“Let us all come together and decide our fate, for only fortune and glory, misery and death exist in the depths below. Is it risk or challenge that you seek?” - “Sh’lan”, City Governess
 
Guild Statistics

Guild Statistics 
Below is a list of the guilds and information on each one. 
 
Guild
HtRg
MxLv
ExFt
QsPa
Max A/D
 Str 
 Int 
Wis
Con
Cha
Dex
G
N
E
 
Artisan
5
30
8
10
200
1
1
1
1
1
1
X
X
X
Warrior
6
26
16
10
450
14
6
6
10
4
8
X
X
X
Paladin
5
29
19
15
430
14
9
9
8
16
12
X
 
 
Ninja
4
25
21
20
465
14
10
8
8
6
16
X
 
X
Villain
4
26
21
15
440
14
13
8
12
4
16
 
 
X
Explorer
4
27
18
10
430
12
13
13
10
4
12
X
X
X
Thief
3
21
15
5
400
9
12
8
5
5
16
 
X
 
Barbarian
4
29
18
10
525
12
8
8
10
4
15
 
X
X
Magi
3
27
27
5
475
6
12
13
8
12
13
X
X
X
Sorcerer
2
29
27
5
475
7
14
13
12
5
10
X
 
X
Warlock
2
38
30
5
625
10
18
18
12
8
14
X
X
X
Cleric
2
28
32
5
475
8
14
14
10
8
14
 
X
 
X 
HtRg (Hit Range): Average hit points received when making a level before reaching the level of MxLv. 
MxLv (Maximum Level): Maximum level up to which HtRg hit points are received. After reaching MxLv, only 1 or 2 hits will be received depending on the guild. 
ExFt (Experience Factor): The higher the number, the more experience required to make a level. 
QsPa (Quest Parameter): The percentage chance that a character will be assigned a quest after making a level, requiring the quest to be completed before making the next level. 
Max A/D (Maximum Attack/Defense):  The level at which you will reach the maximum Attack/Defense modifiers for that guild.

The Str, Int, etc. are the minimum stats required to enter the guild. G, N, E, represent the alignments allowed in the guild. 

Note: A character will only receive HtRg hits when making a level in a guild if that guild is the 'highest' guild the character is a member of (e.g. a level 25 Cleric will not gain any hits making level 26 if the character is also a level 30 Thief. The Cleric would need to make level 31 (because they were also a level 30 Thief) before they received any hits - and by that point, MxLv would have been passed, so the character would only receive 2 hits per level). 

Guild Abilities 
In addition to stats, Guild Abilities determine a character's power and awareness, especially as a character becomes a higher level in the Guild. When a character is Fighting, Casting a Spell, Mapping, etc. the highest (not combined) ability out of all joined guilds is used (i.e. if a character is a Level 30 Artisan and Level 30 Warrior, Fighting Ability will come from the Warrior's guild). 

Below is a list of some special abilities and the rate at which the guilds gain these abilities. 

 
Guild
A
B
C
D
E
F
G
   Key
 
 
 
 
 
 
 
 
                                                
Artisan
5
 
 
 
7
3
1
   A - Thieving Ability
Warrior
2
 
9
5
12
2
3
   B - Backstabbing Ability 
Paladin
2
 
5
2
10
3
4
   C - Critical Hit Ability
Ninja
7
2
5
8
10
6
2
   D - Multiple Swings
Villain
6
4
1
3
8
4
5
   E - Fighting Ability
Explorer
3.5
 
3
 
9
9
6
   F - Perception Ability
Thief
9
9
 
 
6
5
3
   G - Language Ability
Barbarian
7.5
5
 
1
8
3
2
 
Magi
2
 
 
 
5
3
7
 
Sorcerer
2
 
 
 
5
2
7
 
Warlock
2
 
 
 
5
2
8
 
Cleric
2
 
 
 
5
2
6
 
 

Multiple Swings represents a character's abilities to swing a weapon additional times in Combat . A character wielding a 2 swing weapon with an additional swing learned from a guild will have a total of 3 swings. 

A Character's perception ability is used to notice things in the dungeon (i.e. Anti-Magic squares, rotators, etc.). In addition to the guild's perception level, a character's Guild Level, Intelligence and Wisdom also affect the level of the ability. 

Language ability is important for those who wish to be able to read and communicate in foreign and ancient languages. 
 
 

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