Discworld MUD Wiki
Advertisement

In-Game Help File[]

                           Discworld concepts help
    Guilds exist to add depth to the game.  You have the burly, fighter       
    type guilds which exist solely so that their members are the best
    people on the entire Disc at going "Ugh!".  Then 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.  You also have a
    wide variety of other classes into which you can take your life.
    
    The way the guilds aid you is in cheap advancement of skills.  For
    information on how skills work read the skills concept information. 
    Guilds provide cheap training in skills that are appropriate for that
    guild.  For example, a warrior can get cheap training in all fighting
    skills.  Guilds are also stingy about providing training in non
    appropriate skills.  And if they do provide training they do not
    allow you to train very far in skills.  
    
    You will find that to form a successful party, you will need members
    from various guilds.  A warrior for maintaining weapons and armour
    and splatting little monsters.  Oh, and drinking copious quantities
    of alcohol.  You then have the wizards who exist for doing lots of
    damage and providing the party with useful spells.  You have a priest
    for healing, and protection spells.  You can take a thief with you to
    help you with the damn locks and spying.  There is a witches guild
    whose members can do very interesting things to monsters through the
    use of the occult.
    
    The guilds exist to make the mud more fun.  They make your character
    more individual.  If you feel your guild is hard done by because
    another is clearly superior, tell the administrators 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 can wander around as a non member of a guild, aka an Adventurer
    if you so wish (during which time you can only advance your skills by
    teaching yourself or having others teach you).  This allows you to
    get a feel for the game and ask around before you make a decision on
    a guild that you may be unhappy with. 


Current Guilds[]

The current guilds on the Disc are: Warriors, Priests, Thieves, Wizards, Assassins and Witches. All but the Witches' Guild has multiple specializations.

Advertisement