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The three orders: which one to join at level 30

The choice happens in the last mission of the level 30 story and cannot be undone. Durmand Priory, Order of Whispers or Vigil: how they differ, and what the decision changes later.

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  1. What separates them
  2. The mentors
  3. What the choice changes
  4. What it does not change
  5. How to pick

At level 30, in the final mission of that chapter, the game asks you to join an order. The choice is permanent: the only way to see another one is another character.

“Which is best” has no answer in terms of power. They are mechanically equivalent. What differs is whose banner you carry for twenty levels of story and who stands next to you while you do it.

What separates them

Each order answers one question differently: what do you do about Elder Dragons.

Durmand Priory are scholars. They hold that a dragon can be beaten using knowledge of how it was beaten before. Libraries, digs, ancient texts. Pick this one if working out how the world functions is the part you enjoy.

Order of Whispers are covert agents. They hold that dragons cannot be defeated at all and must be put back to sleep. Espionage, false identities, other people’s hands doing the work. The most intriguing of the three storylines.

Vigil are an army. They hold that a united force of every race can kill an Elder Dragon. Direct battle, no cleverness, a lot of dead friends.

The mentors

This is the real thing you get with an order, and the reason people argue about the choice.

  • Durmand Priory: Magister Sieran
  • Order of Whispers: Lightbringer Tybalt Leftpaw
  • Vigil: Warmaster Forgal Kernsson

All three are written well, and they are what makes the second act stick. No spoilers here, but players still name their mentor years later, which is rare for the genre.

If you would rather choose by character than by philosophy, Tybalt is the one the community brings up most.

What the choice changes

The middle of the story. The whole second act, levels 40 to 60, runs under your order: its missions, its locations, its allies.

Your gear options. Each order sells its own weapons and armour, and you can only buy from your own. The looks differ sharply: academic for the Priory, concealed silhouettes for Whispers, heavy military for the Vigil.

Map completion. Claw Island only unlocks through the order storyline, and without Claw Island you cannot finish Kryta. Skipping this line entirely is not an option if you are completing the map.

What it does not change

Your power. No stat bonuses, no unique skills. Order armour carries ordinary stats and differs only in appearance.

The ending. Act three folds all three orders into the Pact and the finale is shared.

Anything after 80. Fractals, raids, expansions: identical regardless.

How to pick

The quick method: decide which way of solving problems appeals to you.

  • Read up and find the answer in a book → Priory
  • Learn other people’s secrets and use them → Whispers
  • Gather everyone and charge → Vigil

The quicker method: search for images of each order’s armour set. You will spend a large part of the game wearing it, and aesthetics outweigh philosophy here.

And remember this is not your last story in the game. Your next character can join a different order, which is how most people end up seeing all three.

The structure of the story as a whole is covered separately.