An Overview of the Guilds of Marlith
Your character's race and stats determine a lot of thing about them, but that's only part of what will make them a great adventurer. The other thing that determines how well they fare in the dungeon is their training, which is provided by the city's various Guilds.
There are twelve different Guilds available for characters to join. In alphabetical order, these are: Healer, Mage, Ninja, Nomad, Paladin, Scavenger, Seeker, Sorcerer, Thief, Villain, Warrior, and Wizard.
Every adventurer is automatically signed up with the Nomad's Guild when they are created. This ensures that everyone has the opportunity to learn some basics and and gain easy access to many different types of equipment, but in truth the Nomad's Guild provides few other benefits, making it important to join another Guild as soon as possible.
Of the twelve Guilds, six are specialists and should be preferred over the others. Warriors are the most skilled fighters in the entire game, and there are no better treasure hunters than the members of the Thief's Guild. Sorcerers provide powerful offensive and defensive spells that are needed to survive below the third floor of the dungeon, and only the best Healers can restore the dead to life.
The Mage's and Seeker's Guilds are unique cases, as they provide abilities that are of limited utility. Mages are the only adventurers who can capture monsters with their Charm spells, which can give you a steady and easy stream of income by selling the collected monsters to the Confinement and Holding cells. Seekers, on the other hand, are the dungeon's cartographers, charting and mapping the dungeon floors.
Unfortunately, the other Guilds provide either redundant abilities or are poorer substitutes for the specialist Guilds. The only exception is the Wizard's Guild, which can be used as part of the "optimum leveling route". See the Tips page for more on that.
Membership Rules
Although the Nomad's Guild welcomes all comers, regardless of their race or abilities, all of the other Guilds can only be joined by characters who meet their requirements. The following table summarizes what each Guild requires in terms of minimum stats and the alignments they accept.
GUILD NAME | STR | INT | WIS | CON | CHA | DEX | ALIGN |
Nomad | 1 | 1 | 1 | 1 | 1 | 1 | G N E |
Warrior | 14 | 7 | 5 | 10 | 3 | 8 | G N E |
Paladin | 14 | 9 | 9 | 10 | 16 | 15 | G - - |
Ninja | 13 | 11 | 7 | 9 | 3 | 15 | G - E |
Villain | 15 | 14 | 14 | 11 | 6 | 16 | - - E |
Seeker | 10 | 13 | 13 | 11 | 5 | 13 | G N E |
Thief | 8 | 12 | 8 | 6 | 5 | 17 | - N - |
Scavenger | 11 | 8 | 8 | 9 | 4 | 14 | G N E |
Mage | 6 | 11 | 13 | 8 | 10 | 14 | G - E |
Sorcerer | 6 | 14 | 13 | 11 | 5 | 8 | G N E |
Wizard | 8 | 18 | 18 | 13 | 6 | 14 | G N E |
Healer | 8 | 14 | 14 | 8 | 7 | 14 | - N - |
In addition to their alignment and stat requirements, most of the Guilds in Marlith are restricted to members of specific races. While Humans are accepted in all Guilds, but this does mean that many characters are going to find themselves stuck with limited options.
GUILD NAME | HUMANS | ELVES | GIANTS | GNOMES | DWARVES |
Nomad | YES | YES | YES | YES | YES |
Warrior | YES | NO | YES | NO | YES |
Paladin | YES | YES | NO | YES | NO |
Ninja | YES | NO | NO | NO | NO |
Villain | YES | NO | NO | YES | NO |
Seeker | YES | YES | YES | YES | YES |
Thief | YES | YES | NO | YES | YES |
Scavenger | YES | YES | NO | YES | YES |
Mage | YES | YES | NO | YES | NO |
Sorcerer | YES | YES | NO | YES | YES |
Wizard | YES | YES | NO | NO | YES |
Healer | YES | YES | NO | YES | YES |
GUILD NAME | OGRES | MORLOCHS | OSIRI | TROLLS |
Nomad | YES | YES | YES | YES |
Warrior | YES | YES | NO | NO |
Paladin | NO | NO | NO | NO |
Ninja | NO | NO | NO | YES |
Villain | NO | YES | NO | YES |
Seeker | NO | YES | YES | NO |
Thief | NO | NO | YES | YES |
Scavenger | YES | YES | YES | YES |
Mage | NO | YES | NO | NO |
Sorcerer | NO | YES | YES | NO |
Wizard | NO | NO | YES | NO |
Healer | NO | NO | YES | NO |
Now, you may be asking what advantages there are to being a member of a Guild. As mentioned above, the primary role of a Guild is to teach a character valuable skills that will help them flourish in the dungeons below the city. There are six total skills to study, and each Guild has their own specialties and skillsets.
In this next chart, you can see for yourself how much each Guild focuses on a specific skill.
GUILD NAME | THIEVING | BACKSTAB | FIGHTING | MULTIPLE SWINGS | CRITICAL HITS | PERCEPTION |
Nomad | 5.0 | 0.0 | 0.0 | 0.0 | 0.7 | 5.0 |
Warrior | 2.0 | 0.0 | 9.0 | 5.0 | 1.2 | 2.0 |
Paladin | 2.0 | 0.0 | 5.0 | 2.0 | 1.0 | 3.0 |
Ninja | 7.0 | 2.0 | 5.0 | 8.0 | 1.0 | 6.0 |
Villain | 6.0 | 4.0 | 1.0 | 3.0 | 0.8 | 4.0 |
Seeker | 3.5 | 0.0 | 3.0 | 0.0 | 0.9 | 9.0 |
Thief | 9.0 | 9.0 | 0.0 | 0.0 | 0.6 | 3.0 |
Scavenger | 7.5 | 5.0 | 0.0 | 1.0 | 0.8 | 3.0 |
Mage | 2.0 | 0.0 | 0.0 | 0.0 | 0.5 | 3.0 |
Sorcerer | 2.0 | 0.0 | 0.0 | 0.0 | 0.5 | 2.0 |
Wizard | 2.0 | 0.0 | 0.0 | 0.0 | 0.5 | 2.0 |
Healer | 2.0 | 0.0 | 0.0 | 0.0 | 0.5 | 2.0 |
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