EotL Guilds

There are several sects of knowledge that exist throughout the multiverse. These sects are often called guilds. Guilds allow you to gain skills, guild facilities, and other benefits. You can be a member of only one guild at a time, but you may further "specialize" within your guild.

Some guilds require that you meet certain criteria before you are allowed access into that guild. Common criteria include a minimum value of a stat, a completed quest, a certain alignment, and other similar considerations.

Leaving a guild is something to be discouraged. If you do so, all of your skills that are "private" to the guild will be forgotten. You will know whether or not a skill is "public" or "private" when you get information on the skill at the guild. In addition, when you leave a guild your proficiencies and public skills will be reduced.

It is generally considered bad form for a non-member to ask anyone where a guildhall is located. If you don't know where a guild is, you don't belong and you're not wanted.


Guilds and their Specializations

* Capacitor Guild


* Crusader Guild
Clerics
Paladins


* Devilworshipper Guild (closed)


* Dustmen Guild
Order of the Dark Heart
The Fallen


* Etc Guild (closed)


* Fighter Guild
Berserkers
Bodyguards
Swordsmen (closed)


* Forester Guild
The Druidic Order
Rangers
The Society of Bards (closed)


* Headhunter Guild (closed)


* Linguist Guild (all skills are public)


* Mage Guild (closed)


* Mob Guild
Thugs


* Pacifist Guild
Buddhists (closed)


* Red Disciple Guild


* Rogue Guild
Thieves
Assassins


* Spellcaster Guild
Illusionists
Necromancers
Runesmiths
Warlocks


Sword art by Moby@EotL.

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