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Useful Info
The changes page shows the latest modifications to the game.
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Nanvaent help directory: Concepts: Joining_guilds
Please email any further questions to help@nanvaent.org. You may also wish to have a look at the FAQ.
concepts/joining_guilds Nanvaent Player Help
ABOUT GUILDS
Guilds exist to add depth to the game. You have the burly, fighter
type guilds that exist solely so that their members are the best
people on the entire MUD at going "Ug!". You have the frail wizard
type guilds who specialise in taking a small amount of magic and
turning it into the swift demise of an opponent. There are thieves,
who beg, mug and steal their way to fame, clerics of various religions
who live their lives for the glory of their God, and bards who learn
to sing and entertain the other Nanvaent folk for a price.
Different guilds will teach you to develop different tactics for
survival in Nanvaent. As you play the game you will gain experience by
doing quests, killing things and practising spells or commands that
you have learned. The experience is measured in experience points
(xp) and this can be exchanged for additional skills when you visit
your guild.
Later in life further specialisation might be possible by joining
subguilds. These special branches of the guilds might follow a
particular lifestyle (e.g. barbarian) or be open to particular races
(e.g. wolf pack). There might be other requirements for joining
subguilds and these can usually be seen from the "info" in the guild
room. You can also look up the "help" for each individual guild for
more information, or ask players of the guild.
You will find that to form a successful party you will need members
from various guilds. For example a fighter for maintaining weapons and
armour and splatting little monsters, a wizard who provides the party
with useful spells, a cleric for healing, and a thief to sneak up on
aggressive monsters.
The guilds exist to make Nanvaent more fun. They make your character
more individual. If you feel your guild is hard done by because
another is clearly superior, tell your Guildmaster so something can be
done. Don't just join the better guild. A MUD filled with members of a
single guild would be a boring place to visit.
You may leave a guild to join another when your skills are all less
than level 10. The only exception to this rule is joining a subguild.
Once you have joined a subguild you are a permanent member of that
subguild, and you will have to "refresh" to leave it.
GUILDS
Bard, Cleric, Fighter, Monk, Thief and Wizard.
SUBGUILDS
Barbarian (fighter), Elemental (wizard), Forester (thief),
Knight (fighter), Necromancer (wizard), Wolf pack (fighter) and
N'thydarak (cleric).
SEE ALSO
guild info, quests, races, refresh
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