| Help | Use |
| Security/guards | Protect clan hall, protect items or rooms. Obviously increasting in levels and price, only a single (not 100% reliable) form of defense. Weaknesses such as bribeable, obviously killable. |
| Trainers | Teach new commands to members, find new commands. Commands are stealable and never will be only accessible by one clan. Other clans may gain access to trainers after invading clan hall, and learn commands or buy trainer's services for a higher fee. Experienced and good trainers will go almost by reputation, and would be worth trying to get on your side. |
| Combt aid | What is says on the box - similar to druid pets. May have lower wimpies as level increases, must be a capped level to this and perhaps even a limit to the amount used. |
| Traders/vendors | In the form of stalls and stores, to sell items of which profit minus fee will go to the clan. May also buy goods, can be run by clan members, lootable. |
| Hit men | Again straight forward, will attempt to kill another player for a price (possibly NPC's, too?). Variety of attacks, ranged and sneaking included. |
| Spies/scouts | Inspect/report on rival clan hall, find hidden exits and weak security points or clan known learnt commands. Spies may discover if a hitman has been hired on a clan member, although a spy would only report things. |
| Weapon smith | For all your weapon fixing needs. Especially useful for low level clans. Creating new weapons also possible, and perhaps finding special properties of existing weapons. |
| Farmer | Supplies your lovely clan members with food and drink for a fee. |
| Sash forger | If he's good then it may be an easy way to breach rival clan defense. Can replace lost sashes and fix broken ones, as well as changing the colours of the clan (maybe). |