Guild Benefits

The guild does not sell anything to non-members. The guild can offer its members assistance in several fashions:

  • The guild item is the Walker's Armband, which equips to the right arm. It grants +1 damage, +5 health and +5 attack - always useful in a fight.
  • The guild houses, found in the courtyards, offer free healing to members only. Use the order L 3.
  • Walkers Neckband Levels:

    1. +1 Move (free)
    2. +3 Attack (100 gold)
    3. + 1 Move (200 gold)
    4. + 3 attack (400 gold)
    5. +1 Damage Reduction (800 gold)
    6. +1 Willpower (1600 gold)
    7. +1 Move (3200 gold)
    The guild houses also offer a route to the Shadowrift, a rather challenging dimension. Use the order L 500. Guild members are reminded that there is no easy way back form the Shadowrift, though there is usually someone who can supply a TTI charm if required.
  • The Walker's Neckband is also available at guild houses. It is an enchanted, upgradeable item. The first one is free to members, further levels cost an increasing amount of gold. Lower levels of the neckband grant increased movement and attack, allowing walkers to get to the fight faster and be more effective. The order to obtain or upgrade the neckband is "X 3603 1" and the costs/benefits are:

    The consensus among guild sages is that the first five levels are well worth it, but you have to have a particular reason to go to level 6 or 7.

  • Walkers Hiking Boots

    Effect Wild Dangerous Insane
    Damage Range 1 2 3
    Attack +5 +10 +15
    Normal Defence +5 +10 +15
    Magical Defence +5 +10 +15
    Vision -2 -2 -2
    Movement -2 -4 -6
    Activate Order X 5319 X 5320 X 5321
    Notes:
    +3 damage range means that 1-2 damage becomes 1-5
    Damage range boost does not effect missile weapons
    Walker's Hiking Boots are available from the guild house to members only at a cost of 300 GPs and 100 XPs (Members must show they have earned it.). The order 'L' '25' buys the boots. Once equipped the boots can never be removed. They prevent any training in Wisdom ever again, while simultaneously allowing a slow but steady increase in Willpower. The footwear also has other powers: 3 Berserk Modes: Wild (X 5319), Dangerous (X 5320), Insane (X 5321). Each mode reduces movement and vision and has a 35% chance to wear out each turn. Only one mode can be active at the same time.

    The consensus among guild sages is that the boots are well worth it for the experienced adventurer. Note that the effect of the boots can last for days, long after the enemy in question has been defeated.