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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 trainers, an item shop, entrance to the Beginner Dungeon, and the entrance to The Catacombs, Level 1.

Membership

Upon joining the guild, a character learns a few new skills and gains access to the guild building.

Mandatory Membership

Membership to the Adventurer's Guild is not mandatory, but the progress of any character not a member of the Adventurer's Guild will be 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.

Uniqueness

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. Most characters are members of two guilds, the Adventurer's Guild and one other based on their class. Traditionally, once a guild is joined, membership there is exclusive, and a character may no longer join any other guild. This same restriction does not apply to 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.

A map of the Adventurer's Guild in Moorgate

Skills

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
Martial Arts Novice
Toughness Apprentice Beginner Novice Reasonable Adequate Accomplished Proficient First Rate
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
Stealth Novice Adequate Proficient Outstanding Awesome
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
Herbalism Apprentice Beginner Reasonable Accomplished First Rate Pre-eminent Awesome
Arcana Apprentice Novice Accomplished Outstanding
Magic Spell Use Novice Accomplished First Rate Pre-eminent Awesome
Sorcery Spell Use Novice
Dwarvish Language Apprentice
Elvish Language Apprentice
Gnomish Language Apprentice
Ogre Language Apprentice
Halfling Language Apprentice
Orcish Language Apprentice
Giant Language Apprentice
Sylvan Language Apprentice
Saurian Language Apprentice
Group Spell Use Novice

Spells

  • 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
Fireflames Novice
Chill Novice
Zap Novice
Ensnare Adequate
Venom Adequate
Confusion Adequate
Unlock Adequate
Blink Adequate
Levitate Adequate
Fly Adequate
Water Walking Adequate
Gills Adequate
Lurk Adequate
Heal Beginner Beginner Beginner Beginner Novice Novice Reasonable Reasonable Reasonable Reasonable
Ogre Strength Apprentice Beginner Beginner Novice Novice Novice Novice Reasonable
Light Shards Apprentice Beginner Beginner Beginner Novice Novice Novice Reasonable Reasonable Reasonable
Eagle Eye Apprentice Beginner Beginner Novice Novice Novice Reasonable Reasonable
  • Exclusive to Monks and Shamans
Spell Available at Land Level 1
Heal Adequate
Body Bind Adequate
Antidote Adequate
Ogre Strength Adequate
Light Shards Adequate
Eagle Eye Adequate

Unique Items

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.

With the Magical Sheath in Right hand and Very Sharp Scythe in Left hand, Mix. The result is foul smelling scythe (be sure to hold the scythe in your LEFT hand before purchasing 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
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