Brigadoon Resurrected

Player Guide

A practical guide to Brigadoon Resurrected – what a new character needs to know, and what changes as you grow into the mid- and late-game. This is a living document; it’ll get updated as more of the rebuild comes online.

Character Creation

At creation you choose a race and one of the four base classes: Mage, Cleric, Thief, or Warrior. Everything else – the other 8 classes and 15 additional races – is unlocked later through remorting (see below).

You’ll roll stats, pick an alignment, and optionally customize your character for a wider skill/spell selection at the cost of more time to create. See Races below for the full breakdown of every race’s creation point cost, bonus skills, and permanent traits.

Races

Every race has a creation point cost – higher-cost races are stronger or more flexible, and cost more of your limited chargen point budget. Some races also grant bonus skills for free (skills you start with regardless of class) and permanent traits (always-on effects like infravision or flight that never expire and don’t cost an affect slot).

Base races (available at character creation)

Race Points Bonus Skills Permanent Traits
Human 0
Elf 5 sneak, hide infravision
Dwarf 8 berserk infravision
Giant 6 bash, fast healing
Goblin 3 berserk infravision
Orc 2 infravision
Kobold 2 strategic retreat infravision
Troll 3 regeneration, infravision, detect hidden
Faerie 7 evasion, meditation detect magic
Minotaur 14
Skeleton 5
Centaur 4
Imp 2 sneak
Yeti 6 bash, kick
Wraith 8 infravision, pass door
Beast 3 dual wield haste (permanent)
Fiend 12 maladictions detect hidden
Dark Elf 6 sneak, hide infravision
Dark Dwarf 9 berserk infravision
Klackon 5
Draconian 13 draconian (skill group) infravision
Skaven 7 infravision
Kender 5 hide, sneak

Remort-only races (unlock after completing your first class to 121)

Race Points Bonus Skills Permanent Traits
Fire Dragon 25 dodge, third attack, berserk, fire breath infravision, flying
Arctic Dragon 25 bash, berserk, bite, frost breath infravision, flying
Swamp Dragon 25 fast healing, hide, sneak, gas breath, acid breath infravision, flying
Mithril Dragon 25 bite, hand to hand, magnified damage, acid breath infravision, flying
Storm Dragon 25 evasion, lightning breath infravision, flying
Skeletal Dragon 25 deep meditation infravision, flying
Fungus 0
Gargoyle 3 magnified damage
Djinni 14 illusion, illusion of grandeur
Wyvern 9 hand to hand, rescue, parry flying, detect invis, detect hidden
Mist 16 weather flying, pass door
Vampire 15 sneak, hide, fast healing haste (permanent)
Demon 25 maladictions, detect hidden, detect invis
Seraph 25 benedictions, renewal
Phoenix 20 detect hidden, detect invis

A permanent “haste” trait (Beast, Vampire) is a genuine always-on speed bonus, not the temporary spell effect – it never expires and doesn’t need to be recast.

Base race notes

Most base races are a straightforward stat lean plus whatever’s in the Bonus Skills column above – pick one that fits your intended class and move on. A few are worth a specific note:

  • Human – The 0-point baseline every other race is measured against. No bonus skills, no permanent traits, no tradeoffs.
  • KoboldStrategic retreat is an escape valve, not just flavor: mid-combat, simply walking in any direction lets you slip free of the fight outright, bypassing the normal “you can’t flee that way” combat-movement block every other race is stuck with. No roll, no chance to fail – if you have the skill, walking away works.
  • Skeleton – Undead: can’t eat or drink at all, food and water items are simply useless to you.
  • Beast – Extreme, lopsided stats – huge Str and Con, but Int and Wis so low they’re barely functional for any caster class. Built for a pure melee build and nothing else. Comes with permanent haste (see above) and dual wield for free.
  • FiendBeing good actively hurts you. Any tick your alignment sits above neutral, you take damage and get shoved back toward evil – there’s no way to stay a “good Fiend” long-term, the race mechanically punishes it.
  • Faerie – Community notes mention an uncatalogued innate chance to hide without the actual hide skill (roughly 1 in 10 tries); not independently confirmed, so treat it as a rumor worth testing rather than a guaranteed mechanic.
  • Minotaur – No bonus skills or traits at all – the entire racial value proposition is the raw stat block (very high Str/Int for a 14-point race), not a mechanic.
  • Draconian – Grants access to a “draconian” skill group whose exact contents aren’t pinned down community-side; expect something thematically breath/scale-related, but don’t bank on specifics.
  • Skaven – Immune to disease outright – disease-based debuffs and DoTs (including some class abilities) simply don’t affect you.

Remort race notes

  • The six dragon races (Fire, Arctic, Swamp, Mithril, Storm, Skeletal) all fly permanently and see in the dark, and each gets its own breath weapon or signature ability (fire/frost/gas+acid/lightning breath, or magnified damage for Mithril) alongside a themed skill or two. Skeletal Dragon is the odd one out – no breath weapon, but Deep Meditation and undead access instead, playing as more of a caster than the other five.
  • Vampire – read this one carefully. Vampires can’t eat ordinary food at all; you feed on blood instead. drink corpse drains a fresh corpse for a heal (5x the corpse’s level), and it works mid-combat – a genuine sustain tool, not just flavor. Blood also works from a filled drink container or straight from a blood fountain, and it satisfies hunger for anyone, not just vampires. The catch is sunlight: caught outdoors during daylight, you take fire damage every tick, on top of being undead (immune to poison/disease, vulnerable to holy damage). Plan your travel and hunting around daylight hours, or stay indoors/underground when the sun’s up. Comes with permanent haste and sneak/hide/fast healing for free.
  • Gargoyle – petrifying is a buff, not a punishment. Caught outdoors in daylight, a Gargoyle automatically and unavoidably turns to stone – but while petrified you get sharply boosted hp/mana regeneration and take drastically reduced damage (roughly a 90% cut). It reverses the moment you’re back indoors or the sun goes down. Plan around it rather than fear it – fighting outdoors at noon is arguably safer for a Gargoyle than fighting at night.
  • Demon and Seraph are mirror images of each other, and both carry the same alignment tax Fiend does: a Demon takes damage and gets pushed back toward evil any tick they’re not evil enough; a Seraph gets the identical treatment for not being good enough. Neither race supports a “neutral” or opposite-alignment playstyle long-term.
  • Phoenix carries an always-on fire shield: any time you’re struck in melee, the attacker takes fire damage back, automatically, scaled to your own level. It’s passive – no skill percentage, no activation – so it applies from the moment you’re playing the race.
  • Fungus is the deliberate extreme-challenge race: a nearly unplayable stat block (all stats 3, capped at 11) and a flat 300 exp/level regardless of how you customize at creation. It exists for players who specifically want a punishing constraint.
  • Wyvern flies permanently and can no longer lose that flight to a buff wearing off (a bug that got fixed) – alongside detect invis/hidden and a solid hand-to-hand/rescue/parry kit.
  • Mist is built around evasion rather than resistance: pass door, permanent flight, and a lean toward resisting physical attacks while staying comparatively weak against magic – fight smart about what’s hitting you, not just what’s chasing you.
  • Djinni grants Illusion and Illusion of Grandeur access outright, making it a strong pairing for any caster remort even outside Illusionist itself.

Mud School (Levels 1-5)

Every new character starts in Mud School, capped at level 5. It exists to teach the basics – movement, combat, practicing – before you’re let loose in the wider world. A sign at the entrance warns you can’t come back through once you’ve passed level 5, so use the time there to get your starting weapon practiced up.

Life After Mud School

Once you leave, you’ll find yourself in Midgaard, the main hub city. This is where most of your early practicing, training, shopping, and early quests will happen. Get oriented here before heading out to the surrounding zones.

Practicing & Training

Two different systems improve your character, and they’re easy to confuse:

  • Practice spends practice sessions to raise a skill or spell’s percentage chance of working. You gain practice sessions as you level. Higher skill% means fewer failed attacks, resisted spells, and botched attempts.
  • Train spends training sessions to raise your raw stats (strength, intelligence, wisdom, dexterity, constitution). Training sessions are rarer than practices, so spend them thoughtfully – they’re a bigger long-term investment.

Practicing requires standing near a trainer NPC in your own guild – guild halls are class-locked. Each guild has a “bar” room (Mage’s Bar, Cleric’s Bar, etc.) guarding the entrance; trying to walk into any guild that isn’t yours (or your remort class’s parent guild, see below) gets you “You aren’t allowed in there.”

Training stats is a separate system with its own NPC (not guild-locked, but you do need to be standing next to one) – in Midgaard, that’s the sailor, in the Abandoned Warehouse:

  • The sailor (stat trainer): south, south, south, east, east, east, south from the Temple Of Mota.

If you’ve remorted into one of the 8 non-base classes, you don’t have a guild of your own – you use your prerequisite class’s guild instead:

Your class Practices at
Berserker, Samurai, Monk the Warrior guild
Wizard, Scribe, Illusionist the Mage guild
Shaman the Cleric guild
Ninja the Thief guild

Guild locations, walking from recall (Temple Of Mota)

All directions below start from the Temple Of Mota, where recall and Word of Recall both send you, and end at your guildmaster (you’ll pass through the guild’s “bar” room – the class-locked checkpoint – on the way in).

Guildmaster Directions from recall
Mage’s Laboratory south, south, west, west, south, south, east
Cleric’s Inner Sanctum south, west, north, west
The Secret Yard (Thief) south, south, south, east, south, east, south
The Tournament and Practice Yard (Warrior) south, south, east, east, south, east, south

Shops

Midgaard has a full set of shops covering the essentials, all reachable on foot from the Temple Of Mota (where recall sends you):

Shop Directions from recall Sells
The Weapon Shop south, south, east, east, north Daggers, swords, axes, maces, staves, flails, polearms
The Armoury south, south, west, south Armor across every wear slot
The General Store (Grocer) south, south, east, north Food and drink
The Bakery south, south, west, north Food
The Jeweller’s Shop south, south, east, south Accessories
The Leather Shop south, south, south, west, west, north Light armor
Thrown Weapons R Us south, south, east, east, north, north 20 tiers of throwing knives/daggers/stars, level 1-95, the gearing-up path for a Ninja (see below)

The healer (also off the temple square) sells spells cast directly on you for a fee, rather than selling items.

Shop pricing scales with the item’s level and the shop’s own buy/sell margin – expect to pay more than the item’s flat cost when buying, and get back less than that when selling.

Areas

Brigadoon Resurrected spans dozens of zones across a wide level range. Broadly:

  • Low level (1-20): Midgaard and its immediate surroundings, plus a number of small starter zones themed around exploration and light combat.
  • Mid level (20-60): a much larger set of zones, many carried over from the original Brigadoon’s own custom content, covering a wide range of themes.
  • High level (60-100): fewer but meatier zones, often built around a specific storyline or boss encounter.
  • Capstone (90-130): Olympus (targeting levels 90-110) and Dragon Tower (targeting levels 110-130) are the current top-end zones, built specifically to close the gap between normal leveling and remorting at level 121.

If you’re not sure where to go next, ask in a channel – area difficulty varies zone to zone, and a level-appropriate recommendation beats guessing.

Classes & Remorting

Once you reach level 121 on a class, you can remort: reset to level 1 as a new race and/or class, permanently unlocking that combination for the rest of your account. Type remort with no arguments to see what you’re currently eligible for.

Class prerequisites (what you need to have completed – reached level 121 on – before you can remort into it):

  • No prerequisite: Mage, Cleric, Thief, Warrior
  • Mage: unlocks Scribe, Wizard
  • Warrior: unlocks Berserker, Samurai
  • Cleric: unlocks Shaman
  • Warrior + Cleric (both): unlocks Monk
  • Mage + Thief (both): unlocks Illusionist
  • Thief + Warrior (both): unlocks Ninja

Races work differently: all 15 remort-only races (see the Races section above) unlock at once, the first time you complete any single class. There’s no per-race grind after that first completion.

Remorting resets your level and skills, but grants faster experience gain and access to whatever new race/class combination you chose. It does not directly boost your raw combat stats – it’s an access and speed system, not a power multiplier by itself.

Every class below is described from this game’s actual current data (const.c/magic.c), not from historical notes about the original game – some remembered abilities from the old game (a Cleric capstone called “wrath of god,” Thief’s “acquire,” Mage’s “energy breath,” Samurai’s “honour”) don’t exist in this codebase yet and aren’t listed here. If you don’t see a name you remember from the original Brigadoon, it likely hasn’t been rebuilt.

One thing that surprises a lot of returning players: spell access isn’t limited to the four “caster” classes. Every class except Berserker can spend chargen/customization points on at least some purchasable spell groups, including Warrior, Thief, Samurai, and Monk. The catch is mana: only Mage, Cleric, Wizard, Scribe, Illusionist, Shaman, and Ninja actually gain a mana pool as they level (and cast at their effective level). The rest (Warrior, Thief, Berserker, Samurai, Monk) get a tiny, barely-growing mana pool and cast at a reduced effective level – so for them, any spells you buy are a minor situational splash, not a primary playstyle.

Base Classes

  • Warrior – The widest weapon-skill access in the game and the deepest melee kit (bash, disarm, enhanced damage, parry, rescue, third attack, and every weapon type via weaponsmaster). Despite the reputation, a customizing Warrior can genuinely buy into almost any spell school – attack, healing, protective, transportation, and more are all purchasable options – just gated by that tiny non-caster mana pool described above. The prerequisite for Berserker and Samurai, and half the prerequisite (with Cleric) for Monk.
  • Cleric – A primary caster (full mana progression) with the widest spell-group access of any class, not just the healing line – healing, curative, protective, benedictions, harmful, maladictions, creation, transportation, weather, and more are all on the table. One custom spell worth knowing early: Agitate Wounds (66) does more damage the lower the target already is – zero damage above 75% hp, scaling up as they drop below that – so it’s a finisher, not an opener. Prerequisite for Shaman.
  • Thief – Backstab-based, with a mid-combat option: circlestab (33) is a weaker backstab you can use without disengaging and re-sneaking first, for when the fight’s already started. Like Warrior, a customizing Thief can splash into a wide range of spell groups (beguiling, combat, illusion, maladictions, and more) despite the small non-caster mana pool. Prerequisite (with Warrior) for Ninja.
  • Mage – The standard elemental/utility caster: the classic spell-nuke lineup (Magic Missile, Chill Touch, Fireball, Lightning Bolt, Chain Lightning, etc.), plus access to illusion, enchantment, and most utility groups. Unlocks Scribe, Wizard, and (with Thief) Illusionist.

Remort Classes

  • Berserker (from Warrior) – The one class with genuinely no spell access at all, purchasable or otherwise – its entire kit is the default combat group. What it does instead: hits harder the less armor you wear and the lower your hp drops. Every empty armor slot adds a flat hitroll/damroll bonus that scales with level; separately, missing hp ramps up outgoing damage on a curve that reaches +75% at the edge of death (and softens incoming damage by roughly half that same curve). The tradeoff is deliberate: a lightly-armored Berserker fighting near-death hits dramatically harder than the same Berserker at full health in full plate – “glass cannon” is the literal mechanic, not just flavor.
  • Samurai (from Warrior) – Sword-focused, with swordsmanship (a sword/exotic-weapon-specific damage bonus, not a flat class-wide boost) and an attack ladder running to sixth attack. The grip command toggles a two-handed stance: you give up your off-hand dual-wield attack in exchange for roughly double damage on your main-hand hit. Samurai does get a narrow slice of spell access – armor, sanctuary, shield, cancellation, protection evil/good – all defensive, nothing offensive.
  • Wizard (from Mage) – Mage’s spells plus an extended arcane tree (Flare, Frostbite, Thunderbolt, Forcewave, Acid Spray, Blizzard, Firestorm, Counterspell, Deflection, Inferno, Blink, Deep Meditation). The signature class mechanic is “casting up”: a Wizard’s effective spell level runs at 1.5x their level (through level 100, gradually tapering toward 1.25x well beyond that), which feeds into damage, buff duration/magnitude, and how often spells actually land against tough targets – plus a flat +20% bonus on top of spell damage. Two defensive wards are worth knowing: Deflection reflects the next hostile spell back at whoever cast it; Counterspell just negates one outright. Inferno deserves its own warning: damage scales off your own current hp (not max) – a genuine risk/reward nuke that gets weaker as you take damage mid-fight – and splashes two rings of adjacent rooms, which can summon an unkillable “inferno beast” if it catches something far below your own level, even in a room you can’t see into.
  • Scribe (from Mage) – Mage’s full spell list plus its own scroll-writing skills (scribe at 1, scribe2 at 80), letting a Scribe write their own scrolls rather than buy them. Scribe actually has the single widest spell-group list of any class in the game, including a couple (draconian, restoration) no other class gets, and shares Blink Step (9) and Illusionary Guardian (65) with Illusionist – see that entry below for what they do.
  • Monk (from Warrior + Cleric) – Unarmed only – genuinely no weapon-skill access at all, not even via customization – with a multi-attack progression running to sixth attack, and a narrow slice of Cleric-style support spells (healing, benedictions, detection, illusion, protective). Damage scales with magnified damage rather than weapon dice, so gear choices for a Monk are about everything except a weapon.
  • Illusionist (from Mage + Thief) – Mage’s spell tree plus early access to illusion-specific spells: Camouflage (16, Illusionist’s earliest access of any class that gets it) and Illusion of Grandeur (56) – worth knowing that Grandeur isn’t Illusionist- exclusive (Mage and Wizard actually get it earlier, at 38), but Illusionist’s own illusion-themed kit around it is unique. Two more worth calling out, both shared only with Scribe (nobody else gets either): Blink Step (9, a mobility spell, named differently from Wizard’s own separate “blink” spell purely to avoid a naming collision, not a weaker copy) and Illusionary Guardian (65), which summons a temporary illusory pet to fight alongside you – it dissolves on its own once you stop following or grouping it, rather than lingering as a permanent charmed minion. Illusion of Grandeur deserves respect regardless of who casts it: it temporarily doubles your current and max hp, but the moment it wears off, that same bonus is subtracted back out of your current hp too – if you’ve taken damage and are sitting below your original (pre-buff) max when it expires, you can drop to deeply negative hp and die within a tick, or on the next hit that lands, if nobody heals you back up first. Don’t let it run out while you’re still hurt.
  • Shaman (from Cleric) – A totem-based caster: cast a totem, and it discharges its effect automatically every 5 seconds until it expires, rather than needing to be recast. Six totem families cover very different jobs – Healing (heals everyone in the room), Protection/Skin (pick a resistance tier or a flat damage-reduction tier per group), Restorative (cures poison/disease/curse – the early “lesser” version hits one target, the later full-strength version cures the whole room), Damage (single-target, room-wide “storm,” or one-shot “burst” delivery, in fire/frost/lightning), Weapon (buffs your whole group’s melee damage – only the highest tier in play counts, no stacking), and Spirits (a self-only hp buff, not an actual totem, cast on yourself alone). Casting a higher tier of the same totem family always replaces the lower one rather than adding to it.
  • Ninja (from Thief + Warrior) – Replaces backstab/circlestab outright with thrown weapons as its primary damage tool, rather than adding throwing on top of normal thief combat. Wielding a thrown weapon (via the throw command – not wield) gets you 3 throws per combat round, and thrown attacks can’t be parried, dodged, or evaded – a released weapon is already in flight, too fast for those defenses to matter. The attack ladder caps earlier than most (fourth attack, no fifth or sixth). Ninja is also, unusually, a mana-progression class with genuine spell access, but only detection, enhancement, illusion, and protective groups. There’s no path to offensive spells at all for a Ninja; damage comes from thrown weapons, full stop. Thrown Weapons R Us in Midgaard (see Shops above) is the gearing-up path, with 20 tiers spanning level 1-95.

Combat Basics

  • Damage messages are read as absolute feedback on how hard you’re hitting, not relative to the target’s own health – “scratch” and “hit” are genuinely weak hits, while “MASSACRE” and higher mean serious power, regardless of what you’re fighting. If your gear or skill is improving, you should see the message words trend upward over time.
  • Damage Reduction (visible in score) is a flat stat that subtracts from incoming damage – gear and some totems/spells can raise it.
  • Item durability: equipment has a condition that degrades from combat and can eventually break, at which point it needs repair before it can be worn again.
  • Hiding: a hidden, unspotted character’s ordinary attacks miss – but a deliberate skill, spell, or thrown-weapon attack still lands, same as it would out of hiding.

Mid-Game and Late-Game

Once you’ve got a class or two under your belt, the shape of the game changes:

  • Remorting becomes the main long-term goal. Since race and class access is permanently unlocked per-account, deciding which prerequisite chain to complete first (Warrior+Cleric for Monk, Mage+Thief for Illusionist, etc.) is a planning question worth thinking through early.
  • Gear expectations rise steeply in the 90+ range. Olympus and Dragon Tower are specifically built as capstone content, with mob difficulty (and, increasingly, itemization) scaled well above the game’s normal curve to match.
  • Multiple remorts compound. Nothing stops you from remorting again once you’ve hit 121 on your new class – each pass gives you access to more of the roster and keeps your experience gain fast.
  • Balance is still actively being tuned. This is a rebuild in progress – expect numbers to shift as playtesting surfaces problems. Check the changelog regularly, and report anything that feels off.

Getting Help In-Game

  • help <topic> covers most commands, skills, and mechanics directly.
  • commands lists everything available to you.
  • In-game channels are the fastest way to ask a question or flag a bug – this project is actively maintained, and player reports regularly turn into same-day fixes (check the changelog for examples).
  • Prefer talking outside the game? Join the Discord.