Guild

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Guild has quite a different meaning in BatMUD than in other games. Instead of simply binding characters together, they are the main source for skills and spells thus they define what kind of character you are playing. In other words guilds are like classes in many other games.

All characters will start with ten levels of skills from their background followed by five levels from their racial guild. After that players may choose to progress in one or more guilds that match their background.

There are also three other types of guilds in BatMUD:

  • Background 'guilds' - These don't actually give any room for training or study. Levelling up simply gives you set of skills and spells.
  • Racial guilds - Mandatory for everyone before you can join a real guild. Some of these offer serious skills and spells, others are more or less pointless ones. Luckily you don't have to train in them if you don't want.
  • Societies - Also known as secret societies or simply SS's. They are player managed guilds that may offer a channel, stat boosts and skill/spell max risings. Usually gaining access involves cash, hands, friends or all three.

Guilds by background

The following are tables that map open guilds to different backgrounds. Some guild appear in multiple backgrounds i.o. they have less restrictions. E.g. squires can be joined from both civ and nomad background.

Civilized

Civilized/guilds

Nomad Guilds
Short Name Full Name # Levels Allows Maintainer(s)
Archers The Flight of Archers 30 Shinarae & Grizzt
Barbarians Barbarian Guild 35 Ulath, Runeaxe, & Tarken
Beastmasters The Herd of Beastmasters 15 Shinarae
Cavaliers The Division of Cavaliers 15 Shinarae
Crimson The Crimson Brigade 35 Era & Ulath
Disciple The Disciples of Chaos 10 Aelena, Kharim, Tzarakk Ulath
Kharim Legions of the Blood God 20 Darol
Rangers Rangers 35 Ulath & Duke
Squires The Squires 15 Knights, Cavaliers, Beastmasters Shinarae


Magical Guilds
Short Name Full Name # Levels Allows Maintainer(s)
Channelers The Guild of Channellers 30 Shinarae
Psionicists The Psionicists 35 Juggelo & Grimsh
Mage* Brotherhood of Sorcery 10 8 mage subguilds... Alaron & Ulax
Inner Circle Inner Circle of Sorcery 10 Juggelo & Lampsa
Mage Sub-guilds
Name Damage Type # Levels Maintainer(s)
Assembly of the Blizzard cold 10 Juggelo & Lampsa
Brethren of the Flaming Sigil fire 10 Juggelo & Lampsa
Devourers of Air asphyxiation 10 Juggelo & Lampsa
Manipulators of Corrosion acid 10 Juggelo & Lampsa
Summoners of Astral Power magical 10 Juggelo & Lampsa
Venomous Convocation poison 10 Juggelo & Lampsa
Wielders of Lightning electrical 10 Juggelo & Lampsa
  • The mage guild has eight sub-guilds with ten levels each. One sub-guild for each of the seven damage types plus one mastery sub-guild.


Good Religious
Short Name Full Name # Levels Allows Maintainer(s)
Druids The Humble Druids 30 Shinarae
Monks The Warrior Brotherhood 30 Noctur
Liberators The Order of Ghost Liberator Paladins 35 Heidel
Nuns Sisters of Las 35 Zin, Dazzt & Brock
Tarmalen The Followers of Tarmalen 30 Dralith & Shinarae
Templars The Templars of Faerwon 30 Dralith, Gurth & Grimsh


Evil Religious
Short Name Full Name # Levels Allows Maintainer(s)
Aelena Followers of the Scorpion 20 Hackop
Disciple The Disciples of Chaos 10 Aelena, Kharim, Tzarakk Ulath
Evil Priests Evil Priests 35 Era, Kimvais & Coren
Kharim Legions of the Blood God 20 Darol
Reavers The Cult of Reavers 30 Shinarae
Spiders The Blades of the Spider Queen 30 Era & Shinarae
Tigers The Brotherhood of the Black Tiger 30 Dralith & Shinarae
Tzarakk Slaves of the Beastmaster 20 Ulath & Blasterr


Any Background
Short Name Full Name # Levels Notes Maintainer(s)
Explorers The Band of Explorers 5 Ulath
Navigators The Association of Mystical Navigators 5 Noctur & Machaon
Sailors The Union of Sailors 0 Melemkor
Lunar_Defender The Lunar Defenders 1 Shinarae

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