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Classes

CLASSES Your class is your character's broad calling: the way you learned to survive, fight, cast, pray, bargain, sneak, heal, or listen to the

User 4 KB Updated 15 Jun 2026
CLASSES
=======

Your class is your character's broad calling: the way you learned to
survive, fight, cast, pray, bargain, sneak, heal, or listen to the
stranger voices of Insomnia.

Classes do not describe every detail of your personality. A Fighter may
be noble or vicious; a Mage may be scholarly, reckless, or hungry for
power; a Rogue may be a charming treasure-hunter rather than a street
cutthroat. Think of your class as the foundation your character grows
from.

CURRENT CLASSES
---------------

  Fighter
    Weapon masters, soldiers, bruisers, duelists and battlefield
    survivors. Fighters are the strongest physical combatants, with
    broad weapon training, solid defence, and direct martial growth.

  Rogue
    Thieves, scouts, assassins, tricksters and opportunists. Rogues
    rely on dexterity, stealth, dirty tricks, precise strikes and
    getting paid before anyone notices the purse is gone.

  Cleric
    Holy workers, healers, protectors and battle-priests. Clerics lean
    on faith, healing, wards and righteous force, with enough physical
    discipline to hold the line when prayer alone is not enough.

  Mage
    Students of raw magic, conjuration, destructive force and arcane
    utility. Mages are fragile compared with warriors, but have the
    greatest talent for bending reality until it screams politely.

  Ninja
    Focused martial adepts who blend discipline, speed, stealth and
    specialised combat techniques. Ninjas are physical, precise and
    dangerous when prepared.

  Druid
    Spiritual nature-workers, omen-readers, healers and storm-callers.
    Druids favour faith, healing, conjuring, wards and living-world
    magic over brute force, though roots and weather can still hurt.

  Witch
    Hedge-mages, hex-workers, spirit-bargainers and keepers of old
    dangerous lore. Witches favour curses, ritual knife-work, shadowed
    wards, blood-price workings and bargains best struck carefully.

COMING LATER
------------

  Templar
    Planned. Armoured champions of oath, order and sacred violence:
    part knight, part zealot, part walking verdict. Expect a heavier
    martial-faith identity than Clerics, with less gentle healing.

CHOOSING A CLASS
----------------

Pick the fantasy you want to play first, then worry about optimisation.

  Want direct weapon combat?        Try Fighter.
  Want stealth and dirty tricks?    Try Rogue or Ninja.
  Want healing and holy defence?    Try Cleric.
  Want raw spellcasting?            Try Mage.
  Want nature, spirits and omens?   Try Druid.
  Want hexes, bargains and curses?  Try Witch.

Some classes also specialise further through guilds, councils, halls or
later systems. Your class is the beginning of the character, not the
whole story.

RETIRED LEGACY CLASSES
----------------------

Monk and Kataan were old legacy class directions from earlier code
history. They are no longer current player class paths. Some old rooms,
comments or archived files may still remember them, but new characters
should look to the current and planned list above.

For more detail on an individual class, try:

  help fighter
  help rogue
  help cleric
  help mage
  help ninja
  help druid
  help witch

Templar help will arrive when that class is built.