The Guilds
Quests
The Library
Turning in Items
Joining other Guilds
Multiple Guilds
Artisan
Warrior
Paladin
Ninja
Villain
Explorer
Thief
Barbarian
Magi
Sorcerer
Warlock
Cleric |
A guild is an organization of teachers and students dedicated
to a specific way of life. When a character joins a guild, they must
adhere to the restrictions specified by the guild (while they are currently
acting as a member of that guild) in order to advance in the guild.
Restrictions sometimes affect what items a character can use or wear while
they are acting as a member of a specified guild (i.e. Magi's guild does
not allow its members to use swords). However, Guilds are not restricted
in the way of not allowing their members to join and act as members of
other guilds. Even though a character can only act as a member of
one guild at a time, one can be a member of more than one guild at a time,
causing all abilities, spells, and A/D modifications to be shared throughout
all guilds (i.e. an experienced Ninja acting as a new Magi has the fighting
abilities they achieved as a Ninja. However, they may not be able
to use the Ninja-specific items while acting as a Magi because of item
restrictions set by the Magi's guild).
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The
Guilds
In order to advance in a guild, a character must be acting as a member
of that guild while gaining the experience required to make a level within
that guild. This means that a character can only work on one guild
at a time. The experience that a character gains is always for the
current guild - not for others.
Every character can join the Artisans (or another) guild when they start the game.
A character may join a second guild free of charge (provided they meet
the requirements), but thereafter they must pay to join a new guild.
Guilds that cost the most to join usually provide either the highest level
for select spells & abilities, or the widest range (but not necessarily
the highest level) of spells & abilities. The price may quite
often seem hefty, but it's worth it in the end. For more information,
see the next section, Guild Statistics.
Each guild has a spell book which determines which spells the specific
guild has access to. As a character joins other guilds, their spell
book will grow in size, giving access to all the spells they have learned.
If a character joins more than one guild that share the same spell (i.e.
Cleric and Warlock both have a spell called ‘Power’), the guild that has
access to the highest level spell will be default.
You may switch between guilds only while in the city. You may
not switch guilds if you are wearing cursed items, or if you are wearing
any items aligned opposite to your character.
When a character is acting as a member of a
guild, they are usually assigned a special title relating to their level
and experience in the guild. In the Character Statistics Window,
this title is displayed below the guild name. Even though the title
may be different from the guild name, the character is still acting as
a member of that guild.
There are a number of options available within the guilds. You
can ‘re-acquaint’ with a guild if you want to be an active member of that
guild again (provided that you are already a member). When you qualify,
you may ‘make level’ in a guild. Making level within a guild requires
that you gain a certain amount of experience by killing monsters.
The guild will also require a fee in gold.
As you achieve higher guild levels, you may gain additional hits (if
the guild you are making a level in has the highest guild level of all guilds
that you are a member of). Your attack and defense may also rise.
This depends on what 'level' of A/D the guild's teachings has put
you at compared to the A/D levels of other guilds. Artisans gain
A/D the quickest, but stop raising a character's A/D much sooner than,
say, the Warrior's guild. For example, if a Character is a Level
30 Artisan and has gained 75/75 A/D from the Guild's teachings and joins
the Sorcerers guild, the character's A/D will not raise (from making levels)
until the Sorcerer's teachings raise the A/D above that of the Artisan's
A/D level of 75/75.
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Quests
As you gain levels, you may be assigned a ‘quest’ of a certain item
you must return with or a monster you must slay or return with before you
can make the next level.
A quest for killing a monster is completed the instant the creature is slain.
A quest for an item is completed when the character returns to the guild
with the item and makes a level. The quested item will then be removed
from the character's inventory. Similarly, if the quest is to return
with a monster, you must have that monster as a companion when you level up.
If an adventurer is assigned a quest that he or she cannot complete, or
does not wish to complete, the character can always file for forfeit of
the quest. This can only be done if the character is pinned and has
an outstanding quest to complete. If a character does forfeit a quest,
they will be demoted a certain number of levels (based on their current
level), losing all attack, defense, experience, abilities, and other modifications
that were gained between the current guild level and the level that the
character is demoted to. Demoted characters are entered into the
guilds log as unable to complete their quest.
There are some quests that a guild will assign which are Required Quests.
These quests must be finished before the member can advance with no opportunity
to forfeit!
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The
Library
One can also visit the Library by clicking
on the ‘Library’ button. This feature is discussed after the Guilds
and Guild Statistics.
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Turning
in Items
Along your journeys, you may happen across items which the guilds can
use to research new abilities and spells. When you have an item that
falls into this category on your person, you will have the option of turning
over the item to the guilds, and receive a reward in the process!
Be sure of which guild you end up giving the item to. One guild might
find the item interesting, but not be able to learn anything from it (thus
just give you money for the item), while another guild might not only pay
you, but learn a new ability (and teach this new ability to its members!)
from the item as well!.
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Joining
Other Guilds
A character can also join other guilds, if they meet the criteria (and
in some cases, have the gold). One can also get ‘experience information’
for the current guild (if the character is a member) by pressing F4 or typing in "/g”.
To switch between guilds, select the guild you wish to join from the
guild book on the table or press the associated guild hotkey.
One can attempt to Join another Guild (provided your stats, race and alignment
meet the guilds requirements) or re-acquaint yourself with a Guild that
you are already a member of.
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Multiple
Guilds
A character may wish to join multiple guilds in order to learn more
abilities. When this happens, a new value called a 'Penalty Value'
comes into play. This means that a guild will penalize your character
based on the experience the character has from other guilds. A level
100 warrior isn't going to have any problems as a new Magi whereas a new
Magi with no fighting experience will be in severe danger of being killed
if they aren't careful. For this reason, the guilds tend to require
more experience and gold from characters that are experienced with the
teachings of other guilds. Once the character surpasses all other
guild abilities (which is rare), the penalization is removed.
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The Guilds
Below is a list of the guilds which are available for characters to
join followed by a brief description.
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Artisan
Artisans are very quick learners, even though they do not try to learn
many different abilities. Being good fighters and moderate thieves,
Artisans are often found roaming the upper levels of the dungeon.
Every new member of the Artisans guild is taught how to use the general
Te-Waza fighting technique with their hands in case they are caught without
a weapon.
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Warrior
The Warriors guild will have nothing to do with the teachings of magic,
but are unmatched in brute fighting ability. Being the quickest to
learn how to Critically Hit their opponent, they are very good fighters
and can use some of the best weapons found in the dungeon.
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Paladin
Known as the '(Vain)Glorious Guild', Paladins are downright egotistical
when it comes to stories about defeating monsters and saving parties from
death and destruction. Despite the self-centered, yet revered teachings
of the guild, Paladins are excellent fighters (and learn how to score Critical
Hits), are pretty good at healing themselves and others, and usually have
many creatures offering to follow them into battle.
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Ninja
Ninjas are quite often referred to as Dark Assassins and can use almost
all weapons, including their hands. Ninjas are also the only
guild that can use the advanced Te-Waza hand fighting techniques that
are rumored to exist in the form of magical items. Since a Ninja
desires quickness, they are very specific about the items they use.
Ninjas are not allowed to wear most types of armor and other items.
Ninjas posses the skills of Critically Hitting and Backstabbing their
opponents, along with moderate thieving skills.
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Villain
Villains are fallen Thieves and Barbarians who have decided to go their
own way in the teachings of fighting, thieving, and magic. One of
the most feared guilds in the realm, Villains don't care how they kill
their enemies, they just make sure it happens (and usually enjoy it in
the process). Possessing the abilities to Critically Hit and Backstab,
Villains are taught in the arts of disarming traps and make sure they collect
any valuables they can find. Because of the evil nature of the guild,
Paladins will have nothing to do with Villains. The Villains, for some reason,
don't see to be upset over this fact...
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Explorer
Explorers are very good at moving through the dungeon, avoiding pits
with levitation, teleporting and locating lost characters. Except
for their ability to teleport their enemies into solid rock (which doesn't
always work), Explorers have no access to damaging or healing magic --
but they do well with a weapon in hand. They are also the best at
mapping the dungeon and detecting any types of ‘anomalies’ they may encounter
in the depths.
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Thief
Thieves are taught from day one about collecting treasure -- one of
the reasons being that the guild makes sure to get its fair share.
Skilled in opening chests, grabbing the loot and running, Thieves often
lack fighting skill, but make up for it with their nasty Backstabbing
abilities. Thieves also have the best magical ability to open any
type of sealed or locked container.
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Barbarian
A Barbarian is a cross between a Warrior and a Thief, but lacks the
fine skills taught by those individual guilds. A Barbarian can backstab
like a Thief, can be other than neutrally aligned, and can use a few more
items than a Thief. They are also fairly good at collecting treasure
and have access to some of the Thief's magical spells for opening containers.
When it comes to fighting, Barbarians are known for their frenzy-like techniques
which can (and quite often do) lead to their honorable death.
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Magi
Though they lack the destructive powers of a Sorcerer, Magis makes
up for it by having the ability to control powerful monsters to act as
companions. They are also fairly adept at killing monsters with a
small blade and curing players, though putting a corpse back together is
beyond their abilities.
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Sorcerer
A Sorcerer lacks the fine mental control and deep concentration of
a Magi while in combat, and therefore, their spells tend to rip monsters
apart instead of charming them. Even though they lack the general
healing spells that are taught by other guilds, Sorcerers have the best
ability with protection and resistance spells.
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Warlock
Warlocks are very good at many things, including killing monsters and
teleporting themselves or their party around the dungeon.
They are the 'general practitioners' of the magic-using guilds, having
the widest variety of magical abilities.
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Cleric
The best at healing, Clerics are also very good at killing monsters
with a wide variety of damage and kill spells. Clerics are valued
members of any party, since they can fix almost any physical problem, including
stoning and death.
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Keep in mind that a player can be a member of and have the abilities of
more than one of the above guilds at a time by joining multiple guilds.
However, remember that Race and Alignment is very important in determining
a character's limitations in joining Guilds since some guilds will not
allow certain Races or Alignments to join. So, if a player wishes
to Create a Warrior/Magi/Thief, they should go over the Race
Statistics and decide which race would best suit their needs.
A good starting combination is an Artisan/Sorcerer or an Artisan/Magi.
The Artisan's guild has pretty good fighting/thieving abilities, and the
Sorcerer’s/Magi’s guilds are good for spells. It's good to keep
switching between the two guilds to build up their levels (i.e. make 5
Levels in the Artisan's guild then 5 in Sorcerers, then 5 more in the Artisans,
etc.). Keep in mind which guilds give the most hits when making new
levels (i.e. the Average hits for a Artisan per level (until Maximum Level
(ML) is reached) is 5, vs. the 2 or 3 for Magi, so a character will probably
want to gain hit points as a member of the Artisan's guild until Maximum
Level (ML) is reached).
Characters with the abilities of both Spell Casting, Fighting and Thieving
guilds are the most powerful in the game.
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