Skip to content

Articles

Player-focused guides - pick a starting point, get oriented fast.

What's New

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.

  • 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.

  • First hour - the Academy - Tutorial walkthrough. Every verb the engine expects you to know.

  • First day in Ghelmyon - Out of the Academy. Town walk, notice board, first shift, first inn.

  • First week - The skill ladder clicks. First faction at Friendly. First named gear.

  • First Waning - Hour ~50. The world breathes. Notice it; don't fight it.

  • First heist - Week 2+. Ashworth's villa, the heist verb suite, the four-phase loop.


The world & setting

  • 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.

  • 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.

  • Wanderer - Jack-of-all-trades. The default. Forgiving.

  • Warrior - Heavy weapons, front line, hits things until they fall.

  • Rogue - Sneak, stab, lockpick. Wins fights you never see.

  • Ranger - Wilderness, archery, tracking. The road is your shop.

  • Scholar - Knowledge is power. Literally - study reveals weaknesses.

  • Bard - Charm and chaos. Fight with words first, blades second.

  • Herbalist - Brew, cultivate, poison, heal. Nature's alchemist.

  • :material-sparkles: Mage - Arcane caster. Raw magical force, gated by mana.

  • Monk - Fists, focus, inner discipline. Channel your stat-pool through your knuckles.

  • Cleric - Faith healer. Buff allies, smite the unholy.

  • Necromancer - Spirits, drain, dark magic. Forbidden in most polite company.

  • Tinkerer - Engineer and gadgeteer. Builds traps. Outsmarts.

  • Paladin - Holy warrior. Martial discipline + divine power. Slow burn.

Items you'll actually want

  • Survival essentials Bandages, rope, torch, food, waterskin. The "you forgot one of these and now you're in trouble" list.

  • Utility & tools - Lockpicks, shovel, thieves' tools, climbing gear. When the world doesn't open the door for you.

  • 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

  • Combat 101 - Turn order, stances, aim zones, healing mid-fight, fleeing. The reference your first-hour Academy walkthrough left out.

  • Stats & Attributes - What each attribute actually does - what to raise to hit harder, cast more, move first, or notice the trap before it springs.

  • 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.

  • Wounds, Healing & Infection - HP vs. lasting wounds, who treats you (field medicine, healers, temples, herbalists), and what festers if you don't.

  • Disease & Plague - The contagious layer beyond wound-infection: how illness spreads, its severity ladder, quarantine, and who can actually cure you.

  • Drinking & Substances - Intoxication and its stat swings, sobering up, and the harder edge - addiction, withdrawal, and overdose.

  • Faith & Worship - What temples offer, praying at shrines for boons, devotion, and the classes that draw their power from faith.

  • 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.

  • :material-sparkles: Magic & Spellcasting - How a cast resolves - mana, casting stats, schools and elements, fizzles and combos, and who can throw what.

  • 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.

  • Time & the Calendar - The day's phases, the week and seasons, the Waning, and why the baker isn't always behind the counter.

  • Weather & the Sky - Weather shifts travel, outdoor skills, encounters, combat, prices and which spells land harder - how to read the sky and use it.

  • Reputation & Standing - How faction rep and town notoriety are earned and lost, what each tier unlocks, and how word travels between towns.

  • Death & Consequences - Knockout vs. true death, what you lose, where you wake, surrender, and who inherits when the worst happens.

  • 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.

  • Marriage & Family - The long game - courtship into a proposal, moving in together, and what a spouse means for your home and inheritance.

  • Mounts & Travel - Crossing between the five towns - the roads, mounts and their upkeep, river boats and caravans, and what waits on the road.

  • Crafting Deep-Dive - Beyond the basics - disciplines and stations, how a craft check rolls, quality tiers, the value floor, and mastery unlocks.

  • Crime & Stealth - Theft, pickpocketing, robbery, hiding and sneaking - who notices, and why stealing from a friend costs more than robbing a stranger.

  • Commands You Should Know - The curated shortlist that changes how you play - grouped by when you'd reach for them, with why each matters.

  • Talking to People - Speak to the room vs. one person, the quote shortcuts, asking about topics - the conversation model new players trip on.

  • 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.

  • 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.

  • Money Matters - Banks, Coin & Prices - The coin denominations, banks in every city and your global account, what things cost, and what drains your purse.

  • Getting Around - The Map & Compass - Compass directions, named exits, reading the minimap navigator, the /map views, 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.

  • 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.

  • Furnishings & Mementos - Furnished homes, examinable surfaces, and personal mementos you can inspect - and that matter for heist and blackmail leverage.

  • Corpses, Looting & Skinning - Slain foes leave lootable corpses. Take the coin and gear, skin animals for hides, then move before they decay.

  • 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.

  • Quests - How quests are offered, tracked, and resolved.

  • Verb cheat-sheet - Every command at a glance.

Scenes

  • Heist - The four-phase noir caper. Cast, plan, execute, escape. The flagship /scene and the paradigm the rest of the catalog inherits.

Factions & reputation


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.