Clan Specialities

Every clan has a speciality that they can provide to the world. This allows clans to give something specific to the world, that they can craft the items that fit their speciality, clan locked, unlike world crafts. Accompanying this, some specialties may get perks, such as Shaw’s weapons and armor are going to be better than world crafts, because they specialize in them. Player made clans are also allowed to pick a specialty when starting their company, upon reaching Vaar’tul status, your company is then able to pick another.

When reaching permanacy status those that you recruit in to your clan are able to learn the skills needed to make your clan crafts, after they have been with your clan for one IG year. If your clan requires more than one skill needed to be able to make what you create, you can learn another, in another IG year. These skills will only be granted upon 4 in depth logs of being taught lessons in the skill by a current player within the clan. This also extends to noble and merchant houses and as well.

Below is a list of current clans and their specialities.

Vaar’tuls

  • High Vaar’tul Shaw – Weapons, armor and silt skimmers.
  • High Vaar’tul Mida – Exotic mounts/animals, wooden furniture, bows and arrows.
  • High Vaar’tul Kranah – Survial gear, basic magickal items.
  • Minor Vaar’tul Vorn – Fine clothing.
  • Minor Vaar’tul Yabifa (Family that runs the Hooked Hand) – Food.
  • Minor Vaar’tul Thesik – Banking.

TRIBES/CITY CLANS

  • Rokoros ay’la – Cultivation, and anything made from their satin.
  • Dahn Fain – Anything made from their glass.
  • Nebbi Conto – Anything made with their resin.
  • Ravuun’Kaarhin – Masks, instruments.
  • The Thorned Sanctum – TBA.

PLAYER MADE CLANS

  • Healing Hand – Medicinals.