Tharsis Gate
Guilds

  1. What is a guild?
  2. Where do I join a guild?
  3. Why should I join a guild?
  4. Which guild should I join?
  5. Guild Commands
  6. Guild Primary Skills
  7. How to guild commands work
  8. Where are my guild rooms?
  9. Guild Boxes
  10. The Druid Guild
  11. The Thief Guild
  12. The Stormlord Guild
  13. The Warrior Guild

1. What is a guild?
Guilds are organisations that players can join to be trained in special ways. The organisations are set up as part of the game and are overseen by one imortal player. Any player can join a guild and gain the use of the facilities and training that comes as part of the guild. Examples are the thieves guild or the warrior's guild.

All guilds will allow any non-guilded player to join them and thus become elligable to be taught the special discipline that the guild specialises in.

Each guild provides a few set things for it's members:

Most probably the guild will have such facilites as a shop and resting place somewhere within the guild hall.

Thus a guild is a means of extending your character, making him a thief or warrior or a mage.


2. Where do I join a guild?
All published guilds can be joined from the upstairs rooms in the Adventurer's building. There may or may not be secret guilds which require hunting for the secret location of the guild or being invited to join by an existing member of that guild.

In each of the upstairs rooms in the adventurer's building, one guild can be joined. You as a player must examine the room closely to find the command used to join the guild.


3. Why should I join a guild?
To make it a long way in Tharsis Gate a guild is not a requirement. It does however, make it much easier to survive as well as making the game much more fun to play.

A basic non-guilded player is just someone who has learnt to wave a sword and stick it in monsters - nothing special.
A player who joins guild however can receive special training - for example the thief guild will teach you how to steal your opponents weapon, to stab him in the back or to disarm traps.

Joining a guild also makes you a member of a group of other players who have also joined the same guild - thus opening up a selection of people who can almost certainly expect to receive help and suggestions from.


4. Which guild should I join?
There is no fixed rule about which guild you should join. Choose the one that sounds like the most fun to you. If you like the idea of stealing - become a thief, if you like healing, herbs and potions - become a druid, if you like fancy ways of sticking your oponent with a sword - become a warrior.

As a general rule, the warrior guild is easier to play, but also the one that perhaps becomes the least fun later on, and also less powerful relative to other guilds as one climbs into the higher levels.


5. Guild Commands
As described above, every guild teaches it's members new commands. These are called guild commands and can be listed using the 'gcommands' command.

Every guild command has help which can be accessed using the 'help' command, ONCE YOU HAVE THE COMMAND. You can not request help on the 'steal' command unless it appears in your list of gcommands.

Some guild commands will be taught to you as soon as you join the guild, others will become available as you train and rise higher in the ranks of the guild.


6. Guild Primary Skills
Each guild has a set of 15 primary skills. These skills are the ones that are used by most (if not all) guild commands. You can get a list of these skills in the guild training room using the command 'cost primaries'.

Your guild level is the average of all your guild primary skill levels.

In your guild you will be able to be trained to level 300 in all your primary skills. In addition, training these skills in your guild training room is much cheaper than being trained in them anywhere else in the MUD.

To become good at your guild commands you should focus on training your primary skills.

One of your guild primary skills will be a [something].points skill. This skill is the one that effects your number of GuildPoints (GP) Raising this skill will give you more GP.


7. How do guild commands work?
Every guild command has several stages and may require special components or items to be used.

When you start a guild command it may stop you from entering other commands until the guild command is complete, or until you abort the guild command using the 'stop' command. Keep this in mind, because while you are performing such a guild command you can not automatically run away (whimpy) from a fight and may die.

Each guild command requires a certain number of GP to be cast.

Each stage in a guild command uses one of your skills. If you are not high enough in the skill you will probably fail - possibly without any danger but possibly with drastic consequences. Imaging failing to successfully channel a lightningbolt - it could hit anything.

As you perform each stage of a guild command there is a chance that you will receive an AutoAdvance (AA) in the skill for that stage. This means that as you perform the stage you get a bit better at using the skill and it goes up one level.
For example: While performing a druid healing command I am using several skills, one of them is the faith.rituals.healing skill. Just by casting the healling spell I may learn a bit more about how to cast it well, and my faith.rituals.healing skill may go up 1 level.

For the reason of AAs, it is advisable that you perform guild commands as often as possible.


8. Where are my guild rooms?
The guild rooms of the four major guilds in Tolnedra are marked on the map. Note that these are NOT the rooms upstairs in the Adventurer's building.

9. Guild Boxes.
In each guild there is a Guild Box, which allows you to donate items to the guild. Items that are donated go into the box and can be withdrawn by any other member of your guild.

Items placed in the guild box have a chance of surviving a reboot of the game. If you drop an item on the ground or in any other place in Tharsis Gate except in a guild box, then after a reboot that item will be destroyed.

There is a protocol which you should follow when using your Guild Box:

If all members follow this pattern then the guild box will always have something in it and all members will benefit.

10. The Druid Guild.
The druid guild teaches the ways of nature. Members are taught powerfull healing spells and the arts of brewing potions as well as control over animals and lesser beings.

Druids are not overly violent people, but have the ability to draw upon some attacking spells and many powerful defensive spells should the need arise.

The druid guild primary skills are:
faith.rituals.healing
faith.rituals.defense
faith.prayers.blessing.living
faith.prayers.healing.self
faith.prayers.curing.self
faith.items.staff
faith.points
crafting.alchemy.reagents.herbs
faith.rituals.attack
faith.rituals.misc
faith.prayers.cursing.living
faith.prayers.healing.target
faith.prayers.curing.target
faith.items.potion
crafting.alchemy.brewing


11. The Thief Guild.
Thieves are sneaky characters practices in the ways of taking what does not belong to them without the knowledge of the owner. The move well in the dark and can often be right beside you without your knowledge.

A thief prefers to avoid direct confrontation knowing his lesser strength may be his downfall and instead attacks from the shadows striking at his opponent's back.

The thief guild is skilled in the brewing of many potions of sickness and poison and these tools can make a Thief's weapons and traps all the more dangerous.

The thief guild primary skills are:
stealth.theft
stealth.sneaking.outside
stealth.sneaking.inside
stealth.hiding.self.outside
stealth.hiding.self.inside
stealth.hiding.item
stealth.picklock.traps
stealth.picklock.locks
stealth.attack
stealth.items.traps
stealth.items.poisons
stealth.items.weapons
stealth.points
other.perception.alertness
other.perception.attentiveness


12. The Stormlord Guild.
Stormlords are the controllers of the elements. Powerful magicians they draw power from the atmosphere and the earth and mold it through the use of spells into a powerful weapon.

The life of a stormlord is one living on the edge, for a failure can often result in damage to the caster.

Once inside however the power of a Stormlord can diminish greatly for the environment becomes calmer and spells requiring large open areas often fail to recognise their full potential.

The stormlord guild primary skills are:
magic.spells.attack
magic.spells.defense
magic.spells.misc
magic.casting.elemental.fire
magic.casting.elemental.water
magic.casting.elemental.air
magic.casting.elemental.earth
magic.casting.summoning
magic.casting.animating
magic.casting.mental
magic.casting.conjury
magic.casting.ilusion
magic.items.wand
magic.items.other
magic.points


14. The Warrior Guild.
Warriors are fighting machines. Scorning magic and stealth the face their opponent's armed tot he hilt and covered with armour. Trained in the use of all weapons and with knowledge of the body they have a formidable range of dangerous attacks.

Without healing or attacking magic however the sometimes find themselves in need of a spellcaster and as such make a great partner for such a person when adventuring into the unknown.

A warrior is training in the tasks of caring for his weapons and armour as well as the skills involved in the fashioning of new equipment.

The warrior guild primary skills are:
combat.melee.edged
combat.melee.blunt
combat.melee.pointed
combat.missile.thrown
combat.missile.fired
combat.unarmed.punch
combat.unarmed.kick
combat.defense.dodge
combat.defense.block
combat.special
combat.points
crafting.weapon.edged
crafting.weapon.blunt
crafting.weapon.pointed
crafting.armour.body