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
| Guild | Descriptor |
|---|---|
| Bard | Bards turn performance and lore into morale, misdirection, and social pressure |
| Acolyte | Acolytes serve a patron through devotion, rites, protection, and holy battle |
| Fighter | Fighters master weapons, armor, stances, and battlefield control |
| Garou | Garou carry Gaea's werewolf burden through forms, pack duty, rage, and balance |
| Druid | Druids serve Gaea through groves, nature rites, wild shape, moon, and storm |
| Mage | Mages study the Dark Wind through spellbooks, runes, barrage, and secret formulae |
| Monk | Monks turn breath, chi, staff work, and body discipline into precise combat |
| Ninja | Ninjas use stealth, focus, pressure points, and timing to control when violence happens |
| Ranger | Rangers survive and hunt through terrain, tracking, archery, camps, and companions |
| Swashbuckler | Swashbucklers win with nerve, footwork, light blades, charm, and risky tempo |
| Thief | Thieves turn access, secrets, theft, traps, and contacts into leverage |
| Berserker | Berserkers convert wounds, rage, and bad odds into brutal momentum |
Folded Concepts
| Former identity | New home |
|---|---|
| Cleric, Paladin, Priest | Acolyte patrons and vocations |
| Lunar | Druid lunar, gravity, tide, storm, and astral paths |
| Necromancer | Secret Mage subguild through Bodach and Arcanarton |
| Dragon | Class |
| Morpher | Class |
| Psionicist | Class |
| Artificer | Class |
| Vampire | Candidate 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.
| System | Descriptor |
|---|---|
| Repertoire | Songs, chants, stories, and tricks known by the Bard |
| Renown | Social memory earned through performances and public deeds |
| Audience | Room attention that strengthens performances and social pressure |
| Lore | Practical 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:
| Threshold | Opens |
|---|---|
| Local Name | Basic songs, lore, soothe, simple tricks |
| Known Voice | Chants, rally, perform, audience hooks |
| Troubadour | Legends, muse, stronger morale effects |
| Court Favorite | Social pressure, reputation play, public counters |
| Master Bard | Great 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.
| Performance | Descriptor |
|---|---|
| Rally | Restores morale and helps allies resist fear or disruption |
| Soothe | Calms aggression and reduces panic |
| Hymn | Slow supportive song with stronger group payoff |
| Chant | Faster rhythmic support for combat pressure |
| Dirge | Fear, hesitation, and anti-undead flavor |
| Satire | Social pressure against one target |
| Legend | Lore performance that reveals history or weakness |
Tricks And Lore
Bards also keep practical tricks that feel like stagecraft rather than spellwork.
| Trick | Use |
|---|---|
| Ventriloquism | Misdirection and room pressure |
| Play Dead | Emergency deception |
| Distract | Breaks focus or creates an opening |
| Juggle | Performance setup and crowd attention |
| Compose | Adds personal material to the repertoire |
| Lore | Identifies history, creators, rumors, and useful context |
| Legend | Stronger lore tied to named places, people, and artifacts |
Useful Commands For Bards
These are useful commands for Bards:
bard,bards,bhist: guild communicationperform: begin a performancesongs: list known songs and chantscompose: create or refine personal materiallore: inspect history or practical storylegend: call deeper named lorerally: steady alliessoothe: calm a room or targetvent: misdirect speech or soundrenown: 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.
| Choice | Options | Descriptor |
|---|---|---|
| Patron | Mitra, Set, Gaea, Luna | The god or divine power served |
| Vocation | Ministry, Doctrine, Oath | The 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
| Source | Devotion role |
|---|---|
| Pilgrimage | Major repeatable source tied to shrine routes and patron favor |
| Offerings | Supplemental source through coins, relics, herbs, trophies, blood, or crafted goods |
| Patron quests | Major source for rank thresholds and patron identity |
| Vocation trials | Required tests for Ministry, Doctrine, or Oath unlocks |
| Service | Devotion earned by using prayers and rites in meaningful situations |
| Divine events | Bonus devotion from Holy Hour, marked enemies, eclipses, omens, and patron pressure |
| Taboos and vows | Sustained 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
| Rank | Title | Shared unlocks |
|---|---|---|
| 1 | Listener | Patron symbol, mend, bless, ward, omens insight |
| 2 | Devotee | cleanse, shrine offerings, first vocation training |
| 3 | Keeper | consecrate, pilgrimage bonuses, first patron rite |
| 4 | Vessel | guiding strike, mail training, stronger patron channel |
| 5 | Seer | commune, clearer portents, first resurrection training |
| 6 | Oracle | rebuke, improved shrine rites, second vocation training |
| 7 | Exemplar | sanctuary, stronger wards, patron trial rite |
| 8 | Herald | resurrection mastery, advanced armor training, major vocation rite |
| 9 | Radiant | Plate Vow or equivalent capstone training, major patron aura |
| 10 | Avatar | patron capstone, strongest omen reading, highest resurrection aftermath |
Patron Rites By Rank
| Rank | Mitra | Set | Gaea | Luna |
|---|---|---|---|---|
| 1 Listener | Spark of Mercy | Whispered Bargain | Seed-Breath | Moonlit Murmur |
| 2 Devotee | Lesser Blessing | Blood Price | Clean Water | Silver Hush |
| 3 Keeper | Holy Light | Chaos Bolt | Rooted Sanctuary | Dream Omen |
| 4 Vessel | Seal of Warding | Dreadspike | Thorn Aegis | Quiet Step |
| 5 Seer | Truthsense | Fragility | Blight Purge | Reflection Rite |
| 6 Oracle | Repel Undead | Leech | Rain Blessing | Tide of Mercy |
| 7 Exemplar | Angelic Intercession | Anathema | Living Aegis | Silver Veil |
| 8 Herald | Warhorse | Shadow Step | Earthmeld | Hidden Road |
| 9 Radiant | Sunray | Dark Pact | Stone Oath | Moonlit Vigil |
| 10 Avatar | Radiant Avatar | Dread Avatar | Verdant Avatar | Lunar Avatar |
Vocation Unlocks By Rank
| Rank | Ministry | Doctrine | Oath |
|---|---|---|---|
| 1 Listener | Better mend | Better omens | Basic shield prayer |
| 2 Devotee | Better cleanse | Minor judgment | Weapon blessing |
| 3 Keeper | Stronger offerings | First curse or binding | Guarded stance |
| 4 Vessel | Group healing rite | Stronger offensive prayer | Mail training |
| 5 Seer | Resurrection preparation | Portent blessing | Shield rush |
| 6 Oracle | Strong shrine prayer | Stronger rebuke | Divine weapon seal |
| 7 Exemplar | Group sanctuary | Major curse or seal | Front-line aura |
| 8 Herald | Resurrection mastery | Major omen rite | Heavy armor training |
| 9 Radiant | Mass cleansing | Patron judgment | Plate Vow |
| 10 Avatar | Miracle of return | Divine sentence | Avatar'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 balanceportents: read the current divine balancepatron: view personal pledge, rank, favor, debt, and avatar charge modifierspatron pilgrimage start: begin a shrine pilgrimagepatron pilgrimage status: check pilgrimage progresspray at shrine: pray at a shrine in the roomtithe <amount> at shrine: tithe at a shrine in the roomtithe <amount> to <god>: tithe directly to a god
Acolyte divine bonuses:
| System | Acolyte benefit |
|---|---|
| Omens | Clearer prophetic language and patron-specific warnings |
| Portents | Short tactical blessings for Doctrine and Luna Acolytes |
| Pilgrimage | Devotion, favor, and temporary patron rites |
| Shrines | Prayer refreshes minor rites or strengthens consecrated ground |
| Tithes | Offerings grant devotion when aligned with the Acolyte's patron |
| Holy Hour | Patron prayers strengthen and some taboos become stricter |
| Marked enemies | Defeating 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:
| Sigil | Type | Effect | Acolyte hooks |
|---|---|---|---|
| Faith | Acolyte | Reduces Acolyte prayer costs | Granted by patron symbols, shrine rites, and devotion rewards |
| Consecrated | Acolyte | Strengthens prayers cast on consecrated ground | Granted by consecrate, shrine prayer, and some Oath auras |
| Protection | Cross-guild | Reduces incoming damage | Strengthened by ward, Mitra seals, Gaea living wards, and Luna veils |
| Warding | Cross-guild | Increases shield strength received | Works with ward, sanctuary, Seal of Warding, and Living Aegis |
| Mercy | Acolyte | Improves healing received and given | Common for Mitra and Ministry |
| Bargained | Acolyte | Reduces immediate costs while reserving future health, spirit, gold, or experience | Common for Set |
| Rooted | Cross-guild | Reduces forced movement and knockdown | Common for Gaea |
| Moonlit | Acolyte | Improves stealthy recovery, quiet movement, and omen clarity at night | Common for Luna |
| Pilgrim | Cross-guild | Improves shrine and pilgrimage rewards | Granted by pilgrimage milestones |
| Martyr | Acolyte | Reduces ally damage while increasing personal strain | Common 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.
| Training | Used by | Equipment |
|---|---|---|
| Vestments | Ministry, Doctrine | Cloth, robes, symbols, staves, daggers, holy tools |
| Doctrine, Oath | Scale, banded, chain, shields, maces, hammers, polearms | |
| Plate Vow | Oath | Plate 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:
| Patron | Heavy armor style |
|---|---|
| Mitra | Paladin, shieldbearer, bright oath, mercy through strength |
| Set | Anti-paladin, dread knight, bargain-bound conqueror |
| Gaea | Warden, ironwood guardian, stone-oath protector, no metal |
| Luna | Moonlit 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.
| Prayer | Purpose | Patron examples |
|---|---|---|
| Mend | Heal over time or close wounds | Light, bargain, renewal, moonlight |
| Bless | Short support buff | Courage, dark favor, green benediction, moonlit luck |
| Ward | Defensive shield | Seal, pact, living ward, silver veil |
| Cleanse | Remove affliction | Purify curse, draw venom, break shadow, soothe madness |
| Consecrate | Mark room or ground | Temple light, claimed shadow, sacred grove-edge, moon circle |
| Guiding Strike | Weapon or attack prayer | Holy strike, dread mark, thorn-guided blow, lunar opening |
| Rebuke | Push back hostile force | Turn undead, objurgate, drive out blight, banish nightmare |
| Commune | Ask for guidance | Prayer, bargain, spirit appeasement, dream omen |
| Sanctuary | Protect or stabilize | Holy sanctuary, forbidden refuge, root shelter, quiet moon |
| Resurrect | Return the fallen | Raise, dark return, reincarnating cycle, moonlit recall |
Patron Rites
Each patron also has exclusive rites.
| Patron | Exclusive rites |
|---|---|
| Mitra | Holy Light, Sunray, Seal of Warding, Repel Undead, Angelic Intercession, Truthsense, Warhorse |
| Set | Chaos Bolt, Dark Pact, Dreadspike, Leech, Anathema, Shadow Step, Petrifying Gaze |
| Gaea | Rooted Sanctuary, Blight Purge, Stone Oath, Rain Blessing, Living Aegis, Earthmeld |
| Luna | Moonlit 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:
| Patron | Resurrection aftermath |
|---|---|
| Mitra | Protective shield, brief courage, cleansing light |
| Set | Chance to recover some lost experience, with debt or bargain pressure |
| Gaea | Regeneration, poison or disease cleansing, temporary bond to soil or water |
| Luna | Quiet 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 communicationprayers: list available prayers and ritespatron: view patron, taboos, favor, and patron ritesvocation: view Ministry, Doctrine, or Oath trainingdevote: review devotion rank, vows, debt, and next thresholdsoffer: make offerings or fulfill bargainsconsecrate: prepare ground for stronger ritesomens: read the current divine balanceportents: read the current divine balancepilgrimage: 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 source | Acolyte destination |
|---|---|
| Cleric heals, cures, removes, renews, raises | Ministry and shared prayers |
| Cleric light, turn, hammer, portal, word | Mitra rites and Doctrine |
| Paladin courage, smite, shield, seals, warhorse | Mitra Oath |
| Priest bolt, mend, bargain, dark favor, leech, pact | Set shared prayers and Set rites |
| Priest resurrection and respite | Set Ministry or Doctrine |
| Druid and Gaea cleansing and renewal ideas | Gaea patron only, not Druid replacement |
| Lunar moonlight, dreams, tides, hidden paths | Luna patron or Gaea-adjacent minor rites |
| Paladin devotion points | Acolyte devotion progression |
| Divine omens, patronage, tithes, pilgrimages | Core 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.
| System | Descriptor |
|---|---|
| Weapon Training | Practice with weapon families and combat roles |
| Stances | Defensive, aggressive, mobile, and guarded combat posture |
| Maneuvers | Direct martial actions such as bash, disarm, cleave, and thrust |
| Guard | Protects allies or controls enemy targeting |
| Armor Mastery | Makes 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.
| Threshold | Opens |
|---|---|
| Recruit | Basic weapon drills, guard, bash |
| Veteran | Disarm, charge, balance, armor comfort |
| Sergeant | Cleave, defend ally, stance swaps |
| Captain | Formation play, weapon counters, shield mastery |
| Weaponmaster | Advanced techniques and legendary weapon drills |
Weapon Families
Weapon families give Fighters a reason to choose tools for the fight.
| Family | Descriptor |
|---|---|
| Sword | Balanced offense and defense |
| Axe | Armor pressure and cleaving |
| Hammer | Stuns, shields, and hard targets |
| Polearm | Reach, control, and formation play |
| Shield | Guarding, bashing, and ally protection |
| Bow | Field pressure and prepared openings |
Core Abilities
| Ability | Use |
|---|---|
| Bash | Disrupts balance and casting |
| Disarm | Pressures weapon users |
| Charge | Forces engagement or closes distance |
| Cleave | Heavy follow-through against groups or wounded targets |
| Thrust | Precision attack with reach or piercing weapons |
| Guard | Protects an ally or locks down a lane |
| Balance | Recovers footing and counters knockdown |
| Defend | Commits to protection at personal cost |
Useful Commands For Fighters
These are useful commands for Fighters:
fighter,fighters,fhist: guild communicationskills: review martial trainingstance: choose combat posturebash: disrupt a targetdisarm: pressure weapon controlcharge: force engagementguard: protect an allycleave: commit to heavy offensebalance: 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.
| System | Descriptor |
|---|---|
| Forms | Human, wolf, and war-form modes with different strengths |
| Rage | Instinctive power that saves or endangers the Garou |
| Pack | Social memory, territory, shared warning, and howl |
| Dedication | Warrior, Guardian, and Shaman expressions |
| Balance | Duty 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.
| Threshold | Opens |
|---|---|
| First Change | Basic forms, scent, howl |
| Blooded Claw | Chase, carry, bite, form combat |
| Packbound | Pack memory, territory, shared warnings |
| Dedicated | Warrior, Guardian, or Shaman techniques |
| Gaea's Teeth | Advanced rage, spirit rites, corruption hunts |
Forms
Each form changes what the Garou sees, risks, and commands.
| Form | Descriptor |
|---|---|
| Human | Social presence, tools, speech, restraint |
| Wolf | Scent, chase, tracking, speed, instinct |
| War-Form | Combat pressure, fear, raw physical dominance |
| Spirit-Touched | Shamanic perception and balance rites |
Dedications
| Dedication | Descriptor |
|---|---|
| Warrior | Direct combat, rage, chase, finishing pressure |
| Guardian | Protection, interception, pack defense |
| Shaman | Spirit 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
| Ability | Use |
|---|---|
| Transform | Change form |
| Scent | Track living trails and hidden presence |
| Howl | Warn, rally, challenge, or terrify |
| Chase | Pursue across nearby spaces |
| Bite | Form-based attack with instinct pressure |
| Carry | Move allies or prey in wolf logic |
| Balance | Read corruption or spiritual imbalance |
| Remember | Mark people, places, and pack history |
Useful Commands For Garou
These are useful commands for Garou:
garou,ghist: guild communicationtransform: change formscent: read trails and nearby presencehowl: communicate or pressure a roomchase: pursue a targetbalance: inspect spiritual stateremember: mark pack memorydedication: 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

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.
| System | Descriptor |
|---|---|
| Grove | Personal sacred space that grows with the Druid |
| Paths | Chosen expressions of nature magic |
| Components | Herbs, roots, water, clay, bone, and living materials |
| Wild Shape | Animal and elemental forms |
| Lunar Rites | Moon, 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.
| Threshold | Opens |
|---|---|
| Seed | Calm, forage, minor healing, grove entry |
| Root | first path, wolf shape, thorns, components |
| Branch | grove partition, animal companion, storm rites |
| Crown | second path, stronger wild shapes, lunar alignment |
| Elderwood | mature 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 Focus | Benefit |
|---|---|
| Garden | More herbs, rarer components, stronger plant work |
| Cavern | Stronger forms, primal transformation, earth memory |
| Sacred Pool | Healing, recovery, water rites, reflection |
| Archery Glade | Bow practice, nature arrows, stealthy fieldcraft |
| Primal Clay | Replication, shaping, object memory |
| Moonwell | Lunar alignment, tide, gravity, and astral rites |
Paths
Paths are not separate guilds. They are ways a Druid walks with Gaea.
| Path | Descriptor |
|---|---|
| Nurture | Healing, renewal, protection, living armor |
| Erosion | Rust, poison, fog, breach, terrain pressure |
| Harmony | Balance, aura, elemental protection, spirit calm |
| Convergence | Wild shape, sensory web, stoneskin, unified force |
| Impulse | Speed, leap, strength, lightning, predatory momentum |
| Lunar | Moonlight, gravity, tide, storm, astral movement |
Core Rites
| Rite | Use |
|---|---|
| Calm | Pacifies animals, plants, or wild pressure |
| Forage | Finds useful natural components |
| Spirit Aura | Reads life, mood, and natural disturbance |
| Thorns | Punishes attackers through living growth |
| Renewal | Strong healing with meaningful cost |
| Stoneskin | Hardens the body through earth |
| Entangle | Controls movement through roots and vines |
| Call Lightning | Storm strike tied to weather and place |
| Wild Shape | Takes on animal or elemental forms |
| Reincarnate | Gaean return through life, soil, and spirit |
Lunar Rites
The old Lunar identity folds into Druid as a path of moon and storm.
| Rite | Use |
|---|---|
| Lunar Alignment | Reads Dailos, Markus, and Tekal for changing effects |
| Moonlit Healing | Healing that strengthens under lunar favor |
| Gravity Pull | Field control and grounded movement |
| Tidecall | Water pressure, movement, and recovery |
| Stormwalk | Wind and lightning movement |
| Moongate | Travel through moon-marked places |
| Astral Step | High-end movement through moon and spirit distance |
Useful Commands For Druids
These are useful commands for Druids:
druid,dhist: guild communicationgrove: inspect and enter the personal grovepath: review chosen pathsforage: gather componentscalm: pacify animals or plantsshape: change formaura: read natural staterenewal: perform strong healingalign: read lunar statecommune: 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

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:
| System | Descriptor |
|---|---|
| Spellbook | The Mage's known spells, spell mastery, prepared runes, and barrage settings |
| Runes | Historical spell modifications discovered by earlier Magi |
| Ash And Ink | Spell-kill ash, corpse burner ash, guild inks, and research materials |
| Forbidden Studies | Hidden 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.
| Track | How it grows | What it unlocks |
|---|---|---|
| Arcane | Mage activity that matters | Spells, runes, spellbook upgrades, lab access |
| Spell mastery | Repeated useful casting of a specific spell | Cost 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:
| Threshold | Opens |
|---|---|
| First Script | Detect, Analyze, Illuminate, Mana Shard, Missile |
| Stable Hand | Mage Mark, basic spellbook research, common ink use |
| Ember Lens | Fireball, Icestorm, Insane, first rune primer |
| Lesser Pattern | Magic Armor, Mage Eye, early barrage setup |
| Folded Page | Bolt, Mage Unlock, remembered locations |
| Mirror Step | Levitate, Blink, Invisibility, first rare rune tasks |
| Crucible Script | Phase, Gate, Inferno, ink refinement |
| Deep Formula | Powerup, Wrath, two-rune research |
| Black Equation | Familiar rites, advanced spell-kill ash effects, forbidden formulae |
| Archmagi | Touch, 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.
| Mastery | Unlocks |
|---|---|
| Copied | The spell is written in the spellbook and ready to cast |
| Practiced | Lower fumble chance, small SP discount, first rune slot |
| Fluent | Barrage eligible, stronger rune effect, better casting speed |
| Inscribed | Second rune slot, larger SP discount, improved barrage cadence |
| Instinctive | Best 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:
| Mastery | Cadence | SP cost |
|---|---|---|
| Fluent | Every 5 combat rounds | Reduced |
| Inscribed | Every 4 combat rounds | Very low |
| Instinctive | Every 3 combat rounds | 0 for basic barrage form |
Example barrage spells:
| Spell | Barrage behavior |
|---|---|
| Mana Shard | Fires a small force shard at the current target |
| Missile | Fires a reliable low-cost projectile |
| Fireball | Fires a smaller single-target emberburst |
| Icestorm | Fires a shard of freezing wind instead of the full storm |
| Bolt | Fires 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:
| Rune | Tradition | Common effect |
|---|---|---|
| Ashkenazy | Exaltation | More raw power, larger numbers, stronger impact |
| Falx | Alacrity | Faster casting, shorter channeling, better barrage cadence |
| Marsellus | Augmentation | Secondary force, sunder, battlemage-style reinforcement |
| Mezari | Amity | Party support, sharing, sympathetic spell behavior |
| Saloman | Bastion | Shields, protection, spellwarding |
| Talek | Boreal | Cold, precision, chill, slowed targets |
| Arcanarton | Entropy | Decay, blight, terrain damage, instability, strange costs |
| Bodach | Demise | Fear, death, life siphon, grave ash |
| Ravidel | Igneous | Fire, 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:
| Ash | Source pattern | Mage use |
|---|---|---|
| Grey | Darkwind and common corpses | Stable ink, common spell pages, barrage research |
| Red | Souvrael, Underworld, Talamh Darag, fire deaths | Fire, pressure, volatile runes |
| Blue | Kerei, Hyperborea, frost deaths | Frost, 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:
| Source | Ash effect |
|---|---|
| Ashen sigil | Increases chance of ash bursts and bonus ash on burns |
| Ravidel rune | Pushes spell-kill ash toward red |
| Talek rune | Pushes spell-kill ash toward blue |
| Marsellus rune | Pushes spell-kill ash toward grey and extra volume |
| Arcanarton rune | Creates unstable ash valued for difficult research |
| Bodach rune | Creates 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.
| Ink | Built from | Research use |
|---|---|---|
| Sable Ink | Grey ash | Common spell transcription and spellbook pages |
| Vermilion Ink | Red ash | Fire, pressure, Ravidel, and volatile spells |
| Cerulean Ink | Blue ash | Frost, travel, Talek, and precision spells |
| Fulminant Ink | Ash from force or lightning deaths | Bolt, Wrath, barrage, and Marsellus work |
| Graveblack Ink | Death-touched ash | Bodach, 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:
| Branch | Root rune | Identity |
|---|---|---|
| Bodach | Demise | Death, fear, spirits, grave ash, soul pressure |
| Arcanarton | Entropy | Blight, 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.
| Family | Examples | Descriptor |
|---|---|---|
| Fundamentals | Mana Shard, Missile, Analyze, Detect, Illuminate | Entry spells and spellbook literacy |
| Barrage | Barrage, lesser Fireball, lesser Bolt, lesser Icestorm | Efficient repeated combat |
| Force | Armor, Ward, Bolt, Wrath, Phase | Defense, pressure, hard arcane force |
| Fire And Ash | Fireball, Inferno, Blaze, ash burst outcomes | Burst, burn, ash creation |
| Frost And Storm | Icestorm, Talek workings, chill effects | Control, slowing, precision |
| Mind And Pattern | Insane, Enhance, Powerup, Analyze | Buffs, confusion, magical diagnosis |
| Space | Find, Mage Eye, Teleport, Gate, Unlock, Levitate | Travel, scouting, utility |
| Research Rites | Prepare Ink, Transcribe Spell, Bind Rune | Guild laboratory work |
| Familiar | Summon Familiar, Transfer, Unleash | Companion utility and rune expression |
| Forbidden Formulae | Necrosis, Bone Shield, Grave Eye, Raise Servant | Secret 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
| Spell | Use |
|---|---|
| Analyze | Reads the structure of objects, enemies, rooms, and spells |
| Detect | Senses nearby monsters, magic, hidden auras, and strange effects |
| Illuminate | Creates magical light and reveals hidden details |
| Find | Reads the distant trace of a target, object, or remembered signature |
| Mana Shard | Basic force projectile and first mastery spell, barrage-ready |
| Missile | Reliable low-cost attack, barrage-ready |
| Mage Mark | Places a temporary glowing glyph in the room |
| Barrage | Configures one mastered combat spell to fire automatically |
Force And Wards
| Spell | Use |
|---|---|
| Magic Armor | Defensive layer woven from the Dark Wind |
| Spellward | Resistance against incoming magic and interruption |
| Negate | Short protective flare that burns hostile magic off the Mage |
| Bolt | Focused lightning or force strike, barrage-ready |
| Wrath | Heavy single-target punishment |
| Phase | Partial incorporeality and physical mitigation |
| Powerup | Converts physical strain into SP and spell pressure |
| Touch | Close-range grand spell using the Mage as a conduit |
Fire, Frost, And Storm
| Spell | Use |
|---|---|
| Fireball | Focused fire damage, burn chance, barrage-ready as emberburst |
| Blaze | Directional movement burst through flame and impact |
| Inferno | Major room fire event with high ash-burst chance |
| Icestorm | Cold area pressure and control, barrage-ready as ice shard |
| Frost Lens | Blue-ink spell that improves cold precision and Talek runes |
| Lightning Net | Charged pattern that jumps between nearby enemies |
| Stormglass | Cold lightning shell that stores a short-lived spell echo |
Research Rites
| Spell Or Rite | Use |
|---|---|
| Prepare Ink | Purchases or refines research ink from ash |
| Transcribe Spell | Writes a newly understood spell into the spellbook |
| Bind Rune | Places a known rune pattern into a spell |
| Unbind Rune | Removes a rune from a spell in a prepared space |
| Copy Formula | Preserves a recovered fragment or damaged grimoire |
| Awaken Page | Opens an advanced spellbook page after an Arcane threshold |
| Rebind Barrage | Alters a prepared barrage spell in the guild laboratory |
Forbidden Formulae
These formulae belong to the secret Necromancer inheritance inside Mage.
| Spell Or Rite | Use |
|---|---|
| Necrosis | Death-magic damage over time through Bodach study |
| Wrack | Pain curse that weakens a target over time |
| Pox | Blight curse that pressures body and focus |
| Plague | Strong Arcanarton blight that spreads pressure across a fight |
| Bone Shield | Consumes remains into a defensive shell |
| Death Shroud | Wraps the Mage in grave pressure |
| Grave Eye | Scouts nearby spaces through a death-touched sensor |
| Blood Locate | Finds a target through blood and sympathetic formulae |
| Grave Lock | Binds an exit, container, or threshold with death magic |
| Magic Mouth | Leaves a hidden speaking formula in a room |
| Reclaim | Consumes a corpse for short-term spell strength |
| Raise Servant | Turns a corpse into a temporary bound dead servant |
| March Of The Damned | Calls several short-lived dead servants |
| Doom | High-risk curse with escalating outcomes |
| Soulbond | Binds a target to death pressure and spiritual backlash |
| Raise Dead | Rare rite that pulls a ghost back through the Black Equation |
Space And Utility
| Spell | Use |
|---|---|
| Mage Eye | Scouts an adjacent room or remembered direction |
| Teleport | Opens a portal to a remembered Mage location |
| Blink | Emergency random displacement |
| Gate | Sends a carried item to a distant target |
| Levitate | Movement and terrain bypass |
| Mage Unlock | Opens sealed exits through arcane pressure |
| Invisibility | Bends light around a person |
| Cloak | Bends light around an item |
| Portable Hole | Temporary personal container made from folded space |
Mind, Pattern, And Familiar
| Spell Or Rite | Use |
|---|---|
| Insane | Confusion and mental disruption |
| Enhance | Temporary stat, casting, or focus support |
| Sever Pattern | Disrupts a maintained magical effect |
| Rune Primer | Prepares a spell for its first rune socket |
| Rune Transfer | Moves a rune between known spells in a prepared space |
| Summon Familiar | Calls or restores the Mage's familiar |
| Transfer Familiar | Sends the familiar across a remembered link |
| Unleash Familiar | Turns the familiar into a short combat expression of a rune |
| Recall Familiar | Pulls the familiar back through the spellbook bond |
| Bind Dead Familiar | Secret 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:
| Sigil | Type | Effect | Mage hooks |
|---|---|---|---|
| Arcane | Mage | Reduces Mage spell costs and improves spell mastery gain | Spellbook, library study, Arcane trait rewards |
| Runed | Mage | Strengthens rune effects | Rune quests, spellbook upgrades |
| Resonant | Mage | Reduces cost of repeating related spells | Barrage and spell family casting |
| Ashen | Mage | Improves ash-burst chance and bonus ash from burns | Mage spell kills, corpse burners, research inks |
| Inked | Mage | Reduces ink costs for spellbook work | Prepare Ink, transcription, rune research |
| Gravebound | Secret Mage | Opens Bodach formulae and bound dead familiar work | Forbidden Studies, graveblack ink |
| Blightbound | Secret Mage | Opens Arcanarton formulae and rot effects | Forbidden Studies, unstable ink |
| Focused | Cross-guild | Reduces channel interruption and fumble chance | Analyze, Powerup, mage robes, library rites |
| Spellward | Cross-guild | Reduces incoming magical damage | Magic Armor, Saloman runes |
| Conductive | Mage | Improves lightning, force, and chained spell behavior | Bolt, Wrath, Marsellus runes |
| Cindered | Debuff | Increases burn and red ash outcomes on death | Fireball, Inferno, Ravidel runes |
| Chilled | Debuff | Slows targets and improves frost follow-up | Icestorm, Talek runes |
| Doomed | Debuff | Marks a target for Bodach death pressure | Doom, Soulbond, Necrosis |
| Blighted | Debuff | Marks a target for Arcanarton rot pressure | Pox, Plague, Wrack |
| Barraging | Mage | Marks an active automatic barrage stance | Barrage configuration and cadence bonuses |
Useful Commands For Mages
These are useful commands for Mages:
mage,magi,mhist: guild communicationspells: list known spellsspellbook: inspect mastery, runes, barrage, and research notesresearch: view Arcane thresholds and available researchrunes: view known rune patternsinscribe: place a rune into a spellbarrage: configure automatic barrage castingstudy: conduct guild research with inks and recovered fragmentsash: view carried ash and guild ink needsink: purchase or prepare ink in the Mage guildformula: inspect discovered secret formulaeblack: conduct forbidden research after discoveryanalyze: inspect magical structuredetect: 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 source | Mage destination |
|---|---|
| Spell book soul | Active spellbook object |
| Old Mage ranks | Arcane thresholds and spell mastery |
mbarrage | Early barrage system and automatic light casting |
| Old spell list by rank | Researchable spell families |
| Rune draft in design docs | Full rune tradition system |
| Mage GM channel | High-Arcane guild communication |
armor, phase, gate, tport | Space and force spell families |
| Fireball, inferno, blaze | Fire and Ash family |
| Corpse burner ash | Guild ink and research material |
| Necro corpse rituals | Secret Necromancer inheritance |
| Necro blight and death runes | Arcanarton and Bodach forbidden studies |
| Necro followers | Bound 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.
| System | Descriptor |
|---|---|
| Chi | Focus resource for burst, defense, recovery, and techniques |
| Styles | Crane, Snake, Monkey, Tiger, and Dragon rhythms |
| Combos | Planned move chains that reward route choice |
| Notches | Visible marks of training and challenge victories |
| Training Post | Personal 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.
| Threshold | Opens |
|---|---|
| Initiate | Meditation, staff basics, open-hand strikes |
| Disciple | First style, chi focus, sweeps |
| Adept | Combo routing, pressure points, inner defense |
| Master | Advanced styles, chi transfer, resuscitation |
| Grandmaster | Death touch, perfected combos, legendary notches |
Styles
| Style | Descriptor |
|---|---|
| Crane | Reach, balance, defense, countering |
| Snake | Pressure points, precision, disruption |
| Monkey | Mobility, evasion, misdirection |
| Tiger | Damage, grapples, decisive offense |
| Dragon | Chi power, roar, burst, mastery |
Core Abilities
| Ability | Use |
|---|---|
| Meditate | Restores focus and centers chi |
| Chi Focus | Stores power for techniques |
| Staff Strike | Reliable staff attack |
| Open Punch | Empty-hand strike |
| Leg Sweep | Knocks enemies off balance |
| Pressure Point | Weakens, slows, or interrupts |
| Combo | Runs a practiced chain |
| Chi Transfer | Sends focus to an ally |
| Resuscitate | Emergency recovery technique |
Useful Commands For Monks
These are useful commands for Monks:
monk,mhist: guild communicationmeditate: center and restore focusstyle: choose fighting stylecombo: review or execute chainschi: inspect focusnotches: review challenge markschallenge: begin formal testssweep: disrupt footingpoint: 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.
| System | Descriptor |
|---|---|
| Practice | Individual ability training and mastery |
| Focus | Readiness for sudden pressure or escape |
| Marking | Target preparation before the strike |
| Shadow | Movement, concealment, and disengagement |
| Pressure Points | Body 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.
| Threshold | Opens |
|---|---|
| Initiate | Hide, focus, shuriken, basic strikes |
| Veiled Hand | Tracking, fading, crippling strikes |
| Silent Blade | Stronger setup, pressure points, flash tools |
| Shadow Master | Assassination windows, heartstop, escape mastery |
| Dim Mak | Legendary body control and finishing techniques |
Core Abilities
| Ability | Use |
|---|---|
| Focus | Builds readiness and steadies technique |
| Hide | Conceals presence |
| Fade | Disengages or slips from attention |
| Track | Follows a target's trail |
| Shuriken | Ranged setup and interruption |
| Blind | Denies vision or opening response |
| Cripple | Damages movement, grip, or defense |
| Pressure Point | Controls a specific body weakness |
| Heartstop | High-end assassination technique |
Stealth Loop
Ninja combat uses a clear loop:
| Step | Descriptor |
|---|---|
| Observe | Read room, target, exits, and risk |
| Mark | Prepare the target through focus or tracking |
| Strike | Deliver a disabling or lethal opening |
| Control | Keep the target off-balance |
| Vanish | Leave before the fight turns honest |
Useful Commands For Ninjas
These are useful commands for Ninjas:
ninja,nhist: guild communicationfocus: prepare or steady techniquehide: conceal presencefade: escape attentiontrack: follow a targetshuriken: interrupt or mark at rangecripple: damage movement or offensepoint: attack pressure pointspractice: 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.
| System | Descriptor |
|---|---|
| Terrain | Forest, swamp, road, city, cave, coast, snow, and other places |
| Quarry | Favored targets studied through tracking and hunting |
| Camps | Temporary safe and useful field positions |
| Companion | Trained animal helper or hunting partner |
| Craft | Field 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.
| Threshold | Opens |
|---|---|
| Trailhand | Forage, camp, basic tracking, simple shots |
| Pathwarden | Terrain choice, stalk, ambush, trail marks |
| Hunter | Quarry study, trained companion, field traps |
| Warden | Advanced archery, survival crafting, weather sense |
| Wild Captain | Legendary routes, strong companions, master ambushes |
Terrain
Terrain changes Ranger play.
| Terrain | Ranger Advantage |
|---|---|
| Forest | Concealment, foraging, animal movement |
| Swamp | Slow fields, poison, hidden routes |
| Road | Trail marks, pursuit, caravan knowledge |
| City | Rooftops, alleys, contacts, urban quarry |
| Cave | Echoes, darkness, stone routes |
| Coast | Weather, tide, fish, wet ground |
| Snow | Tracks, cold pressure, silence |
Core Abilities
| Ability | Use |
|---|---|
| Forage | Finds food, herbs, components, and field materials |
| Camp | Creates temporary recovery and safety |
| Track | Follows a target through terrain |
| Stalk | Prepares an ambush |
| Trailmark | Leaves useful route memory |
| Ambush | Opens combat from preparation |
| Aim | Improves a shot through patience |
| Quickshot | Fast ranged pressure |
| Heartshot | High-risk precision shot |
| Train | Improves companion behavior |
Useful Commands For Rangers
These are useful commands for Rangers:
ranger,rh: guild communicationterrain: review known terrainforage: gather field materialscamp: prepare a temporary camptrack: follow a trailstalk: prepare an ambushambush: strike from preparationaim: improve a shotquarry: review studied targetstrain: 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.
| System | Descriptor |
|---|---|
| Tempo | Momentum from parries, dodges, ripostes, and movement |
| Flourish | Stylish risk that creates mechanical payoff |
| Challenge | Social and combat pressure around a named opponent |
| Named Weapon | Personal blade identity and technique memory |
| Bravado | Presence-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.
| Threshold | Opens |
|---|---|
| Bladehand | Slash, dodge, parry, charm |
| Duelist | Riposte, challenge, called shots |
| Privateer | Flank, disarm, wound, weapon tricks |
| Captain | Phantom strikes, flurry, flourish |
| Legend | Thousand blades, dance of death, iconic blade work |
Techniques
| Technique | Use |
|---|---|
| Parry | Turns defense into tempo |
| Riposte | Counters after a successful defense |
| Slash | Reliable blade pressure |
| Called Shot | Targets a weakness |
| Disarm | Pressures weapon control |
| Flank | Uses movement and allies |
| Wound | Applies lasting pressure |
| Flourish | Risky style move with payoff |
| Dance Of Death | High-end blade storm |
Social Tools
| Tool | Use |
|---|---|
| Challenge | Names an opponent and raises stakes |
| Charm | Social pressure and distraction |
| Parley | Negotiation, interruption, or tempo reset |
| Doubloon | Guild identity and reputation token |
| Name Weapon | Creates a personal blade story |
Useful Commands For Swashbucklers
These are useful commands for Swashbucklers:
swash,sbhist: guild communicationchallenge: name an opponentparry: defend with temporiposte: counterattackflank: reposition pressurewound: create lasting harmflourish: spend bravadoparley: use social pressurenameweapon: 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.
| System | Descriptor |
|---|---|
| Jobs | Burglary, theft, casing, planting, shadowing, and trap work |
| Heat | Risk created by repeated crimes and public mistakes |
| Contacts | Underworld favors, rumors, fences, and logistics |
| Marks | People, places, and objects prepared for later action |
| Dirty Tricks | Fast, 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.
| Threshold | Opens |
|---|---|
| Pickpocket | Steal, hide, peek, basic scouting |
| Burglar | Case, pick locks, plant, conceal |
| Cutpurse | Tripwire, fast talk, contacts, shadow |
| Fixer | Break-in, traps, fences, favors |
| Master Thief | Deep contacts, high-risk jobs, precision violence |
Underworld Work
| Job | Descriptor |
|---|---|
| Steal | Takes carried valuables |
| Case | Studies a target or location |
| Pick | Opens locks and access points |
| Plant | Places objects for later payoff |
| Conceal | Hides items or evidence |
| Shadow | Follows without open pursuit |
| Contacts | Calls in underworld information or help |
| Fast Talk | Social escape or pressure |
Combat Tricks
| Trick | Use |
|---|---|
| Quick Strike | Opportunistic opening |
| Cheap Shot | Disrupts a vulnerable target |
| Tripwire | Prepared control |
| Sap | Non-lethal pressure and interruption |
| Stab | High-risk precision attack |
| Circle | Positioning for a better strike |
| Disengage | Escapes an honest fight |
Useful Commands For Thieves
These are useful commands for Thieves:
thief,thieves,thist: guild communicationsteal: take valuablescase: study a targetpick: open a lockplant: place an objecthide: conceal selfshadow: follow a targetcontacts: use underworld helptrap: prepare a dangerheat: 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.
| System | Descriptor |
|---|---|
| Rage | Combat state that raises pressure while narrowing control |
| Scars | Long-term marks from hard fights and near-death moments |
| Thresholds | Wounded, outnumbered, stunned, or desperate triggers |
| Roars | Presence 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.
| Threshold | Opens |
|---|---|
| Blooded | Rage, roar, basic brutal strikes |
| Scarred | Wound-fueled bonuses, charge, fear resistance |
| Iron-Hearted | Refusal effects, anti-stun moments, stronger roars |
| Red-Handed | Outnumbered bonuses, cleaving pressure, brutal finishers |
| Deathless | Last-stand rage, legendary scars, terrible momentum |
Rage
Rage has benefits and costs.
| Rage Effect | Descriptor |
|---|---|
| Blood Heat | More damage and less hesitation |
| Tunnel Vision | Lower finesse, weaker complex commands |
| Pain Memory | Wounds become temporary offense |
| Red Momentum | Kills and heavy hits extend pressure |
| Crash | Rage ends with fatigue or defensive weakness |
Core Abilities
| Ability | Use |
|---|---|
| Rage | Enter a fury state |
| Roar | Fear, disruption, or self-rally |
| Charge | Force engagement and break defensive posture |
| Reckless Blow | Strong attack with defensive cost |
| Blood Price | Spend health pressure for damage or speed |
| Refuse To Fall | Short survival window at low health |
| Break Line | Disrupt guarded or protected enemies |
| Red Harvest | Finisher that rewards committed aggression |
Useful Commands For Berserkers
These are useful commands for Berserkers:
berserk,berks,bhist: guild communicationrage: enter or review rage stateroar: disrupt enemies or rally selfcharge: force engagementscar: review scar thresholdsreckless: make a high-risk attackrefuse: trigger a survival responsebreak: 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
| Name | Description |
|---|---|
| Ruthless | Deal additional damage to enemies below x% health |
| Critical Strike | Increase critical chance by x% |
| Evade | Chance to dodge by x% |
| Good Natured | Tendency to increase align in combat |
| Neutral Natured | Tendency to shift align to neutral in combat |
| Evil Natured | Tendency to decrease align in combat |
| Buffer | Increase amount of shielding received |
| Hardy | Increase HP modifier |
| Meditation | Increase regen while sitting |
| Imbiber | No longer receive a headache when intoxicated |
| Burned Resist | Reduce 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
| Class | Descriptor |
|---|---|
| Artificer | Artificers solve problems with schematics, devices, salvage, and crafted tools |
| Dragon | Dragons become mythic bodies defined by age, lineage, breath, lair, and hoard |
| Morpher | Morphers reshape flesh into weapons, defenses, movement, and regeneration |
| Psionicist | Psionicists turn disciplined mind into perception, force, telepathy, and control |
Candidate Class
| Class | Descriptor |
|---|---|
| Vampire | Vampires 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.
| System | Descriptor |
|---|---|
| Schematics | Learned designs for devices and upgrades |
| Prototypes | Temporary experimental tools |
| Salvage | Material recovered from equipment, constructs, and ruins |
| Workshop | Prepared space for serious modification |
| Field Kit | Portable device work with faster limits |
Progression
Artificer progression uses schematic mastery and workshop milestones.
| Threshold | Opens |
|---|---|
| Tinker | Repair, salvage, simple devices |
| Maker | Weapon and armor modifications |
| Engineer | Field kits, traps, turrets, charged tools |
| Savant | Experimental prototypes and unstable devices |
| Master Artificer | Signature inventions and rare schematics |
Core Devices
| Device | Use |
|---|---|
| Field Repair | Restores damaged equipment |
| Reinforce | Temporarily strengthens armor or shields |
| Edgework | Improves a weapon's cutting or piercing behavior |
| Spark Coil | Small lightning device |
| Smoke Ampule | Escape, concealment, or room pressure |
| Clockwork Snare | Prepared control tool |
| Deployable Ward | Temporary protective station |
| Salvage Lens | Reads 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.
| System | Descriptor |
|---|---|
| Age | Growth, power, scale, and presence |
| Lineage | Breath type, elemental identity, instincts |
| Dragon Form | Body transformation with major command changes |
| Lair | Territory, rest, hoard, and identity |
| Hoard | Wealth memory and mythic self-definition |
Progression
Dragon progression uses age and lair milestones.
| Threshold | Opens |
|---|---|
| Wyrmling | Claws, scales, first breath |
| Young Dragon | Flight, fear, stronger body |
| Adult Dragon | Lair, hoard benefits, lineage expression |
| Ancient Dragon | Territory pressure, legendary breath |
| Great Wyrm | Mythic presence and rare dragon rites |
Dragon Powers
| Power | Use |
|---|---|
| Transform | Enter or leave dragon form |
| Breathe | Elemental cone or focused breath |
| Claws | Natural weapon pressure |
| Scales | Natural armor and resistance |
| Flight | Travel and aerial positioning |
| Fear | Presence attack against weaker resolve |
| Stomp | Ground pressure and disruption |
| Airdrop | Movement and battlefield entry |
| Lair | Return, 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.
| System | Descriptor |
|---|---|
| Morph State | Temporary body configuration |
| Graft | Created body weapon or biological tool |
| Skin | Defensive adaptation and resistance |
| Regeneration | Recovery through altered flesh |
| Instability | Cost of pushing the body too far |
Progression
Morpher progression uses adaptation thresholds and graft mastery.
| Threshold | Opens |
|---|---|
| Mutable | Hands, skin, minor regeneration |
| Grafted | Body weapons and graft management |
| Adaptive | Resistance shifts and movement changes |
| Monstrous | Titan forms, envelop, rupture effects |
| Perfected | Signature body pattern and deep regeneration |
Morph Tools
| Tool | Use |
|---|---|
| Morph Hands | Changes unarmed attacks and utility |
| Morph Skin | Alters defenses and resistances |
| Graft | Creates a body weapon |
| End Graft | Safely releases a graft |
| Regenerate | Converts resources into healing |
| Absorb Energy | Turns incoming force into adaptation |
| Viscosity | Slows or traps through altered flesh |
| Envelop | Controls a target at close range |
| Squeeze | Movement through tight spaces |
| Titan | Large 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.
| System | Descriptor |
|---|---|
| Disciplines | Clairsense, telepathy, force, body control, time pressure |
| Strain | Cost of pushing mental power too hard |
| Focus | Prepared clarity for difficult psychic actions |
| Perception | Extra information about rooms, targets, and danger |
| Projection | Mental reach beyond normal sight |
Progression
Psionicist progression uses discipline thresholds and strain mastery.
| Threshold | Opens |
|---|---|
| Awakened | Telepathy, simple force, perception flashes |
| Focused | Barriers, projection, pain control |
| Disciplined | Displacement, density, mental attacks |
| Unbound | Time pressure, banishment, deep perception |
| Overmind | Ultra-force, broad telepathy, rare psychic states |
Disciplines
| Discipline | Descriptor |
|---|---|
| Telepathy | Communication, influence, mental pressure |
| Clairsense | Clairaudience, clairvoyance, danger reading |
| Force | Blasts, barriers, pushes, psychic strikes |
| Body Control | Rejuvenation, density, pain, self-shaping |
| Displacement | Teleportation, banish, timing tricks |
Core Powers
| Power | Use |
|---|---|
| Project | Sends awareness outward |
| Clairvoyance | Reads distant sight |
| Clairaudience | Reads distant sound |
| Barrier | Creates psychic defense |
| Psychic Lash | Basic mental attack |
| Pain Spike | Punishes a target's nervous system |
| Displace | Moves self or pressure point in space |
| Time Shift | Alters tempo briefly |
| Rejuvenate | Restores self through mental control |
| Ultra Blast | High-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.
| System | Descriptor |
|---|---|
| Hunger | Power source and risk |
| Blood | Healing, burst, charm, and feeding economy |
| Night | Stronger movement and predation after dark |
| Invitation | Social and sacred boundaries |
| Exposure | Sun, holy places, hunger, and public suspicion |
Progression
Vampire progression uses blood mastery and restraint.
| Threshold | Opens |
|---|---|
| Newly Turned | Feeding, night sight, minor charm |
| Blooded | Claws, mist movement, stronger healing |
| Courtly | Social dominance, fear, invitation tricks |
| Ancient | Deep resilience, blood rites, territory |
| Master Vampire | Legendary night power and terrible hunger |
Core Powers
| Power | Use |
|---|---|
| Feed | Restores blood and creates risk |
| Night Sight | Reads darkness and living heat |
| Charm | Pressures living targets socially |
| Dread | Fear and hesitation |
| Mist Step | Short predatory movement |
| Blood Mend | Healing through stored blood |
| Claws | Natural close-range attack |
| Coffin Rest | Recovery 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
50points of fire damage, the shield would absorb that and be reduced to150 - If you then took
100points of water damage, the shield would absorb that and be reduced to50 - If you then took
100points of lightning damage, the shield would absorb50(total of200absorbed), then you would receive50points of damage
Example of a specific shield
[ SHIELD> Fire(500) ]
- If you took
50points of fire damage, the shield would absorb that and be reduced to450 - If you then took
100points of water damage, the damage would bypass the shield. You would take all100points of damage. - If you then took
100points of lightning damage, the damage would bypass the shield. You would take all100points of damage. - At the end of this, you would have
450shield against fire damage remaining, and 200 HP damage taken.
Example of multiple specific shields
[ SHIELD> Fire(500) Water(500) Earth(500) ]
- If you took
50points of fire damage, the fire shield would absorb that and be reduced to450 - If you then took
100points of water damage, the water shield would absorb that and be reduced to400 - If you then took
100points of lightning damage, the damage would bypass the shield. You would take all100points of damage. - At the end of this, you would have
450fire shield,400water shield,500earth 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 bonecleave: powerful, sweeping strikespierce: precise, pointed attacks, including bowsslash: quick cuts relying on sharp edges movementsmagical: 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:
| Weapon | Size | Damage | Extra Properties |
|---|---|---|---|
| Hatchet | Small | Cleave | |
| Axe | Medium | Cleave | |
| Battleaxe | Medium | Cleave | Martial |
| Greataxe | Large | Cleave | Martial |
| Giantaxe | Huge | Cleave | Martial |
| Short Halberd | Large | Cleave And Pierce | Polearm, Martial |
| Bardiche | Huge | Cleave | Polearm, Martial |
| Halberd | Huge | Cleave And Pierce | Polearm, Martial |
| Shortbow | Medium | Pierce | Ranged, Finesse |
| Longbow | Large | Pierce | Ranged, Finesse |
| Crossbow | Medium | Pierce | Ranged |
| Large Crossbow | Large | Pierce | Ranged |
| Greatbow | Huge | Pierce | Ranged, Finesse |
| Huge Crossbow | Huge | Pierce | Ranged |
| Blowgun | Small | Pierce | Ranged |
| Sling | Small | Blunt | Ranged |
| Wand | Small | Magical | Ranged, Focus |
| Spellbook | Medium | Magical | Ranged, Focus |
| Fang | Small | Pierce | |
| Dirk | Small | Pierce | Martial, Finesse |
| Kris | Small | Pierce | Finesse, Focus |
| Pickaxe | Medium | Pierce | |
| Morning Star | Medium | Pierce | Martial |
| Rapier | Medium | Pierce | Martial, Finesse |
| Short Spear | Medium | Pierce | Polearm |
| Large Pickaxe | Large | Pierce | |
| Spear | Large | Pierce | Polearm |
| Javelin | Large | Pierce | Polearm, Martial, Finesse |
| Trident | Large | Pierce | Polearm, Martial |
| Pike | Huge | Pierce And Slash | Polearm, Martial |
| Lance | Huge | Pierce | Polearm, Martial |
| Club | Small | Blunt | |
| Knuckles | Small | Blunt | Finesse |
| Hammer | Medium | Blunt | |
| Flail | Medium | Blunt | Martial |
| Large Club | Large | Blunt | |
| Heavy Mace | Large | Blunt And Pierce | |
| Warhammer | Large | Blunt | Martial |
| Maul | Huge | Blunt | Martial |
| Shortstaff | Medium | Blunt | Polearm, Focus |
| Staff | Large | Blunt | Polearm, Focus |
| Cudgel | Large | Blunt | Polearm |
| Quarterstaff | Large | Blunt | Polearm, Martial |
| Greatstaff | Huge | Blunt | Polearm, Focus |
| Shovel | Large | Blunt And Slash | Polearm |
| Sickle | Small | Slash | |
| Claws | Small | Slash | Finesse |
| Broadsword | Medium | Slash | Martial |
| Scimitar | Medium | Slash | Martial, Finesse |
| Whip | Medium | Slash | Finesse |
| Large Claws | Large | Slash | Finesse |
| Bastard Sword | Large | Slash | Martial |
| Greatsword | Huge | Slash | Martial |
| Glaive | Large | Slash | Polearm, Martial |
| Scythe | Huge | Slash | Polearm |
| Naginata | Huge | Slash | Polearm, Martial |
| Dagger | Small | Pierce And Slash | Finesse |
| Knife | Small | Pierce And Slash | |
| Shortsword | Medium | Pierce And Slash | Martial |
| Sai | Medium | Pierce And Slash | Martial, Finesse |
| Longsword | Large | Pierce And Slash | Martial |
| Faunchard | Large | Pierce And Slash | Polearm, 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
multirepcommand gives an overview of your multichars. - You can copy your main character's alias list with the
multicopycommand. - All of your multis can access funds from your bank account wih the
transferfunction built in at the bank. - Your mulits can access items from your storage room at the bank with the
store,retrieve,listfunctions.
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 toheal boddy. - Example: The use of an
assisttrigger in a party setting is allowed, provided your character is attended at all times. - Example: The use of a
burn corpsetrigger 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
- Standard and Aligned Guilds
- Later-Era and Mythic Guilds
- Archived and Transitional Guilds
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.
| Guild | Code root | Soul | Commands | Help |
|---|---|---|---|---|
| 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
CHARLATANcurrently aliasesBARDinguildd.h, but a separate Charlatan tree, command set, help tree, and entrance still exist.Samuraiappears inGUILD_NAMES, but it is missing from theGUILD_FIELDSmapping used elsewhere and has no GuildD soul repair path.Morpherhas substantial code and commands, but no GuildD soul repair path or default entrance route.Druidhelp lists powers beyond the max level declared inguildd.h.Deathknighthas entrance references for Souvrael and Kerei, but no matching top-level guild tree in this checkout.Vampire,BloodMage,UberGarou, andBerserkerhave 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.