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Where to Train - the 18 Shift Venues

Every class has a dedicated training venue - a specific location with a specific master NPC who runs the BG89 4-phase shift loop. You walk in, talk to the master, type /shift start, and the venue queues tier-appropriate tasks for you to handle with the class's verbs. Each clean shift credits Skill Points, faction rep, and a small stipend.

This article is the master map. Walk it once, pick your home venue, come back to it every in-game day or two.


At a glance

Total venues 18
Indoor venues 13 (one per non-outdoor class)
Outdoor venues 5 (the wilderness-leaning classes)
Shift cost Free to start; some venues require an introduction conversation first
Shift duration 4 in-game phases (~30 real minutes)
Reward shape SP + small stipend (5-15s) + faction rep

Indoor venues

The 13 indoor venues sit inside towns. Most are in Ghelmyon, with two each in the Temple district and the Academy district. The masters are stable - they run the venue every day, all four phases, with brief breaks. Approach them with a greeting and they'll point at the lectern or the bench.

Class Venue Master NPC Location Skills taught
Warrior Barracks sparring yard Sergeant Bram barracks_sparring_yard Weapon skills, dodge, stances
Mage Collegium practice hall Instructor Cyran academy_practice_hall Arcane Arts, spellcasting, ward theory
Tinkerer Academy tinker bench Master Tinker Pivot academy_tinker_bench Tinkering, engineering, lockpicking
Alchemist / Herbalist Mortar & Leaf brew counter Mistress Ilva Greenfinger apothecary_brew_counter Herbalism, alchemy, identify
Bard Tavern performance stage Caedmon Larkmere tavern_performance_stage Performance, charm, songcraft
Scholar Hall of Scrolls research desk Senior Scribe Morwenna library_research_desk Lore, literacy, identify
Monk Temple dojo Master Eolen Thrace temple_dojo Unarmed combat, discipline, meditate
Paladin Temple chapelyard Knight-Brother Valen temple_chapelyard Faith magic, martial discipline, sword
Blacksmith Iron Scale forge bench Reinhold Cassel iron_scale_forge_bench Smithing, weapon repair, metallurgy
Cleric Temple hospice wing Sister Miriam temple_hospice_wing Faith magic, healing, field medicine
Necromancer Cemetery crypt-keeper duty Verlow Mortmain cemetery_crypt_keeper_duty Necromancy, lore, identify
Wanderer North gate caravan rally Tovis Wend north_gate_caravan_rally Outdoors, streetwise, track
Hunter Greenweald hunt camp Kerrik Ardenwood greenweald_hunt_camp Track, archery, skinning

Outdoor venues

The five outdoor venues are zone-run style - you don't queue up at a bench, you walk a piece of country in 4-phase increments. The encounter rate is per-phase, the depletion is real (a zone over-worked in one shift produces less the next), and the trip-risk multiplier means you can lose part of your stipend to setbacks. Cloning the Hunter prototype, the five outdoor venues are:

Class Venue Location Skills taught
Forager Greenweald Foragers' Pitch greenweald_foragers_pitch Herbalism, gathering, survival
Fisher River-Dock Fishing Stand mh_river_dock_fishing Angling, lure-craft, patience
Miner Sunken Mines Open Shaft sunken_mines_open_shaft Mining, ore-lore, stone-sense
Trapper Darkhollow Snare-Line darkhollow_snare_line Trap-craft, hide-cure, tracking
Woodsman Iron Pass Logging Stand iron_pass_logging_stand Logging, axecraft, terrain-read

The outdoor masters rotate - sometimes they're at the venue, sometimes they're in town buying supplies. Drop by twice if you miss them the first time.


How a shift works (universal pattern)

  1. Walk to the venue. Each venue has an exterior and an interior (or the outdoor equivalent - a campsite, a clearing, a dock).
  2. Greet the master. greet or talk <master name> - the master will offer a quick conversation about today's queue.
  3. Type /shift start. This locks you into the 4-phase shift.
  4. Handle tasks with the class verbs. Each venue has its verb set - /study, /practice, cast, forge, etc. - that resolve tier-appropriate tasks. The master logs each completion.
  5. /shift end or let it run. Ending early costs you the remaining stipend but credits your partial work. Letting it complete is the standard way.

A clean 4-phase shift typically yields:

  • 3-6 SP across the venue's training skills
  • 5-15s in stipend
  • 1-3 faction rep with the venue's home faction
  • A small chance of a named drop (rare; usually only for high-tier shifts at low-skill players)

Faction alignment

Each venue is tied to a faction. Climbing rep at the venue moves your standing with that faction. The masters watch - they remember who showed up and who didn't.

Venue Faction
Temple hospice / dojo / chapelyard Temple of the Dawn
Academy practice hall / tinker bench / library Arcane Collegium
Barracks sparring yard Town Guard
Apothecary brew counter Wild Coven (loosely)
Tavern performance stage independent / civic
Iron Scale forge bench Deep Circle
Cemetery crypt-keeper duty Bone Chapel
North gate caravan rally independent / Merchants Guild
Greenweald hunt camp / foragers' pitch Rangers Lodge
River-Dock Fishing Stand Merchants Guild (loosely)
Sunken Mines Open Shaft Deep Circle
Darkhollow Snare-Line independent / lawless
Iron Pass Logging Stand independent / Deep Circle (loose)

Discoverability

The notice board in each town generally hints at the local venue once your class is set. The Academy district in Ghelmyon has notices for all the indoor venues; the Greenweald hunt-camp signpost points at the foragers' pitch and the Iron Pass road notice mentions the logging stand. You don't need to know the location id - every venue has a clear in-town signpost; the ids in this article are for players who want to teleport directly via /go <id>.


Cross-class venue access

Each venue is primarily tied to one class but isn't locked. A Wanderer can take a shift at the forge bench if Reinhold accepts - the SP rate is lower (you're not specialised) and the rep gain is smaller, but it's a viable secondary track for cross-class characters.

The exceptions: Paladin chapelyard and Necromancer crypt-keeper duty are both faith-aligned with mutually-incompatible doctrines. Walking into the wrong one gets you a polite invitation to leave.


See also