Wayrest Rules


This set of rules covers combat situations and some roleplay basics; for everything else, please consult the Charter of Wayrest.
If and when you engage in combat, first and foremost respect your opponent. Play fair. Do not attack anyone without a proper roleplay first, it is highly annoying and can quickly earn you a ban.


We currently use the SpellFire 1.8 meter.
Variations are permitted, but must be set to the proper race you play, not a rank you may have attained elsewhere. NOTE THAT SOME VARIATIONS WILL LIMIT ARMOR CLASS TO 3!
Resetting of meter after the start of a fight, or when your AV has been killed or rendered unconscious, is not allowed - play fair and accept defeat should it happen!
You may reset after 1 hour unless you are resurrected, but may not enter RP for a period of 24 hours after resetting.


For sparring, you can agree to use a different meter - for example, CCS, or SF2. The rules for resetting
naturally do not apply to sparring; in addition, there may be events where the rules are adjusted for
the event (tournaments, dragon hunts, etc.). The default is the normal rule set; all participants must agree to spar or take part in an event BEFORE using these exceptions, so no misunderstandings about resetting occur.


Your Avatar and her abilities.

First of all: Look your race! If you play a Treant, you should look like a walking tree. It is simply a matter of fairness towards other players to visibly "announce" what you are and can do.
A fire elemental should look like a living flame, not a tattoed drow, Elves must have pointed ears, etc.

Flight: Only winged creatures have true flight; Eastern Dragons use a form of innate levitation that is so close to true flight it makes no difference. Spirits like ghosts, genies, elementals hover closely above the ground, and can gain and maintain altitude only along structures (for example, buildings). Mages may have mastered a levitation spell, but must emote in at least two full sentences before taking flight.


The basic classes of warrior, cleric, rogue, mage are open to all races. Only long-lived mortal races can multiclass (Elves, Drow, Halfelves, Halfdrow, etc). Immortal races like Angels, Elementals, Treants etc. lack the drive to learn a second class; (rule of thumb: 140 HP or higher cannot multiclass) they can, however, switch over to an innately combo class like Paladin etc.

Attachments - Weapons and other.

Anything you are going to use should be visible on your Avatar at any given time
without using "view transparent"; this is simply a matter of fairness and transparency
(pun not intended).

A maximum of 3 items that do or prevent damage or benefit to others may be attached; sheath and weapon count as 1 item, Dual wield weapons as 2 items.
- A warrior may attach a bow, sword, and either a dagger, a buckler, or Perwin's pouch.
- A cleric may attach a spell hud, melee weapon, and a staff or book.
- A mage may attach a spell hud, melee weapon, and a staff or bow.

In other words: Any 3 weapons, items, shields allowed for your race and class may be attached simultaneously; but that does not mean they can be used simultaneously. If you have a 2H weapon, everything else must be sheathed. You cannot have both a bow or crossbow and a sword "in your hand" at the same time, since bow and crossbow require both hands to fire.

Armor and Shields
0 = no armor
1 = cloth armor (heavy, quilted linen or silk)
2 = leather armor
3 = studded leather, chainmail
4 = banded armor or single cuirass
5 = full plate armor

Any armor worn must be visible on your Avatar.

In addition to the inbuilt restrictions of the meter, which will give a higher stamina drain if too much armor for a given race is worn, there are some restrictions by class, which are listed here:
Warriors only.AC 5 is the highest allowed armor class!

Warriors, multiclasses by formula.

Warriors,Clerics, Rangers, multiclasses by formula.

All classes except single-classed Mages, Druids,and Shamans.

All classes

All classes

Formula for multiclassed characters: Add the allowed armor for each single class and devide by the number of classes. If the number should not be a full number ( for example, 2.5), round down. Example: Your character is a Warrior/Mage. The allowed AC for Warrior is 5, for Mage is 1. (5+1)/2 = 3. Your allowed AC is therefore 3.
Innate combination classes (Deathknight, Samurai, Paladin) are treated like multiclassed characters.


Only SpellFire 4.0 weapons and compatible are allowed as listed in the SpellFire Weapons Compendium (with the exception of Dragon Claws; an improved script has been released after completion of the Compendium, and the latest version may be used as an alternative to the one listed.).
Weapon scripts must match the weapon or item they are used in; please consult the Compendium for details. If in doubt, ask Llarian Ashbourne or Mantis Battle.
Enchanted weapons must have 1 HP damage less than normal except for dagger and may contain 1 spell with the same characteristics as a magical item, 2 spells if the wielder is an archetype-ranked caster (Archmage, High Cleric, etc.).

Restrictions by class:
Clerics may use blunt weapons or their deities signature weapon.
Druids and Shamans may use any weapon associated with nature (I.e. Made of stone, wood, leather, used for hunting, etc.)
Thieves, Bards, Rangers and other Rogue classes use light weaponry, that means no hammers, polearms and 2H weapons. Mages use simple weapons, daggers, staffs (polearm), crossbow.
Warriors may use any weapon; that includes multiclassed characters if one of their classes is warrior, except for the combination with cleric; here the restriction for cleric applies for melee weapons only.
Innate combination classes (Paladin, Deathknight, etc) are treated like the multiclass they correspond to.


Only caster classes can use spellbooks, wands, rods, and staffs. Scrolls must be single use and can be used by any class except warriors and rangers. Potions must be single use.
Magical items used must correspond with the class; that means, a mage cannot use a cleric spell book, a cleric cannot use a druid staff, etc.
Spells on self and single-target spells must use at least 1.4 times the mana they give as either damage or benefit; multi-target prim based spells must have a factor of at least 2.5, short ranged AoE (10m)a factor of at least 3.0, long range AoE (20 m) a factor of at least 3.5. Mana use can be replaced by a cooldown that is the same as the recharge time for the points that would be used if a Mana counter was used.


- Mages have magical shields and therefore do not use any physical shield

- A buckler may be used by any class except mages, and with all weapons
including those that require the use of both hands.

- A round shield may be used by any class except mage, rogue, and bard.
No weapon or item can be used with the left hand as long as the shield is

- A large shield may be used by warriors and innate combo classes only.

- A tower shield may be used by warriors only.

Multiclasses are treated like the most restricted classes; for example,
a warrior-mage may not use a shield.

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