Articles¶
Player-focused guides - pick a starting point, get oriented fast.
Recent additions, changes, and fresh guides - the short, player-facing changelog. Read the latest →
Onboarding - new players start here¶
The four-article series for your first hours through your first month in Ghelmyon. Class-agnostic, sequenced by playtime, reads in order.
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How to Play Ghelmyon - What kind of game this is and how to hold it: the loop, what to expect, and why not knowing every command is fine. Read first.
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First hour - the Academy - Tutorial walkthrough. Every verb the engine expects you to know.
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First day in Ghelmyon - Out of the Academy. Town walk, notice board, first shift, first inn.
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First week - The skill ladder clicks. First faction at Friendly. First named gear.
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First Waning - Hour ~50. The world breathes. Notice it; don't fight it.
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First heist - Week 2+. Ashworth's villa, the heist verb suite, the four-phase loop.
The world & setting¶
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The World of Ghelmyon - a primer - The "read this first to get the vibe" page: the world at a glance, the five towns, city-to-wilderness geography, and what kind of story you're in.
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The Five Towns - A practical thumbnail of each town: its flavor, who runs it, and what you go there for - trainers, vendors, factions, and trouble.
Class onramps¶
Pick the class that fits your style. Each article covers the first 30 minutes, where to go, what to buy, and which mercenaries to bring.
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Wanderer - Jack-of-all-trades. The default. Forgiving.
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Warrior - Heavy weapons, front line, hits things until they fall.
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Rogue - Sneak, stab, lockpick. Wins fights you never see.
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Ranger - Wilderness, archery, tracking. The road is your shop.
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Scholar - Knowledge is power. Literally - study reveals weaknesses.
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Bard - Charm and chaos. Fight with words first, blades second.
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Herbalist - Brew, cultivate, poison, heal. Nature's alchemist.
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:material-sparkles: Mage - Arcane caster. Raw magical force, gated by mana.
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Monk - Fists, focus, inner discipline. Channel your stat-pool through your knuckles.
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Cleric - Faith healer. Buff allies, smite the unholy.
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Necromancer - Spirits, drain, dark magic. Forbidden in most polite company.
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Tinkerer - Engineer and gadgeteer. Builds traps. Outsmarts.
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Paladin - Holy warrior. Martial discipline + divine power. Slow burn.
Items you'll actually want¶
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Survival essentials Bandages, rope, torch, food, waterskin. The "you forgot one of these and now you're in trouble" list.
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Utility & tools - Lockpicks, shovel, thieves' tools, climbing gear. When the world doesn't open the door for you.
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Recommended kits by class What every class should grab in their first hour of shopping.
Companions¶
- Grigg's three teams Wrecking Crew, Shield & Sparks, Old Guard. Which to hire for which class.
Core systems¶
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Combat 101 - Turn order, stances, aim zones, healing mid-fight, fleeing. The reference your first-hour Academy walkthrough left out.
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Stats & Attributes - What each attribute actually does - what to raise to hit harder, cast more, move first, or notice the trap before it springs.
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Bestiary Field Guide - What you'll fight: the creature families, where they lurk, what makes each dangerous, and how to learn their weaknesses before they learn yours.
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Wounds, Healing & Infection - HP vs. lasting wounds, who treats you (field medicine, healers, temples, herbalists), and what festers if you don't.
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Disease & Plague - The contagious layer beyond wound-infection: how illness spreads, its severity ladder, quarantine, and who can actually cure you.
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Drinking & Substances - Intoxication and its stat swings, sobering up, and the harder edge - addiction, withdrawal, and overdose.
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Faith & Worship - What temples offer, praying at shrines for boons, devotion, and the classes that draw their power from faith.
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Skills & Training - How skills grow - points from doing, lessons from trainers, the daily cap, rank gates, sub-skills, mastery tiers, and how a check is rolled.
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:material-sparkles: Magic & Spellcasting - How a cast resolves - mana, casting stats, schools and elements, fizzles and combos, and who can throw what.
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Survival - Hunger, Thirst & Fatigue - The needs clocks that drain as you play, what they penalize, and how eating, drinking and a good night's sleep set you right.
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Time & the Calendar - The day's phases, the week and seasons, the Waning, and why the baker isn't always behind the counter.
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Weather & the Sky - Weather shifts travel, outdoor skills, encounters, combat, prices and which spells land harder - how to read the sky and use it.
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Reputation & Standing - How faction rep and town notoriety are earned and lost, what each tier unlocks, and how word travels between towns.
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Death & Consequences - Knockout vs. true death, what you lose, where you wake, surrender, and who inherits when the worst happens.
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Getting Arrested - What happens after you're caught: the guard response, the arrest choices, jail and the cells, bail and fines, and getting back out.
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Marriage & Family - The long game - courtship into a proposal, moving in together, and what a spouse means for your home and inheritance.
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Mounts & Travel - Crossing between the five towns - the roads, mounts and their upkeep, river boats and caravans, and what waits on the road.
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Crafting Deep-Dive - Beyond the basics - disciplines and stations, how a craft check rolls, quality tiers, the value floor, and mastery unlocks.
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Crime & Stealth - Theft, pickpocketing, robbery, hiding and sneaking - who notices, and why stealing from a friend costs more than robbing a stranger.
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Commands You Should Know - The curated shortlist that changes how you play - grouped by when you'd reach for them, with why each matters.
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Talking to People - Speak to the room vs. one person, the quote shortcuts, asking about topics - the conversation model new players trip on.
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Making a Living - Shifts at real venues that pay coin, reputation and skill. Which venue fits your class, and why a shift beats one-off actions.
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Money & the Economy - Copper to platinum, how to earn it, what drains it, and why the same item sells for more in one town than another.
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Money Matters - Banks, Coin & Prices - The coin denominations, banks in every city and your global account, what things cost, and what drains your purse.
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Getting Around - The Map & Compass - Compass directions, named exits, reading the minimap navigator, the
/mapviews, and fog of war. -
A Place to Live - Homes, Bunks & Rent - Every NPC has a home; where they live, the six social tiers, the residential districts in each city, and inn bunk rooms.
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Locked Homes & Lockpicking - When a door is locked, how to get through it - your own home opens free, a key opens it instantly, or pick it with Locksmithing.
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Furnishings & Mementos - Furnished homes, examinable surfaces, and personal mementos you can inspect - and that matter for heist and blackmail leverage.
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Corpses, Looting & Skinning - Slain foes leave lootable corpses. Take the coin and gear, skin animals for hides, then move before they decay.
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Bounties & Wanted - Hunt the names the authorities want, turn them in dead or alive, and earn standing (not gold) - or find your own name on the board.
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Quests - How quests are offered, tracked, and resolved.
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Verb cheat-sheet - Every command at a glance.
Scenes¶
- Heist -
The four-phase noir caper. Cast, plan, execute, escape. The
flagship
/sceneand the paradigm the rest of the catalog inherits.
Factions & reputation¶
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Factions overview - All the powers in Ghelmyon, the six rep tiers, and how the rivalry matrix actually works.
- Merchants Guild
- :material-mask: Thieves Guild
- Temple of the Dawn
- Rangers Lodge
- Arcane Collegium
Spoiler-light by design
These articles are written for new players who want to make informed choices, not encyclopedias. Specific quest steps, deep-arc rewards, and Tier 3-4 lore are intentionally absent - discover those in play.