Highest hitpoints, but no spellcasting abilities. All the guilds in this background are melee-oriented.
Role | Melee, focused on offense |
Description | Fighters with wilderness skills. The guild is great for new players and offers good regen and travel skills. |
Weapons | Axes, long blades |
Important skills | Bladed fury + supporting skills, Camping + mastery, Fire building + mastery |
Reputation / quests | You can complete ranger quests and use the points to pick boons that improve some skills. The quests generally involve using ranger skills and some patience/luck. |
Other considerations | Prevents joining Disciples of Chaos and Kharim. |
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Role | Melee, focused on offense and stunning |
Description | Fighters with potent stunning attacks. Requires building up reputation to be effective - without it, the guild is fairly weak. Can't solo very effectively because of limited regen options. Barbarians with good reputation are highly valuable exp-party members. |
Weapons | Axes, bludgeons |
Important skills | Looting and burning, Battlecry, Lure, Barbaric ways |
Rep/quests | Burning corpses improves reputation that makes battlecry/lure work better. Becoming full effective requires gathering 50k rep. |
Other considerations | You lose some reputation (about 10-15%) if you reincarnate out before reaching elder status (100k rep). |
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Role | Melee, focused on offense |
Description | Melee fighters using arrows. Unlike other games, our archers are a front-row melee guild - they can work as a back-row guild, but are sub-optimal when used in this way. |
Weapons | Bows, crossbows, and slings |
Important skills | Hop back, bow/slingshot/crossbow shot, rapid shot/rotation/winching |
Rep/quests | Archer quests and collection of weak points improves damage against various types of opponents and allows picking archer boons that provide various bonuses. |
Other considerations | Training the Hop back skill to 100% is a must. |
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Role | Melee, focused on defense |
Description | Fighters focused on defense. Crimsons don't do much damage and can't solo very well, their main strength lies in their ability to protect other party members. Crimsons can train all the important defensive skills to 100%, including dodge/parry and rescue. Requires a lot of exp - the guild offers no advantage over others if you can't afford the skill costs. Valuable in equipment and def-exp (tank+blaster+healer) parties. |
Weapons | Polearms, long blades, but can use any type |
Important skills | Defensive skills, Stalwart stance |
Rep/quests | Bigger kills (60k+) yield combat points that allow training some skills. |
Other considerations | This is a party guild, not really suitable for soloing. |
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Role | Mounted melee, focused on defense |
Description | Mounted guild with good defense options. As the guild requires a mount and lacks good offensive skills, it is recommended to combine it with Beastmasters. |
Weapons | Polearms, long blades, bludgeons |
Important skills | Riding, Combat riding, Mastery of mounted combat, Assault/Battery/Charge |
Rep/quests | (no) |
Other considerations | Requires taking 10 squire levels first. Accessible to the Civilized background as well. |
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Role | Mounted melee, focused on offense |
Description | A guild that focuses on taming various beasts and training them. Ideally combined with Cavaliers, as the guild offers poor defensive skills. |
Weapons | Bludgeons/whips |
Important skills | Tame mount, Heel, Guided strike, Ride underground |
Rep/quests | Taming/training various mounts, beastmaster quests |
Other considerations | Requires taking 15 squire levels first. |
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