<-- Airk

THE WARRIORS' GUILD
 
 

-<({[UGH!]})>-









General Info - Description, commands, titles, weapons, armour, rearranging

Specialization Primaries - Table of skills

Specialization Info - Short descriptions, maps, leadership, clubs etc.
 

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GENERAL INFO:

Description: The Warriors' Guild is split into ten specializations which all have their own guild houses, placed in different areas. Unlike thieves, who can join the guild and choose specialization later, a warrior has to join a specialization right away. Choose which specialization you want and go to their guild house to join. See the specialization links for more info.

Most of a warriors primary skills belong in the fighting tree, although we have a few in the crafts tree and other tree. I've made a description of the fighting tree skills, which I hope will be of use. The skills from the other skill trees should be be more obvius, but perhaps I will add them later.

Commands: As you advance your skills at the guild, you will get to learn several commands. You may ask the npc teacher in your guild to teach you and you will see if you are ready for any new ones. I have a list of commands taught to warriors, plus some other other useful commands. I have checked the lower commands with a test character (after the skill tree change in February 2004). I am unsure about the levels and skills for bob.

Guild Titles: Another thing that changes as you advance is your guild title. To see your title you may type "whoami" and look at what you see after your name. There is one set of titles that all soldiers specializations share and one each for Barbarians, Hunters, Musketeers, Samurai and Weapon Masters. If you don't want to know the titles in advance, here is a no spolier list, just the ranges. If you want it all, look at the guild title ranges and names. Aces started the list but has let me take over it. If you know any of the missing titles or if you see an error, please report it to me so I can fix it. It's only with your help that I can complete it. There was change in the ranges in June 2005 as well, so I need help to confirm titles and levels.

Weapons: A weapon is a warriors best friend and you could just pick up any weapon and start fighting. However, there are a lot of different weapons, so it's more fun to find a favourite of your own, as well one that matches your skills. If you are not sure which skill a weapon uses, "appraise <weapon>" will tell you. The judge command tells you how good a weapon is and what combat commands you may use with it. For lots if info on weapons you can visit Coilla's list, with help from Aniline. These two might not be up anymore: Moondog's list (under Equipment) or  Katata and Fewyn's weapon page - The Forge. Just looking at a weapon might reveal information as well, so use that.

Remember to check your weapons now and then to see if they have taken any damage and need reparing. They can take damage if you parry a lot or if you are fighting something that you might not have the ideal weapon for, like a sword against a troll. Also, have a look at "help tactics" and "syntax tactics" for how you can choose to use your weapon(s) and "help. hold" for how you may hold them. Weapons can be repaired in a smithy, with the fix command.

Armour: Armour will help you survive longer by absorbing some or all of the damage when you fail to parry/dodge/block an attack. You may wear a lot of  it, but it tends to weigh a bit and then you can become burdened which means you will fight worse. For some great info about armour you can visit Moondog's list (under Equipment) or Ekko's Armourarium. An extremely useful command when it comes to armour is coverage, so try "syntax coverage" and enjoy.

Another command to use with armour is vurdere, which tells you how good it is at protecting you from different types of attack (sharp, pierce and blunt). Check your armour ("help condition") now and then and repair when they tale damage. Metal armour can be repaired in a smithy with the fix command and leather armour in a tannery with the leatherwork command.

Rearranging: This is one of the hardest things to give good advice about. The best piece of advice that I can give you is to wait. Wait until you learn enough about how the game works to know what you want to do and how you want your character to be. The rearrange command will be there until you use it, it won't go away. Although there are ways to change your stats later, it is slow and costly, so do not rush into rearranging. There are also items that can raise stats temporaily, either at the cost of lowering other stats or by draining guild points while worn.

Still, I'll say a little about each stat. Most warriors prefer to have a high strenght, as it will allow you to wear much armour and carry stuff as well as being a part of many fighting skills. Dexterity is also very popular, being used a lot in the fighting skills, especially in the defensive skills. Constitution affects your hit points a lot but also some of the melee skills in the fighting tree, so it is also favoured by many warriors. Intelligence is used in three of the fighting.special skills as well as in a lot of skills in all the other skills trees, but not many warriors put any points in it. Lastly, we have wisdom, used a little in the defensive, unarmed and special fighting skills. As with intelligence, most warriors don't invest many points in it, as they often chose to prioritize other skills. For a complete break down of the stats used for the fighting skills, have a look at Ceres list of the fighting tree stats.

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SPECIALIZATIONS PRIMARIES:

The ten specailzations are the Djelian Guard & the Klatchian Foreign Legion in Klatch, the Samurai & the Imperial Guards in CWC, the Lancre Highland Regiment, the Hunters & the Hublandish Barbarians in the Ramtops, the Ankh-Morpork Palace Guard & the Weapon Masters' Court in Ankh-Morpork and Duchess Saturday's Musketeers in Genua City. All are more or less warriors and share the unique warrior commands.

Here is a table of which skills the specializations get as primaries (skills you may advance to 300 at the guild):
 

Skill: \ Spec:
Djelian Guards
Klatchian Foreign Legion
Samurai
Imperial Guard
Lancre Highland Regiment
Hunters
Hublandish Barabarians
Ankh-Morpork Palace Guards
Weapons Masters' Court
Duchess Saturday's Musketeers
fi.me.dagger
Yes
Yes
Yes
-
-
Yes
-
-
Yes
Yes
fi.me.sword
Yes
Yes
Yes
Yes
Yes
Yes
-
Yes
Yes
Yes
fi.me.heavy-sword
-
-
Yes
-
-
-
Yes
Yes
-
-
fi.me.axe
-
-
-
-
 Yes
Yes
Yes
-
-
-
fi.me.mace
Yes
 Yes
-
Yes
Yes
Yes
Yes
Yes
 Yes
-
fi.me.flail
-
-
-
Yes
-
-
Yes
Yes
 Yes
Yes
fi.me.polearm
Yes
Yes
Yes
Yes
Yes
-
-
-
-
Yes
fi.ra.thrown
-
-
-
-
-
-
Yes
Yes
 Yes
Yes
fi.ra.bow
Yes
Yes
Yes
-
Yes
Yes
-
-
-
fi.ra.fired
-
-
-
Yes
-
-
-
-
-
fi.un.striking
-
Yes
Yes
-
Yes
-
Yes
Yes
-
-
fi.un.grappling
Yes
-
-
Yes
-
-
Yes
-
-
Yes
fi.de.parrying
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
fi.de.blocking
Yes
Yes
-
Yes
Yes
-
Yes
Yes
Yes
-
fi.de.dodging
-
-
Yes
-
-
Yes
Yes
-
Yes
Yes
fi.sp.weapon
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
fi.sp.tactics
Yes
Yes
Yes
Yes
Yes
Yes
-
Yes
Yes
Yes
fi.points
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Skill: \ Spec:
Djelian Guards
Klatchian Foreign Legion
Samurai
Imperial Guard
Lancre Highland Regiment
Hunters
Hublandish Barabarians
Ankh-Morpork Palace Guards
Weapons Masters' Court
Duchess Saturday's Musketeers
cr.sm.bl.weapon
Yes
-
Yes
Yes
Yes
-
-
Yes
Yes
-
cr.hu.tracking
-
-
-
-
Yes
Yes
-
-
-
-
cr.hu.trapping
-
-
-
-
Yes
-
-
-
-
cr.ma.leatherwork
-
 -
-
-
-
Yes
Yes
-
-
-
cr.me.firstaid
-
Yes
-
-
Yes
Yes
Yes
Yes
Yes
-
cr.arts.callligraphy
-
-
Yes
-
-
-
-
-
-
-
cr.mu.in.stringed
-
-
-
-
-
-
-
-
-
Yes
cr.mu.in.vocal
-
-
-
-
-
-
-
-
-
Yes
ot.mo.ri.horse
-
-
Yes
-
Yes
-
Yes
-
-
Yes
ot.mo.ri.camel
-
Yes
-
-
-
-
-
-
-
-
ot.mo.cl.tree
-
-
-
-
-
Yes
-
-
-
-
ot.mo.cl.rock
-
-
-
Yes
-
-
-
-
-
-
ot.ac.tumbling
-
-
-
-
-
-
-
-
-
Yes
ot.ev.weapons
Yes
Yes
Yes
Yes
-
-
-
Yes
Yes
-
ot.ev.armour
Yes
-
-
Yes
-
-
-
Yes
Yes
-
ot.direction
Yes
Yes
-
-
-
-
-
-
-
-

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SPECIALIZATION INFO:

At the moment you may advance at any specializations guild house, but that might change. Eventually all specializations will have their own leaders and get to make their own rules. Not all npcs in the guilds are teachers (teaches commands if you are ready and ask politely) but you should be able to advance in any guild room with a named guild npc in. Lastly, don't forget to look at the skills table above, it's an important part of the specialization info. I didn't want to repeat the primaries under here. Anything else you think I could put here, let me know!

Alphabetically:

Ankh-Morpork Palace Guard

Description: "Devoted to protecting the Patrician and his staff, the brave men and women who join the Ankh-Morpork Palace Guard often find themselves in tense situations involving silly uniforms, irate diplomats, and impatient superiors. Although formerly a division of the Ankh-Morpork City Watch, they considered themselves too elite for that and formed their own branch, headquartered in the Patrician's Palace. As such, the job usually attracts recruits that look good in uniform, follow orders, and avoid taking initiative as much as possible while on the job.

The headquarters of the Palace Guard are located at the Patrician's Palace in the midst of the glistening city of Ankh-Morpork, the centre of civilisation."

Maps: Guild house and the area where it is
Leader: -
Club: The Palace Guard
---

Djelian Guard

Description: "Although the Djelian Guard is much reduced in size since the glorious days of imperialism in centuries long past, a sizeable remnant is still housed in Djelibeybi. These loyal soldiers have all sworn their allegiance to Djelibeybi, even if there isn't much need to defend its borders anymore.

The headquarters of the Djelian Guard are located in Djelibeybi, the premiere city of the desert continent Klatch."

Maps: Guild house and the area where it is
Leader: -
Club: -
---

Duchess Saturday's Musketeers

Description: " The chivalrous men and women of the Duchess Saturday's Musketeers are honour bound to uphold the good name of the Diamond City of Genua, and of its ruler, the Duchess Ella Saturday.  Much skilled at the arts of duelling and swordsmanship, they dress and talk rather flamboyantly, their colourfully outlandish attire easily distinguishing them from one of the more soberly dressed city guards or soldiery.

Their guildhouse may be found in Dauphin Street, at the very heart of Genua, where they might perhaps serve their Duchess best."

Maps: Guild house and the area where it is - Yet to be finished
Leader: -
Club: -
---

Hublandish Barbarians

Description: "Nomadic and somewhat primitive, Barbarians have a well-deserved reputation for sacking, pillaging, and tracking mud inside other people's homes. These hardy men and women can be found in caves near Hub for the spring and summer, but migrate to the Hubland Steppes in the colder months.

During the spring and summer months, the Barbarians camp in caves near the Hub, and the other months see them spending time in the Hubland Steppes."

Maps: Guild house and the area where it is
Leader: -
Club: Barbarians
---

Hunter

Description: "The Lancre Hunters attract a wide variety of members, ranging from common outlaws, to animal lovers, to hunters, to those who just look good in tights. As such they tend to be a rather unpredictable lot, aside from their unifying distaste for city life and human society. Located in the dense midst of Lancre Forest, the Hunters' outpost is close enough to society to victimise travelers from the city while avoiding their lifestyle with the appropriate disdain.

The main outpost of the Lancre Hunters is located in the dense Lancre Forest, in the Kingdom of Lancre."

Maps: Guild house and the area where it is
Leader: -
Club: Rangers
---

Imperial Guard

Description: "To protect the interests and the citizens of the Agatean Empire's only Sea Port the Sun Emperor created a legion of crack warriors known as the Imperial Guard. These skilled, fierce and determined troops patrol the walled city of Bes Pelargic ready to stomp on the fingers of the terminally inquisitive and to reinforce the belief that to be a citizen in the Agatean Empire is to be the most fortunate of mortals.

The impressive training facilities and headquarters of the Imperial Guard are located inside the grand entrance hall of the Imperial Palace. This shining example of the graceful style and incredible wealth of the Empire is located on the east side of Bes Pelargic, at the northeast end of, fittingly, Palace Approach."

Maps: Guild house and the area where it is
Leader: -
Club: -
---

Klatchian Foreign Legion

Description: "The Klatchian Foreign Legion is a special force set up by Klatch to defend its vague desert borders against predatory neighbours and the D'regs, a nomadic desert tribe. The Legion accepts recruits from any country and known as a refuge for the disgraced, the fugitive and the lovelorn. It's only currently known outpost is located approximately 85 miles northwest of Djelibeybi. It is said that people join the Klatchian Foreign Legion to forget everything (except sand) and this seems to work, because no one in the Klatchian Foreign Legion can remember why they are there. Or their name. Or their Rank. The Klatchian Foreign Legion has a famed drinking and marching song, which goes, "Er…"

The base camp of the Klatchian Foreign Legion is located in the Ephebian Desert."

Maps: Guild house and the area where it is
Leader: -
Club: KFL
---

Lancre Highland Regiment

Description: "The Lancre Highland Regiment was once a proud army created to defend the Kingdom of Lancre from Elfish incursions into the kingdom from one of the fabled two-dimensional gateways into their world. The reduction of these incursions has lead to a reduction in size of the army to the point where only the highly skilled and brave elite remain to guard the Kingdom and its monarch."

"The barracks of the Highland Regiment are located in the beautiful town of Lancre, in the beautiful Kingdom of Lancre. (And don't let anyone tell you otherwise, especially any forn buggers.)"

Maps: Guild house and the area where it is
Leader: -
Club: Highlanders
---

Samurai

Description: "These highly trained and usually well born swordsmen are sworn to defend the lives and honour of the noble houses they serve. Quartered on the estates of the Houses, they train fiercely in between excursions where they do their best to 'accidentally' run into (and possible stab) samurai from other houses.

While each Samurai will eventually become a member of the Hong, Fang, Sung, Tang or McSweeney families and thus have their home on one of the fabulous sprawling estates which are a demonstration of the wealth and opulence of Agatea and her citizens, all recruits will begin their training at the Garden of Steel Flowers. This elite training facility is located in the Sour-Toe-May School of Martial Arts, off Wung-Chi lane in the northern part of Bes Pelargic."

Maps: Guild house and the area where it is
Leader: -
Club: Arashi
---

Weapon Masters' Court

Description: "These rough and tumble lads and lasses have a rather uncivlised outlook on life, even though they live in the largest known city on the Disc.
Despite the deceptive name of "Weapon Masters' Court", their headquarters (complete with brawling pit) is located in a rundown warehouse on
Vagabond Street in Ankh-Morpork. Although most often employed as mercenaries, Court members tend to have trouble accepting authority, and
thus employment.

The Court of the Weapon Masters is a converted warehouse, on Vagabond street, a rather fitting setting considering some of your fellow
members of the Court. This little area of Ankh-Morpork, somewhat west of the east-most point of the city, east of the Plaza of Broken Moons and
south of the mighty (in ways that no human should ever experience) Ankh, is quiet and not often visited by the population of the city."

Maps: Guild house and the area where it is
Leader: -
Club: None

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Airk - November 2005