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$ About Wishes (December 31, 2007)
Here are the 5 types of wishes:

Monkey Paw wishes - This type is always free and is used by wishing on the Monkey Paw which is easy to get since it moves through-out the mud looking for players to pick it up whom still can use it to make wishes when not in any player's possession.  The number of these wishes that can be made of this type is maxed at 4.  This type of wish will always be twisted to work against the wisher somehow to the point that any wish of this type that can't be will be denied.

Earned wishes - Like the name subjests these have to be earned by some means.  It is possible for a wisher to avoid having this type of wish turned on him/her/hir/it if word the wish properly and pays attention to the limitations of want wishes can be granted.

The next  3 types of wishes require that the respective type is used to even get.

Paperwork wishes - This type requires the player character gets a Bureaucrat controlled by another player to fill out the proper forms to get.  Must also pay wish points as if the wish were a Wish of Credit.  It is possible for a wisher to avoid having this type of wish turned on him/her/hir/it if pays attention to when the wish is token.

Wishes of Credit - This type requires the player character to go to the shire with the proper wish and pay the price for the wish.  It is possible for a wisher to avoid having this type of wish turned on him/her/hir/it if take into account how the wish will effect other things about character.

Special wishes - This type of wish always costs the same no matter how many other wishes are token and tend to cost various points in addition to or in place of wish points.  Generally helps in areas not intended for most players to try.  This type of wish never works against the wisher.


The cost of Paperwork wishes and Wishes of Credit:

Being that there are 3 sizes of wishes, small, normal, and large; those that are small wishes start at 50 wishes points for the first small wish and go up by 10% for each addition small wish rounded down to whole wish points for any that go past the demicial point while those that are normal wishes start at 100 wishes points for the first normal wish and go up by 10% for each addition normal wish rounded down to whole wish points for any that go past the demicial point while those that are large wishes start at 150 wishes points for the first large wish and go up by 10% for each addition large wish rounded down to whole wish points for any that go past the demicial point.


Wish related events:

The Corrupt a Wish event - In this event those willing in the mud use the event channel to come up with a way to twist around the last wisher's wish in the event and make a wish of his/her/hir/its own.  The main conditions to this event are that it must be started by a staff member and nobody can make a wish that would end the event until a preset time chosen by said staff member.

Naughty or Nice event: A player character may make a wish once a year for any item in the game if they were part of the mud as of the anniversary of the mud going public which goes for 48 hours.  (only date as of right now that I know that won't be is Febrary 29th.)  If the wisher aquires enough respect points (these aren't the more easily earned Honor points) by the next anniversary than the item will be added to the wisher's load.  If, however, the player character aquire a certain amount of disgrace points (meaning did stuff that even members of classes/guilds like Bully and Villain should never do) than he/she/sie/it will recieve the corresponding punishment provided haven't gotten banned by that point and prevents getting an item by wishing for it that year.
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$ Basic Rundown of the Secondary Classes/Guilds (continued): (December 29, 2007)
 themselves to increasing their personal fighting power as well as their sheer toughness.
 
Shadow Minion class/guild - Tend to gradually take on the abilities of a half shadow creature as shadow stuff slowly replaces their flesh.
 
Will of Steel class/guild - Tend to devote themselves to increasing the power of their arcane or divine spellcasting as well as their resistance to enemy casters.
 
Targeteer class/guild - Tend to be masters with bows and crossbows.
 
Venturian Immortal class/guild - Tend to be notoriously difficult to kill.
 
Spellsword class/guild - Tend to gradually learn to cast spells in armor with less chance of failure and can cast spells through their weapons.
 
Thrall of Graz'zt class/guild - Tend to use charm and guile to learn things that they should never know.
 
Field Journalist class/guild - Tend to share in the fight for survival as they strive to keep people informed of the happenings.
 
Jedi Deep Space Explorer class/guild - Tend to roam outerspace in search of undiscovered cultures and species seeking to make the unknown known.
 
Jedi Emissary class/guild - Tend to negotiate, mediate, and assess situations with guidance from the Force.
 
Ronin Knight class/guild - Tends to go where the Force tells them that they are needed most.
 
Sith Sorcerer class/guild - Tend to be powerful users of Sith Magic.
 
Bear Shaman class/guild - Tend to have powerful mystical kinship with bears.
 
Arcane Destroyer class/guild - Tend to take devotion to the Razin branch of magic dangerously far.
 
Boom Mage class/guild - Tend to be great potential for destruction, but with a good sense of humor, too.
 
Dreamthief class/guild - Usually able to steal memories from their victims.
 
Adamantine Knight class/guild - Tend to incorporate adamantine into their own bodies.
 
Angel of Death class/guild - Tend to collect souls from any plane that it respectively does not belong, and sending it where it respectively does,
 
Autoplate Pilot class/guild - Tend to find fighting power in the power of the armor they wear.
 
Battle Hedgehog class/guild - Tend to specialize in the use of spiked armor and spiked gauntlets.
 
Blood Soldier class/guild - Tend to seek to earn a "better" place in their infernal afterlives.
 
Cullinomancer class/guild - Tend to cast spells through cooking.
 
Darkfire Guild Wizard class/guild - Tend to enjoy spreading pain and terror before them like the flames that wreathe their dark master's body.
 
Demolisher class/guild - Tend to be experts in destroying objects and constructs.
 
Diplomat class/guild - Tend to be professional negotiators, emissaries and ambassadors.
 
Disciple of the Flame class/guild - Tend to advocate themselves to the purity of fire, and become one with the holy bird, the Houou, also knows as the phoenix.
 
Dragonologist 2.0 class/guild - Tend to study the nature of the dragon and want to seek the draconic powers.
 
Grafter class/guild - Tend to revel in the connection between themselves and their handiwork, becoming something more in the process.
 
Harmful Hand Adept class/guild - Tend to master the art of using their fingers to reach into the weakest parts of the enemy.
 
Madness Disciple class/guild - Tend to endeavor to understand alien realms.
 
Marksmen of the dark class/guild - Tend to reval in the shadows and deep within the darkness, using shadows to acomplish thier tasks.
 
Night Slinger class/guild - Tend to use their dexterity, night vision, and incredible ability with a sling to stop intruders and enemies who would think that they have gotten away.
 
Pugilist class/guild - Tend to love to fight, bare fisted, no holds barred.
 
Reaper class/guild - Tend to kill those who would defy death.
 
Seeker of Truth class/guild - Tend to dedicate their lifes to finding and eradicating all sources of lies, in the hope that one day, only what is true shall remain.
 
Shadok Mage class/guild - Tend to see through and dispel illusions.
 
Skyclad Practitioner class/guild - Tend to cast spells in the skyclad state (ritually nude or nearly so) in order to increase his/her/hir/its sensitivity to natural and arcane magic.
 
Sonic Mage class/guild - Tend to dedicate themselves to the manipulation of sound.
 
Taijutsu Master class/guild - Tend to deliver devastating and creative blows from almost any position and even while unarmed.
 
Twilight Artificer class/guild - Under the night sky, they can more efficiently forge metals and clay.
 
Twilight Warrior class/guild - Tend to channel the energies of the night sky to give them power.
 
War Soul class/guild - Tend to use their respective minds to make themselves powerful fighters.
 
Warper class/guild - Tend to warp dimensions.
 
Weathercaster class/guild - Tend to learn to master the weather temporarily through arcane magic.
 
Master of Mysteries class/guild - Tend to seek lost lore, keep known lore and guard the places of the dead.
 
Arcanist class/guild - Tend to train their minds to be precise tools of magic.
 
CourtMage class/guild - Tend to specialize in magic and skills that enhance appeal and charisma.
 
DragonMystic class/guild - Tend to devote themselves to mystical exercises that leave them full of spiritual energy.
 
Templar class/guild - Tend to seek perfection in all things military, but abstaining from any political agenda or personal ambition other than to develop into the perfect warrior.
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$ Basic Rundown of the Secondary Classes/Guilds: (December 27, 2007)
Phalanxeer class/guild - Their strength is in their heavy armor, which ables them to effectively mitigate the attacks of their enemies.
 
Translocator class/guild - Tend to move around by translocation from point to point.
 
Rider class/guild - Those that become members of this 1 can master mounts of all kinds so long as they are willing to fully trained all skills, spells, abilities, and powers that are apart of this class/guild.  A rider must, however, purchase or earn his/her own mounts.
 
Troubadour class/guild - Can invoke strong benign feelings in listeners.
 
Coronach class/guild - Specializing in lamentations and frightening song chants to decrease the various strengths of enemies.
 
Realm Affinitor class/guild - Able to more fully exploit the powers of magic by establishing a mental presence in the greater realms.
 
Myrmidon class/guild - Focus on strength and speed to take down enemies swiftly.
 
Auroranok class/guild - The creators of state-affecting nodes.
 
Acrobat class/guild - Tend to include limber, nimble street-performers, as adept with their feet as their hands, able to scale sheer surfaces, and good at escaping a confrontation in a hurry.
 
Caravan guide class/guild - Skilled in desert travel.
 
Forester class/guild - Know their way in and out of its trails, and can detect the passage of others in the forest.
 
Jeweler class/guild - Skilled with crafting trinkets and tokens of adornment.
 
Linguist class/guild - Usually capable of understanding any languages that aren't just code.
 
Rebel class/guild - Skilled in the guerilla arts.
 
Scavenger class/guild - Skilled in surviving the wilds.
 
Stonecrafter class/guild - Usually make their living collecting and shaping stone.
 
Articifer class/guild - Tend to immerse themselves in history and lore so that they can discover the secrets of the past and make them understood and usable in the present.
 
Astronomer class/guild - Has a flair for observation of the celestial bodies.
 
Bounty Hunter class/guild - Usually seek out their targets, and capture them according to the agreement set by the person/people who hired them, dead or alive for a reward.
 
Con Artist class/guild - Able to talk themselves up and make themselves more than what they seem, gaining the confidence of a victim or victims with their silver tongues.
 
Mercenary class/guild - Mostly accepts money to fight for another country, person or cause other than their own.
 
Noble class/guild - This class's/guild's flair is high stature.
 
Relic Hunter class/guild - Tends to seek rare and ancient artifacts.
 
Slave class/guild - Members are those that are willing or unwilling subjects to a central figure or group of authority.  If joined willing than the player best pick somebody that took at least 1 level in the Noble class/guild to be a subject of other than oneself.  If joined unwilling, that is by punishment chosen by a Judge, than can't train anything or gain any level until he/she/sie/it leaves the class/guild by the punishment ending plus the punishment time only goes down when he/she/sie/it does everything that is demanded of him/her/hir/it from his/her/hir/its tempertary master.  And this is the only class/guild that can be used as a punishment by forcing somebody to join it.
 
Soldier class/guild - Mostly dedicate their lives to the service of their home nation.  If this secondary is picked than the player must have a home nation picked.
 
Dark Knight class/guild - Mostly focus on the destruction of life and means of death.
 
Scholar class/guild - Usually dedicate their lives to learning.
 
Stalker class/guild - Tend to use their quick wit, lightning reflexes, and sometimes sinsiter understanding for the arts of shadow and intrigue to eak their way through life.
 
Cabalist class/guild -  Usually embrace the darker side of magic and engage in studies of spirit destruction and creation.
 
Theurgist class/guild - Tends to focus on learning the element of earth, and its use in summoning rock and earth elementals to help them in combat.
 
Abolisher class/guild - Tends to crusade against that which taints, usurps, and replaces the ordered nature of things with alien desires and monstrous needs.
 
Acolyte of the ego class/guild - By learning to speak their own truenames, strive to unlock hidden powers lost to the cosmos.
 
Acolyte of the skin class/guild -  Seek to gain power by replacing their skin with that of a demon's.
 
Agent retriever class/guild - Tends to specialise in finding items, especially long-lost ones.
 
Alchemist savant class/guild - Basicly excels in the capacity to break down the normal barriers that lie between alchemy and magic, between potion and alchemical fluid, between science and art.
 
Alienist class/guild - Mostly deal with powers and entities from terrifyingly remote reaches of space and time.
 
Anarchic initiate class/guild - A group of those that are basically initiates to the truth that underlies the wildness in the depth of his/her/hir/its being.
 
Anointed knight class/guild - Usually takes great pains to learn the intricacies of alchemy in order to become a more capable combatant.
 
Apostle of peace class/guild - Tend to be advocates for nonviolent resolution of conflict.
 
Arcane archer class/guild - Tend to be skilled in using magic to supplement thier combat prowess.
 
Arcane devotee class/guild - Usually complement the divine magic of a church's clerical leaders and are among the most important and respected members of a deity's following.
 
Archmage class/guild - Frequently the most advanced practitioners of arcane magic.
 
Argent savant class/guild - Regards spells that evoke or apply magical force as the noblest and most fascinating spells at his/her/hir/its disposal.
 
Ashworm dragoon class/guild - Each formed a bond with a single ashworm that is so strong that it is almost an extension of their respective wills.  The join room to this class/guild is inside the ashworm den.
 
Auspician class/guild - Tend to manipulate luck as if it were the strings of a worn mandolin.
 
Avenging executioner class/guild - Wield psychology as deftly as their weapons.
 
Battle trickster class/guild - Tends to engage in combat not only to defeat enemies but to impress them with martial and acrobatic prowess.
 
Bear warrior class/guild - Through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight.
 
Beast heart adept class/guild - By attuning him/her/hir/itself to the bestial urges of dungeon creatures, he/she/sie/it learns to form powerful bonds with a small number of monsters.
 
Beloved of Valarian class/guild - Foresworn the love of mortals to dedicate themselves entirely to the unicorn deity Valarian.
 
Berserk class/guild - Usually dress themselves in bearskins, taking advantage of the fear most people have for wild animals and inviting the wild rage of the animal into the thier bodies.
 
Black Blood cultist class/guild - Thier natural attacks tend to become more fearsome as they increase in level.
 
Black Flame zealot class/guild - Usually trained in the rites of Kossuth's temple; they use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to the Lord of Flames.
 
Blade dancer class/guild - To them, the sword is more than a weapon -- it is an ally, a friend, a spirit companion.
 
Blade of Orien class/guild - Tend to use his/her/hir/its Mark of Passage to gain a tactical edge in combat.
 
Blood magus class/guild - Usually deceased spellcasters who gain an understanding of blood's importance when returned to life.
 
Bloodclaw master class/guild - Tend to embrace the animal within to a degree that it becomes external, partially transforming him into the beast from which the discipline was inspired.  Must have an inter animal spirit to join.
 
Bonded summoner class/guild - Tends to learn to leash the furies of the Elemental Planes.
 
Bone collector class/guild - Mostly draws personal power from the destruction of undead.
 
Brimstone speaker class/guild - Regard the secret language of truenames as nothing less than a gift from the gods.
 
Cancer mage class/guild - Usually makes quick, poisonous attacks and then retreats.
 
Candle caster class/guild - Tends to fill their time fashioning candles, both for esthetics and for power.
 
Cannith wand adept class/guild - Tends to specialize in mastering wands.
 
Cavelord class/guild - A passion for the narrow, dim ways of the world tends to burn in their respective breasts.
 
Cavestalker class/guild - Tends to move effortlessly through a jungle of living rock.
 
Celestial mystic class/guild - Most often seek to attain ultimate unity with the perfect good.
 
Cerebremancer class/guild - Usually access both the arcane mysteries of spellcasting and the psionic powers of the mind.
 
Chameleon class/guild - Dilettantes in every class and masters of none.
 
Chaotician class/guild - Seek to enjoy the beauty of the unpredictable, and by seeking to emulate the philosophy of chaos in their actions, they create a fabulous journey through life in which nothing is a bore.
 
Church inquisitor class/guild - Tends to uncover taint within the church and cuts it away.
 
Cipher adept class/guild - Recieves bliss from seamless integration.
 
Cloud anchorite class/guild - Seeks a way to achieve immortality while maintaining life and awareness.
 
Combat trapsmith class/guild - Can litter a battlefield or dungeon with devices of their own cunning design.
 
Consecrated harrier class/guild - Tend to act as  bounty hunter for their respective religion(s) or organization(s).
 
Contemplative class/guild - Mostly devote their lives to cultivating a greater closeness with their deities.
 
Corrupt avenger class/guild - Tends to accepts any cost to have vengeance, even to the forfeit of his/her/hir/its very soul.
 
Cosmic descryer class/guild - Mostly interested in the infinite variety of the planes and fascinated by the different layers of the multiverse.
 
Cragtop archer class/guild - Tend to train their eyes and minds to find target at great distances, and to quickly compensate for wind, movement, and other factors that affect shots of such difficulty.
 
Crimson scourge class/guild - Tend to specialize in dealing painful but ultimately nonlethal wounds.
 
Cryokineticist class/guild - Tend to be masters of cold psionic energy.
 
Cultist of the Shattered Peak class/guild - Tend to possess skill at arms, stealth, and a smattering of ancient lore.
 
Daggerspell mage class/guild - Tend to work to perfect a unique fighting and spellcasting (arcane) style that relies on wielding a pair of daggers at all times.
 
Daidoji bodyguard class/guild - Mostly concentrate on defensive maneuvers and a style of fighting that induces their opponents to defeat themselves.
 
Dark scholar class/guild - Tend to delved deeply into texts regarded as too revolutionary or too dangerous for others.
 
Darkmask class/guild - Strike a balance between their faith and their skills at stealth.
 
Darkrunner class/guild - Tend to devote their lives to traveling the haunted underground depths.
 
Death delver class/guild - Rather than fearing and avoiding death tend to delve as deeply into its mysteries as he can, to better understand and eventually gain some small power over it.
 
Deep diviner class/guild - Intimates of the earth and all that it hides.
 
Deepwood sniper class/guild - Tend to be patient, careful, quiet, and deadly accurate.
 
Defender of Sealtiel class/guild - Swear to uphold the ideals of Sealtiel, which includes fighting off forces of evil when they assault good.
 
Defiant class/guild - Tend to take the teaching of the Athar to heart in a way that grants them tremendous powers against those who claim to wield divine might.
 
Demonbinder class/guild - Usually draws the essence of demons into him/her/hir/itself to acquire their power.
 
Demonologist class/guild - Tend to devote their lifes to the study of demons.
 
Dervish class/guild - Epitomizes speed, quickness, and abandon.
 
Dirgesinger class/guild - Tend to voice melodies not of celebration and joy, but of sorrow and grief.
 
Disciple of Ashardalon class/guild - Tend to bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves.
 
Disciple of Asmodeus class/guild - Members tend to use his/her/hir/its power and influence to learn secrets, which in turn gains him/her/hir/it more power.
 
Disciple of Mammon class/guild - Tend to take what they want any way they can.
 
Disciple of Mephistopheles class/guild - Members are able to wield hellfire as his/her/hir/its weapon.
 
Disciple of the eye class/guild - Tend to know the messages that the eyes alone can impart.
 
Disciple of the word class/guild - Through a deeper understanding of their truenames, tend to transcend the limits of their mortal form.
 
Dispassionate watcher of Chronepsis class/guild - Tend to remain aloof from the events of the mud.
 
Divine champion class/guild - Members tend to dedicate themselves to their respective deity's cause, defending holy ground, destroying enemies of the respective church, and slaying mythical beasts and clerics of opposing faiths.
 
Divine crusader class/guild - Usually embodies devotion and dedication to a chosen deity.
 
Divine seeker class/guild - Tend to infiltrate dangerous places to rescue prisoners, reclaim stolen relics, or eliminate enemy leaders.
 
Dracolyte class/guild - Tend to take up worship of the draconic gods.
 
Dragon ascendant class/guild - Tend to seek to transcend the limitations of material existence so as to become nothing less than deities.
 
Dragonmark heir class/guild - Have the ability to improve the dragonmarks they have manifested, as well as to develop additional abilities related to their dragonmarks.
 
Dragonrider class/guild - Tend to soar through the clouds atop a draconic steed.
 
Dragonslayer class/guild - Mostly combat dragons.
 
Dragonsong lyrist class/guild - Tend to tap into the power of dragonsong.
 
Dread witch class/guild - Tend to manipulate fear as readily and effectively as other casters manipulate magic itself.
 
Dreadmaster class/guild - Tend to seek to rule absolutely, preferably through terror and domination.
 
Drunken master class/guild - By weaving and staggering about as if inebriated, tend to avoid many blows.
 
Duelist class/guild - Tend to be making precise attacks with light weapons.
 
Durthan class/guild - Tend to tap into the darker spirits of Rashemen.
 
Earth dreamer class/guild - Tend to move within the ancient dreams of the mountains, attuning themselves to their power and mastering strange abilities over the earth.
 
Ebon saint class/guild - Tend to live in the darkness, but seek to exposehis enemies to the light.
 
Ebonmar infiltrator class/guild - Tend to be masters of stealth and deception, interpreters, and escape artists.
 
Ectopic adept class/guild - Ectoplasm is their preferred medium of creation.  Their respective minds serve as the mold, kiln, and wheel upon which their respective works are turned.
 
Effigy master class/guild - Tend to be experts in the imitation of true life.
 
Eldeen ranger class/guild - Members tend to learn special techniques and abilities that help him/her/hir/it to fulfill the goal of his/her/hir/its sect.
 
Elemental master class/guild - Usually strive to attain the purity of perfect attunement with both the energy of their breath weapons and the elemental nature of their core.
 
Elemental savant class/guild - Tend to study the basic building blocks of existence (old understanding) -- air, earth, fire, and water -- learning to harness their powers.
 
Elemental scion of Zilargo class/guild - Tend to attempt to understand the true nature of the elements through bizarre methods.
 
Elemental warrior class/guild - Tend to see that great strength that comes from focusing on the most basic aspects of reality.
 
Emissary of Barachiel class/guild - Tend to be peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption.
 
Entropomancer class/guild - Tend to gain attunement to the great nothingness they say lies at the center of the universe.
 
Epic arcane archer class/guild - Tend to be living extension of the bow, capable of achieving wonders of archery.
 
Epic blackguard class/guild - Members tend to radiate evil power from every pore of his/her/hir/its body.
 
Epic dwarven defender class/guild - Tend to become the very definition of immovable object.
 
Epic infiltrator class/guild  - Tend to be agent of espionages, undercover operatives, and sometimes saboteurs.  This is the class/guild for those that want to be spies.
 
Epic psychic warrior class/guild - Tend to be a meld of mental and martial prowess.
 
Epic shadowdancer class/guild - Tend to become the shadows, making members indistinguishable from the darkness cloaking him/her/hir/it.
 
Escalation mage class/guild - By giving themselves over to the Shadow and focusing on the dark side of magic, tend to learn how to bargain with their god to make their spells more effective -- for a price.
 
Evangelist class/guild - Tend to travel the mud proclaiming their devotion to a particular deity, pantheon, or religious doctrine.
 
Exalted arcanist class/guild - Gain access to spells that channel celestial energy.
 
Exemplar class/guild - Usually focuses energy on improving the skills that are already possessed until they can be perform with fluidity, grace, and art.
 
Fang of Lolth class/guild - Members undergo a transformation that both provides them power and changes them in ways they may not necessarily want.
 
Fatespinner class/guild - Tend to pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability.
 
Fiend of blasphemy class/guild - Tend to be masters of the infernal art of perverting the desire to worship and turning it toward the corrupt veneration of fiendish masters.
 
Fiendbinder class/guild - Tend to seek to unlock the truenames of demons, devils, and other vile fiends, and use that knowledge to bind them to service.
 
Fist of Dal Quor class/guild - Tend to draw supernatural power from the Region of Dreams.
 
Fist of Raziel class/guild - Tend to represent a knightly order dedicated to the celestial patron of holy warfare against evil.
 
Fist of Zuoken class/guild - Tend to be devoted to mastering their own physical and mental development while protecting psions and other psionic creatures.
 
Fleshwarper class/guild - Usually finds no greater canvas than flesh itself.
 
Forsaker class/guild - Usually rebels against magic.
 
Frenzied berserker class/guild - Tend to be constantly seeking out more conflict to feed craving for battle.
 
Gatecrasher class/guild - See themselves as cosmic free agents, independent forces who can influence the natives of the planes and even the dynamic forces of magic itself.
 
Geometer class/guild - Tend to be masters of written magic and spells inscribed within a perfectly rendered diagram.
 
Ghost slayer class/guild - Tend to study ghosts so that they can be dispatched easily and no longer bother the living with their presence.
 
Ghostwalker class/guild - Have abilities that point to some underlying, mysterious mysticism.
 
Glorious servitor class/guild - Tend to be exceptionally loyal and devout servants of the Mulhorandi gods.
 
Gnome artificer class/guild - Tend to dabble in technology to create fantastic devices, delving into shadow magic when their mundane equipment is insufficient for the task.
 
Gnome giant-slayer class/guild - Tend to rely on a combination of agility, combat prowess, and pure craftiness to deal with foes.
 
Goldeye class/guild - Tend to seek to increase the wealth of their communities and realms by promoting the exchange of coins in trade.
 
Goliath liberator class/guild - Tend to be experts at infiltrating giant dwellings, freeing the captives within, then exacting revenge on the giants while the freed goliaths escape.
 
Great Rift deep defender class/guild - Has a keen understanding of the importance of making a stand.
 
Green Star adept class/guild - Tend to be masters of the strange and powerful magic derived from Alhazarde's glittering green starmetal.
 
Halruaan elder class/guild - Tend to be the epitomy of magic cast with panache.
 
Heartwarder class/guild - Tend to actively seek out pleasure and beauty in all things and nurture the creation of beautiful objects.
 
Hellbreaker class/guild - Tend to specialize in infiltrating infernal strongholds and relieving them of their treasures.
 
Hellreaver class/guild - Tend to fuel an array of combat abilities by their outrage at the actions of the fiends and their ability to corrupt and seduce without consequences.
 
Hexer class/guild - Tend to use the power of his/her/hir/its gaze.
 
Hida defender class/guild - Tend to train in great armor.
 
High elemental binder class/guild - Can reach into the planes and immediately draw elemental beings into objects.
 
High proselytizer class/guild - Tend to be the holy inspiration that begins religious movements.
 
Hoardstealer class/guild - Tend to specialize in relieving wealthy individuals from large amounts of said wealth.
 
Holy scourge class/guild - Tend to specialize in blasting evil.
 
Hordebreaker class/guild - Tend to make destroying the horde threat the perfect engine of orc destruction.
 
Horizon walker class/guild - Tend to be unceasing travelers to the mud's most dangerous places.
 
Hunter of the dead class/guild - Tend to spend each restless night tracking undead to their lairs and cleansing the land of their foul presence.
 
Iaijutsu master class/guild - Tend to harness their ki energy to strike with blinding speed and devastating power.
 
Illithid savant class/guild - Tend to deal in applied science, acquiring new knowledge from the brains he/she/sie/it respectively consumes.
 
Illithid slayer class/guild - Tend to dedicate their lives to the eradication of the mind flayer "infection."
 
Illumine soul class/guild - Tend to be living conduits of positive energy.
 
Incandescent champion class/guild - Usually seeks to dispense with barriers and obstacles both tangible and intangible so that they can touch the cosmic soul with their unveiled bodies, minds, and spirits.
 
Incarnum blade class/guild - Tend to shape soul energy drawn from the greatest warriors of the past into a special soulmeld that is incorporated into the member's melee weapon of choice.
 
Initiate of the Sevenfold Veil class/guild - Tend to be masters of defensive magic.
 
Inquisitor class/guild - Tend to hunt for people, information, or answers.
 
Insidious corruptor class/guild - Tend to lure individuals to their doom.
 
Invisible blade class/guild - Prefer to use daggers and related weapons in combat.
 
Iron mind class/guild - Usually trained to resist mental compulsions of all kinds.
 
Kensai class/guild - Tend to master body, mind, weapon, and will.
 
Kishi charger class/guild - Tend to be trained to make the greatest possible use of a horse's speed and a rider's agility.
 
Knight of the Iron Glacier class/guild - Tend to honor the memory of General Aengrist in their deeds and actions.
 
Knight of the Weave class/guild - Tend to cherish the Weave like a fine wine.
 
Knight protector class/guild - Tend to be dedicated to restoring the ideals of knightly chivalry before they fade forever.
 
Landforged walker class/guild - Tend to coax the living bounty of the earth to grow on their metal hides, drawing power from the environment around them.
 
Legendary tactician class/guild - Tend to inspire their troops.
 
Leviathan hunter class/guild - Tend to dedicate to hunting down creatures of the perilous depths.
 
Lion of Talisid class/guild - Tend to protect nature and emulate their patron in more concrete ways.
 
Lord of tides class/guild - Can sense the movement of magma, summon beings of elemental might, and open portals to the Elemental Planes.
 
Loredelver class/guild - Tend to find and explore ruins, disable the magical protections that guard them, and sift through the ancient secrets found within.
 
Loremaster class/guild - Tend to concentrate on knowledge, valuing lore and secrets over gold.
 
Mage-killer class/guild - Tend to master magic designed for combat against other spellcasters.
 
Magical trickster class/guild - Can sacrifice his/her/hir/its spellcasting ability to gain even greater access to skill tricks.
 
Maho-tsukai class/guild - Tend to be maho (blood magic) wielders.
 
Maquar crusader class/guild - Follows a strict code of conduct that not only limits what they can own or where they can live, but also limits the ways in which merchants can influence them.
 
Master inquisitive class/guild - Tend to take the art of investigation and deduction to the ultimate level, rising to the top of the field.
 
Master of masks class/guild - Tend to have an identity as fluid as that of a crowd of strangers from all the masks that tend to be worn.
 
Master of radiance class/guild - Tend to channel the pure, undiluted power of the sun.
 
Master of shrouds class/guild - Tend to magically seize incorporeal undead and sets them to do their bidding.
 
Master of the unseen hand class/guild - Tend to delight in crushing their foes with invisible force, flinging massive objects into the sky, and disarming enemies with a single thought.
 
Master thrower class/guild - Usually depend on quick reflexes, good planning, and deadly aim.
 
Master transmogrifist class/guild - Tend to specialize in spells that change the caster's form.
 
Menacing brute class/guild - Tend to take advantage of how must humans fear half-orcs, playing on that dread to make a living.
 
Mindbender class/guild - Tend to seek to control the thoughts and dreams of others.
 
Mortal hunter class/guild - Tend to specialize in killing mortals.
 
Mountebank class/guild - Capable of slipping into new identities as others change clothing.
 
Mystic theurge class/guild - Tend to draw power from divine sources and musty tomes alike.
 
Mystic wanderer class/guild - Tend to eschew normal church hierarchies and instead embrace freedom, wanderlust, and independence.
 
Naga overlord class/guild - Tend to be evil masterminds who operate in secret, usually behind cults of devoted followers.
 
Nature's warrior class/guild - Tend to be defenders of the wild and protectors of the natural world.
 
Necrocarnate class/guild - Tend to be dealers in death and torturers of souls.
 
Nightcloak class/guild - Tend to be devoted to Shar's vision, preserving her secrets, and practicing her magic, as twisted and bitter as it is.
 
Nightmare spinner class/guild - Tend to weave fear into illusions.
 
Ninja of the Crescent Moon class/guild - Tend to engage in sabotage and other covert missions for an outlandish fee.
 
Ninja spy class/guild - Tend to be masters of exotic weapons, tools of stealth, and strange ki powers.
 
Noctumancer class/guild - Tend to bridge the gap between shadow and arcane magic.
 
Occult slayer class/guild - Members tend to be driven to confront any arcane or divine spellcaster who crosses his/her/hir/its path.
 
Ocular adept class/guild - Tend to pledge their religious devotions to the alien entity known as the Great Mother, the deity matron of all beholders.
 
Oozemaster class/guild - Tend to relate one-on-one with things that relate to nothing at all.
 
Ordained champion class/guild - Tend to stride through the chaotic fog of violence and bloodshed.
 
Outcast champion class/guild - Tend to bring hope to those who have no place in society.
 
Pale master class/guild - Tend to draw on necromantic lore that provides a macabre power all its own.
 
Peerless archer class/guild - Tend to devotes their lifes to perfecting their skill with the bow.
 
Perfect wight class/guild - Tend to be masters of skulking.
 
Planar champion class/guild - Tend to move between the planes, driven to battle.
 
Planeshifter class/guild - Through arcane research often develops not only the ability to sense planar portals, but also the ability to create his/her/hir/its own respective demiplane.
 
Platinum knight class/guild - Tends to protect good-aligned dragonkind from their natural enemies.
 
Primeval class/guild - Members often tapped into their respective racial memories to find and forge a bond with a respective ancient creature.
 
Psibond agent class/guild - Tend to see through the eyes of others, gently guiding (or in some cases forcefully commanding) their puppets to go places.
 
Psion uncarnate class/guild - Tend to aim to be formless, fleshless, and unbound by the limits of corporeality.
 
Purifier of the Hallowed Doctrine class/guild - Consider themselves servants not of gods but of the spiritual well-being of the mud itself.
 
Purple Dragon knight class/guild - Tend to develop uncanny skills related to coordinating and leading soldiers.
 
Quori mindhunter class/guild - Tend to hunt down and destroy the quori spirits that corrupt, and the possessed Inspired that further the aims of the Dreaming Dark.
 
Quori nightmare class/guild - Tend to tap into the primal horrors and urges of the subconscious.
 
Radiant servant of Pelor class/guild - Tend to put the dogma of demonstrating strength through charity and modesty into living practice.
 
Rage mage class/guild - Tend to approach magic based on the primal passion of magic more than the studious quasi-scientific approach.
 
Red Avenger class/guild - Tend to be masters of ki,an ancient and formidable discipline that allows the user to accomplish the extraordinary.
 
Righteous zealot class/guild - Tend to have a cause that directs every aspect of life.
 
Sacred exorcist class/guild - Tend to hope to drive away the spiritual forces of evil, prevening them from causing harm to the bodies and souls of those around.
 
Sanctified mind class/guild - Tend to believe that all evil-aligned psionics-using creatures must be crushed.
 
Scarlet corsair class/guild - Usually relies on the reputation of their quick blade and terrible fighting skills to drive their prey before them.
 
Scorpion heritor class/guild - Through a special relationship with the scorpion spirit, tend to gain the mystical abilities of the scorpion, and can even take its shape.
 
Sea witch class/guild - Tend to wields the powers of water and calls on the living horrors of the deep.
 
Sentinel of Bharrai class/guild - Tend to have respect for the power of nature, the desire to further the ends of good, and the resolve to destroy evil.
 
Shaaryan hunter class/guild - Can run down even the fastest prey and either spear it with a lance or pelt it with arrows from horseback.
 
Shade hunter class/guild - Tend to live for the thrill of finding lost treasure, defeating ancient traps, and surviving deadly curses laid by the priests of dead gods.
 
Shadow scout class/guild - Members tend to have the camouflage of a tiger, the stamina of a horse, and the eyes of an eagle.
 
Shadow Sun ninja class/guild - Tend to study the balance between good and evil, light and dark.
 
Shadowblade class/guild - Tend to be martial combatants with an innate link to shadow.
 
Shadowdancer class/guild - Tend to operate in the border between light and darkness.
 
Shadowmind class/guild - Tend to blend psionic powers and uncanny stealth into an effective whole.
 
Shintao monk class/guild - Tend to be dedicated to following the teachings of Shinsei.
 
Silver key class/guild - Tend to be masters of stealth and security, and experts at getting into and out of tight places.
 
Silverstar class/guild - Tend to be dedicated advocates of freedom and tolerance, wanderers on the path of truth, and absolute foes of Shar.
 
Singh rager class/guild - Tend to draw their furious strength from the noble lion.
 
Skullclan hunter class/guild - Acclaimed foes of unlife.
 
Solar channeler class/guild - Often ready to defend the Material Plane(s) against demonic invasion.
 
Soulcaster class/guild - Tend to excel at incorporating soul energy into their magic.
 
Soulguard class/guild - Tend to openly oppose fiendish practices.
 
Spelldancer class/guild - Tend to draw on the quasi-primal energy of song and dancing to power their magic.
 
Spellwarp sniper class/guild - Tend to contort spells, changing area effects into rays that deliver precise, devastating attacks.
 
Spur Lord class/guild - Tend to wield the dark power of Cyric.
 
Spymaster class/guild - Tend to do their work quietly and in private, and they often have a cover identity.
 
Storm disciple class/guild - Usually decides that the best, most glorious way to serve ideals is through the natural power, fury, and splendor of the storm.
 
Stormcaster class/guild - Tend to seek to tap into the power of a strange and terrifying phenomenon: the raging storm.
 
Stormsinger class/guild - Tend to learn the secret methods of harnessing the magic powers of music to influence and control the weather.
 
Stormtalon class/guild - Tend to use both their weapons and their razor-sharp foot talons to dive on their hapless foes.
 
Sun Soul monk class/guild - Believe that they each harbor a small fragment of the sun's divine essence.
 
Sword of righteousness class/guild - Often pursuits a commitment to righteousness and purity that exceeds the norm.
 
Tainted sorcerer class/guild - Tend to look for an easy path to tremendous magical power.
 
Talon of Tiamat class/guild - Tend to further the goals of evil dragonkind.
 
Techsmith class/guild - Tend to be devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.
 
Thayan slaver class/guild - Tend to use their awful abilities to abduct creatures and then break their wills.
 
Thief-acrobat class/guild - Often excels in getting in and getting out.
 
Thrall of Demogorgon class/guild - Tend to thrife on the chaotic nature of mutation and deformity.
 
Thrall of Juiblex class/guild - Members tend to ooze a horrible slime and be surrounded by a nauseating stench.
 
Tomb warden class/guild - Tend to serve as selfless, undying protectors of the dead.
 
Totem rager class/guild - Tend to embody the wrath of nature in its most bestial form.
 
Trapsmith class/guild - Tend to excel at rigging deadly surprises to harm enemies, secure camp, and confound pursuers.
 
Umbral disciple class/guild - Tend to be students of shadow in both a literal and a metaphysical sense.
 
Unholy ravager of Tiamat class/guild - Tend to devote themselves to Tiamat's cause.
 
Ur-priest class/guild - Often learned to tap into divine power and use it without praying to or worshiping a god.
 
Vermin keeper class/guild - Tend to use insects as perfect killers.
 
Vermin lord class/guild - Tend to offer themselves as hosts for all manner of parasitic organisms.
 
Virtuoso class/guild - Tend to be outgoing, charismatic, and gregarious.
 
Visionary seeker class/guild - Tend to know how to navigate the mental plain stretching out ahead, finding landfall and truly discovering what it means to know.
 
Void disciple class/guild - Tend to understand that everything in the mud contains all the basic elements, held together by the least tangible essence.
 
Walker in the waste class/guild - Tend to embody the harsh, unforgiving nature of the desert.
 
War weaver class/guild - Tend to weave together strands of pure arcane power.
 
Warmaster class/guild - Trained at the College of War and can become a formidable presence on the battlefield.
 
Warpriest class/guild - Tend to pray for peace but prepare for war.
 
Warrior of darkness class/guild - Tend to practice black magic.
 
Warshaper class/guild - Tend to grow and evolve their own weapons and armor to suit the threat at hand.
 
Watch detective class/guild - Tend to specialize in solving mysteries.
 
Whisperknife class/guild - Tend to seek to repay murder, theft, or humiliation in the same coin.
 
Wild mage class/guild - Tend to aspire to cast spells without structure.
 
Wild soul class/guild - Tend to wield power from the realm of the fey.
 
Windwalker class/guild - Tend to learn to shape the winds with their hands and ride them to lands as yet unseen.
 
Witch slayer class/guild - Tend to devote themselves to capturing and destroying those who share their souls with other entities.
 
Witchborn binder class/guild - Can use the power of soul energy to create shields, traps, and shackles.
 
Wonderworker class/guild - Tend to sacrifice some of their spellcasting ability to grow closer to the ideal of goodness they revere.
 
Yakuza class/guild - Tend to represent the shadowy underworld and provide protection for the helpless.
 
Yuan-ti cultist class/guild - Tend to master the mysteries of the evil deities of the yuan-ti.
 
Zerth cenobite class/guild - Their studies tend to involve strict meditation on the nature of time and the body's movements through it, culminating in a martial art known as zerthin.
 
Trophy Hunter class/guild - Tend to use the badges of fallen opponents as trophies of honor.
 
Dark Poet class/guild - Tend to be masters of tragedy and dark farce.
 
Longstrider of Kari class/guild - Tend to excel at fast travel, survival and archery.  They tend to be tough, resilient to the environment and capable in a fight.
 
Exalted Zealot class/guild - Usually will stop at nothing to spread hope throughout the lands.
 
Flagellant class/guild - Tend to inflict wounds on themselves to atone for their sins, and empower their spells.
 
Brawler class/guild - Tend to specilize in dirty fighting and pure brute force.
 
Shinobi class/guild - Tend to be masters of stealth and martial arts.
 
Sentinel class/guild - Tend to be masters of observation and alertness.
 
Ethore class/guild - Tend to be masters of bare hand and lightning fast snakelike attacks.
 
Holy Midwife class/guild - Tend to take care of pregnant women and newborn babies.
 
Death Stalker class/guild - Often have lost loved ones and throw themselves into battles without caring for their own safety.
 
Elemental Knight class/guild - Tend to imbue their weapons, bodies, and even their minds with the elemental powers of the mud.
 
Auron class/guild - Tend to channel divine energy.
 
Brothers Malleus class/guild - Tend to follow the ideals of Malleus Darkhammer.
 
Witching Seductress class/guild - Tend to use their enchanting ways to get what they want.  Any gender can join this class/guild in this mud.
 
Juggernaut class/guild - Tend to be powerhouses who can take what they can dish out.
 
Freedom Fighter class/guild - Tend to fight for a cause the members picked.
 
Firemage class/guild - Tend to be adept with fire magic.
 
Dweomercrafter class/guild - Tend to specialize in crafting items with the help of magic.
 
Mind Knight class/guild - Tend to specializes at combating other psionics.
 
Sortier class/guild - Tend to be masters of hit and run.
 
Morde Messenger class/guild - Tend to specialize in Life and Death, including Undeath.
 
Dreamer class/guild - Tend to be arcane masters of reality and consiousness.
 
Tank Fighter class/guild - Tend to fight with extreme strength and valor.
 
Blood Fist class/guild - Tend to wield their power for evil, taking whatever they desire and drawing fell energy from the deaths of their foes.
 
Gun-Fu Master class/guild - Tend to take down opponents with a storm of flips, kicks, and spins as well as work guns into the fighting.  Also has a minor ability to warp reality, enhancing their own powers while hindering that of their enemies'.
 
Master of Cherry Blossoms class/guild - Tend to specialize in powers that confuse and bewilder.
 
Ninja of Darkness class/guild - Tend to see trough anything, even the nothingness.
 
Fiend Hunter class/guild - Tend to be unwavering in their quest to kill or banish each and every demon or devil they come upon without mercy.
 
Darastrix Vorastrix class/guild - Tend to emulate a dragon’s power and mindset.
 
Death Caller 2.0 class/guild - Tend to have seen their own respective deaths, and became their masters.
 
Ballisteer class/guild - Tend to hold true to the union of mind and body, but believes the road to this follows the art of ranged combat.
 
Shadow Master class/guild - Tend to be incredibly skilled in controlling and manipulating the shadows.
 
Warlord class/guild - Tend to be renown for their ability to snatch victory from the jaws of defeat, especially in the face of superior numbers or troops.
 
Sha'ir class/guild - Tend to allow their genie partners use magic for them.
 
Weaverider class/guild - Tend to practice extensively with their flying carpets, increasing their skills at piloting and coaxing more out of them.
 
Shock Trooper class/guild - Tend to be highly trained killing machines.
 
Commando  class/guild - Tend to rely on lethal efficiency and precision strikes rather then brute force to eliminate their opponents.
 
Operative class/guild - Tend to be masters at manipulating their environment to maximum advantages.
 
Nemesis class/guild - Tend to use mass effect fields to inflict heavy damage against opponents.
 
Bastion class/guild - Tend to use Biotics for defense or for opponent immobilization.
 
Iron Fist of the North class/guild - Tend to specialise in quick, devastating attacks that debilitate opponents early in a fight.
 
Master Juggler class/guild - Often walks away from fights still juggling their deadly weapons, while their opponents lay beaten on the ground.
 
Tourniquet of Ilmater class/guild - Usually willing to endure the pain of others, so they might not have to.
 
Bone Shaper class/guild - Tend to distort and reshape their own bodies for the sake of convenience and weaponry.
 
Spirit Caller class/guild - Tend to seek out the souls that once resided within corpses.
 
Weapon Generalist class/guild - Tend to control the battle.
 
Flame Manipulator class/guild - Tend to enjoy playing with fire to such an extreme extent that they have learned to control it.
 
Seeker of Silence class/guild - Tend to seek to eliminate the necessity to speak and even to create any sound at all with their comings and goings.
 
Arcane Trickster class/guild - Tend to combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief.
 
Beast Hander class/guild - Tend to be professional animal and monster wranglers.
 
Watchman class/guild - Tend to be security experts and intelligence gatherers.
 
Man of Will class/guild - Tend to rule their own emotions and bodies.
 
Finnegan Boxer class/guild - Tend to specialize in boxing over other fighting methods.
 
Darkmage class/guild - Tend to be armed with eldritch spells and powers, and determined to impose their will upon all.
 
Sorcerous warrior class/guild - Tend to combine magic spells and weapon skill.
 
Black knight class/guild - Tend to serve evil.
 
Iron Hand class/guild - Their school concentrates on speed and unarmed combat.
 
Mountain Spirit class/guild - Their school concentrates on the use of ki and magic.
 
Way of the Shadow class/guild - Tend to use a martial arts style for those whom want to flip out and kill people.
 
Tainted berserker class/guild - Tend to be powered by evil.
 
Blade class/guild - Tend to be masters of flashy sword techniques that make them seem deadlier then they really are.
 
Spirit Blacksmith class/guild - Tend to create powerful weapons infused with elemental properties by forging not only the weapon, but by forging spirits into the weapon as well.
 
Ice Foe of Atroa class/guild - Tend to combat the encroachment of winter and its inhabitants into areas that are meant to be warmer.
 
Arcanopath Monk class/guild - Tend to study ways to channel their intense hatreds into power and skill.
 
Athar class/guild - Tend to seek to discredit the gods and sow the seeds of Atheism.
 
Cipher class/guild - Believe that actions speak louder than words and thinking wastes time.
 
Eldritch Master class/guild - Tend to gain their power by bargaining with a powerful outsider.
 
Epic Diabolist class/guild - Tend to seek to build their power base and prepare for that inevitable day when they takes their rightful place as rulers of hell itself.
 
Warlord of Utterdark class/guild - Tend to be the personifications of evil.
 
Epic Stormlord class/guild - Tend to be barely contained frenzies of destructive energy.
 
Spellfire Hierophant class/guild - Tend to learn new methods of controlling and shaping spellfire.
 
Psi-Hunter class/guild - Tend to be specially suited to hunting and neutralizing psionicists.
 
Sensate class/guild - Believe that experience equals power, so one must experience everything so they may know how to handle any situation.
 
Cerebral Assassin class/guild - Believe that true psionic mastery involves a complete understanding of the mind.
 
Arch Psion class/guild - Tend to bend powers in ways unavailable to other manifesters.
 
Crystal Master class/guild - Tend to focus on the properties of precious crystals known as gemstones.
 
Crystalsinger class/guild - Tend to learn how to shape crystal cacophony into fluid melody.
 
Diamond Warrior class/guild - Tend to concentrate on their fighting style of unarmed attacks and mobility.
 
Meditant class/guild - Possess a strong belief that by preparing their minds, the scales of chance will tip in their favor.
 
Sangehirn class/guild - Tend to focus their minds on the body and learn how to keep it fit.
 
Dragoons of Mystia class/guild - Tend to defend against the attacks of Dragons.
 
Initiate of the Herodrum class/guild - Usually unlock the secrets of the Heavens.
 
Blizzard class/guild - Tend to hone their bodies to resist the harsh cold and wind.
 
Cultist class/guild - Tend to gain access to some rather limited divine powers.
 
Korovian Archmage class/guild - Tend to be experts at scrying and creating alchemical and magical items.
 
Battlemage class/guild - Tend to be quick to anger and even quicker to action.
 
Knights of Thorne class/guild - Tend to be gifted by Thorne to defend their Charges and seek to fully bring back true arcanna.
 
Godslayer class/guild - Tend to put less faith in subtle propaganda and behind-the-scenes manipulation than does direct action.
 
Disciple of the Great Unknown class/guild - Tend to focus on the power of the Great Unknown rather than rebellion against the Powers.
 
Child of the Forge class/guild - Tend to be on the fast track to divine ascension.
 
Grim Chosen class/guild - Tend to seek spiritual fulfillment by helping others, especifically those who cannot defend themselves.
 
Entropic Champion class/guild - Tend to become one with Entropy and be able to shape it to their will.
 
Voidcaster class/guild - Tend to harness death, destruction, and oblivion.
 
The One class/guild - Tend to put extra effort into becoming the One.
 
Anatomist class/guild - Tend to devote their careers to the scientific study of the body.
 
MoonDancer class/guid - Tend to use the wisdom they gather to prevent any war and suffering that they feel is unnecessary.
 
Slaighre Maighdeann class/guild - Tend to master the arts of the sword and of seduction to create a deadly combination.
 
SwiftWind class/guild - Tend to be fast, extremely nimble, and a bit restless.
 
Ace class/guild - Tend to be masters of the wheel, vehicule wise.
 
Blademaster class/guild - Tend to masterfully wield swords or other weapons on the field of battle.
 
Bombardier class/guild - Tend to be he highest practitioners of the art of things that go boom.
 
Dead shot class/guild - Tend to be slow to anger and view every problem with a cool, calculating manner, acting only when they feel it necessary.
 
Demon hunter class/guild - Tend to fight against the forces of chaos using its own terrible powers against it.
 
Gladiator class/guild - Tend to be devoted to the mastery of close combat.
 
Holy strider class/guild - Tend to carry minimal equipment, rely on nature, their own resourcefulness, and the kindness of strangers to aid them.
 
Lightslayer class/guild - Tend to move with the sound of a whisper to extinguish light wherever they find it.
 
Potion doc class/guild - Tend to combine science and magic.
 
Primal class/guild - Tend to revel in their bestial rage and give into it completely.
 
Savagekin class/guild - Tend to surrender themselves to the natural world, abandoning much of their civilized life to live with the beasts.
 
Spirit champion class/guild - Tend to embrace the spirits, to assist in their battles.
 
Steam warrior class/guild - Tend to build walking suits of phlogiston-powered armor.
 
Techno mage class/guild - Tend to combine the benefits from both magic and technology to create wondrous magical devices.
 
Witch doctor class/guild - Tend to twist and turn nature through a crude yet effective science called juju.
 
Intruder class/guild - Tend to be masters of infiltration, sabotage, and silent elimination.
 
Jedi Healer class/guild - Tend to specialize in restoring health to those who have been afflicted with all kinds of illnesses.
 
Cannibal Mage class/guild - Tend to gain power by devouring the flesh of others.
 
Fleshcrafter class/guild - Tend to be adept at modifying creatures with new or altered body parts.
 
Jack o' Shadows class/guild - Tend to use the power of Shadow in their music.
 
Ley Line Channeler class/guild - Usually learned how to tap into and harness the power of ley lines.
 
Servant of Heaven and Hell class/guild - Tend to be accomplished in calling and binding both celestials and fiends.
 
Spell Channeler class/guild - Often earned how to drain magical energy from items and use it to power their spells.
 
Spellweaver class/guild - Tend to manipulate magic by altering the flows of the spells themselves.
 
Spiritblade class/guild - Tend to use blades of power and their psychic abilities to combat spirits.
 
Deep Watcher class/guild - Tend to seek out the races of the underground with the hope of turning them to good.
 
Dream Seeker class/guild - Tend to be keenly aware of the desires, dreams, and aspirations of others.
 
Blight Arrow Sniper class/guild - Tend to merge precision archery and the fine craft of poison making.
 
Seeker of Kaivalya class/guild - Tend to focus on mind control and meditation.
 
Incarnatar class/guild - Tend to be living conduits of strong magical force.
 
Carrion class/guild - Tend to be well adapted to plundering the areas wasted by the Plague.
 
Decelerator class/guild - Tend to search out those who claim superior agility in battle seeking to pit their own unique form of mobility against them.
 
OSI SWAT Officer class/guild - Tend to use methods gleaned from superstition, myth, and legend to combat the supernatural.
 
Eldritch Knight class/guild - Tend to seek to blend the arts of sword and sorcery.
 
Jedi Artisan class/guild - Tend to master the art of Lightsaber Crafting.
 
Jedi Minstrel class/guild - Tend to specialize in music and illusions but be weak in battle.
 
Metamagician class/guild - Tend to specialize in magical theory.
 
Grappling Friar class/guild - Tend to deadicate their lives to physical perfection.
 
Initiate of the Flames class/guild - Tend to be students and masters of the element of fire.
 
Initiate of the Stone class/guild - Tend to be students and masters of the element of earth.
 
Initiate of the Waves class/guild - Tend to be students and masters of the element of water.
 
Initiate of the Winds class/guild - Claim, we should emulate winds, engendering such qualities within ourselves.
 
Gravebound class/guild - Tend to draw power from graveyards, or other places of death, such as battlefields.
 
Platinum Mystic class/guild - Tend to devote themselves to the teachings and example of Paladine.
 
Disciples of White Sorcery class/guild - Tend to study the ways of Solinari.
 
Disciples of Red Sorcery class/guild - Tend to study the ways of Lunitari.
 
Disciples of Black Sorcery class/guild - Tend to study the ways of Nuitari.
 
Soulfont class/guild - Tend to cannibalize their own respective souls to power their magic and increase the diversity of their powers.
 
Gilded Fist of Shinare class/guild - Tend to be dedicated to collecting and redistrubting wealth.
 
Diagnostic class/guild - Tend to be travelers and seekers at heart.
 
Weapon Imbuer class/guild - Tend to be feared on the battlefield for their magical ability to imbue their weapons with various magical properties.
 
Gallant class/guild - Tend to be drawn to members of the opposite sex like bees are to honey and believe that they are the champions of the people.
 
Sonomancer class/guild - Tend to seek to unlock that the power of the simplest of tunes to affect the world around them.
 
Sea Chaplain class/guild - Tend to be dedicated to travel and water.
 
Citadel Guardian class/guild - Tend to live lifes dedicated to the protection of the Citadel of Light and its attendees.
 
Mystic of the Three Moons class/guild - Tend to devote themselves to channeling the example of a God of Magic to unlock new powers with in themselves.
 
Arcane Shaman class/guild - Tend to record the current cultures, knowledges and traditions.
 
Black Crescent Mage class/guild - Usually swear allegiance to the Dark Queen Tahkisis.
 
Initiate of Vox Arcana class/guild - Tend to channel magic through the power of their voices.
 
Seeker of Oblivion class/guild - Tend to seek to spread destruction and chaos in order to help bring about the end.
 
Instigator class/guild - Tend to rely on skill with a blade to offset lack of armor.
 
Plague Bringer class/guild - Tend to serve Morgion by ensuring the spread of disease throughout the mud.
 
Common Bard of Krynn class/guild - Tend to be capable in the field of telling stories.
 
Raindrum Fool class/guild - Tend to live lifes of amusement and entertainment.
 
Scion class/guild - Tend to be walking magical catastrophes waiting to happen.
 
Woodshaper class/guild - Tend to serve to guide the living trees to create fantastic structures and features.
 
Faith Channeler class/guild - Tend to act as vessels for holy power.
 
Tower Artificer class/guild - Tend to specialize in magical items.
 
Seeker class/guild - Tend to embark on personal quests to find proof of any gods.
 
Arcane Transformist class/guild - Tend to seek to find out what effects are waiting for them and either disables them or changes them into nasty tricks.
 
Darkfire Cabalist class/guild - Tend to learn how to not only bypass the energy resistance and immunity of creatures, but also turn their resistances against them.
 
Mystical Disperser class/guild -  Tend to seek to understand the processes that cause magic to fall apart.
 
Sith Sentinel class/guild - Tend to achieve a balance between saber and force use.
 
Mystic of the Old Order class/guild - Tend to espouse a philosophy that to know oneself, one must embrace knowledge and learning, to which end, one will learn more about themselves.
 
Wanderer class/guild - Can travel vast distances and explore the far reaches of existence.
 
Spell Technician class/guild - Tend to specialize in daring experiments that only the most adept at magic can do, often sacrificing their OWN magic power to complete them.
 
Blind Master class/guild - Tend to know that they cannot always depend on their eyes.
 
Mana Corrupted Mage class/guild - Tend to sacrifice their health for power.
 
Free Knight class/guild - Tend to seek only to help wherever they can.
 
Disciples of Steel class/guild - Tend to devote themselves to increasing their personal fighting power as well as their sheer toughness.
 
Shadow Minion class/guild - Tend to gradually take on the abilities of a half shadow creature as shadow stuff slowly replaces their flesh.
 
Will of Steel class/guild - Tend to devote
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$ How the Hero class/guild is a work ordinated class/guild (December 1, 2007)
As it is not easy with the description of the class/guild to tell how this class/guild is more than an opposite of the Villain class/guild, explaination for the 3 duties of the Hero class/guild will be given here along with the 3 meta-game skills, spells, abilities, and powers to help with them which are all gotten at level 1.  Don't worry, "help search" is still going to be 1 of the class's/guild's abilities, it just isn't going to be considered meta-game as there may come time when its needed outside of meta-game purposes.

First up, a member of the Hero class/guild must stop any situtation where it is perfectly clear somebody or some group is trying to force thier way unto another person or group at the expense of the other(s).  For those that are insistant on having thier way at the expense of others theres this spell to deal with them:

Spell Name: Forced Troublemaker Containment Spell
School: Divination
Subschool: Law
Descriptor: Pure Meta-game
Class/Level: Hero exclusive/1
Components: none
Saving Throw: none
Spell Resistance: none
Target: player character(s)
Area: target(s)
Effects: At the cost of 50 spell points, traps all targets for as long as it would take for the slowest player character not targeted to escape from them by leaving the area once the last guy is free.  However, is any of the targets killed another player character when they weren't suppose to when this spell is cast than those targets remained trapped until a member of the Officier class/guild shows up.  Systax: cast forced troublemaker containment spell on {target(s)}

Next, any case where a member of the Officier class/guild might be put on trail is to be checked over by a member of the Hero class/guild for any evidence that may have been missed because of member of the Officier class's/guild's relation before the case goes to staff.  This skill is what is to be used for any missed evidence:

Skill name: Mark as Evidence
Primary attribute:
Secondary attributes:
Type: Law
Difficulity: beginner
Skill description: This Metagame Player Exclusive skill allows things to be marked 1 at a time as evidence at 1 endurance point per item for members of the Officier class/guild to try to resolve rule breakage, for members of the Lawyer class/guild to help with their respective clients, and for members of the Hero class/guild to mark those items that were overlooked.  Items marked like this won't pop away until all trials they are to be used in are over but also are removed from play in an attempt to prevent people from just marking stuff to avoid items popping on them before they decide to use them.  Systax: mark {exact item} as evidence
Default width:
Other widths:
Default depth:
Other depths:

Finally, the members of the Hero class/guild are to help the members of the Officier class/guild and staff members watch the channels for abusive behavor so nobody has to watch the channels 24/7 nor allow for much room to sneak abusive behavior by on the channels.  The first retort to abusive behavor on the channels when appropiate is to make it perfectly clear want each of the channels are for.  If that doesn't work than you go to this meta-game power:

Power: Moot on Channel
Discipline: Law
Display:
Description: This Staff Freebie power is the officier class/guild's second retort but the hero class/guild's last retort to getting a player whom misuses the channels in check. This lets the player to continue seeing/hearing the channel without being able to use it. To undo this for those that seem to learned their lesson and those that got mooted by mistake (for ex. you typed Zax when you wanted to type Zaz for using the sales channel to be a show-off), simply add un on the beginning of the systax. Systax: moot {player character's name} on {channel being misused}
Range: any channel
Duration:
Attribute: Divine
Point Cost: 5 power points per player used on
Damage: none
Secondary protection:
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$ The 4 different stages of classes/guilds (November 23, 2007)
These can be taken for up to 100 Character Levels at Class/Guild Level per Character Level.

Primary Classes/Guilds - Heavily based on play style. Only classes/guilds that can be taken as intinial class/guild, which by-passes any entry requirements. Each has from 60 to 100 skills, spells, abilities, and powers based a pond how the player decides to approach a class/guild where there are multiple ways to approach said class/guild and the play style it provides among its 20 levels. Always will be about equal to 1 another. Can be treated as secondary or thirdary classes/guilds depending on how players level all thier classes/guilds up.  Note all classes/guilds in the first entry of this blog fall in this stage.

Secondary Classes/Guilds - More emphasis on flair and less on play style. Each has from 7 to 60 skills, spells, abilities, and powers based a pond the flair a class/guild focuses on among its 14 levels. If any skill, spell, ability, or power is in a level following a blank level than it becomes possible to waste experience and money instead of getting any trainning done when trying to train said skill, spell, ability, or power after even attempting to train another skill, spell, ability, or power. May be treated as thirdary classes/guilds depending on how players leveled all thier classes/guilds up.

Tertiary Class/Guild Path - More about specializing than play style or flair. Each is at least 2 tertiary classes/guilds long with no more than 7 tertiary classes/guilds long. Each tertiary class/guild is exactly 9 levels long with only 1 skill, spell, ability, or power obtainable at the 9th level but those are better than anything you can get by the primary or secondary classes/guilds.

Tertiary Class/Guild Set - Contains at least 1 thirdary class/guild path but can't have more tertiary class/guild paths starting from the same tertiary class/guild (the 1 that allowed joining a pond getting a secondary class/guild to level 9-14 instead of having to complete another tertiary class/guild to join) than would let 35 tertiary classes/guilds in the same set.

Quarternary Class/Guild - Not only requires the completion of a tertiary class/guild path but always also has other joining requirments. Each is only a singe level long where the skill, spell, ability, or power will either complete what a tertiary class/guild path was working towards in which case fewer tertiary class/guild paths will lead to it or be better than even those from the tertiary classes/guilds in which case the joining requirments will be stricter.
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$ How to Get Access to Mud (November 22, 2007)
First you must pass a maturity test instead of an age test as age is easy to fake while maturity is nearly impossible to fake.  Failing any step in the maturity test forces a start over from the very beginning of the test assuming you want to particapate in the mud honestly.  Next you must fill out the profile form that the maturity test unlocks.  Once the profile form is filled out and sumbit is clicked than an e-mail is to be sent to the e-mail address provided so the player can follow the instructions to activate his/her/hir/its account.  Once activated than the player can simply log in with his/her/hir/its user name and password each time comes back to the mud instead of going through the whole process again.

And since the mud is free, no information that can be used to check on a player's real world monetary standings like credit cards, checks, social security, ect. will ever be collected nor will the mud try to force you to join a site where you are required to pay.

The only thing that I will reveal of the maturity test is that it beings with this statement: Put 2 and 2 together.
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$ The 4 types of Meta-game Skills/Spells/Ablities/Powers (November 16, 2007)
As should be noted that all skills, spells, abilities, and powers belonging to any of these types are meant to be used to make sure the mud runs as smoothly as possible based on the job description of which work class(es)/guild(s) you are in and/or staff requirements should you happen to be a staff member.

Metagame Player Exclusive -
These can't be used by staff members even if get to the proper level in the proper class/guild to get it as they can too easily be abused when combined with 1 or more of the Staff Exclusive skills/spells/abilities/powers, that is more so than by themselves.

Pure Meta-game -
Both players and staff can use these once they reach the proper level in the proper class/guild.  All class/guild exclusive skills, spells, abilities, and powers fall into this type.

Staff Freebie - Players can use these once they reach the proper level in the proper class/guild but the staff members can use these as soon as they get their staff postition without ever having to join any class/guild that has and of them.

Staff Exclusive - These can't be used by players as they are to be used for staff only respondabilities.
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$ Rules (October 27, 2006)

Naming Policy

     No name may be Obscene/Vulgar, Harassing, and/or Defamatory.

     Names that contain advertising require staff approvable.

     Any trademark(s) in names require premission from the trademark(s) owner(s) to use.

     Titles for a name are earned, not chosen.

Harassment Policy

The following is considered harassment if used in any channel or through tells (other than to report players breaking the policy) or in direct speech:

The following is considered harassment if done:

Exploitation Policy

The following isn't allowed period:

     Bug Exploitation

     Abuse of Game Mechanics

     Using Unapproved Third Party Software

     Malicious UI Modifications

     Data Stream Manipulation and Data Mining

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$ Basic forms for skills, spells, abilities, and powers. (October 26, 2006)
Skill name:
Primary attribute:
Secondary attributes:
Type:
Difficulity:
Skill description:
Default width: (with description and/or explanation)
Other widths: (with explanation )
Default depth: (with explanation)
Other depths: (with explanation )

Spell Name:
School:
Subschool:
Descriptor:
Class/Level:
Components:
Saving Throw:
Spell Resistance:
Target:
Area:
Effects:

Ability Name:
Element:
Charge Type:
School:
Discipline:
Description:

Power:
Discipline:
Display:
Description:
Range:
Duration:
Attribute:
Point Cost:
Damage:
Secondary protection:
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$ Quick Overview of Classes/Guilds (October 13, 2006)
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.
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