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Nepos's guide to BatMUD guilds
Your first guild
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Your first guild
Table of Contents
Recommended guilds
Passable guilds
Guilds to avoid for now
Guilds to avoid
Contents
How the guild system works
Your first guild
Recommended guilds
Rangers (Nomad)
Tzarakk (Evil religious)
Riftwalker (Magical)
Passable guilds
Reavers (Evil religious)
Tigers (Evil religious)
Shadow Sabres (Civilized)
Folklorists (Civilized)
Ghost Liberators (Good religious)
Monks (Good religious)
Tarmalen (Good religious)
Guilds to avoid for now
Archers (Nomad)
Barbarians (Nomad)
Crimsons (Nomad)
Kharim (Nomad / Evil religious)
Beastmasters (Nomad)
Cavaliers (Nomad / Civilized)
Nergal (Evil religious)
Spiders (Evil religious)
Priests (Evil religious)
Aelena/Scorpion (Evil religious)
Templars (Good religious)
Animists (Good religious)
Druids (Good religious)
Nuns (Good religious)
Bards (Civilized)
Runemages (Civilized)
Alchemists (Civilized)
Merchants (Civilized)
Mage (Magical)
Channellers (Magical)
Psionicists (Magical)
Guilds to avoid
Knights (Civilized / Good religious)
Civilized fighters (Civilized)
Civilized mages (Civilized)
Skills and spells
Tank skills - offensive
Tank skills - defensive
Other important skills
Caster skills
Caster spells
Guild information
Nomad background
Rangers
Barbarians
Archers
Crimson brigade
Cavaliers
Beastmasters
Kharim
Good religious background
Ghost Liberators
Monks
Templars
Animists
Knights
Followers of Tarmalen
Druids
Nuns
Evil religious background
Reavers
Tigers
Disciples of Chaos
Tzarakk
Kharim
Nergal
Aelena
Spiders
Evil Priests
Civilized background
Shadow Sabres
Knights
Bards
Folklorists
Runemagi
Civilized fighters
Civilized mages
Merchants
Alchemists
Aelena
Cavaliers
Magical background
Mages
Riftwalkers
Channellers
Psionicists
Multi-background
Navigators
Explorers
Tree navigators