Being a Wizard does not suit everyone and these is a limit on the number of Apprentices who are allowed at any one time due to the demands that training to become a Wizard places upon both the Apprentice and their mentor. As well as Apprentice Wizards and Wizards there are also Arch Wizards, Council and Administrators active within the game. One of the most important things to remember about Wizards is that they create and control the game in all forms, including the rules by which you live. If you break the rules, they will punish you and that can include termination of your character. So there is no point in complaining to them if you get zapped by a Wizard.
Guilds are another important part of the role playing capability within the game.
A guild allows you to develop skills that you would not otherwise have. However, you must choose your guild wisely, if you get it wrong it can sometimes be difficult to correct as the entrance criteria is often strict. As an example if you want your character to be of an evil alignment then you should avoid joining the good aligned Knights. When choosing a guild it is also important to check as to what you will lose. Mercenaries are not allowed to use magical items such as wands and scrolls, while Monks cannot wield certain types of weapons.