Difference between revisions of "Loreplay Dalgoth (RiF)"

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[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]
== Loreplay Server Charters ==
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[[Image:LoAMap.jpg|thumb|400px|Territories of Dalgoth Marches]]
 +
== Lore on ARAC ==
 +
Lore on ARAC is a feature which released with SBEmu's RiF patch. Players may flag their character as either a Lore or ARAC at character creation. This decision determines the rules by which that character may join a guild. Characters which select the normal option (ARAC) to not receive any of the perks or penalties listed on this page. The rules for LoA are as follows:
  
Unlike normal servers, the Loreplay Server has restrictions on it. While these are restrictions, we do believe that these changes will not only enhance the game play but ultimately make it more enjoyable. At the same time, we do realize that these kind of restrictions are not for everyone and that is why these changes will only be hosted on one server when this is placed on the production game servers; the Loreplay Server.
+
*Lore characters must join a guild made with a charter which does not prohibit both their race and class choice.
 +
*Nations can only form upon one Charter Type or "Faction". For example, a [[Dwarfhold]] can only swear fealty to another [[Dwarfhold]].
 +
*Lore characters of differing Factions may not group with one another.
 +
*Beneficial Powers can only be cast on members of the same Faction. Take note that [[Healer#Summon|Summon]] is a beneficial power.
 +
*Members of an [[Errant]] Guild will have responses based off of their Faction. For example, an Unholy Legion Guild without a Nation can still cast beneficial powers on other members of Unholy Legion Guilds.
 +
*Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.
 +
*True [[Errant]] Players that have no guild or faction cannot group with anyone or cast beneficial powers upon anyone or have any cast upon them.
 +
 
 +
 
 +
== Perks ==
 +
=== Unique Characters ===
 +
Lore characters may promote to the following nontraditional race/class combinations:
 +
*Aracoix Healer Druid
 +
*Aracoix Healer Fury
 +
*Centaur Fighter Bard
 +
*Centaur Fighter Scout
 +
*Dwarf Fighter Bard
 +
*Dwarf Fighter Scout
 +
*Dwarf Healer Channeler
 +
*Nephilim Healer Priest
 +
*Shade Healer Priest (Shade Priests must begin as Mages, their base class changes to Healer upon promotion)
 +
 
 +
 
 +
=== Favored Terrain ===
 +
Charters possess one or more types of terrain which are considered 'favored'. Lore characters belonging to a Guild possessing a Tree of Life planted within favored terrain receive several statistical bonuses while adventuring within that territory. For example, a Human Ranger belonging to a Ranger's Brotherhood guild which owns a city in the Borderlands forest territory of Dalgoth Marches would receive the following while in that territory, but not while in the desert territory of Ketharuun:
 +
*+20 to all Statistics
 +
*+5% DEF/ATR/DMG/HP whilst at Banes within Favored Terrain
 +
 
 +
 
 +
=== Stronger Boons ===
 +
*The [[Boon]] which a lore character receives from their city's shrines are slightly more powerful.
 +
 
 +
 
 +
=== Extra Spire ===
 +
*Lore nations may place an additional spire within their city grid.
  
Here is a list of changes that will only be found on the Loreplay Server. Please note that "Faction" refers to Guild Charter Type:
 
  
*Guild Membership is now restricted by Charter Type and each Charter has a list of allowable [[:Category:Races|Race]], [[:Category:Classes|Class]],and Gender (for the Amazon Temple) prerequisites. More information on this below.
 
*Nations can only form upon one Charter Type or "Faction". For example, a [[Noble House]] can only swear fealty to another [[Noble House]].
 
*Only Nation Members can group together.
 
*Beneficial Powers can only be cast on members of the same Faction. Take note that [[Healer#Summon|Summon]] is a beneficial power.
 
*Members of an [[Errant]] Guild will have responses based off of their Faction. For example, an Oblivion Guild without a Nation can still cast beneficial powers on other members of Oblivion Guilds.
 
*Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.
 
*Truly [[Errant]] Players that have no guild or faction cannot group with anyone or cast beneficial powers upon anyone or have any cast upon them.
 
  
===Factionholds===
 
While the Starter Island shall remain the same, once a player moves off of it he will have to join a Factionhold or a Player Guild based on his Faction-type. There are seventeen (17) Factionholds scattered across the lands. While these may appear to be smaller versions of Safeholds, there are some differences that players must be aware of. First and foremost, they will only accept members who fit their Faction Type. This means that a Human Confessor will not be able to join a Factionhold based on the Church of the All-Father faction (or a Player Guild for that matter). The second most important difference between a Factionhold and a Safehold is that the Guards in a Factionhold will attack any other Faction than their own on sight. If you are a Shade Thief who is part of a Thieves' Den and try to walk into the Oblivion Factionhold, the guards will immediately attack you. The only Factionhold that does not have Guards is Sea Dog's Rest. There are no Safeholds off of the Beginner's Island that allow the Any Race, Any Class guild templates.
 
  
====Sea Dog's Rest====
 
Sea Dog's Rest does exist on this world but will function slightly differently than it does in other servers. Sea Dog's Rest is based on a Thieves' Den charter so only those that meet the prerequisites for a Thieves' Den can actually join it. It has no guards, so members of other Factions can freely trade there. (There is another [[Thieves' Den]] that does have guards). Furthermore (and ironically), the Law Gate resides in Sea Dog's Rest so individuals can easily travel there even without a Traveler Rune. They simply have to enter the White Portal on a Runegate that is always open.
 
  
====The Factionholds====
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=The Charters=
  
 
{|
 
{|
 
|[[Image:Amazontemple.jpg|left|Amazon Temple Safehold]]  
 
|[[Image:Amazontemple.jpg|left|Amazon Temple Safehold]]  
 
|'''Fort Irsadeng''' ([[Amazon Temple]])<br />
 
|'''Fort Irsadeng''' ([[Amazon Temple]])<br />
Races: [[Aelfborn]], [[Elf]], [[Half Giant]], [[Human]].<br />
+
Races: [[Aelfborn]], [[Centaur]], [[Elf]], [[Half Giant]] & [[Human]]<br />
Classes: [[Bard]], [[Druid]], [[Fury]], [[Huntress]], [[Priest]], [[Scout]], [[Warrior]], [[Wizard]].<br />
+
Classes: [[Bard]], [[Channeler]], [[Druid]], [[Fury]], [[Huntress]], [[Priest]], [[Scout]], [[Warrior]] & [[Wizard]]<br />
Gender: '''Female Only'''; ''this is the only Faction that has a gender restriction.''
+
Unique: '''Female Only'''; ''this is the only Faction that has a gender restriction.''<br />
 +
Favored Biome: Swamp
 
|}
 
|}
  
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|[[Image:Aracoixkhree.jpg|left|Aracoix Kh'ree Safehold]]  
 
|[[Image:Aracoixkhree.jpg|left|Aracoix Kh'ree Safehold]]  
 
|'''The Aerie''' ([[Aracoix Kh'ree]])<br />
 
|'''The Aerie''' ([[Aracoix Kh'ree]])<br />
Races: [[Aracoix]].<br />
+
Races: [[Aracoix]]<br />
Classes: [[Assassin]], [[Barbarian]], [[Bard]], [[Huntress]], [[Priest]], [[Ranger]], [[Scout]], [[Thief]], [[Warlock]], [[Warrior]].
+
Classes: [[Assassin]], [[Barbarian]], [[Bard]], [[Druid]], [[Fury]], [[Huntress]], [[Priest]], [[Ranger]], [[Scout]], [[Thief]], [[Warlock]] & [[Warrior]]<br />
 +
Unique: Gain a stacking +30% damage while wielding a Siege Weapon<br />
 +
Favored Biome: Desert & Ice
 
|}
 
|}
  
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|[[Image:Barbarianclan.jpg|left|Barbarian Clan Safehold]]  
 
|[[Image:Barbarianclan.jpg|left|Barbarian Clan Safehold]]  
 
|'''Brakkolumbir''' ([[Barbarian Clan]])<br />
 
|'''Brakkolumbir''' ([[Barbarian Clan]])<br />
Races: [[Aelfborn]], [[Half Giant]], [[Human]], [[Minotaur]].<br />
+
Races: [[Aelfborn]], [[Half Giant]], [[Human]] & [[Minotaur]]<br />
Classes: [[Barbarian]], [[Bard]], [[Doomsayer]], [[Fury]], [[Priest]], [[Scout]], [[Thief]], [[Warrior]].
+
Classes: [[Barbarian]], [[Bard]], [[Doomsayer]], [[Druid]], [[Fury]], [[Huntress]], [[Priest]], [[Scout]] & [[Thief]]<br />
 +
Favored Biome: Ice
 
|}
 
|}
  
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|[[Image:Centaurcohort.jpg|left|Centaur Cohort Safehold]]  
 
|[[Image:Centaurcohort.jpg|left|Centaur Cohort Safehold]]  
 
|'''Fort Ekarros''' ([[Centaur Cohort]])<br />
 
|'''Fort Ekarros''' ([[Centaur Cohort]])<br />
Races: [[Centaur]].<br />
+
Races: [[Centaur]]<br />
Classes: [[Barbarian]], [[Crusader]], [[Druid]], [[Huntress]], [[Prelate]], [[Priest]], [[Ranger]], [[Sentinel]], [[Warrior]].
+
Classes: [[Barbarian]], [[Bard]], [[Crusader]], [[Druid]], [[Huntress]], [[Prelate]], [[Priest]], [[Ranger]], [[Scout]], [[Sentinel]] & [[Warrior]]<br />
 +
Unique: Gain a stacking +30% damage while wielding a Siege Weapon<br />
 +
Favored Biome: Plains & Forest
 
|}
 
|}
 
    
 
    
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|[[Image:Churchoftheallfather.jpg|left|Church of the All-Father Safehold]]  
 
|[[Image:Churchoftheallfather.jpg|left|Church of the All-Father Safehold]]  
 
|'''Greensward Parish''' ([[Church of the All-Father]])<br />
 
|'''Greensward Parish''' ([[Church of the All-Father]])<br />
Races: [[Aelfborn]], [[Centaur]], [[Elf]], [[Half Giant]], [[Human]].<br />
+
Races: [[Aelfborn]], [[Elf]], [[Half Giant]] & [[Human]].<br />
Classes: [[Bard]], [[Channeler]], [[Crusader]], [[Nightstalker]], [[Prelate]], [[Priest]], [[Scout]], [[Sentinel]].
+
Classes: [[Bard]], [[Channeler]], [[Crusader]], [[Nightstalker]], [[Prelate]], [[Priest]], [[Scout]], [[Sentinel]], [[Warrior]] & [[Wizard]]<br />
 +
Unique: Warriors must apply the Knight rune before joining<br />
 +
Favored Biome: Plains
 
|}
 
|}
  
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|[[Image:Cultofthescourge.jpg|left|Cult of the Scourge Safehold]]  
 
|[[Image:Cultofthescourge.jpg|left|Cult of the Scourge Safehold]]  
 
|'''Morloch's Wrath''' ([[Cult of the Scourge]])<br />
 
|'''Morloch's Wrath''' ([[Cult of the Scourge]])<br />
Races: [[Aelfborn]], [[Human]], [[Minotaur]], [[Nephilim]].<br />
+
Races: [[Minotaur]] & [[Nephilim]].<br />
Classes: [[Bard]], [[Channeler]], [[Doomsayer]], [[Priest]], [[Scout]], [[Warrior]], [[Wizard]].
+
Classes: [[Assassin]], [[Barbarian]], [[Bard]], [[Channeler]], [[Doomsayer]], [[Fury]], [[Priest]], [[Scout]], [[Thief]], [[Warrior]], [[Warlock]] & [[Wizard]]<br />
 +
Unique: Nephilim can become Priests in this charter<br />
 +
Favored Biome: Swamp & Wasteland
 
|}
 
|}
  
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|[[Image:Dwarfhold.jpg|left|Dwarfhold Safehold]]
 
|[[Image:Dwarfhold.jpg|left|Dwarfhold Safehold]]
 
|'''Korvambar''' ([[Dwarfhold]])<br />
 
|'''Korvambar''' ([[Dwarfhold]])<br />
Races: [[Dwarf]].<br />
+
Races: [[Dwarf]]<br />
Classes: [[Crusader]], [[Prelate]], [[Priest]], [[Sentinel]], [[Warrior]].
+
Classes: [[Crusader]], [[Prelate]], [[Priest]], [[Sentinel]], [[Warrior]], [[Scout]], [[Bard]] & [[Channeler]]<br />
 +
Unique: Gain a stacking +30% damage while wielding a Siege Weapon<br />
 +
Favored Biome: Plains, Ice & Wasteland
 
|}
 
|}
  
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|[[Image:Highcourt.jpg|left|High Court Safehold]]
 
|[[Image:Highcourt.jpg|left|High Court Safehold]]
 
|'''Aelarnost''' ([[High Court]])<br />
 
|'''Aelarnost''' ([[High Court]])<br />
Races: [[Elf]], [[Minotaur]].<br />
+
Races: [[Elf]] & [[Minotaur]]<br />
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Druid]], [[Necromancer]], [[Priest]], [[Ranger]], [[Scout]], [[Thief]], [[Warrior]], [[Wizard]].
+
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Druid]], [[Necromancer]], [[Prelate]], [[Priest]], [[Ranger]], [[Scout]], [[Sentinel]], [[Thief]], [[Warrior]] & [[Wizard]]<br />
 +
Unique: Prohibited Discipline: Bloodhorn<br />
 +
Favored Biome: Forest & Ice
 
|}
 
|}
  
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|[[Image:Rangersbrotherhood.jpg|left|Ranger Brotherhood Safehold]]  
 
|[[Image:Rangersbrotherhood.jpg|left|Ranger Brotherhood Safehold]]  
 
|'''Wood's Hollow''' ([[Ranger's Brotherhood]])<br />
 
|'''Wood's Hollow''' ([[Ranger's Brotherhood]])<br />
Races: [[Aelfborn]], [[Elf]], [[Half Giant]], [[Human]], [[Shade]].<br />
+
Races: [[Aelfborn]], [[Elf]], [[Half Giant]], [[Human]] & [[Shade]]<br />
Classes: [[Bard]], [[Channeler]], [[Druid]], [[Priest]], [[Ranger]], [[Scout]], [[Warrior]].
+
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Druid]], [[Nightstalker]], [[Priest]], [[Ranger]], [[Scout]], [[Thief]] & [[Wizard]]<br />
 +
Favored Biome: Forest
 
|}
 
|}
  
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|[[Image:Templeofthecleansingflame.jpg|left|Temple of the Cleansing Flame Safehold]]
 
|[[Image:Templeofthecleansingflame.jpg|left|Temple of the Cleansing Flame Safehold]]
 
|'''Gray Sands''' ([[Temple of the Cleansing Flame]])<br />
 
|'''Gray Sands''' ([[Temple of the Cleansing Flame]])<br />
Races: [[Half Giant]], [[Human]].<br />
+
Races: [[Half Giant]] & [[Human]]<br />
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Confessor]], [[Nightstalker]], [[Priest]], [[Scout]], [[Templar]].
+
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Confessor]], [[Nightstalker]], [[Priest]], [[Scout]], [[Sentinel]] & [[Templar]]<br />
 +
Favored Biome: Desert & Wasteland
 
|}
 
|}
  
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|[[Image:Unholylegion.jpg|left|Unholy Legion Safehold]]  
 
|[[Image:Unholylegion.jpg|left|Unholy Legion Safehold]]  
 
|'''Duskfall Point''' ([[Unholy Legion]])<br />
 
|'''Duskfall Point''' ([[Unholy Legion]])<br />
Races: [[Human]], [[Shade]], [[Vampire]].<br />
+
Races: [[Human]], [[Shade]] & [[Vampire]]<br />
Classes: [[Assassin]], [[Channeler]], [[Necromancer]], [[Priest]], [[Scout]], [[Thief]], [[Warlock]], [[Warriors]], [[Wizard]].
+
Classes: [[Assassin]], [[Channeler]], [[Necromancer]], [[Priest]], [[Scout]], [[Thief]], [[Warlock]], [[Warriors]] & [[Wizard]]<br />
 +
Favored Biome: Wasteland
 
|}
 
|}
  
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|[[Image:Virakt.jpg|left|Virakt Safehold]]
 
|[[Image:Virakt.jpg|left|Virakt Safehold]]
 
|'''Kaal Tharkhan''' ([[Virakt]])<br />
 
|'''Kaal Tharkhan''' ([[Virakt]])<br />
Races: [[Irekei]].<br />
+
Races: [[Irekei]]<br />
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Fury]], [[Huntress]], [[Nightstalker]], [[Priest]], [[Ranger]], [[Scout]], [[Thief]], [[Warrior]], [[Wizard]].
+
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Fury]], [[Huntress]], [[Nightstalker]], [[Priest]], [[Ranger]], [[Scout]], [[Thief]], [[Warrior]] & [[Wizard]]<br />
 +
Favored Biome: Desert & Forest
 
|}
 
|}
  
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|[[Image:Wizardsconclave.jpg|left|Wizard's Conclave Safehold]]  
 
|[[Image:Wizardsconclave.jpg|left|Wizard's Conclave Safehold]]  
 
|'''Qibbura Outpost''' ([[Wizard's Conclave]])<br />
 
|'''Qibbura Outpost''' ([[Wizard's Conclave]])<br />
Races: [[Aelfborn]], [[Elf]], [[Human]], [[Nephilim]], [[Shade]].<br />
+
Races: [[Aelfborn]], [[Elf]], [[Human]], [[Nephilim]] & [[Shade]]<br />
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Doomsayer]], [[Fury]], [[Necromancer]], [[Priest]], [[Warlock]], [[Wizard]].
+
Classes: [[Assassin]], [[Bard]], [[Channeler]], [[Doomsayer]], [[Fury]], [[Necromancer]], [[Nightstalker]], [[Priest]], [[Scout]], [[Warlock]] & [[Wizard]]<br />
 +
Favored Biome: Plains & Swamp
 
|}
 
|}

Latest revision as of 23:56, 19 October 2014

Territories of Dalgoth Marches

Lore on ARAC

Lore on ARAC is a feature which released with SBEmu's RiF patch. Players may flag their character as either a Lore or ARAC at character creation. This decision determines the rules by which that character may join a guild. Characters which select the normal option (ARAC) to not receive any of the perks or penalties listed on this page. The rules for LoA are as follows:

  • Lore characters must join a guild made with a charter which does not prohibit both their race and class choice.
  • Nations can only form upon one Charter Type or "Faction". For example, a Dwarfhold can only swear fealty to another Dwarfhold.
  • Lore characters of differing Factions may not group with one another.
  • Beneficial Powers can only be cast on members of the same Faction. Take note that Summon is a beneficial power.
  • Members of an Errant Guild will have responses based off of their Faction. For example, an Unholy Legion Guild without a Nation can still cast beneficial powers on other members of Unholy Legion Guilds.
  • Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.
  • True Errant Players that have no guild or faction cannot group with anyone or cast beneficial powers upon anyone or have any cast upon them.


Perks

Unique Characters

Lore characters may promote to the following nontraditional race/class combinations:

  • Aracoix Healer Druid
  • Aracoix Healer Fury
  • Centaur Fighter Bard
  • Centaur Fighter Scout
  • Dwarf Fighter Bard
  • Dwarf Fighter Scout
  • Dwarf Healer Channeler
  • Nephilim Healer Priest
  • Shade Healer Priest (Shade Priests must begin as Mages, their base class changes to Healer upon promotion)


Favored Terrain

Charters possess one or more types of terrain which are considered 'favored'. Lore characters belonging to a Guild possessing a Tree of Life planted within favored terrain receive several statistical bonuses while adventuring within that territory. For example, a Human Ranger belonging to a Ranger's Brotherhood guild which owns a city in the Borderlands forest territory of Dalgoth Marches would receive the following while in that territory, but not while in the desert territory of Ketharuun:

  • +20 to all Statistics
  • +5% DEF/ATR/DMG/HP whilst at Banes within Favored Terrain


Stronger Boons

  • The Boon which a lore character receives from their city's shrines are slightly more powerful.


Extra Spire

  • Lore nations may place an additional spire within their city grid.



The Charters

Amazon Temple Safehold
Fort Irsadeng (Amazon Temple)

Races: Aelfborn, Centaur, Elf, Half Giant & Human
Classes: Bard, Channeler, Druid, Fury, Huntress, Priest, Scout, Warrior & Wizard
Unique: Female Only; this is the only Faction that has a gender restriction.
Favored Biome: Swamp

Aracoix Kh'ree Safehold
The Aerie (Aracoix Kh'ree)

Races: Aracoix
Classes: Assassin, Barbarian, Bard, Druid, Fury, Huntress, Priest, Ranger, Scout, Thief, Warlock & Warrior
Unique: Gain a stacking +30% damage while wielding a Siege Weapon
Favored Biome: Desert & Ice

Barbarian Clan Safehold
Brakkolumbir (Barbarian Clan)

Races: Aelfborn, Half Giant, Human & Minotaur
Classes: Barbarian, Bard, Doomsayer, Druid, Fury, Huntress, Priest, Scout & Thief
Favored Biome: Ice

Centaur Cohort Safehold
Fort Ekarros (Centaur Cohort)

Races: Centaur
Classes: Barbarian, Bard, Crusader, Druid, Huntress, Prelate, Priest, Ranger, Scout, Sentinel & Warrior
Unique: Gain a stacking +30% damage while wielding a Siege Weapon
Favored Biome: Plains & Forest

Church of the All-Father Safehold
Greensward Parish (Church of the All-Father)

Races: Aelfborn, Elf, Half Giant & Human.
Classes: Bard, Channeler, Crusader, Nightstalker, Prelate, Priest, Scout, Sentinel, Warrior & Wizard
Unique: Warriors must apply the Knight rune before joining
Favored Biome: Plains

Cult of the Scourge Safehold
Morloch's Wrath (Cult of the Scourge)

Races: Minotaur & Nephilim.
Classes: Assassin, Barbarian, Bard, Channeler, Doomsayer, Fury, Priest, Scout, Thief, Warrior, Warlock & Wizard
Unique: Nephilim can become Priests in this charter
Favored Biome: Swamp & Wasteland

Dwarfhold Safehold
Korvambar (Dwarfhold)

Races: Dwarf
Classes: Crusader, Prelate, Priest, Sentinel, Warrior, Scout, Bard & Channeler
Unique: Gain a stacking +30% damage while wielding a Siege Weapon
Favored Biome: Plains, Ice & Wasteland

High Court Safehold
Aelarnost (High Court)

Races: Elf & Minotaur
Classes: Assassin, Bard, Channeler, Druid, Necromancer, Prelate, Priest, Ranger, Scout, Sentinel, Thief, Warrior & Wizard
Unique: Prohibited Discipline: Bloodhorn
Favored Biome: Forest & Ice

Ranger Brotherhood Safehold
Wood's Hollow (Ranger's Brotherhood)

Races: Aelfborn, Elf, Half Giant, Human & Shade
Classes: Assassin, Bard, Channeler, Druid, Nightstalker, Priest, Ranger, Scout, Thief & Wizard
Favored Biome: Forest

Temple of the Cleansing Flame Safehold
Gray Sands (Temple of the Cleansing Flame)

Races: Half Giant & Human
Classes: Assassin, Bard, Channeler, Confessor, Nightstalker, Priest, Scout, Sentinel & Templar
Favored Biome: Desert & Wasteland

Unholy Legion Safehold
Duskfall Point (Unholy Legion)

Races: Human, Shade & Vampire
Classes: Assassin, Channeler, Necromancer, Priest, Scout, Thief, Warlock, Warriors & Wizard
Favored Biome: Wasteland

Virakt Safehold
Kaal Tharkhan (Virakt)

Races: Irekei
Classes: Assassin, Bard, Channeler, Fury, Huntress, Nightstalker, Priest, Ranger, Scout, Thief, Warrior & Wizard
Favored Biome: Desert & Forest

Wizard's Conclave Safehold
Qibbura Outpost (Wizard's Conclave)

Races: Aelfborn, Elf, Human, Nephilim & Shade
Classes: Assassin, Bard, Channeler, Doomsayer, Fury, Necromancer, Nightstalker, Priest, Scout, Warlock & Wizard
Favored Biome: Plains & Swamp