kerei

| Sigil Name | Description | | Jade Strike | Attacks have a chance to poison enemies | | Mystic Meditation | Extra hp/sp regen and can access hidden meditation spots | | Forest Spirit | Chance to summon a friendly forest spirit that occasionally heals | | Hayameru | Accelerate, increasing number of scriptable commands together without resting |

AI ones after this; need to select/change to fit

Certainly! Here are 10 Lerquird-themed Sigils:

Spore Burst - Provides a chance for the player to release a cloud of toxic spores upon being struck, poisoning enemies and lowering their accuracy.
Mushroom Shield - Provides a temporary shield of sturdy mushrooms that can absorb incoming damage and provide regeneration over time.
Fungal Growth - Provides a chance for the player to rapidly regenerate health when standing on a mushroom patch.
Swamp Stalker - Increases the player's stealth and movement speed while in swampy terrain, allowing for stealthy approaches and ambushes.
Siren's Call - Provides a chance for the player to charm nearby enemies, causing them to fight for the player for a short time.
Tendril Grapple - Allows the player to grapple onto vines and tendrils, pulling themselves towards higher ground or using them to swing over dangerous terrain.
Plague Bearer - Provides the player with a chance to infect enemies with a highly contagious disease that spreads over time.
Rotting Touch - Provides a chance for the player to inflict a powerful disease upon enemies that deals damage over time and lowers their defenses.
Mycological Mastery - Increases the player's understanding of fungal life and allows them to harvest rare mushrooms and spores for use in potions and alchemy.
Giant's Blessing - Provides the player with temporary growth in size, strength, and resilience, allowing them to smash through obstacles and overwhelm enemies.

Certainly! Here are 10 Iglantu-themed Sigils:

Fiery Focus - Increases the player's damage when attacking with fire-based spells or weapons.
Burning Aura - Provides a constant aura of heat around the player, damaging enemies in close proximity and igniting flammable objects.
Magma Walker - Allows the player to walk on lava and safely traverse through pools of molten rock.
Hellfire Immunity - Grants immunity to fire and lava damage.
Infernal Rejuvenation - Provides the player with health regeneration when standing in flames or near sources of heat.
Molten Armor - Provides the player with temporary armor made of molten rock that can absorb incoming damage and deal fire damage to enemies.
Pyromaniac - Provides a chance for the player to ignite enemies when attacking with fire-based spells or weapons.
Elemental Mastery - Increases the player's understanding and control over elemental fire, allowing for more efficient use of fire spells and abilities.
Volcanic Eruption - Allows the player to call down a meteor-like explosion of fire and molten rock, dealing massive damage to enemies in a wide radius.
Blaze of Glory - Provides the player with a burst of fiery power, increasing damage output and causing all attacks to ignite enemies for a short time.

Leveling

DarkWind introduces some features based on your player level. These thresholds and some of their benefits are described below.

New

Players are considered new until their 6th level, though most guilds will allow membership at level 5.

Champion

To earn the title of Champion, you must attain level 50. Players that have reached this status will have [CHMP] in place of their level on the who list.

Several advantages are given to those who attain hero status. Along with the prestige of being a recognised Champion is the ability to change their title at will with the ltitle command.

Additionally, your account will be granted a multicharacter slot upon your first character reaching Champion.

Hero

The rank of Hero requires level 100.

Upon reaching level 100, the cooldown for using Cinis to teleport is reduced to 25 minutes. Players that have reached this status will have [HERO] in place of their level on the who list.

Legend

The Legend title requires level 150. You will have [LGND] in place of your level on the who list.

The benefit to reaching LEGEND is the ability to turn combatbrief damage on.

Epic

The rank of Epic requires level 200. Players will have [EPIC] in place of their level on the who list.

Players of this rank can remotely buy items on the market without physically being in a market room.

Mythic

The rank of Mythic requires level 250. Players will have [MYTH] in place of their level on the who list.

As the highest player-attainable level, Mythic is a requirement for some late game content, like particular quests or dungeons.

Additionally, Mythic players can seek out a Shrine of Creation. These shrines are key to how the Remort system works.

Newbification

On Darkwind, we give players the option to newbify their characters should they choose to do so. This entails 'killing' them down to level 1, reducing all stats down to starting values, and resetting a couple other things the character has learned throughout their life. It's merely a quick way for you to start somewhat over, but not quite from scratch.

You will need to find someone to help you accomplish this dasterdly deed though. If you ask around you can probably find such a person willing to help you 'see the light' a little early.

NOTE: Attempting to newbify yourself by repeatedly killing yourself off is against the spirit of the game and is punishable by the Gods of Darkwind.

Real Life Talk: If you are feeling suicidal, please reach out to someone. Depression lies.

If you are in the USA, Call 1-800-273-8255 If you are in the UK, Call 116 123 If you are in Australia, Call 13 11 14 If you are in the Netherlands/nu hulp nodig? Call 0900-0113

Or send a tell, shout, gossip, etc to anyone online.

Classes

Work in progress: the class roster is being built toward this design, and current game behavior differs in places.

Classes are remort-scale transformations. A guild teaches what a character does. A class changes what a character is.

See Remort for the larger progression model.

Class Roster

ClassDescriptor
ArtificerArtificers solve problems with schematics, devices, salvage, and crafted tools
DragonDragons become mythic bodies defined by age, lineage, breath, lair, and hoard
MorpherMorphers reshape flesh into weapons, defenses, movement, and regeneration
PsionicistPsionicists turn disciplined mind into perception, force, telepathy, and control

Candidate Class

ClassDescriptor
VampireVampires live through hunger, blood, night, charm, fear, and predatory restraint

Class Rules

  • Classes alter the character's body, mind, craft, or existence
  • Classes sit above guild identity rather than replacing it automatically
  • Class power brings class-shaped costs
  • Remort choices create new play patterns, not just larger numbers
  • Candidate classes stay out of the confirmed roster until the identity is stable

Artificer

Work in progress: Artificer is being built toward this design, and current game behavior differs in places.

Artificers solve problems by making, modifying, deploying, and maintaining objects. Their power lives in preparation, clever materials, field devices, and equipment that remembers its maker.

At A Glance

  • Class type: remort transformation
  • Main traits: Craft, Precision, Arcane
  • Progression: schematics, prototypes, mastery, workshops
  • Core tools: devices, salvage, upgrades, repairs, field kits
  • Play identity: preparation, object interaction, tactical inventions

What Makes Artificer Different

Artificer is not a guild order. It is a way of seeing the world as pieces, materials, stresses, tolerances, and possible improvements.

SystemDescriptor
SchematicsLearned designs for devices and upgrades
PrototypesTemporary experimental tools
SalvageMaterial recovered from equipment, constructs, and ruins
WorkshopPrepared space for serious modification
Field KitPortable device work with faster limits

Progression

Artificer progression uses schematic mastery and workshop milestones.

ThresholdOpens
TinkerRepair, salvage, simple devices
MakerWeapon and armor modifications
EngineerField kits, traps, turrets, charged tools
SavantExperimental prototypes and unstable devices
Master ArtificerSignature inventions and rare schematics

Core Devices

DeviceUse
Field RepairRestores damaged equipment
ReinforceTemporarily strengthens armor or shields
EdgeworkImproves a weapon's cutting or piercing behavior
Spark CoilSmall lightning device
Smoke AmpuleEscape, concealment, or room pressure
Clockwork SnarePrepared control tool
Deployable WardTemporary protective station
Salvage LensReads material value and hidden structure

Beta Test Focus

Helpful feedback from beta testers:

  • Preparation feels powerful without slowing every session
  • Devices matter outside combat
  • Salvage rewards exploration
  • Equipment changes remain understandable
  • Artificer feels like a class, not another guild shop

Dragon

Work in progress: Dragon is being built toward this design, and current game behavior differs in places.

Dragon is a mythic body path. The character does not merely learn dragon powers; the character becomes a dragon and accepts the consequences.

At A Glance

  • Class type: remort transformation
  • Main traits: Vigor, Presence, Element
  • Progression: age, lineage, lair, hoard, form mastery
  • Core tools: dragon form, breath, claws, scales, flight, fear
  • Play identity: mythic strength with equipment and social tradeoffs

What Makes Dragon Different

Dragon changes the character's physical relationship with the world. Ordinary equipment, doors, shops, rooms, and social expectations all feel different in a dragon body.

SystemDescriptor
AgeGrowth, power, scale, and presence
LineageBreath type, elemental identity, instincts
Dragon FormBody transformation with major command changes
LairTerritory, rest, hoard, and identity
HoardWealth memory and mythic self-definition

Progression

Dragon progression uses age and lair milestones.

ThresholdOpens
WyrmlingClaws, scales, first breath
Young DragonFlight, fear, stronger body
Adult DragonLair, hoard benefits, lineage expression
Ancient DragonTerritory pressure, legendary breath
Great WyrmMythic presence and rare dragon rites

Dragon Powers

PowerUse
TransformEnter or leave dragon form
BreatheElemental cone or focused breath
ClawsNatural weapon pressure
ScalesNatural armor and resistance
FlightTravel and aerial positioning
FearPresence attack against weaker resolve
StompGround pressure and disruption
AirdropMovement and battlefield entry
LairReturn, rest, and hoard work

Tradeoffs

Dragon power has visible costs:

  • Dragon form changes equipment use
  • Large bodies struggle with ordinary spaces
  • Social systems react to mythic presence
  • Hoard and lair identity create obligations
  • Breath and fear draw attention

Beta Test Focus

Helpful feedback from beta testers:

  • Dragon form feels transformative
  • Tradeoffs feel fair and flavorful
  • Lair and hoard matter
  • Lineage changes playstyle
  • Dragon feels like a class, not a guild with scales

Morpher

Work in progress: Morpher is being built toward this design, and current game behavior differs in places.

Morphers make the body into the tool. Skin, bone, hands, blood, movement, and pain all become mutable material.

At A Glance

  • Class type: remort transformation
  • Main traits: Vigor, Adaptation, Instinct
  • Progression: morph states, graft mastery, biological thresholds
  • Core tools: body weapons, mutable defenses, regeneration, grafts
  • Play identity: physical adaptation with equipment tradeoffs

What Makes Morpher Different

Morpher is not animal shapeshifting and not Dragon myth. It is deliberate body alteration: useful, strange, costly, and personal.

SystemDescriptor
Morph StateTemporary body configuration
GraftCreated body weapon or biological tool
SkinDefensive adaptation and resistance
RegenerationRecovery through altered flesh
InstabilityCost of pushing the body too far

Progression

Morpher progression uses adaptation thresholds and graft mastery.

ThresholdOpens
MutableHands, skin, minor regeneration
GraftedBody weapons and graft management
AdaptiveResistance shifts and movement changes
MonstrousTitan forms, envelop, rupture effects
PerfectedSignature body pattern and deep regeneration

Morph Tools

ToolUse
Morph HandsChanges unarmed attacks and utility
Morph SkinAlters defenses and resistances
GraftCreates a body weapon
End GraftSafely releases a graft
RegenerateConverts resources into healing
Absorb EnergyTurns incoming force into adaptation
ViscositySlows or traps through altered flesh
EnvelopControls a target at close range
SqueezeMovement through tight spaces
TitanLarge dangerous combat state

Tradeoffs

Morpher identity changes equipment expectations:

  • Body weapons compete with held weapons
  • Some morphs need free hands
  • Torso and limb armor interfere with major changes
  • Regeneration and adaptation create visible tells
  • Instability punishes constant over-morphing

Beta Test Focus

Helpful feedback from beta testers:

  • Body changes feel useful and strange
  • Equipment tradeoffs are clear
  • Grafts create meaningful choices
  • Regeneration has real limits
  • Morpher feels like a class, not a shapeshift guild

Psionicist

Work in progress: Psionicist is being built toward this design, and current game behavior differs in places.

Psionicists turn disciplined mind into force. They read pressure, reshape perception, push bodies, touch thoughts, and bend the timing of a fight.

At A Glance

  • Class type: remort transformation
  • Main traits: Will, Memory, Perception
  • Progression: disciplines, mental strain, awakened senses
  • Core tools: telepathy, force, perception, displacement, mental control
  • Play identity: self-powered psychic pressure and information advantage

What Makes Psionicist Different

Psionicist is not spellbook magic or divine power. It is internal force trained until thought affects the room.

SystemDescriptor
DisciplinesClairsense, telepathy, force, body control, time pressure
StrainCost of pushing mental power too hard
FocusPrepared clarity for difficult psychic actions
PerceptionExtra information about rooms, targets, and danger
ProjectionMental reach beyond normal sight

Progression

Psionicist progression uses discipline thresholds and strain mastery.

ThresholdOpens
AwakenedTelepathy, simple force, perception flashes
FocusedBarriers, projection, pain control
DisciplinedDisplacement, density, mental attacks
UnboundTime pressure, banishment, deep perception
OvermindUltra-force, broad telepathy, rare psychic states

Disciplines

DisciplineDescriptor
TelepathyCommunication, influence, mental pressure
ClairsenseClairaudience, clairvoyance, danger reading
ForceBlasts, barriers, pushes, psychic strikes
Body ControlRejuvenation, density, pain, self-shaping
DisplacementTeleportation, banish, timing tricks

Core Powers

PowerUse
ProjectSends awareness outward
ClairvoyanceReads distant sight
ClairaudienceReads distant sound
BarrierCreates psychic defense
Psychic LashBasic mental attack
Pain SpikePunishes a target's nervous system
DisplaceMoves self or pressure point in space
Time ShiftAlters tempo briefly
RejuvenateRestores self through mental control
Ultra BlastHigh-end psychic burst

Beta Test Focus

Helpful feedback from beta testers:

  • Psychic power feels internal, not arcane
  • Perception gives useful information
  • Strain limits burst without feeling punitive
  • Disciplines create different builds
  • Psionicist feels like a class-scale transformation

Vampire

Work in progress: Vampire is being evaluated as a class, and current game behavior differs in places.

Vampire is a transformation of appetite, body, social presence, and weakness.

At A Glance

  • Class type: candidate remort transformation
  • Main traits: Presence, Hunger, Shadow
  • Progression: blood mastery, night rites, predatory restraint
  • Core tools: blood, charm, fear, movement, resilience, feeding
  • Play identity: predation with visible costs

What Makes Vampire Different

Vampire is not a guild with training rooms. It is a curse, an appetite, and a social mask.

SystemDescriptor
HungerPower source and risk
BloodHealing, burst, charm, and feeding economy
NightStronger movement and predation after dark
InvitationSocial and sacred boundaries
ExposureSun, holy places, hunger, and public suspicion

Progression

Vampire progression uses blood mastery and restraint.

ThresholdOpens
Newly TurnedFeeding, night sight, minor charm
BloodedClaws, mist movement, stronger healing
CourtlySocial dominance, fear, invitation tricks
AncientDeep resilience, blood rites, territory
Master VampireLegendary night power and terrible hunger

Core Powers

PowerUse
FeedRestores blood and creates risk
Night SightReads darkness and living heat
CharmPressures living targets socially
DreadFear and hesitation
Mist StepShort predatory movement
Blood MendHealing through stored blood
ClawsNatural close-range attack
Coffin RestRecovery through chosen refuge

Costs

Vampire power has strong constraints:

  • Hunger pressures long sessions
  • Sunlight and sanctified spaces matter
  • Feeding creates social and moral exposure
  • Public predation raises danger
  • Some guild rites and holy effects punish undeath

Beta Test Focus

Helpful feedback from beta testers:

  • Hunger creates drama without constant annoyance
  • Feeding choices matter
  • Night play feels different
  • Costs are clear before danger spikes
  • Vampire earns class status before joining the confirmed roster

Mechanics

The following are an overview of some mechanics in the world of DarkWind.

  • DarkWind is text-based, meaning that environments, characters, and actions are described in text. Players interact with the game and each other through typed commands.
  • The combat system is "turn-based", with turns lasting about one second.
  • Players can undertake quests or missions, which often involve exploring dungeons, solving puzzles, or completing specific tasks.
  • DarkWind is a social game. Players are encouraged to role-play, though there are no strict requirements to do so.
  • Players can form groups called clans, trade items, and collaborate or compete with each other.

Reboot

The game world typically persists over time, with a game "reboot" happening roughly every 2 weeks. This allows for server maintenance, new global code updates, resets of once-per-boot areas, etc. When the MUD reboots, all equipment stored in guilds, shops, boats, ... will disappear, as will ponies and similar helpers. Boats will not disappear, nor will money on your character or in the bank.

The uptime command shows how long DarkWind has been up since the last reboot and an estimate of the next scheduled reboot. Unfortunately, sometimes unscheduled reboots are necessary for a variety of reasons.

Other Mechanics

Remort System

Upon reaching Mythic status, players can seek out a Shrine of Creation. These shrines allow a character to gain a game changing boon, but resets their level.

Some key mechanics of the Remort system:

  • Character is reset to level 1
  • XP on hand is lost
  • Character retains any gold, ownership (such as boats), and trait progress
  • This process can be repeated upon reaching Mythic again
  • Each Remort will increase the experience cost for leveling by 50% to 100%
  • Shrines will generally grant meta stats that persist through Remort and/or access to Classes

Most shrines are hidden away and require searching to find. The Esper shrine can be found in DarkWind city and resembles the diadem that members of the Psionic Order wear.

Status Effects

The following are common status effects you might encounter while playing. These might be inflicted by monsters or through your own spells and skills.

Blindness

Reduced chance to land or dodge hits.

Distracted

Reduced chance to land or dodge hits. Reduced ability to absorb damage. Prevents most spellcasting.

Paralyzed

Cannot attack. Reduced chance to dodge hits. Prevented from most physical interactions due to loss of body control.

Silenced

Cannot cast spells or use abilities that require vocalization. Reduced communication capabilities.

Impaired Movement

Prevented from leaving the room.

Entangled

Rooted in place, preventing movement of arms and/or legs. When combined, similar to paralyzed.

Deafened

Reduced awareness of surroundings, impairing reaction speed and causing a chance to misinterpret or miss spoken commands and cues.

Poisoned

Suffering periodic damage over time due to toxic exposure.

Burning

Suffering continuous fire damage and reduced healing effectiveness due to severe burns.

Bleeding

Losing health over time due to uncontrolled hemorrhaging. Bursts of damage when moving.

Confused

Randomized actions, resulting in forgetting to attack or other various mishaps.

Terrified

Reduced combat effectiveness, with a chance to flee or freeze in place during each turn.

Chilled

Reduced speed and reaction time due to severe cold.

Sundered

Reduced physical defense due to damaged armor or protective magic.

Diseased

Decreased overall effectiveness due to illness. Reduced healing received.

Exposed

Increased susceptibility to critical hits due to lowered defenses.

Enfeebled

Decreased chance to land critical hits.

Hexed

Reduced magic effectiveness and resistance, with a chance for spells to fail or backfire due to a curse. Generally seen as a percentage of max HP/SP "reserved".

Shielding

Shields are a form of damage mitigation. They act like simple forms of temporary health. A generic shield will block all forms of damage, but there are specific types of shields that will only block that type of incoming damage. Current shields are viewable through hp or ..

Example of a generic shield

[ SHIELD> Generic(200)         ]
  • If you took 50 points of fire damage, the shield would absorb that and be reduced to 150
  • If you then took 100 points of water damage, the shield would absorb that and be reduced to 50
  • If you then took 100 points of lightning damage, the shield would absorb 50 (total of 200 absorbed), then you would receive 50 points of damage

Example of a specific shield

[ SHIELD> Fire(500)            ]
  • If you took 50 points of fire damage, the shield would absorb that and be reduced to 450
  • If you then took 100 points of water damage, the damage would bypass the shield. You would take all 100 points of damage.
  • If you then took 100 points of lightning damage, the damage would bypass the shield. You would take all 100 points of damage.
  • At the end of this, you would have 450 shield against fire damage remaining, and 200 HP damage taken.

Example of multiple specific shields

[ SHIELD> Fire(500)            Water(500)           Earth(500)         ]
  • If you took 50 points of fire damage, the fire shield would absorb that and be reduced to 450
  • If you then took 100 points of water damage, the water shield would absorb that and be reduced to 400
  • If you then took 100 points of lightning damage, the damage would bypass the shield. You would take all 100 points of damage.
  • At the end of this, you would have 450 fire shield, 400 water shield, 500 earth shield, and 100 HP damage taken

Equipment

Weapons

Damage Types

Weapons have a damage type or combination of damage types that they apply. These are:

  • blunt: damage dealt with forceful impacts, ideal for crushing armor and bone
  • cleave: powerful, sweeping strikes
  • pierce: precise, pointed attacks, including bows
  • slash: quick cuts relying on sharp edges movements
  • magical: damage from arcane, elemental, or mystical energies

Extra Weapon Properties

In addition to the type of damage a weapon can do, armaments are also distinguished in their size (small, medium, large, and huge) and other properties. These can include:

  • Polearm: Weapons with long handles and designed for reach or leverage
  • Missile: Projectiles or weapons designed for long-range attacks; typically bows, slingshots, or similar launching devices
  • Martial: Denotes weapons that require specialized training to use effectively, often associated with skilled combatants and warriors
  • Finesse: Weapons that rely more on precision and agility rather than brute force, allowing the user to leverage some of their dexterity for attacks
  • Focus: Used to channel magical energies and essential for spellcasters to enhance their spells

Common Weapons

Here are some common weapons and descriptions of their properties:

WeaponSizeDamageExtra Properties
HatchetSmallCleave
AxeMediumCleave
BattleaxeMediumCleaveMartial
GreataxeLargeCleaveMartial
GiantaxeHugeCleaveMartial
Short HalberdLargeCleave And PiercePolearm, Martial
BardicheHugeCleavePolearm, Martial
HalberdHugeCleave And PiercePolearm, Martial
ShortbowMediumPierceRanged, Finesse
LongbowLargePierceRanged, Finesse
CrossbowMediumPierceRanged
Large CrossbowLargePierceRanged
GreatbowHugePierceRanged, Finesse
Huge CrossbowHugePierceRanged
BlowgunSmallPierceRanged
SlingSmallBluntRanged
WandSmallMagicalRanged, Focus
SpellbookMediumMagicalRanged, Focus
FangSmallPierce
DirkSmallPierceMartial, Finesse
KrisSmallPierceFinesse, Focus
PickaxeMediumPierce
Morning StarMediumPierceMartial
RapierMediumPierceMartial, Finesse
Short SpearMediumPiercePolearm
Large PickaxeLargePierce
SpearLargePiercePolearm
JavelinLargePiercePolearm, Martial, Finesse
TridentLargePiercePolearm, Martial
PikeHugePierce And SlashPolearm, Martial
LanceHugePiercePolearm, Martial
ClubSmallBlunt
KnucklesSmallBluntFinesse
HammerMediumBlunt
FlailMediumBluntMartial
Large ClubLargeBlunt
Heavy MaceLargeBlunt And Pierce
WarhammerLargeBluntMartial
MaulHugeBluntMartial
ShortstaffMediumBluntPolearm, Focus
StaffLargeBluntPolearm, Focus
CudgelLargeBluntPolearm
QuarterstaffLargeBluntPolearm, Martial
GreatstaffHugeBluntPolearm, Focus
ShovelLargeBlunt And SlashPolearm
SickleSmallSlash
ClawsSmallSlashFinesse
BroadswordMediumSlashMartial
ScimitarMediumSlashMartial, Finesse
WhipMediumSlashFinesse
Large ClawsLargeSlashFinesse
Bastard SwordLargeSlashMartial
GreatswordHugeSlashMartial
GlaiveLargeSlashPolearm, Martial
ScytheHugeSlashPolearm
NaginataHugeSlashPolearm, Martial
DaggerSmallPierce And SlashFinesse
KnifeSmallPierce And Slash
ShortswordMediumPierce And SlashMartial
SaiMediumPierce And SlashMartial, Finesse
LongswordLargePierce And SlashMartial
FaunchardLargePierce And SlashPolearm, Martial

Rules

The following are not allowed on DarkWind. Failure to observe these rules will result in punishment. Lack of knowledge of these rules is not an excuse for not following them.

There are rules that apply to players and wizards. Everyone will know what is illegal for all to do. Players are expected not to ask wizards to break wizard rules, and wizards are expected not to break rules that bind players.

Players

Players must obey requests from wizards. If a player feels that a request is out of line, the player should notify a higher level wizard AFTER complying with the request.

Players may not abuse (or use once it's been determined as a bug) any bug. Failing to report a known bug is illegal. If something is "too good to be true", it probably is. Always report it. If found to be intended, then great!

Personal attacks, racial and ethnic slurs, sexual harassment, and other forms of attack will not be tolerated. Threatening other players or wizards with violence will not be tolerated. If someone is ignoring you, do not try to get around it; they're ignoring you for a reason, respect that. The Golden Rule applies here.

No bulletin board (including the PK board and private clan boards) may be used to flame, ridicule or otherwise denigrate other players or wizards. Using them to accuse others of cheating/bug-abuse, or threatening, is also prohited.

PK issues may only be discussed on the PK board, clan boards, and guild boards (where appropriate to the guild).

Any DarkWind forums are considered an extension of the bulletin boards on the MUD.

Having multiple (second, third, etc.) non-registered main characters will not be tolerated. DarkWind does allow for the registration of secondary characters. This is provided as a perk for leveling. See multichars for more info.

Botting is not allowed. This is defined as reating client or server-side scripts that will perform an unlimited number of actions without requiring a live person to be sitting at the keyboard. Use of robots will result in removal of the character. See triggers for information regarding their usage and further clarification. The DarkWind-provided script command is excluded from this rule. However, using a client to string together multiple script commands is still illegal as is using a trigger to activate the script. Do not use anything that keeps your character from idling, e.g., triggers, events, scripts. Automating killing without a live person at the keyboard is also illegal.

"Kill stealing" is not allowed. If someone is actively killing a mob, the mob is 'theirs' as is the equipment/money in the room. If the player leaves the room, it's fair game, though common courtesy would suggest you leave the mob alone. This does also apply to transformed players who are fighting in a room. The items and gold on the ground they are in are not open, just because they can't pick them up. If the player is IDLE, then the items/mobs are fair game.

Wizards

Wizards may not provide access to their character to any other person.

Wizards may not erase or otherwise edit other wizards' files. The same applies to system files. Access to these files is generally protected, but it's conceivable that some things may be overlooked. If the wizard discovers that they have greater access than they should, it should be reported to an IMP+.

Wizards may not copy another wizard's work without prior consent.

Wizards may not interfere with players in any way. This includes: healing players; providing additional stats, XP, money, levels, alignment, etc. through patching; giving players objects. This is not a comprehensive list by any means. In general: if the character isn't your test character, don't mess with them. The occasional boon or similar global blessing given by an IMP+ is not considered interference.

Wizards may not abuse wizard powers.

Wizards may not disobey higher-up wizards.

Multichars

The only acceptable form of multicharacters are ones created by the game.

  • You may only have ONE of your characters logged in at a time.
  • In addition to your main character, you may register additional characters.
  • You gain a multichar slot once your main character reaches champion level.
  • Login to your multi through your main account; this means you will only need to remember one username/password combination.
  • You can purchase additional multichar slots.
  • The multirep command gives an overview of your multichars.
  • You can copy your main character's alias list with the multicopy command.
  • All of your multis can access funds from your bank account wih the transfer function built in at the bank.
  • Your mulits can access items from your storage room at the bank with the store, retrieve, list functions.

Triggers

A trigger is defined as using a client or some other program to scan the incoming text from a terminal session and issue a particular command when the text matches a particular user-defined string.

The use of triggers (both directed and automated) is legal provided that at no time is your character left unattended and that they do not activate upon merely walking into a room.

  • Example: Boddy, Dinky, Koffy are in a party. Boddy is the leader and says heal me. Dinky could then have a trigger set up to heal boddy.
  • Example: The use of an assist trigger in a party setting is allowed, provided your character is attended at all times.
  • Example: The use of a burn corpse trigger is allowed, provided it activates ONLY upon your kill. This includes all forms of corpse skills. Eating them, burning them, turning them into scorching piles of ash, etc. If you didn't kill it, don't trigger it.
  • Example: The use of a kill <mob> trigger is allowed, provided it does not attack a mob as soon as you walk into a room, or as soon as a mob spawns. If it does, that is considered botting.

Any trigger (automated or directed) which allows your character to move is illegal. Movement by use of the in-game scripting ability is allowed, however, this does NOT exclude using a script to kill. Please do NOT script kill an entire area. This is considered botting.

This does NOT mean you can trigger the usage of the in-game scripting. Do not trigger (or otherwise) automate movement.

Any trigger (automated or directed) which keeps your character logged into the game, and active, without attendance is prohibited. Do not trigger (or otherwise) automate killing.

Any trigger that is an open variable which allows another player to control your character without you being at your computer is prohibited.

Just don't do it. Sit at the keyboard, have a good time. If you get up, turn everything off. This will make DarkWind enjoyable for everyone.

Legacy Design Notes

These notes describe the guild implementation that exists in the current mudlib. They are intentionally separate from the future-facing design pages in doc/design/gameplay/ so old behavior can be referenced without turning it into new design direction by accident.

Primary source anchors:

  • codebase/secure/include/guildd.h - canonical guild names, flags, dual-guild rules, join levels, and max guild levels.
  • codebase/secure/daemons/guildd.c - equipment restrictions, entrance routing, combat modifiers, HP/SP formulas, and guild soul repair paths.
  • codebase/guilds/ - guild rooms, souls, daemons, objects, and local headers.
  • codebase/cmds/guilds/ - command surfaces added by guild souls.
  • codebase/doc/guild/ - in-game guild help, often the clearest player-facing description of the older systems.

Pages:

Current Guild Map

The legacy guild system is string-driven and unevenly wired. A fully live guild usually has a name in GUILD_NAMES, a restriction row in guildd.c, a soul object that adds command paths, in-game help under /doc/guild, and a soul path in GUILD_D->query_guild_soul_path() so missing guild objects can be repaired.

The current implementation should be treated as evidence, not a clean spec. Some names are fully playable systems, some are old prototypes, and some are registry placeholders.

Live GuildD Soul Paths

These guilds have explicit repair paths in setup_guild_soul_paths() and are the most reliable picture of what the game currently expects to keep alive.

GuildCode rootSoulCommandsHelp
Bard/guilds/bard/guilds/bard/obj/bardsoul/cmds/guilds/bard/doc/guild/bard
Cleric_Mitra/guilds/mitra/guilds/mitra/mitra_soul/cmds/guilds/mitra/doc/guild/clericmitra
Dragon/guilds/dragon/guilds/dragon/obj/dragon_so/cmds/guilds/dragon/doc/guild/dragon
Druid/guilds/druid/guilds/druid/objects/druid_soul/cmds/guilds/druid/doc/guild/druid
Fighter/guilds/fighter/guilds/fighter/fighter_soul/cmds/guilds/fighter/doc/guild/fighter
Garou/guilds/were/guilds/were/guild_ob/cmds/guilds/garou/doc/guild/garou
Lunar/guilds/lunar/guilds/lunar/objects/lunar_soul/cmds/guilds/lunar/doc/guild/lunar
Mage/guilds/mage/guilds/mage/magesoul/cmds/guilds/mage/doc/guild/mage
Monk/guilds/monk/guilds/monk/monk_soul/cmds/guilds/monk/doc/guild/monks
Necro/guilds/necro/guilds/necro/guild_soul/cmds/guilds/necro/doc/guild/necro
Ninja/guilds/ninja/guilds/ninja/guild_soul/cmds/guilds/ninja/doc/guild/ninja
Paladin/guilds/paladin/guilds/paladin/obj/paladin_soul/cmds/guilds/paladin/doc/guild/paladin
Priest/guilds/priest/guilds/priest/guild_soul/cmds/guilds/priest/doc/guild/priest
Psionicist/guilds/psion/guilds/psion/objects/p_soul/cmds/guilds/psion/doc/guild/psionicist
Ranger/guilds/ranger/guilds/ranger/ranger_soul/cmds/guilds/ranger/doc/guild/ranger
Swashbuckler/guilds/swashbuckler/guilds/swashbuckler/guild_soul/cmds/guilds/swashbuckler/doc/guild/swashbuckler
Thief/guilds/thief/guilds/thief/thief_so/cmds/guilds/thief/doc/guild/thief

Registry Shape

GUILD_NAMES currently includes the standard guilds plus mythic or later-era guilds:

  • Standard/old alignment guilds: Bard, Berserker, Cleric_Mitra, Fighter, Garou, Lunar, Mage, Ninja, Paladin, Priest, Psionicist, Swashbuckler, Thief.
  • Mythic/later-era guilds: Ubergarou, BattleMage, BloodMage, Deathknight, Dragon, Druid, Glyph, Monk, Morpher, Necro, Ranger, Samurai, Vampire.

The alignment model is still visible in dual-guild rules:

  • Neutral: Bard, Berserker, Fighter, Psionicist, Swashbuckler.
  • Gaea: Druid, Garou, Lunar, Ninja.
  • Mitra: Cleric_Mitra, Mage, Paladin.
  • Set: Priest, Thief.

Several later guilds opt out of dualing entirely. Dragon, Monk, Morpher, Necro, and Vampire all have empty dual-allow lists.

Implementation Patterns

Guild souls are wearable or inventory objects. They call CMD_D->add_path() for guild command directories, connect the player to channels, provide login/logout messages, and often hold persistent guild state.

Guild identity is stored by string name on the player. That makes name drift important: Ubergarou and UberGarou both appear, Cleric_Mitra uses a code root named mitra, and the current Set guild is Priest while older Set code still exists under /guilds/set.

GUILD_D is the shared enforcement point for equipment restrictions, guild entrances, combat modifiers, HP/SP formulas, and the soul repair map. A guild can have a large code tree and still be effectively disconnected if it is not present in the soul path or entrance maps.

The old in-game help files are often more complete than the implementation headers. Treat them as player-facing intent, then verify against souls, commands, and GUILD_D before relying on a detail.

Known Inconsistencies

  • CHARLATAN currently aliases BARD in guildd.h, but a separate Charlatan tree, command set, help tree, and entrance still exist.
  • Samurai appears in GUILD_NAMES, but it is missing from the GUILD_FIELDS mapping used elsewhere and has no GuildD soul repair path.
  • Morpher has substantial code and commands, but no GuildD soul repair path or default entrance route.
  • Druid help lists powers beyond the max level declared in guildd.h.
  • Deathknight has entrance references for Souvrael and Kerei, but no matching top-level guild tree in this checkout.
  • Vampire, BloodMage, UberGarou, and Berserker have registry traces but no complete current guild tree wired like the live guilds.

Standard and Aligned Guilds

These are the older aligned or standard guilds that still form the backbone of the current guild system. They generally use a guild soul, guild command path, in-game help tree, and GUILD_D equipment row.

Bard

Status: live GuildD soul path.

The Bard is a performance and support guild built around a lute soul. Its command surface mixes social performance, battlefield encouragement, lore, tricks, and a few direct utility powers. The soul adds /cmds/guilds/bard, connects the player to Bard channels, and exposes higher-rank lines such as bgm.

Legacy role: flexible support, performer, storyteller, and occasional trickster. Commands include performance and support tools such as perform, compose, hymn, chant, rally, soothe, muse, lore, and legend, alongside trick commands such as vent, playdead, distract, juggle, steal, and brew.

Equipment is light-to-medium. Bard rows forbid plate, scale, and shields while leaving weapon use comparatively broad.

Source anchors: /guilds/bard/obj/bardsoul.c, /cmds/guilds/bard, /doc/guild/bard.

Cleric_Mitra

Status: live GuildD soul path.

Cleric_Mitra is the Mitra-aligned priestly guild. The soul is a holy symbol, and the command path lives under /cmds/guilds/mitra. The in-game help presents Clerics as healers, defenders, resurrectors, curse and disease removers, and holy casters who support allies from near or far.

Legacy role: defensive divine caster with healing, protection, resurrection, holy offense, and travel or rescue tools. Help topics include bless, cure and remove lines, renew, resurrect, raise, sunray, flamestrike, hold, turn, truesight, locate, portal, word, hammer, angel, and wyvern.

Equipment favors blunt weapons and allows heavier armor than most casters. The GuildD row restricts slash, cleave, and pierce weapon families.

Source anchors: /guilds/mitra/mitra_soul.c, /cmds/guilds/mitra, /doc/guild/clericmitra.

Fighter

Status: live GuildD soul path.

Fighter is the direct martial baseline. The soul is a tabard, and the guild is centered on weapons, armor, combat maneuvers, and battlefield durability.

Legacy role: heavy weapon and armor specialist. Commands include martial actions such as bash, cleave, disarm, thrust, frush, fcharge, fkick, fpunch, fdefend, fbalance, frenzy, frage, and fbehead, plus guild utilities like fwho, fchat, fskills, fstats, and fassist.

Equipment is the least restrictive of the old guilds. Fighters can use the heavy weapons and armor that many other guilds cannot.

Source anchors: /guilds/fighter/fighter_soul.c, /cmds/guilds/fighter, /doc/guild/fighter.

Garou

Status: live GuildD soul path.

Garou is the werewolf/Gaea guild. The code root is /guilds/were, while the command path is /cmds/guilds/garou. The guild revolves around forms, packs, moon logic, spirit, Gaea balance, and dedication paths.

Legacy role: shapeshifting predator and protector of balance. Forms include man, wolf, and crinos, with form-specific commands such as chase, eat, bury, carry, spit, and blend. Shared commands include transform, balance, sense, scent, remember, forget, howl, and dig.

Garou have dedication branches such as warrior, shaman, and guardian. The soul adds extra paths for those branches when the player is dedicated.

Equipment restrictions are thematic: silver, many magical items, metal-heavy gear, and inappropriate armor are blocked.

Source anchors: /guilds/were/guild_ob.c, /cmds/guilds/garou, /doc/guild/garou.

Lunar

Status: live GuildD soul path.

Lunar is a Gaea-adjacent moon mage guild. The soul is a glowing moonstone amulet. Its help describes powers from Dailos, Markas, and Tekal, with backfire risk and a strong dependency on moon-themed magic.

Legacy role: fragile caster with moon, gravity, storm, water, teleportation, and lycanthropic themes. Commands include mbeam, mheal, mlight, morbs, mreflect, mslam, mswarm, moongate, mtele, cataclysm, firestorm, tsunami, solarwind, lunacy, and lycanthrope.

Progression runs through the normal 1-15 range, with code for higher levels gated by high character level and special moon champion states.

Equipment follows caster restrictions similar to Mage: cloth/leather, light weapons, and limited shields rather than heavy armor.

Source anchors: /guilds/lunar/objects/lunar_soul.c, /cmds/guilds/lunar, /doc/guild/lunar.

Mage

Status: live GuildD soul path.

Mage is the classic Mitra-aligned arcane guild. The soul is a spell book, with spell commands and Mage channels added at login. In-game help frames Mages as good-aligned destructive and utility casters.

Legacy role: fire, ice, teleportation, detection, protection, and high-end offense. The help spell list includes blaze, detect, analyze, missile, find, illuminate, fireball, icestorm, insane, tport, mbarrage, meye, armor, bolt, levitate, munlock, phase, gate, inferno, powerup, wrath, and touch.

Equipment is strongly restricted. Mages avoid sharp/heavy weapons, plate, most metal armor, and shields.

Source anchors: /guilds/mage/magesoul.c, /cmds/guilds/mage, /doc/guild/mage.

Ninja

Status: live GuildD soul path.

Ninja is a Gaea-side stealth and assassination guild. The soul is ninja wraps. Its help emphasizes secrecy, information, assassination, barehand combat, crippling strikes, meditative focus, and chained techniques.

Legacy role: stealth striker with practice-based ability investment. Ninjas gain practice points, train individual skills, and can master selected abilities at high guild levels. Commands include blind, cripple, dimmak, fade, hayameru, heartstop, nflash, nfocus, nmed, ntrack, onmitsu, pummel, shuriken, tsubo, and tsuki.

Equipment supports light martial play. Heavy weapons, shields, and metal-heavy armor are restricted.

Source anchors: /guilds/ninja/guild_soul.c, /cmds/guilds/ninja, /doc/guild/ninja.

Paladin

Status: live GuildD soul path.

Paladin is the Mitra warrior guild. The soul is a golden Paladin shield, and the guild shares religious space with Clerics while taking a more active combat role.

Legacy role: holy martial defender with devotion powers, warhorse support, and Mitra-themed offense. Devotions include courage, consecrate, retribution, shield light, shield rush, smite, holy presence, divine favor, Mitra's gift, repel undead, sanctify weapon, seals, and holy javelin.

The guild tracks devotion points by guild level. Advancement is capped at 15 and checks charisma. The soul also punishes alcohol use.

Equipment is fighter-like, though much of the identity centers on the guild shield, holy weapon use, and mounted or shield techniques.

Source anchors: /guilds/paladin/obj/paladin_soul.c, /cmds/guilds/paladin, /doc/guild/paladin.

Priest

Status: live GuildD soul path.

Priest is the current Set-aligned guild. It replaces the older Cleric_Set implementation found under /guilds/set. The soul is ceremonial robes and connects to Priest channels.

Legacy role: Set/Chaos divine caster who trades vitality, faith, and domination for power. Abilities include Chaos Bolt, Mend, Transference, Communion, Guiding Strike, Healing Word, Dark Favor, Dreadspike, Summon Familiar, Objurgate, Fragility, Scythe, Anathema, Shadow Step, Petrifying Gaze, Dark Conviction, Resurrection, Leech, Augery, Vitalism, Dark Pact, and Respite.

The soul tithes a portion of positive money gains to Set and can pull overly good alignment downward. Advancement reaches guild level 20 and cannot exceed player level.

Equipment allows more armor than Mage but stops short of full heavy fighter gear. Help specifically calls out scale and banded armor, not full plate.

Source anchors: /guilds/priest/guild_soul.c, /cmds/guilds/priest, /doc/guild/priest.

Psionicist

Status: live GuildD soul path.

Psionicist is the mental power guild. The soul is a jeweled diadem. Its help describes a self-powered caster whose abilities come from disciplined mind rather than divine or arcane sources.

Legacy role: flexible psychic caster with telepathy, detection, protection, damage, teleportation, density manipulation, and mental control. Powers include awe, hypnotize, precognition, project, plash, rejuvenate, clairaudience, clairvoyance, enhance, blind, barrier, reserve, tstrike, dpain, pblast, dreamr, bwave, inflict, obscure, displace, rfield, telobj, banish, timeshift, teleport, pyro, and ultrablast.

Equipment is caster-light but more martial than Mage in some corners. Heavy sharp weapons, helms, plate, chain, scale, banded armor, and shields are blocked.

Source anchors: /guilds/psion/objects/p_soul.c, /cmds/guilds/psion, /doc/guild/psionicist.

Swashbuckler

Status: live GuildD soul path.

Swashbuckler is the light blade and flair guild. The soul is a chipped golden doubloon. The guild has branches in several realms and a command surface built around blade techniques, social bravado, and agility.

Legacy role: dashing rogue, duelist, pirate, and courtly blade. Techniques by guild level include Parry, Slash, Dodge, Offensive Spin, Calledshot, Disarm, Riposte, Critical Strikes, Weaponbreak, Phantom Strikes, Impale, Flurry, Flourish, Thousand Blades, and Dance of Death.

Commands include challenge, charm, doubloon, nameweapon, parley, sbflank, sevaluate, skulk, ssap, stagger, starttech, sthrust, and wound.

Equipment is light and blade-oriented. Huge weapons, heavy polearms, plate, and shields are restricted.

Source anchors: /guilds/swashbuckler/guild_soul.c, /cmds/guilds/swashbuckler, /doc/guild/swashbuckler.

Thief

Status: live GuildD soul path.

Thief is the Set-side stealth, stealing, spying, and underworld guild. The soul is thief_so, and the in-game docs frame the guild around sleight of hand, scouting, traps, shadowing, and covert violence. It is also the only guild listed in PK_GUILDS.

Legacy role: sneaky utility and assassination. Powers include roll, qstrike, steal, money, scout, shadowstep, tripwire, palm, squint, silent, contacts, trick, case, crit, conceal, plant, spunch, cstrike, pick, trap, shadow, hide, peek, circle, fasttalk, breakin, disem, tstrike, and stab.

The guild also has rank powers for roles such as GM, QM, ASN, and MKY.

Equipment is light and covert: small weapons, small shields, leather or padded armor, and jewelry are supported; heavy armor and large weapons are restricted.

Source anchors: /guilds/thief/thief_so.c, /cmds/guilds/thief, /doc/guild/thief.

Later-Era and Mythic Guilds

These guilds are implemented with larger custom systems than many of the older standard guilds. Most are registered as mythic or later-era guilds in guildd.h; several are live through GuildD soul repair paths, while Morpher is implemented but not present in the repair map.

Dragon

Status: live GuildD soul path.

Dragon is a mythic guild centered on becoming and living as a dragon. The soul is a ring, but most identity is stored in form state: racial form, dragon form, current dragon lineage, age, declared status, dragon long description, and lair state.

Legacy role: transformational mythic guild with earth/sky mastery, flight, breath, claws, stomps, fear, lairs, and age-based power. Commands include dtransform, breathe, dfly, land, airdrop, dclaws, dscales, ddfear, dfear, dstomp, dspikes, swipe, buffet, crush, bombard, inferno, lair, and dwill.

Dragon form blocks many ordinary item economy actions such as buying, selling, getting, giving, wearing, wielding, drinking, and similar commands. The guild object also reports that Dragons cannot leave the guild.

The advancement room says ordinary level/stat advancement still happens there, but guild power comes through age rather than normal guild-level training.

Source anchors: /guilds/dragon/obj/dragon_so.c, /cmds/guilds/dragon, /doc/guild/dragon.

Druid

Status: live GuildD soul path.

Druid is a Gaea warrior-priest and nature magic guild. The soul is a silver sickle. The guild combines spellcasting, wild shape, grove ownership, component foraging, blood/nature magic, elemental effects, and animal control.

Legacy role: nature caster and shapeshifter. Help lists powers such as Calm Animal, Enlarge Animal, Spirit Aura, Thorns, Produce Flame, Warp Wood, Water of Life, Gust, Stoneskin, Growth, Wild Speed, Wild Strength, Wild Shape Wolf, Flame Blade, Frost Blade, Entangle, Wild Shape Bear, Wild Shape Hawk, Wild Shape Serpent, Wind Walk, Sunray, Call Lightning, Earthquake, Renewal, Inferno, Drown, Conjure Elemental, and Reincarnate.

Sacred Groves are a major subsystem. Druids can plant and commune with groves, store components in root systems, invite guests into the commune, and turn mature groves into no-kill sanctums. Leaving the guild removes grove registration.

Equipment blocks metal-heavy weapons and armor while allowing natural materials, wood, bone, stone, blunt tools, and some shields.

Legacy note: the help spell list extends beyond the max guild level declared in guildd.h, so high-end Druid spell docs should be verified before reuse.

Source anchors: /guilds/druid/objects/druid_soul.c, /cmds/guilds/druid, /doc/guild/druid.

Monk

Status: live GuildD soul path.

Monk is an unarmored staff and chi guild. The soul is a plain wooden staff, and the guild puts much of its identity into staff training, chi, fighting styles, challenge systems, combo routing, and a training post.

Legacy role: disciplined martial artist. Core concepts include chi, inner defense, notches, challenges, the Wooden Man Post, and five fighting styles: crane, snake, monkey, tiger, and dragon. Commands include chiblast, chiburst, chifocus, chitransfer, ckick, crise, cyclone, grapple, lsweep, mcombo, meditate, mskills, mswitch, opunch, pcoil, ppoint, pword, resuscitate, roar, sstrike, tdeath, and tpunch.

Equipment is extremely restrictive. Monks are effectively staff/unarmored: only medium pole/blunt weapon use is allowed, and armor is blocked.

Source anchors: /guilds/monk/monk_soul.c, /cmds/guilds/monk, /doc/guild/monks.

Morpher

Status: implemented, registered, but missing GuildD soul repair and default entrance routing.

Morpher is a body-transformation guild built around a color-shifting gem, guild fountains, personal caverns, grafted weapons, and temporary morph states. The code is substantial, but it is not in setup_guild_soul_paths() and does not have a default get_entrance_place() route in guildd.c.

Legacy role: adaptive physical shapeshifter. Commands include mhands, mskin, graft, endgraft, titan, regen, eabsorb, biolum, viscosity, envelop, explode, mrip, safe, squeeze, vengeance, and endmorph.

The in-game help describes 10 normal guild levels plus expensive effective levels beyond that, while guildd.h lists Morpher max guild level as 10. That should be treated as a real legacy mismatch.

Equipment restrictions support the body-morph fantasy. Large, huge, and missile weapons are restricted, as are plate and chain armor. Body morphs often require free hands and no torso or leg armor.

Source anchors: /guilds/morpher/morpher_soul.c, /cmds/guilds/morpher, /doc/guild/morpher.

Necro

Status: live GuildD soul path.

Necro is a death, rune, ritual, and follower guild. The soul is a skull pendant with rune state, currently including blight and death. It adds a command filter for ritual behavior and follower movement.

Legacy role: fragile dark caster whose damage and control flow through spells, rituals, and undead followers. Commands include nraise, nrdead, nliege, nmarch, nmtell, nritual, nsoulbond, naflict, nagony, nbshield, nburst, ncurse, ndeath, ndesecrate, ndetect, ndispel, ndoom, nentomb, neye, nfester, ngmist, nnecrosis, nplague, npox, npulse, nward, nwilt, and nwrack.

Followers are combat tools, with help describing skeletons and ghouls as central weapons. Rituals intentionally block many ordinary commands while active.

Advancement reaches guild level 25, cannot exceed player level, and checks a power formula based on player level, intelligence, wisdom, constitution, and charisma. Equipment uses Mage-like caster restrictions.

Source anchors: /guilds/necro/guild_soul.c, /cmds/guilds/necro, /doc/guild/necro.

Ranger

Status: live GuildD soul path.

Ranger is a Gaea wilderness guild with terrain specialization, enemy species, skill trees, survival crafting, archery, hunting, and animal companions. The soul is a leather quiver.

Legacy role: wilderness guardian and self-sufficient hunter. Advancement uses primary terrain, secondary terrain, and enemy species choices. Rangers gain skill slots and spend them on skill trees such as Survival, Cartography, Hunting, Husbandry, Attack, and Archery.

Commands cover fieldcraft, crafting, terrain, tracking, animal handling, nature magic, and combat: forage, make, camp, survey, trailblaze, trailmark, track, stalk, conceal, ambush, quarry, hunt, aim, quickshot, heartshot, furyfire, strike, gash, impale, naturestrike, attune, meditate, wrath, winterbite, essence, attract, calm, train, and rcommand.

Equipment blocks plate and scale while supporting leather, cloth, wilderness tools, ranged play, and some magical chain cases.

Source anchors: /guilds/ranger/ranger_soul.c, /cmds/guilds/ranger, /doc/guild/ranger.

Archived and Transitional Guilds

These systems have code, docs, registry traces, or command directories, but they are not wired like the live GuildD soul-path guilds. They are useful historical material and may contain mechanics worth mining, but they should not be treated as current playable guild specs without fresh verification.

Charlatan

Status: transitional, aliased to Bard in the registry.

Charlatan has a full old code tree, command directory, help docs, and a Darkwind entrance route. However, CHARLATAN currently aliases BARD in guildd.h, its GUILD_FIELDS entry is commented out, and it has no GuildD soul repair path.

Legacy role: wandering trickster, illusionist, alchemist, huckster, and social operator. The help describes no normal guild levels; instead Charlatans trained individual skills with skill points. Commands include cchat, cwho, cskill, cappraise, ccook, cpotion, cpoison, cdazzle, cblur, cbluff, cshadow, csense, cescape, csell, cbuy, calter, ctattoo, and cventriloquism.

Source anchors: /guilds/charlatan, /cmds/guilds/charlatan, /doc/guild/charlatan.

Rogue

Status: archived or experimental.

Rogue has a substantial code tree, command directory, and help docs, but it is not in the current GUILD_NAMES list. Its Darkwind/Kerei entrance routes are commented out in guildd.c.

Legacy role: cabal-based rogue system with Basher, Thief, and Assassin branches, practice points, and a broad skill surface. Powers overlap heavily with Thief, Ninja, Fighter, and Swashbuckler concepts: steal, case, hide, stab, trap, tripwire, blind, cripple, pummel, focus, meditate, breakin, disembowel, and more.

Source anchors: /guilds/rogue/obj/rogue_so.c, /cmds/guilds/rogue, /doc/guild/rogue.

Samurai

Status: partially registered but disconnected.

Samurai appears in GUILD_NAMES and has code, commands, help docs, rooms, and a soul. It is missing from the GUILD_FIELDS mapping and has no GuildD soul repair path. That makes it a legacy/transitional system rather than a fully wired live guild in this checkout.

Legacy role: honor-bound weapon guild with houses, a sash soul, house/honor state, signature sword mechanics, quick draw, charge, slash, slice, whirlwind, meditation, hardening, stare, and focus powers.

Source anchors: /guilds/samurai/samurai_soul.c, /cmds/guilds/samurai, /doc/guild/samurai.

BattleMage

Status: registered prototype.

BattleMage is present in the registry and has a soul plus a small code tree, but there is no GuildD soul repair path and no default entrance route. The only command directory currently visible is minimal, with _eattune.c as an example.

Legacy role: intended hybrid arcane combat guild. The soul tracks concepts such as battle attunement, healing dance, mind quickening, evocation timers, and specialization.

Source anchors: /guilds/battlemage/bm_soul.c, /guilds/battlemage, /cmds/guilds/battlemage.

Glyph

Status: registered prototype, disconnected.

Glyph is listed in the registry and has a soul plus include files for body slots and runes. It does not have a GuildD soul repair path, and the command directory referenced by its header is not present under /cmds/guilds/.

Legacy role: body-rune guild. The soul is an eye-like mark on the forehead and tracks active runes with durations. Header comments describe body slots and rune complexity as the limiting model.

Source anchors: /guilds/glyph/glyph_soul.c, /guilds/glyph/include.

Old Set / Cleric_Set

Status: superseded by Priest.

The older Set cleric implementation remains under /guilds/set. It uses names such as Cleric_Set, set_soul, Set rituals, old temple rooms, and old command definitions. The current registered Set-side divine guild is Priest under /guilds/priest.

Legacy role: dark cleric and ritual system. Keep it as historical context for Set themes, but verify against Priest before carrying mechanics forward.

Source anchors: /guilds/set, /guilds/set/obj/set_soul.c.

Newmage

Status: duplicate or transitional Mage tree.

/guilds/newmage mirrors much of the Mage structure but is not the active GuildD target. The live Mage soul path points at /guilds/mage/magesoul.

Use this tree only as historical comparison material.

Source anchors: /guilds/newmage, /guilds/mage.

Registry-Only or Mostly Missing Names

These names have registry entries, help docs, entrance traces, or restriction rows, but no complete current guild tree wired through GuildD in this checkout:

  • Berserker - registry and restriction rows exist, but no top-level guild code tree or soul path was found.
  • BloodMage - registry entry and restriction row exist, but no complete wired tree was found.
  • Deathknight - registry entry and Souvrael/Kerei entrance references exist, but the referenced top-level tree is absent.
  • UberGarou / Ubergarou - registry naming is inconsistent by case, and no complete wired tree was found.
  • Vampire - registry and old help docs exist, and old Set code references vampire behavior, but there is no live GuildD soul path or complete current guild tree.