Guilds

<help guilds>


-=[ The Guilds of Three-Kingdoms ]=-

If you would like more information added about your guild, please email. Many thanks to Melly the Magnificent for his solid B work on this flowchart.



(Click on a table header to sort by that column.)
(Click on an area for a drop-down with more information.)

Name and Directions Highest Known Active Player
-=[ Adventurers Guild ]=-

The Adventurer guild is the guild you are in by default. You will remain in this guild until you choose to join one of the Full guilds. A full guild is one that is supported by a Guild Master and has a full range of powers, abilities and a guild hall. You may join a Full guild upon reaching Level 5.

The Adventurers advancement room is UP from the Login room. The login room is the room that you start in when you first come into the game. If you should ever lose your Adventurer's Handbook you need only come back to this room to get a new one.

The following powers exist in the Adventurers Guild:

consider <monster> - Allows you to get a rough estimate of the strength and power of a monster before you fight it.

fireball <target> - Cast a fireball at a foe, doing very good damage.

shock <target> - Shock a foe with electricity doing good damage.

missile <target> - Cast a magic missile at a foe doing slight damage.

A QUICK INTRODUCTION TO ADVENTURER SPELLCASTING:
Syntax: <Name of spell> <optional name of player>

Cast a spell. If no argument, then cast spell on current fighting opponent. The following are spells specific to the adventurer guild. Please see your guild object for your guild's particular spells.

SpellLevelSpell pointsMax damage
missile5102 x good
shock10153 x good
fireball15204 x good

You have to have enough experience points to be able to use the spells, but then they will work 100 %.

If you cast a spell on an idle player, a fight will start.

Please see the adventurer's handbook gotten from within the adventurer's guild up from the Reception Room for further details...

See also: faq, guilds.

1.0000000000

Infected
-=[ Androids Guild ]=-

Androids are highly customizable robots that can deal death or absorb the most deadly of blows. With an array of components, they are able to fit themselves to most any situation.

Like Sorcerers, Fighters and Clerics, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

Androids can upgrade their components as they advance in guild levels. This allows the freedom to become well rounded or focus on an offensive or defensive role. Androids are never able to fully upgrade all their components and must make choices on which role to fill, but may sacrifice a portion of their guild experience in order to try a different path. An Android may use a weapon or internal mounts to deal damage in one hand, and a shield or a second internal mount for the other, giving the guild a variety of options.

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild.

See also: guilds.

1.0000000000

-
-=[ Angels Guild ]=-

Since right after the beginning of time, good and evil have waged war throughout all the planes of existence. On the higher planes this war is fought directly by beings that embody pure good against beings that embody pure evil. On the lower planes, good and evil are forbidden to intervene directly, instead allowing beings with "free will" to determine the balance of good and evil for themselves.

Typically, a resonance point occurs on each plane. Sometimes toward evil, sometimes toward good, but overall the equilibrium of the cosmos is maintained. Until now. Something has been interfering in the lower planes, the mortal realms, causing the pendulum of balance to swing wildly, sometimes toward good, sometimes toward evil. The forces of good and evil both are concerned about what this chaos means. Uncertain of what will happen to the cosmos of balance is not maintained.

In response to whatever this force is that is disturbing the universe, those beings that embody good and evil themselves, the angels, have created a bridge to the mortal planes. Forbidden from directly interfering with the lower planes themselves, they have instead found mortals on those realms to take on their role of balance keepers.

Mortals with incredible skill and potential that seek to aid in restoring the balance on this plane should seek out others who have already been imbued with a divine spark. They can share this spark, which will grant the mortal incredible prowess in battle and imbue them with incredible manifestations of good and evil. Each mortal seeks their own path and can develop their spark how they best see fit. They can develop the martial aspects of divine combat, focus more on their divine powers, or combine them both to become the ultimate soldiers in this cosmic battle.

It matters less which side "wins", as long as some sort of stability is returned to the realm. Do you have what is needed to rise above your mortal self and save the universe from an uncertain and chaotic fate?

Your wings await.
See also: guilds.

1.0000000000

Kyoujin
-=[ Ascended Guild ]=-

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
The Ascended Guild
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

The ascended guild is an original concept, based upon the immortal giant races of the D&D universes. Ascended are those mortals of the 3Kingdoms who have reached a certain point of mortal power attainment, and wish to traverse the path of immortality. Leaving behind their physical shell, the Ascended's form becomes the immortal manifestation of their very soul. This form is a physically formidable foe and shrugs off damage that would best any mere mortal. They are to be the tanks and protectors of large groups of mortals when their adventures lead them into situations they could not otherwise handle.

Only select few may ascend. Those that have reached significant power and mastery of their mortal forms and abilities may ascend. This provides more options and possibilities for high level players to explore and enjoy. Some requirements include High Mortal status and being at least mortal level 90.

You do not need to leave your mortal guild to join Ascended.

See also: guilds.

1.0000000000

-
-=[ Bards Guild ]=-

From Fantasy: <portal; 7w; n; w>
Back to Fantasy: <e; s; 7e; portal>

"His soul was nourished by beauty, his
spirit drawn to mystery. The art of a
bard must harness both."
--Morgan Llewelyn
Bard, the Odyssey
of the Irish
The Bards of the Three Kingdoms are a widely varied lot, but in the soul of each bard beats a passion for beauty and a desire for knowledge. Some choose to pursue this through the deadly songs of combat, while others choose to learn the pure forms of physical combat. Others practice the soothing art of instruments, while others choose to hide in the shadows and observe unseen, or to gather knowledge about the inhabitants of the realms, and the realms themselves.

Although the path each Bard may take varies widely, all pursue the same goals, all share the same depth of spirit and vision. If you would tread the trails of the Bard, seek out any current bard to progress.

See also: guilds.


NPC's in this area:

Barnaby the Retired Tunesmith (flappy) - Barnaby is one of those elderly gentlemen with an ageless quality to them. He has a slight potbelly and a balding head, with grey tufts of hair sticking out from behind his ears. From the twinkle in his wrinkled eyes you sense that he has been around a long long time. He wears a simple functional leather vest, and has a harp that he is tuning on his lap. He was once a famous bard, before he retired to a life in the Guild Shop. Now, he is retired even from that, but couldn't bear to be away from his beloved Guild.
He is in perfect health.
He has no spells.
His melee attacks do crushing damage.


Hedon the Equipment Master - Hedon is a withered old man wearing a brightly coloured balladeer's hat. His nimble fingers are calloused from years of playing card tricks and performing other sleights of hand. Hedon acquired his position as Guild Equipment Master due to his love of handling items which belong to others (usually without their permission!).
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.


Lamont - This is Lamont, he's selling magic necklaces, suspicious 'bags', and who knows what else. He is said to be quite the traveler and brings things from all over the world to sell to you, right here in the guild hall. If you wanna buy one of his items the syntax is:
acquire <item>, he'll tell you his prices if you type 'pricelist'.
It is in perfect health.
It has no spells.
Its melee attacks do slashing damage.


Tanthis the Tradesman - Tanthis is a small older gentleman with a crease-worn face and rough hands. He has a rather larger nose on which is perched wire-rimmed glasses, and he sports a leather apron from which hangs an awl, a hammer, knives, and other tools for working with leather. Though once he roamed the three kingdoms searching for the perfect instrument, now he confines himself to creating elaborate costumes that mimic the fantastic designs he has encountered throughout his travels.
He is in perfect health.
He has no spells.
His melee attacks do crushing damage.


Items in this area:

A belled jester's hat - (costs 18 coins) The base of this hat is made of blue and green felt, designed to fit snugly around the wearer's head. Five long points of felt flop over around the wearer's head, with little clusters of bells at the tip of each point. Each motion of the wearer's head causes a merry riot of silver tinkling to fill the air.
The helmet is in perfect condition.
This armor has the following resistances:
5 ice
It looks light.

You carefully study A belled jester's hat.
This armor has hardly any protection.
Compared to other armors of this type, this one is pretty weak.
This has some defense against cold damage.
- Providing average protection for this item.
This armor has no special defense against melee attacks.
This item is practically worthless!

You carefully study A belled jester's hat.
This item has no legend.


A fine wooden walking stick - (costs 105 coins) This stick is about 3 feet in length, the ideal height for leaning on. The handle is a solid knob of wood, polished to a high sheen. The length of the stick is also highly polished wood, though the tip has been shod in metal to preserve the wood from the stresses of use.
This weapon is in excellent condition.
This weapon deals blunt damage.
This weapon's classifications: 5 (blunt)
It looks light.

You carefully study A fine wooden walking stick.
Newbies might use this.
This has some capability to do crushing damage.
This item is practically worthless!

You carefully study A fine wooden walking stick.
This item has no legend.


A gleaming longsword - (costs 300 coins) The blade of this sword is over three feet long, gleaming with a slightly blue tint. The crossguard is plain, yet elegant, obviously created with an eye for style. The hilt is wrapped in bronze wire, the bright yellow metal contrasting nicely with the blue steel of the rest of the weapon. The entire weapon has been polished with loving care. On the base of the pommel is stamped the insignia of the Bards Guild.
This weapon is in excellent condition.
This weapon deals edged damage.
This weapon's classifications: 17 (edged)
This weapon gains benefits from your sword weapon skill.
You must be level 10 to wield this weapon.
It doesn't look too heavy.

You carefully study A gleaming longsword.
A mage might use this.
This does respectable slashing damage.
This item is cheap.

You carefully study A gleaming longsword.
This item has no legend.


A leather hat with a large feather - (costs 45 coins) The base of this hat is made of black leather, formed into a gracefully shaped crown and a wide brim. One edge of the brim is jauntily pulled up against the hat with a large sweeping crimson feather, which gives the hat a rather dashing appearance.
The helmet is in perfect condition.
This armor has the following resistances:
1 edged, 1 blunt, 3 fire, 5 ice, 5 acid, 1 mind, 1 radiation
It looks light.

You carefully study A leather hat with a large feather.
You might deflect a gnat with this thing.
Compared to other armors of this type, this one is pretty weak.
This has barely any defense against slashing damage.
- Providing minimum protection for this item.
This has barely any defense against crushing damage.
- Providing minimum protection for this item.
This has barely any defense against fire damage.
- Providing average protection for this item.
This has some defense against cold damage.
- Providing average protection for this item.
This has some defense against acid damage.
- Providing average protection for this item.
This has barely any defense against mental damage.
- Providing minimum protection for this item.
This has barely any defense against radiation damage.
- Providing minimum protection for this item.
This armor has no special defense against melee attacks.
This item is practically worthless!

You carefully study A leather hat with a large feather.
This item has no legend.


a magical glowing necklace (weak) - (costs 500 coins) This is a glowing, magical necklace with 0 beads strung onto it.
It looks light.

You carefully study a magical glowing necklace (weak).
You sure this is an armor?
Compared to other armors of this type, this one blows ass.
This armor has no special defense against melee attacks.
This item is practically worthless!

You carefully study a magical glowing necklace (weak).
This item has no legend.


A Music Box <empty> - (see our Bags page, costs 1600 coins) An ornate music box. It must be magical to hold so much.
It is completely empty.
You can put things in it.
It looks light.

You carefully study A Music Box <empty>.
This item is worthless!

You carefully study A Music Box <empty>.
This item has no legend.


A pair of deep green boots (costs 75 coins) - These soft leather boots are a deep green on the base while the cuffs are almost black. The top hits approximately in the middle of the calf, designed to hug the largest part of the muscle snugly to show off the shapeliness of the leg. The toe comes to a slight point, emphasizing the grace and length of the wearer's foot. These are definitely a very stylish pair of boots.
The boots are in perfect condition.
This armor has the following resistances:
5 edged, 5 blunt, 6 ice
It looks light.

You carefully study A pair of deep green boots.
You might deflect a gnat with this thing.
Compared to other armors of this type, this one is pretty weak.
This has some defense against slashing damage.
- Providing average protection for this item.
This has some defense against crushing damage.
- Providing average protection for this item.
This has some defense against cold damage.
- Providing average protection for this item.
This armor has no special defense against melee attacks.
This item is practically worthless!

You carefully study A pair of deep green boots.
This item has no legend.


A pair of soft leather gloves (costs 51 coins) - The leather of these gloves is very soft, conforming themselves perfectly to your hands. The colour of the leather is a deep black, from the delicately tapered fingers to the wide cuff that ends at the middle of the lower arm. The workmanship of the gloves is excellent, and they are a fine fit.
The gloves are in perfect condition.
This armor has the following resistances:
6 edged, 2 blunt, 3 ice
It looks light.

You carefully study A pair of soft leather gloves.
You might deflect a gnat with this thing.
Compared to other armors of this type, this one is pretty weak.
This has some defense against slashing damage.
- Providing average protection for this item.
This has barely any defense against crushing damage.
- Providing minimum protection for this item.
This has barely any defense against cold damage.
- Providing average protection for this item.
This armor has no special defense against melee attacks.
This item is practically worthless!

You carefully study A pair of soft leather gloves.
This item has no legend.


A shining shortsword - (costs 126 coins) This sword is just over two feet long from pommel to tip. The blade is thin and springy, seeming almost to sing through the air. The crossguard is very minimalistic, yet the entire blade gleams with style and shine, obviously a well-made weapon. The hilt is wrapped in bronze wire, the soft yellow colour setting off the blue steel. The insignia of the Bards Guild is stamped into the base of the pommel.
This weapon is in excellent condition.
This weapon deals edged damage.
This weapon's classifications: 7 (edged)
This weapon gains benefits from your sword weapon skill.
It looks light.

You carefully study A shining shortsword.
Newbies would happily use this.
This has some capability to do slashing damage.
This item is practically worthless!

You carefully study A shining shortsword.
This item has no legend.


Shrunken Head Case (costs 5000 coins) - This long, narrow box can be used to store the heads of various creatures you have decapitated. Although there is something clearly wrong with you for wanting to do this, it is within your right. If you happen to be holding a severed head, you can 'store head' in the case at which point it will be magically reduced in size to fit. Fair warning, however, once inside the case, it cannot be removed.
It doesn't look too heavy.

You carefully study Shrunken Head Case.
This item is cheap.

You carefully study Shrunken Head Case.
This item has no legend.


a small leather bag (costs 250 coins) - This is a small leather bag, it is really too small to hold anything, except maybe some dust.
It looks light.

You carefully study a small leather bag.
This item is practically worthless!

You carefully study a small leather bag.
This item has no legend.


a small pouch of phoenix ashes (25) (costs 2500 coins) - This small pouch contains the brilliantly colored ashes left behind after the rebirth of a phoenix. It is rumored that these ashes can be used in potent healing spells to aid all mortal creatures.
It has 25 pinches of ashes left in it.
It looks light.

You carefully study a small pouch of phoenix ashes (25).
This item has some value.

You carefully study a small pouch of phoenix ashes (25).
This item has no legend.


a small sack of topaz dust (25) (costs 500 coins) This small, mystical bag contains finely ground particles of topaz. It is said that topaz can aid in the healing and regeneration of mortal flesh.
It has 25 pinches of dust left in it.
It looks light.

You carefully study a small sack of topaz dust (25).
This item is cheap.

You carefully study a small sack of topaz dust (25).
This item has no legend.


A suit of finely made leather armour - (costs 150 coins) This suit of leather armour is cut in strong lines that emphasize the figure of the wearer. The leather has been dyed a soft black, making the suit of armour a very striking fashion statement. The few metal fittings on the armour have also been stained black, to enhance the overall appearance.
The armour is in perfect condition.
It appears to be light armour for a player of your level.
This armor has the following resistances:
9 edged, 9 blunt, 9 ice, 5 energy
It looks light.

You carefully study A suit of finely made leather armour.
This has decent overall protection.
Compared to other armors of this type, this one is pretty weak.
This has some defense against slashing damage.
- Providing average protection for this item.
This has some defense against crushing damage.
- Providing average protection for this item.
This has some defense against cold damage.
- Providing average protection for this item.
This has some defense against magical damage.
- Providing minimum protection for this item.
This armor has no special defense against melee attacks.
This item is practically worthless!

You carefully study A suit of finely made leather armour.
This item has no legend.


A suit of glittering chainmail - (costs 483 coins) This shining suit of chainmail has been painstakingly polished and shined until it nearly gleams. The bright blue-silver of the steel is complemented by the patterns woven into the chainmail design in warm yellow bronze links. The suit jingles merrily with every motion and is quite heavy.
The armour is in perfect condition.
It appears to be light armour for a player of your level.
This armor has the following resistances:
13 edged, 7 blunt, 1 fire, 2 ice, -3 electric
It doesn't look too heavy.

You carefully study A suit of glittering chainmail.
You might deflect a gnat with this thing.
Compared to other armors of this type, this one is pretty weak.
This has pretty good defense against slashing damage.
- Providing average protection for this item.
This has some defense against crushing damage.
- Providing minimum protection for this item.
This has barely any defense against fire damage.
- Providing minimum protection for this item.
This has barely any defense against cold damage.
- Providing minimum protection for this item.
This one has, uh, really crap defense against electric damage.
- Providing above maximum protection for this item.
This armor has no special defense against melee attacks.
This item is cheap.

You carefully study A suit of glittering chainmail.
This item has no legend.


1.0000000000

Nix
-=[ Bladesingers Guild - Wiki ]=-

 .=.---------------------------------------.
/ __\
\.)_/|      BLADESINGERS, a beginning
     |
     | In the centuries since the fall of
     | Myth Drannor, and the disappearance
     | of the elves, man has fought on his
     | own against the armies of the dark
     | mages and the evils of the realms.
     | Now, a few of those warriors from
     | the past called Bladesingers have
     | returned to teach a few dedicated
     | humans the techniques of the old
     | ways.
     |
     | Those who join the guild of the
     | Bladesingers will first be tutored
     | in general fighting styles using
     | any weapons.
     |
     | They will learn which skills are
     | useful in dodging enemy attacks,
     | and how to read and use the
     | ancient runes...the corner stone
     | of the guild.
     |
     | As the apprentice progresses thru
     | the ranks, learning more advanced
     | methods of fighting, the elves will
     | train the young fighter to call
     | upon the Unseelie Court of the
     | faerie world to cast spells to
     | enhance their fighting, to learn
     | more about their opponents, and to
     | evaluate armours and weapons.
     |
     | Soon, the accomplished Bladesinger
     | will be able to prepare his/her own
     | armours and inscribe the runes on
     | them to create additional protection
     | or regeneration.
     |
     | A Bladesinger may customize their
     | training to their own style. If you
     | are more comfortable having stronger
     | protection or healing, you can train
     | in those skills. Perhaps you would
     | rather kill faster and depend on
     | your rune skills for protection..
     | then you might train the attack
     | skills in more depth.
     |
     | Bladesingers may wear any armour,
     | and use any weapon. There are no
     | alignment restrictions from the
     | guild and no level restriction for
     | recruitment into the guild. If you
     | would like to join our guild, please
     | contact a Bladesinger of glvl 25+.
 ....|
/ )__\
\    /
 `=='=======================================.
See also:  guilds.

1.0000000000

Xiu
-=[ Breeds Guild ]=-

The Breed are perhaps one of the eldest races of all time. Returned after aeons of self-imposed exile, they are armed with perhaps the most potent force of all--the power of the mind. For it is from within that psi is generated. The Breed, in general, are a secretive lot, believing that each person must forge his or her own destiny, unfettered and untainted by the ideas and opinions of others. Obtaining knowledge without understanding is a most dangerous thing.

Each of the Breed therefore, makes his or her own way through life, learning from those who will teach them what they wish to know when they are ready. The path of the Breed however, is not one of ease, but rather one of discipline, diligence and patience.

As such, the Workings of the Breed are highly diverse and vary from Breed to Breed. For few Breed ever embark on exactly the same life path as another. It is rumoured that their great city is hidden from outsiders to protect the Breed from those who would do them harm.

1.0000000000

Marlon
-=[ Changelings Guild ]=-

The old man leans on his staff, scrutinizing you, 'So mortal, you wish to learn about the race of the Changeling? It just so happens that over my long centuries of life, I have known many a Morph, and learned much about them.' Looking for signs of interest he continues, 'I have much to tell, if you have the time..'

Taking a seat on a nearby log, he begins his tale, 'Changelings are an ancient and powerful race, although only existing in folk tales for centuries, recently they have become commonplace and are growing in popularity. Able to mimic the forms of animals and anything they see, they are a deadly adversary, or a powerful friend.'

'Changelings possess unnatural control over their bodily cells, and are able to harness this to bend and shape their bodies to their will.'

'One minute you could be facing a well armed and armoured warrior', he pauses momentarily for extra effect, 'and the next a huge beast!, and if that isn't enough to scare an enemy to death, I am sure that it's pure animal fury and lethal natural weaponary will.'

'Generally a changeling will use the animal forms of the mammallian, reptillian and avain variety, but rumour has it that that a well learned morph can become that of an inanimate nature , or even one of the ancient dinosaurs that use to inhabit the land!'

'I once saw a powerful morph face several opponents, an average warrior would have of been felled in an instant, but this morph ignored all but one of his attackers, felling them one by one, their attacks bouncing off his body, or missing entirely. He fought blindingly fast, the whole fight took but mere moments.'

'The life of a Changeling is not an easy one my friend, it takes much patience and practice for them to become a master of their talents. The rewards for perserverence are large and satisfying, should you choose to follow this path.'

The old man scratches his beard absently, 'That's all I can tell you now I am afraid, my mind isn't what it used to be, If you require more information, look around and find some Changelings, they will be more happy to share more knowledge with you.'

'Take care friend.'
See also: guilds.

1.0000000000

Javelin
-=[ Clerics Guild ]=-

Clerics are spiritual healers with a variety of offensive and defensive spells at their disposal. Like Fighters and Sorcerers, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

Clerics learn new spells as they advance in guild level. These spells range from simple healing or utility spells to powerful spells that use the lifeforce of fallen foes to absorb damage or attacks that target an opponent's weakest defenses.

As Clerics gain guild levels, they also gain skill points that can be spent on skills to influence how well they absorb damage, heal, hurt others, or regenerate guild points. Large Clerics will eventually max all their skills, but smaller Clerics can match the order they raise their skills to fit their playstyle.

Clerics benefit from wielding weapons and wearing armor, and it's recommended to do both at all times. Weapons just supplement the damage from their guild attacks, but armor is required to get the most from their guild defenses

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild.

See also: guilds.

1.0000000000

-
-=[ Cyborgs Guild ]=-

'More human than human'

The Cybernetic Research Corporation has been at the forefront of implant manufacture since the dawn of the Cybercorps. Our first product was the ground breaking Sub-cranial Interface & Neural Converter (S.I.N.C.), now the standard in implant-nervous system interfacing. This led to our total domination of the market, and now all Cyborgs procure their ware through us.

We provide an enormous range of implants designed to maximize our clients' potentials to withstand damage, master their surroundings, and deal out death. Under the umbrella of the Corporation, our clients can choose from one of several affiliations, each with their own style of combat and agenda.

If you feel you have what's required to start down the path towards cybernetic perfection, travel to the skyscraper on the east side of Pinnacle and talk to Valerie. Be warned--in order to survive the rigorous S.I.N.C. installation operation, a recruit must have a robust constitution.

See also: guilds.

1.0000000000

Hooligan
-=[ Elementals Guild ]=-

This guild draws its power solely from the four basic elements of nature: Fire, Water, Air, and Earth. The most experienced elementals have all four of these forces at their disposal and can control them effortlessly. However, to gain such powers an elemental first must learn the secrets of each element independently, and have full mastery of over one before exploring another.

The elementals are renowned for their sheer force, and ability to manipulate the environment of their enemy. The power of the elemental does have its drawbacks. Because most of their energy is devoted to controlling their environments, they are left with few defenses.

Elementals do not benefit from the resistances of most armors.

When wielding weapons elementals cannot attack with their elemental forces.

See also: guilds.

1.0000000000

Sarge
-=[ Fighters Guild ]=-

Fighters are elite warriors. They are focused primarily on using physical combat to absorb huge attacks with armour and destroy their opponents with a weapon.

Like Sorcerers and Clerics, they advance faster than other guilds in exchangefor having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

As fighters advance, they have the option to gain guild levels to unlock mighty powers that provide them with significant advantages over their defensive skills that will passively make them stronger.

Fighters can fully benefit from wearing equipment. Having access to basic equipment as a minimum is strongly recommended. Due to the defensive ability of fighters, a good set of equipment will allow you to overwhelm much stronger enemies.

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild.

See also: guilds.

1.0000000000

-
-=[ Fremen Guild ]=-

From Center of Town: <s; 2e; n; 3e>
Back to Center of Town: <3w; s; 2w; n>




Deep in the deserts of Arrakis, dwell tribes of fierce warriors, known as the 'fremen', or by their native name of the 'Ichwan Bedwine'. As per the novels of Frank Herbert, these fremen warriors are trained in a great number of combat skills, and also given training in the skills brought to them by the Atreides family.

The Ichwan Bedwine are powerful fighters, with the ability to attack swiftly, and cause mental anguish on their opponents. Some say they have the ability to control their opponent's minds, and command them to do their bidding. Being descended from the ancient Earth tribes of bedouin wanderers, the fremen also have many meditative self healing powers. They have a deep seated tribal sense of group power, and their fighting skill would seem to be enhanced when they combine to take out their enemies.

If you wish to become one of their brethren, then you must find one who is able to introduce you to their ways, and sponsor you into their fold. Please feel free to ask any of the higher level fremen online about the guild, although please do not ask any of the wizard fremen, as they really can't help you in this way.

See also: guilds.

1.0000000000

Pokey
-=[ Gentech Guild ]=-

Refugees from a full planetary sector war in the far distant future, the Gentech recruit soldiers to fortify their armies and lead them back to the future to conquer their enemies. These Gentech soldiers ride a fine line between genetic enhancement of their bodies, and incorporation and integration of far advanced technology into their cellular matrix. This being so, the Gentech posses the ability to choose their own fate within the structure of their guild. Some have even said that Gentech is the guild of 'choice'.

As opposed to most other guilds, Gentech members perform experiments to acquire skills and powers. Any power within the guild may be researched by any member of the guild at any time, but with this freedom comes a cost. Researched experiments can fail, which may lead to unpredictable results, including the loss of a power or in very rare instances, death. The chances of a researched experiment succeeding (or its degree of failure) depends on the experience the Gentech member has within the guild. The greater the experience, the more likely an experiment to research a power will succeed.

This total control over their chosen skills allows the Gentech to wield enormous power over not only their general surroundings, but also over their own bodies. Through this power, which is both raw and refined, the Gentech bring the world of the far distant future to today.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See also: guilds.

1.0000000000

Skuggo
-=[ Jedi Guild ]=-

The Jedi Guild is a sci-fi guild based on the Star Wars Movie Trilogy and on the Jedi Role Playing Game. This guild is not one of those theme-less and over-powered guilds, it is rather a guild intended to offer unique powers to those players who are fans of Star Wars.

Although it is impossible to give you a full impression of how this guild is organized or what powers you will have, I will give you as good an impression of what things will be like as I can....

All Jedi are unique. No two Jedi advance the same way within the guild, and each will have to adopt a different fighting style. Each will have different careers (17 choices) and different levels in each of the 49 ability skills.

It is said among the Jedi that nothing is impossible with the Force as your ally. This is certainly true within the guild. There are enough abilities to satisfy everyone's desire, to let you tailor your character how you want.

You want a lightsaber? Train that skill.
You want to throw lightning? Train that skill.

The available abilities run the entire range of powers to be found on the mud. Healing, damage dealing, defense, informative, and some others which are too complex to describe in a short file such as this.

Beware though in your choices, because the Dark Side lurks in the shadows, waiting to latch onto your soul and claim you from the path of light.

Lastly, I would suggest that you consult any Jedi that is currently in the game to ask for his/her impressions of the guild. If you join I would like to personally welcome you into service as a Jedi, and if you don't, I wish you luck with whichever guild that you do choose. May the Force guide your decision so that you make the correct one for YOU!

The Jedi guild is open and welcoming members. If you're interested in the Jedi Knights, be patient and you may become one. Be warned though, this is a theme guild. Jedi won't go blasting Tiamat to kingdom come, they won't take on 10 PK's alone. If you're interested in that mystical spark that George Lucas placed in all of us over 20 years ago, this is where you'll find it. If not, look elsewhere for your guild, because it's probably not your destiny to be a Jedi.

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
See also: guilds.

1.0000000000

Archimedes
-=[ Juggernauts Guild ]=-

The Juggernauts guild primarily revolves around the Battletech theme of Elementals. The Juggernauts guild for the most part relies on the interaction between the Juggernaut and his Main Battle Armour--his Elemental suit, for those who are familiar with Battletech terms.

The Juggernauts guild contains various Elemental suits from which to choose--ranging from purely offensive to purely defensive. The guild is also divided into clans, each with its own leadership. If a science fiction guild with lots of different possible playstyles is what you are looking for you should inquire into our guild.

The guild itself is located in the realm of science. If you are thinking of joining ask a Bloodnamed guild member for assistance.

See also: guilds.

1.0000000000

Voodoo
-=[ Knights Guild ]=-

From Center of Town: <s; 2w; n; 2w; 3s>
Back to Center of Town: <3n; 2e; s; 2e; n>
*Recruiter Required*

Map of Knights Guild


A once green and vibrant plain extends around you, its tall grasses now crushed and trampled, the green splattered with the debris of war. For as far as your eyes can see the field is covered with the dead and those few lucky survivors who wander around aimlessly as if shocked to be alive after such a fierce fight.

One armoured figure in particular catches your eye as he kneels down and silently cleans his bastard sword on the cloak of a fallen foe. As the last of the blood is wiped from his blade the Knight rises to his feet, the leftover strain of battle slowing his movements, his injuries causing a grimace of pain. While you watch him, the look of pain fades from his face as he closes his eyes and seems to focus his thoughts on enduring his wounds.

With a final bow of his head, to the memory and valour of his fallen foe the Knight remounts his sandy coloured horse and rides off to rally and aid the survivors. The killing is over but there is more to being a Knight than just the glory of battle. A Knight is a powerful warrior, but that power is sheathed within a code of honour. Any Knight is not perfect, nor expected to be, but they must always attempt to reach for that higher ideal.

-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
Note: The Knights guild is always interested in finding brave,
honorable new recruits. If you're interested in joining their ranks,
seek out a member of the Knights Guild for more information.
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-


See also: guilds.


NPC's in this area:

Dame Adara Fulmen, Vindicator of the Order of the Storm Knights -
Dusty and blackened by countless scorch marks, Dame Adara Fulmen's plate armour of blue steel has seen better days. She holds her sugar loaf great helm, adorned with twin brass lightning bolts, under her left arm, leaving her short, unruly red hair exposed. Her green eyes follow you with a focused intensity, refulgent with some sort of chaotic fire.
She is in perfect health.
She has no spells.
Her melee attacks do slashing damage.

<read menu> Note: None of these drinks can be removed from the pub.
A scroll nailed to the wall presents the drinks de jour:

  __________________________________
 @)_________________________________)
 |                                 |
 |    -=:{ DRINKS OF HONOR }:=-    |
 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
 |  Beer                       15  |
 |  Coffee                    100  |
 |  Scotch                    200  |
 |  Pinnacle Special         1000  |
 |  Dokken's White Russian   2000  |
 |  Strange Brew             3000  |
 |  Grog                     4500  |
 |  Aquavit                  6000  |
 |_________________________________|
 @)_________________________________)


Dame Camilla Bedwere, Armourmaster and Vindicator of the Order of the Obsidian Shield -
Despite her diminuitive stature, Dame Camilla Bedwere posesses an intense air of defiance and strength. She moves with remarkable fluidity in her bulky armour, flowing effortlessly from one stance into another. A single, thick braid of chestnut brown hair hangs down from the base of her neck to the middle of her lower back. The intactness of the free-swinging braid is truly a testament to her skill in combat. A large shield with the coat of arms of the Order of the Obsidian Shield is strapped to her back for easy carrying, and a well-oiled longsword hangs at her side, the grip shiny with use.
She is in perfect health.
She has no spells.
Her melee attacks do crushing damage.


Dame Mia Jas, Paladin of the Order of the Knights Errant -
Despite her short stature, Dame Mia Jas manages to exude an aura of power and knowledge. Slightly bowlegged from spending most of her life on horseback, she looks like she'd be more comfortable mounted on a horse than with her feet on the ground.v She is in perfect health.
She has no spells.
Her melee attacks do crushing damage.


Dame Zara Diones, Swordmaster and Vindicator of the Order of the Argent Sword -
Dame Zara Diones wears a stern face with premature wrinkles on her furrowed brow. No older than thirty, she looks as though she has been through much in terms of hardships and adventures. Her lean and powerful muscles make her armour attach awkwardly to her large frame. Her massive shoulders and the well-worn grip of her immense claymore slung across her back on a large backstrap show her to be a deadly fighter.
She is in perfect health.
She has no spells.
Her melee attacks do crushing damage.


Gabriella, the Weapon Smith -
Gabriella, the weapon smith, is a large strong woman. She is very tough and knows how to fight! For those interested, she is knowledgable in the creation and maintenance of weapons. If you talk to her, she may be able to help you.
She is in perfect health.
She has no spells.
Her melee attacks do crushing damage.


Klvorn, Dwarven Smith of the Mountains -
Klvorn is a Mountain Dwarf, and despite his short and stocky frame he fills the room with his presence. His short hair and long braided beard almost touch the floor, and both are as white as snow. When you look into his green eyes you can tell that your presence in his sanctum isn't welcome, that is unless you want to buy something.
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.


Master Avrin, Shopkeeper and Retired Blacksmith -
The Knights' former blacksmith is a large, strapping man, dressed in simple trews and a thick leather apron. His face is dark from years of working at the forge, and his eyes are steely. His new job is much less stressful, selling sundries to the guild members. He will also buy back what he sells, since no other shop will buy them.
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.

Welcome to the Knights' Guild Shop!
               Min Min Num
#  Name                      Cost  Glv Lvl Left
--+-------------------------+-----+---+---+----
0  Lantern                     100   0   0 9999
1  A Sack                     1600   0   0 9999
2  Pouch of Breadcrumbs       1000   0   0 9999
3  Tinder                      500   0   0 9999
4  Pail                        200   0   0 9999
5  Marshmallow                  10   0   0 9999
6  Edged Kit                   250   0   0 9999
7  Blunt Kit                   250   0   0 9999
8  Bundle of stakes             45   0   0 9999
9  Stamina Boost              3500   0   0 9999


Sir Arruns Thelton, Guardian of the Order of the Golden Crown -
Sir Arruns Thelton stands bolt upright, maintaining perfect posture despite the heavy armour he wears. A large, bushy moustache bristles forth from under his large, ruddy round nose. His eyes are a very deep shade of blue, almost indigo, and give him an air of sparkling intensity. Despite his gruff appearance, Sir Arruns Thelton is rather friendly.
He is in perfect health.
He has no spells.
His melee attacks do crushing damage.


Sir Elgar Rayne, Stablemaster and Vindicator of the Order of the Iron Lance -
Sir Elgar Rayne's face bears the signs of having weathered many an ordeal. His dry, leathery skin reveals the many years that he spent living in the desert, and his bowlegged stance is that of one who has spent a large portion of their life on horseback. While not particularly old, Sir Rayne has not aged too gracefully, making him appear to be about fifty, when he is merely thirty-five. A leonine mane of aggressively steely hair crowns his pate, giving him a dangerous and slightly feral look. While his battle-hardened eyes give him an air of fanatical intensity, the warmth of his smile is reassuring, and affirms his gentle nature. Wearing a large leather apron over his clothing, Sir Rayne attends to his duties as Stablemaster of the Knights' Guild.
He is in perfect health.
He has no spells.
His melee attacks do crushing damage.


Sir Eoin the Just, Loremaster and Vindicator of the Order of the Knights Errant -
Covered in dust and dried mud, Sir Eoin appears quite haggard and worn from his many travels. Deep, pronounced wrinkles on his face tell stories of hardship, suffering, and survival. Despite his considerable age, his eyes show a vivid, fiery alacrity, daring the world to challenge him. His age may have reduced his strength and reflexes, but certainly not his determination and will to live. Sir Eoin looks every bit the part of someone who has been seasoned by countless travels and adventures throughout the realms.
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.


Sir Fors Belerent, Guardian of the Order of the Azure Falcon -
Wearing only lighter half-plate armour, Sir Fors Belerent's ordinarily triangular frame is accentuated, making his upper half seem more massive than it is. Despite his topheavy appearance, he can move with great alacrity and alarming speed. Strong whipcord muscles make the mailed portions of his armour bulge outward.
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.


Sir Rea the Resplendent Mystic of the Emerald Grail (ancient) -
A well-trimmed and snowy white beard gives mute evidence to the age of the warrior and scholar before you. His ice blue eyes stare at you from out of his weather-beaten and scared face, looking straight into your eyes. In those eyes you see the weight of years of battle and lost friends, no wonder he has devoted so many years to the treatment of the injured. You could probably learn a lot from him, if you have the time and desire.
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.


Sir Thane Aitos, Vindicator of the Order of the Death Knights -
Clad entirely in shiny black steel armour, Sir Thane Aitos presents an ominous and imposing figure. Cool and calm, and with a voice like ice, the Death Knight is not one to be trifled with. Sir Aitos' voice emanates from within his helm like a chill draft of mist, made much the more eerie due to the fact that you cannot see his face behind the horned mask of his great helm.
He is in perfect health.
He has no spells.
His melee attacks do slashing damage.


Tauron, the Armor Master -
Before you stands the older brother of Vokorin. A brotherhood that is based more on fondness and friendship, than from anything biological. Tauron is the exact opposite of Vokorin. He is older by many years, old enough to be Vokorin's father. He is also short and his face displays the marks of many battles. A strict man, Tauron seldom smiles and never takes things for granted. You note a sharpness in his eyes as you look at him. You have no doubt that he is one of the best warriors in the realms.
He is in perfect health.
He has no spells.
His melee attacks do crushing damage.


Vokorin the Grand Knight (honorable) -
This is a proud young man who has worked very hard to prove himself to be worthy to be called a knight. He has learned many skills of combat and is now willing to pass his knowledge to you for a small price. Just say hi to him, he seems friendly enough.
He is in perfect health.
He is a pure caster.


Items in this area:

6 Sharpened Stakes - (costs 45)
These 6, four foot long stakes have been trimmed and sharpened down to very fine but durable points.
It looks light.


Campfire tinder - (costs 500)
This pouch contains a couple of handfulls of tinder, suitable for building a roaring fire! Unfortunately, you can make no use of it.
It looks light.


A blunt weapon maintenance kit - (costs 250)
This kit is full of the tools and equipment needed for a knight to maintain their blunt weapons. Inside it is filled with metal bands, a hammer, tongs and a large and durable wood file. Knights may also have a way to see how much of the kit is left to use.
It looks light.


An edged weapon maintenance kit - (costs 250)
This kit is full of the tools and equipment needed for a knight to maintain their edged weapons. Inside it is filled with oils, rags, a few metal files and a very durable whetstone. Knights may also have a way to see how much of the kit is left to use.
It looks light.


Lantern - (costs 100)
This sturdy little lantern is practically indestructible. Constructed of wrought-iron with a heavy glass globe, it is fueled by flax seed oil on a linen wick. It casts a bright, steady light when it is lit. Type 'lantern' for instructions on how to use this. It looks light.

<lantern>
This sturdy lantern may be used to provide supplementary light for your
explorations.  It is a simple device that allows you to:
light lantern      - turn it on
unlight lantern    - turn it off
extinguish lantern - turn it off.
- or -
lantern on         - turn it on
lantern off        - turn it off


A pail (full) - (costs 200)
A pail that you could use to carry around water. When full, you could douse a campfire with it. It could be filled from a fountain, ocean, or similar source of water.
It doesn't look too heavy.


A plump marshmallow - (costs 10)
A giant marshmallow that you could toast and eat! All white with a thick middle, it would likely taste quite good.
It looks light.


Pouch of breadcrumbs [100] - (costs 1000)
A small pouch filled with breadcrumbs for mapping annoying mazes. You can drop a breadcrumb by typing 'drop breadcrumb'. They will be numbered and you can destroy all of them by typing 'uncrumb'. This pouch has 100 crumbs left. The counter is currently at 1. It looks light.


A Sack - (costs 1600)
A large sack [0% full] <0>
This well crafted sack is designed both for capacity and for ease of use. For more information, 'sackhelp'.
You can put things in it.
It looks light.

<sackhelp>
Knights' Guild: Sacks

Sacks are used for carring many items, and can be purchased from Avrin.
(see: knight smith)

Commands:
---------
namesack <name>........................Identify your sack with a name.
namesack <num> <name>..................If <num> is supplied, name sack <num>.
unnamesack <num|name>..................Removes the name from the indicated sack.
get <all|item> from sack...............Take stuff from sack.
get <all|item> from sack <num>.........Take stuff from the num'th sack
get <all|item> from sack <name> <num>..Get the items from the num'th
                   sack with name <name>


Stamina Boost - (costs 3500)
Your entire body tingles as you feel the effects of the stamina boost.

1.0000000000

Kirwan
-=[ Mages Guild ]=-




Many rumors are whispered about Pinnacle's powerful mage guild. Although most of these are false, the following *is* known:

Mages are people who have dedicated their lives to mastery of the mystic art of sorcery. Expert mages have an arsenal of over one hundred spells at their disposal.

Although mages are best known for their offense, their defensive capabilities are not to be trifled with. One of their most feared and respected powers is the ability to conjure forth all manner of powerful beasts to fight for them in combat. These creatures, enslaved by the mage's potent will, sacrifice their bodies to save his, and may even be compelled to follow the mage as a personal servant. (Note that, although I say "his", some of the most powerful mages are female.)

Mages also can cast a wide array of useful, clever, amusing, and, it is said, even treacherous spells. Popular superstition says that a powerful mage can change his form, and that his feet do not even touch the ground.

On the other hand, mages lose much health and strength, subjugating these bodily powers to the pursuit of the arcane. Another drawback of this rigorous discipline is that mages are restricted in their choice of armour and weapons. Aside from robes, boots, staff, dagger, and a few trinkets, there is not much they can use.

Novice mages always wear a small pentagram of purest platinum, but it seems that more advanced sorcerers often give this up, in order to specialize in a specific type of magic.



The art of magic is older than Chaos itself. Indeed, it is rumoured that in the distant past, great mages warred for control of the kingdoms, nearly destroying them. Perhaps someday, you too could wield such power.

See also: guilds.

1.0000000000

Elminster
-=[ Monks Guild ]=-

The Monk is a born fighter, he needs no weapon to fight and requires no armor, nor can he wear much. His main goals in life are to study, meditate, and fight.

A monk will get most of his Guild Experience Points from fighting bare handed in combat. If at any time your Guild Points or Peace Level drop to Zero(0), you will not fight well with your hands and are better off fighting with a weapon.

A monk's prime attribute is DEX. This is what most of his powers are based on, including his attack ability and dodging ability. (WC and AC)

INT is also a prime factor in determining how well a monk fights and how much damage he does.

Concentrate on those stats and your guild level, and you will be a powerful monk in no time.

Monks cannot wear armors of type: armour, helmet, boots, gloves or shield.

See also: guilds.

1.0000000000

Rictor
-=[ Necromancers Guild ]=-

The path of the Necromancer follows that of powerful magic. Ancient energies and ethereal forces are yours to command. Take a step toward immortality with the powers of the undead. Darkness and light combine to create devastating spells and awe-inspiring powers. The intensity of your guild experience will forever shape the rest of your life.

No guild in all the realms offers you the experience found in the Necromancers. Hundreds of powers are yours to command. The members are helpful and the info files are extremely complete. The guild is the most complex on 3 Kingdoms and very arguably the most complex on any mud anywhere.

The Guild Halls are comprised of over a hundred rooms, many containing secrets about the ancient histories of members long gone. Further exploration of the stone halls and ancient catacombs reveal hidden clues to that of the guild quest - to find and awaken the forgotten powers of the ancient Necromancers, and learn the secrets of their disappearance.

The guild is an intense experience, make no mistake about it. Very few people have even come close to experiencing all it has to offer. Power, mystery, intensity and excitement await you in the guild that is, the Necromancers.

See also: guilds.

1.0000000000

Space
-=[ Priests Guild ]=-

Theme: Devoted followers of the gods are granted extraordinary powers by their deities. The powers vary from god to god, and include healing of wounds, inflicting damage on others, and control over weather, the elements, and nature itself.

Offense: The main offense of the priest guild is its spells. The spells do various types of damage, including fire, cold, mental, and physical damage.

Defense: The guild's primary defenses also come from its spells, although our tanking ability is augmented greatly by our healing abilities. Magic armour can be summoned, and protection spells cast. After monsters pound on a priest for many rounds, a well-timed healing spell will lessen the damage considerably.

Misc: Some of the many miscellaneous powers granted to the priests include enchanting weapons, changing people's alignments, lightening the weight of items, and temporarily boosting a player's stats. Priests can also create fireseeds and goodberries for newbies, as well as growth the guild followers of other players.

Superpower: Mends -- healing hp and sp from a distance.

Special: There are twelve gods that a priest can choose to worship, 4 good, 4 neutral, and 4 evil. The followers of each god have certain spheres of influence that are stronger or weaker, but overall things are fairly balanced. A new priest starts with the rank of acolyte and works his way up to avatar and beyond.

Restrictions: Each of the gods has their own set of restrictions. Common ones include keeping alignment on the correct path (good/neutral/evil), not wielding bladed weapons, and minor armour restrictions. Also, reagents from the guild are required to cast many of the spells.

GXP: Guild experience is gained through casting spells. The guild levels are known as 'steps ascended'. There are 80+ steps to ascend, with each one bringing a bit more power.

Priests are one of the older guilds on Three Kingdoms. We are excellent in parties with other guilds and are usually in demand due to our extensive healing abilities. Guild members tend to be friendly, talkative, and willing to help out anyone in need. No other guild has a line dedicated to griping, a guild box so chatty, or as many hot mudders. (woohoo!) Feel free to ask any priest if you need more information about our beloved guild. (The Priest Admin) See also: guilds.

1.0000000000

Ziphe
-=[ Psicorps Guild ]=-

History:

The researchers at the National Institution for Technology, while studying the human mind as part of their Wonders In Technology program, stumbled onto a way to empower a person's mind as an extension to their physical form. The research project, secretly funded by the government, was quickly closed off from the public and all the information gathered by the researchers was removed to a secret location.

The government created a program called the Black Knights to further the research based on this new information, which eventually lead to the invention of the PIM (Psionic Implant Module). In the interest of national security, a new, secret division of the Marine Corps was purposes; thus Psicorps was born.

The focus of this division was not to create a psionic only division of the marines, but rather soldiers would use psionics to enhance their combat capabilities out in the field. This allows them to use the strength of their bodies and their minds in order to accomplish their missions.

Specialized combat training with psionic enhancements is the core of the Psicorps Soldier. Each soldier gains their own powers in their own ways and the Psicorps helps them train each power to its fullest potential. Newer versions of the PIM are being developed and as soldiers gain rank, they will be able to access a better unit than the one they possess.

Guild:

Psicorps is a highly configurable guild. Players have access to sets of abilities and configure their implant to which powers they want to use for the situation that they are in. Players can return to the guild to swap out powers at any time which means they are not stuck to the powers they choose.

As players gain new tours (guild levels), they get access to higher and more powerful tiers. Their implant can also hold more powers. The guild also has several skills that can be trained in order to improve the players efficiency.

This makes the guild highly customizable to the task at hand. If a player needs to tank, then they can load all defense powers. If the player has a tank, then they can load all offense powers. Or anything in between. There are also utility powers that are unique to the guild itself.

So if you are interested in Psicorps, either type 'players psicorps' and ask a current player to recruit you. Or go to the Houston Transportation Hub in Science and find Lt. Combs in his office across from the arcade.

See also: guilds.

1.0000000000

Ser
-=[ Sii Guild ]=-

The Sii are an alien race that arrived in Pinnacle under fire from another warlike alien race. The survival of the Sii is attributed to their ability to adapt. The species has been able to adapt to harsh climates by living with natives in a symbiotic relationship.

Specifically, the Sii symbiont is able to attach tendrils into the cerebral cortex of specially prepared "forms". These forms are based on naturally occurring (alien) creatures. When the Sii arrived in Pinnacle, they brought a supply of these physical forms, because they did not know what climates would await them.

Consequently, it is common to see a Sii in the form of a Siierek, a large leathery winged creature of the night, or as a Ssthorak, a humanoid creature with the snout, talons and scales of a lizard. Experiments are currently being conducted on other Pinnacle creatures to find new forms, but so far only the human form has proven to be useful.

* * *


Members of the Pinnacle Sii radix ("the guild") have donated their body to be a form for Sii to use. During his donation ritual, a newly born Sii host merges with the human form, and their consciousness is shared. The Sii learns from the human while the human learns from the Sii.

Eventually, the player's consciousness BECOMES this merged consciousness, and is then able to inhabit other forms. The human form, while complex, is one of the simplest ones for these new Pinnacle symbionts ("guild members") to occupy, since it is an experience that they have had for many years.

See also: guilds.

1.0000000000

Hsima
-=[ Sorcerers Guild ]=-

Sorcerers are masters of elemental magics. Fire and ice bend to their wills to both protect them and slay their foes. Like Fighters and Clerics, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires.

Sorcerers gain powerful offensive and defensive spells as they gain guild levels, spending experience points to raise skills as well as their general statistics. At high guild levels they can also summon powerful golems to defend them in battle.

Sorcerers, unlike mages, can fully benefit from wearing equipment. Modest equipment will be sufficient for your needs, but with powerful gear a large sorcerer is a force to be reckoned with.

Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild. See also: guilds.

1.0000000000

-
-=[ Wizards ]=-

The 3Kingdoms Wizard Hierarchy

Wizard Ranks
------------
Applicant
Neophyte
Wizard
High Wizard
Arch Wizard

Titled Wizards
--------------
Solar : General authority within a specific Order
Ascendant : All the authority of an Archon, but slightly less cool
Archon : Prime authority within a specific Order

Retired
--------------
Retired indicates a formerly titled wizard who has either retired indefinitely or is on an extended leave of abscence.

As a player with a problem, if your problem concerns something within your guild you should contact your guild wizards first. Otherwise, you should target the preceding wizard tiers with your issue. Start out with Arch Wizards and work your way up.

Titled Wizards
--------------
Archons : Rastafan, Kikipopo, Adalius
Ascendants : Takamori, Flaxen

Candidate players for wizardhood must be at least level 30, with the required number of quest points (type 'required' in the level advancement room of your guild). Players of level 50 and above do NOT need to meet quest point requirements, however, the number of quest points you have accumulated will have a significant impact on our consideration and generally the only way you're advancing from non-HM to wizard-ship is if you've demonstrated significant worth to the community or past experience as a wizard. Additionally, levels gained via the big red button will reflect negatively towards this consideration.



Candidates should also have a clean record. A history of rule breaking and poor behaviour will not stand you in good stead.

BEFORE YOU EVEN THINK ABOUT TYPING "wizmenow", here's what you must know:
1) You need an "infinity" area. If you don't know what this is, then type 'help build', and also read the board 's,w,s,s,d' from CoT.
2) This infinity area must be 10+ rooms, completed and reviewed by a wizard per the infinity information provided on the board
3) You must afterwards create a 25+ room infinity area that has fully fleshed out descriptions and items
4) <here's where you'd type 'wizmenow' in your guild adv room>
5) The area listed in #3 above is to be finished by you, code-wise, if your wizard application is accepted, before you'd be worthy of promotion in the wiz ranks.

After completing the quest point and level requirements to become a wizard of the 3 Kingdoms, a player may type 'wizmenow' within their guild advancement room. An NPC named 'Marsden' is available to administer an interview for the player. After submitting their interview, it is the PLAYER'S RESPONSIBILITY to find a willing titled wizard sponsor. After roughly one week, a titled wizard will approach the player and give a secondary interview. After the interview, the petition to wiz will be posted by the interviewer to the rest of the titled wizards. The titled wizards of 3K will then discuss the possibilities of the player joining the ranks of wizhood. Usually within a week a decision will be reached and the player will either be allowed to advance to level 500 or will continue playing. Some of the reasons for a player not becoming a wizard are the following:

* A record of quest cheating
* A record of botting
* A record of harassment
* A record of bug abuse
* A record of any infraction deemed illegal (see help rules)
* A record of being a jackass
* Too many other people are in the queue already

The titled wizards of the 3 Kingdoms reserve the right to deny wizhood to any player requesting wizhood at any time for any reason.

While you are in a holding pattern after your interview, review the following.

Once you advance 500, you will be able to read the main files and learn about just how much work is involved in being a coding wizard on 3K. After one week of reading them, you then have to make a choice. You either bail at that point, returning to your previous player status, or you commit yourself to wizardship. You will not necessarily be raised to level 510 (true wizard) at that point, but you will never be able to return to your previous player status.

Once you commit, you will be responsible for completion of reasonable wizard work within 6 months. If you fail to do so within that time, you will be removed. The definition of "reasonable wizard work" can be loosely defined by at least one non-trivial wizard area along with plans for advancing yourself within the wizard ranks beyond these areas.

If, at any time before the 6 month timeframe is complete, you are determined to have abandoned your wizard duties without just cause, your character will be removed. Determination of this will be done primarily by your sponsor, with other titled wizard input.

Bottom line, wizzing is a wonderful thing that allows you to actually contribute to making 3K a permanently better place. However, you should not do it unless you are willing and able to put in the work to make it worthwhile. Above all, don't wiz because you view it as some sort of "retirement" from playing, which it most certainly is not.

1.0000000000

-