This background offers mainly front-row guilds that combine melee and spellcasting.
Role | Melee, focused on offense |
Description | Guild thematically built around destruction. Has fairly good melee offskills, as well as WIS-based blasts. Training most skills is locked behind their energy bar - the good skills require getting to the 3rd layer. If you have no energy, reincarnating into the guild can take a while, as you need to build it up to be able to train many skills. |
Weapons | Polearms, axes |
Important skills | Reaver strike, Way of the scythe |
Important spells | Word of spite, Word of blasting |
Rep/quests | Killing mobs gives destructive energy that allows training better skills. Using word of spite improves damage against mobs of that race. A variety of quests, generally focused on destroying various things, gives some bonuses. |
Other considerations | Reincing into the guild takes a while if you have no energy. If you do not use any offensive reaver skill for a couple days, you start losing energy. As such, this guild isn't very suitable if you plan to play infrequently. |
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Role | Melee, focused on offense |
Description | Tigers are a bit of an oddity - they are an assassin guild in a PvE-oriented game (although at the time of writing this, their assassination missions are disabled). Similar to monks, they are a martial arts guild, but in addition offer the Tiger claw spell, whose stunning effect is useful in experience parties. They also get lock picking and stealth skills. |
Weapons | Martial arts |
Important skills | Dim mak |
Important spells | Tiger claw |
Rep/quests | (TODO: info here) |
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Role | Melee, focused on offense |
Description | Disciples are a 10-level guild that allows you to transform into a chaotic spawn, which gives a fairly good attack, improves stats, and adds tentacles that do damage and can wear rings. The guild is not meant to be taken as a stand-alone one, |
Weapons | Depends on the chosen followup guild. |
Important skills | Chaotic spawn, Clawed strike, Choreography of mutilation |
Rep/quests | Killing mobs in spawned form improves the spawn, increasing stat bonuses and tentacle count. |
Other considerations | Experience gain is reduced substantially while in spawn form. This is a base pre-requisite guild for Tzarakk, Kharim, Nergal, and Aelena. If you do not plan to join one of those, joining disciples is generally not recommended. |
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Role | Mounted melee |
Description | Melee guild that mainly focuses on evolving a chaos mount. Very effective for new players, but doesn't scale as well as others. |
Weapons | Polearms |
Important skills | Rampage, Charge/Trample, Riding/Combat riding, Mastery of mounted combat |
Important spells | Steed of Tzarakk |
Rep/quests | Killing mobs makes the mount stronger. Collecting trophies from outworld mobs allows you to train some skills higher. |
Other considerations | You can only join one of Tzarakk/Kharim/Nergal/Aelena. |
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Role | Melee, focused on defense and offense |
Description | |
Weapons | Long blades, shields |
Important skills | Manner of lordliness, Situational warfare, Scourge of dark steel |
Rep/quests | Collecting keys needed to train some skills. Can gather souls from mobs and use them in various ways. Can create and evolve a chaos blade. |
Other considerations | You can only join one of Tzarakk/Kharim/Nergal/Aelena. Kharim can't cast spells in combat. Also available in Nomad background. |
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Role | Minion-based, no clear focus |
Description | Minion-based guild that focuses on gathering and training various minions, pokemon-style. Minions can fight in melee, tank instead of you, or blast from backrow (all this works even if you solo). The guild doesn't offer any fighting skills beyond what Disciples give. A very versatile guild, but not suitable for newer players, as it requires a lot of game knowledge. |
Important skills | Cast chaos, Embrace the gifts |
Important spells | Parasitic swarm, Harvest vitae, Reap potentia, Enthralling parasite, Mind siphon, Nourish enthralled, Awake enthralled |
Rep/quests | Three usage-based skills (Conduit of the hive, Immunology, Morphology) that improve various guild features. Each minion has its own levels and spells and needs to be trained separately. Complete missions to get evolution points to enhance minions or your stats. Completing chaotic acts gives some bonuses. |
Other considerations | You can only join one of Tzarakk/Kharim/Nergal/Aelena. |
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Role | Melee, focused on offense and support |
Description | Focused on collecting and using poisons. Poisons can do damage, reduce resists and avoid, interrupt spells, and more. Generally considered weaker than other tank guilds. Dexterity is their most important stat. |
Weapons | Short blades |
Important skills | Wound |
Important spells | Sting of aelena |
Rep/quests | Using sting of aelena eventually allows getting more poisons. |
Other considerations | You can only join one of Tzarakk/Kharim/Nergal/Aelena. The guild isn't as good as other tank guilds - especially lack of Parry is a significant drawback. Also available in Civilized background. |
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Role | Support |
Description | Spiders are a secondary guild, focusing around summoning a spider demon that can enhance various stats, hpmax, spells, etc. It does not work well as an only guild, and is not suitable for newer players. |
Important skills | Casting skills/masteries |
Important spells | All demon-manipulating spells |
Rep/quests | No |
Other considerations | Getting usable demons requires expensive sacrifices, and luck. |
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Role | Blaster |
Description | Back-row blaster guild, its main advantage is that its harming spells cannot be resisted (although some mobs are immune anyway). The disadvantages are that the spell has a rather poor spellcost/benefit ratio, the guild offers nothing else and gets boring fast. |
Important skills | Cast harm, Mastery of pain |
Important spells | Harm body, Aura of hate |
Rep/quests | Affinity to Burglefloogah improves harming spells (TODO details?), fervor is a momentum mechanics that improves some spells. |
Other considerations | It is common to take some priest levels for healing spells, aura of hate, and cardiac stimulation. Full priests are rare, however. |
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