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Useful info

Races/guild compatibility chart
Past guildmasters
A note about Elections
Further guild info
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* The guilds of Nanvaent

Guilds exist to add depth to the game. You have the burly, fighter type guilds that exist solely so that their members are the best people on the entire MUD at going "Ug!". Then you have the frail wizard type guilds who specialise in taking a small amount of magic and turning it into the swift demise of an opponent. There are thieves, who beg, mug and steal their way to fame, clerics of various religions who live their lives for the glory of their God, and bards who learn to sing and entertain the other Nanvaent folk for a price.

Different guilds will teach you different commands as you develop different tactics for survival in Nanvaent. As you play the game you will gain experience by doing quests, killing things and practising spells or commands that you have learned. The experience is measured in experience points (often abbreviated xp) and this can be exchanged for additional skills when you visit your guild.

Later in life further specialisation might be possible by joining subguilds. These special branches of the guilds might follow a particular lifestyle (e.g. barbarian) or be open to particular races (e.g. wolf pack). There might be other requirements for joining subguilds and these can be seen from the "info" in the guild room. You can also look up the "help" for each individual guild for more information, or ask players of the guild.

You will find that to form a successful party you will need members from various guilds. A fighter for maintaining weapons and armour and splatting little monsters. Oh, and drinking copious quantities of alcohol. You then have the wizards who provide the party with useful spells. You have a cleric for healing, and a thief to help pick locks and sneak up on aggressive monsters.

The guilds exist to make the mud more fun. They make your character more individual. If you feel your guild is hard done by because another is clearly superior, tell your guildmaster so something can be done. Don't just join the better guild. A MUD filled with members of a single guild would be a boring place to visit.

You can change guilds freely until the 10th level. This allows you to get a feel for the game and ask around before you make a decision on a guild that you may be unhappy with. Beyond level 10 it is impossible to leave most guilds except for joining a subguild, although some subguilds may allow you to leave for a cost.
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