The Adventurer's Guild, also colloquially known as Adv guild, is a non-exclusive guild which characters join as part of the new character introduction. The Adventurer's Guild offers several low level facilities: skill and spell shops, an item shop, entrance to the Beginner Dungeon, and the entrance to The Catacombs, Level 1.
Upon joining the guild, a character learns a few new skills and gains access to the guild building.
Membership to the Adventurer's Guild is not mandatory, but the progress of any character whom is not a member of the Adventurer's Guild is severely hindered unless special actions are taken. Players will need access to The Catacombs, Level 1 for access to quests, higher level areas, and to complete any normal guild entry quest.
The Adventurer's Guild is unique from other guilds in that all characters may be members of the Adventurer's Guild regardless of any other guild membership. Characters are commonly members of two guilds, the Adventurer's Guild and one other. Traditionally, once a guild is joined, membership there is exclusive, and a character may no longer join any other guild (unless it is the Adventurer's Guild).
Furthermore, the Adventurer's Guild is unique from other guilds in that it does not allow you to offer any Adventurer's Guild-specific services. Being a member of the Adventurer's Guild does not offer any perks other than simply being able to access what is inside the guild.
These are all available skills within the Adventurer's Guild.
- Click skills for a full list of all skills within the game, along with their description.
|Skill Available at Land Level||1||10||15||20||35||40||45||50||55||60||65||70||75||80||85||90||95||100||105||110||125||150||175||200|
|One Handed Weapons||Apprentice||Beginner||Novice||Reasonable||Proficient||Pre-eminent||Awesome|
|Two Handed Weapons||Apprentice||Beginner||Novice|
|Missile Weapons||Novice||Novice||Accomplished||First Rate||Pre-eminent||Pre-eminent|
|Naturalism Spell Use||Novice||First Rate||Awesome|
|Magical Dexterity||Apprentice||Beginner||Novice||Reasonable||Accomplished||Fire Rate||Pre-eminent||Awesome||Maximata||Legendary|
|Cabalistic Ability||Apprentice||Beginner||Novice||Reasonable||Accomplished||First Rate||Pre-eminent||Awesome||Maximata||Legendary|
|Called Shot||Apprentice||Beginner||Novice||Reasonable||Accomplished||First Rate|
|Physical Training||Novice||Accomplished||Outstanding||Awesome||Superhuman||Legendary||Ultranix||Panthorix Rex|
|Spiritual Karma||Novice||Accomplished||Outstanding||Awesome||Superhuman||Legendary||Ultranix||Panthorix Rex|
|Multiple Attacks||Apprentice||Novice||Accomplished||First Rate||Pre-eminent||Awesome|
|Magic Spell Use||Novice||Accomplished||First Rate||Pre-eminent||Awesome|
|Sorcery Spell Use||Novice|
|Group Spell Use||Novice|
- Available to All Classes
|Spell Available at Land Level||1||10||15||20||35||40||45||50||55||60||65||70||75||80||85||90||95||100||105||110|
- Exclusive to Monks and Shamans
|Spell Available at Land Level||1|
Below the Adventurer's Guild are a number of shops that sell a variety of unique items. These are locked behind portals that incrementally open every five or so levels starting from 50.
Connor the Artist sells a magical sheath that, when mixed with some common weapons obtained early in the game, create a new weapon.
magical sheath + very sharp scythe = foul smelling scythe (be sure to hold the scythe in your LEFT hand before buying the sheath!)
Item: foul smelling scythe (scythe) This scythe has been smeared with dung and, somehow seems all the more effective for it. How peculiar! This item is a Slashing Two Handed Weapon. Invoke via the Wield or Wave commands The weapon has an offense add rating of BARELY ADEQUATE and hits for 1-7+3 damage. This item is a level 4 magic item Offense modifier BARELY ADEQUATE Defense Modifier POOR Fire Resist Mod BARELY ADEQUATE Cold Resist Mod BARELY ADEQUATE Electric Res Mod BARELY ADEQUATE Poison Res Mod BARELY ADEQUATE Entangle Res Mod BARELY ADEQUATE Armor Class Modifier EXCELLENT