The "Officer" class/guild enforce the rules.
The "Prostitute" class/guild ready their respecive bodies to be sold.
The "Pimp" class/guild to sells bodies out usually of those in the "Prostitute" class/guild.
The "Resistance" class/guild opposes oppression. Though, mostly a
peaceful class/guild in the way they handle things, its members are
ready to go to battle to confront those that refuse to stop their
oppressing.
The "Rebellion" class/guild seeks to keep those
in power from having too much influntence. Though, mostly a combat
orinated class/guild, its members are quite ready to settle things
peacefully if the means keeps influntence in check.
The "Shadow" class/guild is about being instinctive and
irrational.
The "
Übermensch"
class/guild provides all the best skills, spells, abilities, and powers
according to cost to use to effectiveness in used; however; they are
reset to where they were at when the class/guild was joined if personal
code (a moral codeset chosen by the player playing the character) is
ever broken.
The "Hero" class/guild is about helping out when there is trouble.
The "Trickster" class/guild plays the best pranks.
The "Mime" class/guild is for miming emotions and actions.
The "Whiteface" class/guild is about the atticks of straight-men.
The "Auguste" class/guild is about those clowns that have a hard time
doing tasks rather on purpose for entertainment or because their
skills, spells, abilities, and/or powers used for the task(s) are
proned for error even at maxed percent.
The "Contra-Auguste"
class/guild is about mediating especially between the "Whiteface"
class/guild members and the "Auguste" class/guild members.
The "Jester" class/guild heals through humor and excels in basic (not necessary easy or simple) entertainment.
The "Buffoon" class/guild entertains by appearance and behaviour that
are both ridiculous and amusing, however, a pure "Buffoon" rarely will
use objects correctly.
The "Charity" class/guild donates to the other classes/guilds and to causes.
The "Beginner" class/guild is to help new players learn about mudding
along with getting a feel for the kind of character they would like to
play as by the skills, spells, abilities, and powers provided including
"trail run", an ability that lets you take a tempertary level in
another class/guild to see want it is like, or let others players have
a refresher course. However, this is the weakest class/guild in
all forms other than increasing the percent in skills, spells,
abilities, and powers. In addition, this doesn't have to be the
initial/primary class/guild for a character.
The "Procrastinator" class/guild is about doing things at the last possible moment.
The “Fighter” class/guild specializes in 1 on 1 combat.
The “Warrior” class/guild specializes in the party/team fighting
strategies. While only 1 “Warrior” in the party/team needs to have any
percent in a fighting strategy for the party/team leader to pick the
strategy, every “Warrior” in the same party/team is able to perform in
the strategy better as the percent they trained in the strategy goes up.
The “Contender” class/guild has raw talent for just about anything instead of specializing.
The “Athlete” class/guild centers around competitive skills, spells, abilities, and powers.
The “Anti-hero” class/guild uses both heroic and villainous methods to preform actions.
The “Thief” class/guild specializes in stealing or rather controlling the steal quota.
The “Rouge” class/guild does actions opposite to how the other
classes/guilds would do them. For example: Instead of having a friendly
or neutral character heal a character on the party/team, would have an
enemy healer do the healing.
The “Outlaw” class/guild works outside the law, not the game rules.
The "Avenger" class/guild does the revenge seeking for everybody weather they are in the class/guild or not.
The "Vigilante" class/guild takes on those troublemakers the "Hero" and
"Officer" classes/guilds aren't truly able to take on for they are
using the rules or loopholes in the rules to cause the trouble. This is
the class/guild to join if you plan on playing a "Dirty" Harry type
character.
The "Henchman" class/guild tends to the riddable mounts.
The "Lackey" class/guild helps out by serving the other classes/guilds.
This is the only class/guild with "Guardanteed Experience", a "Lackey"
power that allows the "Lackey" to gain battle experience even when dead
once the enemy or enemies are killed if the "Lackey" didn't run away
before ordered to, with the big advantage with the power being that the
"Lackey" doesn't have to live through the battle or be revived and
rejoin the battle before the opponent(s) is dead to get experience
unlike every other class/guild.
The "Miser" class/guild is about saving as much money as possible.
The "Sadist" class/guild perfers to inflict pain instead of damage.
The "Masochist" class/guild enjoys to suffer but not take actual damage.
The "Warden" class/guild watches over the jails and those characters
(usually Player Characters) sent there as well as giving jail tours.
The "Bureaucrat" class/guild is mostly about desk jobs including
decising if the "Officer" class/guild is justify in its right to use
certain meta-game skills, spells, abilities, and powers before they use
them as well as filling out the forms for paper work wishes.
The "Censor" class/guild censors.
The "Bully" class/guild torments.
The "Sycophant" class/guild seeks to please people in positions of authority or influence.
The "Illusionist" class/guild specializes in illusions.
The "Magician" class/guild uses misdirection.
The "Enchanter" class/guild specializes in magic that temporarily alters its subject's characteristics or temperament.
The "Wizard" class/guild can learn most any type of spell, however,
must study the spell from its respective book to advance its percent,
unlike the other classes/guilds.
The "Necromancer" class/guild communes with the spirits of the dead.
The "Thaumaturge" class/guild performs miracles.
The "Alchemist" class/guild practices alchemy.
The "Shaman" class/guild works to cure and cause suffering.
The "Sorcerer" class/guild can learn most any type of spell, however,
they have use the spell to advance its percent, unlike the other
classes/guilds.
The "Warlock" class/guild practices the art of runes.
The "Witch" class/guild engages in witchcraft.
The "Balancer" class/guild makes sure balance is maintained between the
forces in the game for example, if all water is about to be able to
douse all fires than they would weaker water while strenghen fire. The
is only class/guild with "Sneak Peek", an ability that ables seeing
upcomming mud changes, additions, and removals planned by the staff
even if the user isn't a staff member; since it is the only class/guild
that could ever possibly need it.
The "Housekeeper" class/guild is responsible for the cleaning and maintenance of premises.
The "Manager" class/guild specializes in skills, spells, abilities, and
powers that improve leadership in a party/team; however; don't ever
have to be part of this class/guild to be party/team leader.
The "Supervisor" class/guild features skills, spells, abilities, and powers that better allow watching over others.
The "Comptroller" class/guild makes sure cash flows fairly.
The "Stew" class/guild attends to the safely and comfort of passengers on ships and aircraft.
The "Majordomo" class/guild deals with household management.
The "Knight" class/guild does mounted service and follows
feudalism rules.
The "Viking" class/guild provides the main naval expeditions.
The "Pirate" class/guild contentrates on skills, spells, abilities, and powers that help with piracy.
This is not just a copy of the thief class/guild. The "Bodyguard" class/guild does the main physical character protection.
The "Berserker" class/guild is deadicated to the god
Odin and its member usually work themselves into a frenzy before a battle.
The "Barbarian" class/guild specializes in being social parasites on civilization.
The "Artillery" class/guild works with engines (powerful weapons) used for the discharge of projectiles.
The "Vegabond" class/guild loves traveling and is the only class/guild
that has neighter a stationary class/guild location nor a traveling
class/guild location. Being a part of this class/guild takes away any
home locations already gotten and prevent any new home locations from
being gotten. If not chosen as the intial class/guild, the ways to join
are to have the class/guild champion accepts the character into the
class/guild or have a "Bureaucrat" do the paperwork which the staff
approves.
The "Dragoon" class/guild perfers ridding on horses
or dragons into battle and then fight on the ground using their dragon
like skills, spells, abilities, and powers.
The "Scout" class/guild is the best when it comes to reconnaissance.
The "Boer" class/guild farms crops and livestock.
The "Cavalry" class/guild specialises in fighting from armoured vehicles.
The "Paratrooper" class/guild majors in parachuting.
The "Infantry" class/guild fights mainly on foot using small arms.
The "Engineer" class/guild designs and constructs.
The "Aviator" class/guild is for flying aircraft as well as fighting from them.
The "Physician" class/guild practices nonveterinary medicine.
The "Surgeon" class/guild specialize in surgery.
The "Veterinarian" class/guild practices veterinary medicine.
The "Pharmacist" class/guild practices pharmacy.
The "Nurse" class/guild engages in nursing.
The "Psychologist" class/guild studies
psychology for all races.
The "Physiotherapist" class/guild helps to restore physical functions.
The "Medic" class/guild provides first aid and trauma care.
The "Server" class/guild "waits" on tables.
The "Villain" class/guild causes trouble while staying within the game rules.
The "Sidekick" class/guild assists others while rarly getting involved directly.
The “Gambler” class/guild have a habit of improving odds at betting and are greatly skilled in some games.
The “Ninja” class/guild uses stealth.
The “Assassin” class/guild kills by surprise.
The “Gunslinger” class/guild specializes in guns.
The “Mod” class/guild refers lifestyle based around fashion and music.
The “Rocker” class/guild is primary about ridding motorcycles.
The “Psychopomp” class/guild guides souls to, from, and between each
Underworld.
This is the only class/guild that allows access out of all underworlds
to living worlds when dead and to all the underworlds from the living
worlds when alive, whereas others may allow for such with a few of the
underworlds.
The "Paladin" class/guild primary protects that which is good.
The “Judge” class/guild runs the court. Recommend that player that
makes a characters with this class/guild as 1 of their classes/guilds
to have several free hours in addition to those set aside since the
“Judge” residing over a case is randomly chosen from those logged in
the mud at the time for the case.
The “Lawyer” class/guild represents others.
The “Architect” class/guild plans, designs, and oversees building construction.
The “Merchant” class/guild is the best at selling stuff.
The “Showman” class/guild organize and run fairgrounds.
The “Actor” class/guild features acting.
The “Alchemist” class/guild uses alchemy.
The “Arborist” class/guild manage and maintain trees.
The "Oblate" class/guild dedicates to Jah's service.
The "Monk" class/guild practices asceticism.
The "Yogi" class/guild practices yoga.
The "Buddhist" class/guild focus on the teachings of
Gautama Buddha.
The "Taoist" class/guild live simple and in harmony with nature as well as go with the flow.
The "Archer" class/guild best fires a variety of arrows by several different bows.
Note that none of the following classes/guild are "Engineer" since they rarly if ever built the products they make. The "Coppersmith" class/guild works with copper and brass.
The "Blacksmith" class/guild created objects from iron or steel.
The "Whitesmith" class/guild works with white or light-colored metal and does finish work.
The "Goldsmith" class/guild specializes in work with precious metals.
The "Gunsmith" class/guild designs, builds, repairs or modifies firearms.
The "Locksmith" class/guild makes and defeats locks.
The "Silversmith" class/guild works with silver.
The "Tinsmith" class/guild makes and repairs things made from light metal.
The "Bladesmith" class/guild creates blades.
The "Arrowsmith" class/guild forges arrow heads that allow the existance of the various types of arrows.
The "Armorer" class/guild specialized in manufacturing and repairing
arms that aren't specialized by another class/guild and armor.
The "Priest" class/guild perform and administer religious rites for the religions of the respective class/guild members.
The "Bard" class/guild pass along current news of happenings along with history through verse.
The "Bartender" class/guild serves beverages.
The "Beautician" class/guild specializes in giving beauty treatments.
The "Bodger" class/guild makes wooden goods from green wood. This
is the class/guild to get work from if need materials made for the
"Engineer" class/guild or the "Architech" class/guild.
The "Butcher" class/guild prepares various meats and other related goods for sale.
The "Cardiologist" class/guild specializes in medicine dealing with disorders of the heart and blood vessals.
The "Cook" class/guild perpares food for eating the best.
The "Courier" class/guild delivers packages and mail.
The "Firefighter" class/guild best protects people, their property, and their goods against destruction or damage due to fire.
The "Fisher" class/guild fishes the best.
The "Psychic" class/guild focuses on extra-sensory abilities.
The "Fortune-teller" class/guild best predicts fortunes.
The "Furrier" class/guild deals in furs.
The "Gardener" class/guild grow and maintain plants that don't get their own classes/guilds.
The "Gemcutter" class/guild cuts, shapes, and polishes precious and synthetic gems.
The "Hunter" class/guild best engages in the act of hunting.
The "Insurer" class/guild provides the insurance policies.
The "Lifeguard" class/guild provides best water rescue.
The "Mechanic" class/guild uses tools to fix and maintain machinery.
The "Plasterer" class/guild works with plaster.
The "Psychiatrist" class/guild specializes in treating mental illness.
The "Shoemaker" class/guild produce a range of footwear items.
The "Tailor" class/guild makes, repairs, or alters clothes.
The "Upholsterer" class/guild works with upholstery.
The "Cleric" class/guild uses powers giving to them by their respective gods.
The "Sith" class/guild follows the dark side of the force.
The "Jedi" class/guild follows the light side of the force.
The "Cyber-Knight" class/guild matches the "Warrior" class/guild in
phsyical skills, spells, abilities, and powers but has psconic powers
instead of providing the team/party with party/team fighting strategies.
The "Druid" class/guild use nature-based magicial abilities.
The "Ranger" class/guild best skilled in the woods.
The "Summoner" class/guild call upon entities to render forms of aid.
The "Geomancer" class/guild channel the powers of the environment around them.
The "Morpher" class/guild allows for a single character to be the full range of playable races changing statistics accordingly.
The "Dancer" class/guild uses special dances.
The "Chemist" class/guild best makes used of the items.
The "Beastmaster" class/guild tame monsters to command.
The "Samurai" class/guild specializes in performing weapon skills and skillchains.
The "Corsair" class/guild relies on luck.
This is not a copy of the "Gambler" class/guild. The "Puppetmaster" class/guild control automations.
The "Ardent" class/guild derives psionic powers from focus on primal truths or concepts.
The "Binder" class/guild derive power by making pacts with vestiges.
The "Healer" class/guild heal the wounded and bolster the spirits of those around them.
The "Hexblade" class/guild possesses unnatural jinxes.
The "Incarnate" class/guild forms soulmelds.
The "Swashbuckler" class/guild emphasizes finesse, style and flair.
The "Truenamer" class/guild alters the description of the universe and changes the structure of the universe.
The "Wilder" class/guild use wild surges to augment their respective psionic powers.
The "Soulknife" class/guild channel power into mindblades.
The "Warmage" class/guild specializes in spells for used on the battlefield.
The "Blackguard" class/guild receives a variety of magical powers from binding pacts with fiends or evil gods.
The "Blighter" class/guild attempts to destroy the land.
The "Shifter" class/guild change external form without changing statistics.
The "Mentalist" class/guild reads thoughts and place suggestions in people's minds.
The "Chronomancer" class/guild manipulates time.
The "Jongleur" class/guild preforms prop-based circus tricks.
The "Borg" class/guild takes advantage of combining flesh with cyber-netic parts for better preformance.
The "Techno-Wizard" class/guild creates vehicles and weapons that are powered by magic.
The "Doomsayer" class/guild draws power by worshipping radiation.
The "Amazon" class/guild oriented around personal (generally passive) protective abilities.
The "Mage" class/guild focus on elemental and arcane spells.
The classes/guilds that you are required to do work in when there is
work to be done for said class/guild are: "Officer", "Resistance",
"Rebellion", "Hero", "Warden", "Bureaucrat", "Balancer", "Housekeeper",
"Comptroller", "Majordomo", "Judge", "Lawyer", and "Courier" with the
"Officer" class/guild being the most work ordinated and the "Hero"
class/guild being the least work ordinated. They give no
penalities and no bonuses for being a part of the class/guild.
Being a part of them never pervent the joining of any other
class/guild. They can't be pervented from being joined unless the
player either abuses his/her/hir/its skills, spells, abilities, powers
while a part of the respective class/guild or refuses to do
his/her/hir/its duty when it is time for him/her/hir/it to do so;
however, doing either is the fastest way to lose the right to be part
of a class/guild. They share "help search", an ability that lets
its user search help files by features in the file other than just
filename. They are watched closer than any other class/guild
especially by the staff member specially designed to watch over
classes/guilds. They are the only classes/guilds with metagame
skills, spells, abilities, and powers.