Dark & Shattered Lands
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Classes

Every character starts in one of the five basic guilds, then may reclass into one of its advanced classes. Click a class for its skills and requirements.

Warrior Thief Mage Cleric Bard Clan & KingdomTraining Locations

The Bards Guild

For musicians who want to learn the (sometimes) magical art of music. Bards know some fighting, mostly what they picked up in bar fights, and a repertoire of songs with varied effects. They are well known for being drunk and for living in taverns.

Kills 17,166Deaths 14,379Played 635Bard base class: 113 played
Bard reclasses

Clan, Kingdom & Special Guilds

Advanced classes open only to members of a clan or kingdom, or earned through a special quest. Most need a level 51 character and the clan leader's blessing.

Played 394
BattleragerWargarDwarven berserkers, one of the most deadly classes.Hill and Mountain Dwarves41 played RunesmithWargarDwarven Runesmiths, powerful dwarven magic.Hill or Mountain Dwarves16 played BladesingerShalonestiElves who have learned the art of bladesinging.Elves of any subrace41 played EldritchShalonestiPhysically weak, but strong elvish magic.Elves only21 played Shadow KnightShadowHonorable evil knights of Necrucifer.Humans only15 played Shadow MageShadowGrey robed magic stealers of Necrucifer.Humans or Dark Elves4 played PaladinKnighthoodGreat Knights of the Gods of Good.Humans only24 played ConfessorKnighthoodFanatical Knights of Siccara.Knighthood only7 played Anti-Paladinex-KnighthoodEx-Paladins gone bad.Paladins who have fallen from the Knighthood0 played NecromancerConclaveMagic users who draw their magic from the undead.All except Kender, Hill/Mountain Dwarves, Giant Ogres and Bugbears27 played InvokerConclaveShapes magical energy to create an effect or object.All except Kender, Hill/Mountain Dwarves, Giant Ogres and Bugbears57 played TransmuterConclaveMages that change the physical properties of an object or creature.All except Kender, Hill/Mountain Dwarves, Giant Ogres and Bugbears45 played Battle MageConclavePlenty of hit points and physical defense based magic, poor offensive magic.All except Kender, Hill/Mountain Dwarves, Giant Ogres and Bugbears21 played MonkManatonicsManatonics who dedicate their life to their art.Manatonics only, after a successful quest48 played Dragon SlayerSlayersWarrior-like fighters with specialized skills for slaying Dragons.Any27 played

Training Locations

Pick the point you recall to, then follow the walk to the nearest guild for your class. 3n means go north three times. Words such as open e, say or enter are commands to type. If a guild isn't in your town, the last column says where it is. Walks were worked out from the area files, so they skip ships, and walks over 120 moves are marked in red.

Althainia: Althainia Gray Church Dolund'ir New Thalos Shalonesti Thaxanos Abaddon
Arkania: Arkane Verminasia Fort Ironclad
Icewall: Nordmaar Ganth Darkonin
Shokono: Shokono Dojia

Althainia

Althainia — walks start at Althainia's recall, the Temple of Althainia
ClassDirectionsGuild
Universaln, uOnly for levels 1-15Training and Practice Platform (2 moves)
Warrior2s, 2e, s, e, sThe Tournament and Practice Yard (7 moves)
Thief3s, e, s, e, sThe Secret Yard (7 moves)
Mage2s, 2w, 2s, eMage's Laboratory (7 moves)
Clerics, w, n, wCleric's Inner Sanctum (4 moves)
Bards, 3eThe Bards' Circle of Song (4 moves)
Armsman3s, 2e, s, w, nArmsman Guildmaster (8 moves)
Barbarian2s, 4w, 3n, 2e, 2n, 3e, s, dThe Barbarian Cave (18 moves)
Ranger2s, 5w, 2s, eArchery Practice Field (10 moves)
Swashbuckler3s, 2e, s, e, sA private dock on the river (8 moves)
Assassin6s, 2e, 2s, w, n, say the passwordThe guard wants your guild passwordThe Assassins' Hideout (12 moves)
Bandit3s, 4w, 2sa sleazy bar (9 moves)
Nightshade3s, e, s, w, uA circular chamber filled with shadows (7 moves)
Pirate2s, 16e, ne, 2n, 4e, 2s, se, 4e, 2n, 3w, sw, n, dTreasure's End (40 moves)
Enchantor6s, 2e, se, eThe Enchantors' Lab (10 moves)
Illusionist6s, 2e, ne, nwRoully Bab Binb (10 moves)
Mentalist2s, 2w, s, w, uA Library (7 moves)
Witch/Warlock3s, 3e, 2nThe Coven of Althainia (8 moves)
Crusaders, ne, e, nThe Crusaders' Jousting Yard (4 moves)
Druid2s, 4w, 3n, 2e, 2n, 2e, 2nThe Druids' Thicket (17 moves)
Priests, nw, wPriests' Prayer Room (3 moves)
Shaman2s, 4e, 2s, w, sw, open s, s, 2w, se, eThe Shaman Gathering Grounds (15 moves)
Charlatan3s, 6eThe Charlatan Training Bar (9 moves)
Jongleur2s, 3w, 3n, e, 2sThe Jongleur Tent (11 moves)
Skalds, e, s, eSkalds' Guild (4 moves)
Ovate2s, 4w, 3n, 2e, 2n, w, 4n, se, e, enter yawningWithin A Bouldered Cavern (20 moves)
Monk2s, 4w, 3n, 2e, 2n, w, 6n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (48 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Gray Church — walks start at Gray Church recall, the Crossroads east of Althainia
ClassDirectionsGuild
Universalw, nw, w, s, 4w, 3n, uOnly for levels 1-15Training and Practice Platform (12 moves)
Warriorw, nw, w, s, 2w, s, e, sThe Tournament and Practice Yard (9 moves)
Thiefw, nw, w, s, 4w, s, e, s, e, sThe Secret Yard (13 moves)
Magew, nw, w, s, 6w, 2s, eMage's Laboratory (13 moves)
Clericw, nw, w, s, 4w, n, w, n, wCleric's Inner Sanctum (12 moves)
Bardw, nw, w, s, 4w, n, 3eThe Bards' Circle of Song (12 moves)
Armsmanw, nw, w, s, w, 2s, 2w, s, w, nArmsman Guildmaster (12 moves)
Barbarianw, nw, w, 2n, 2w, 2n, 3e, s, dThe Barbarian Cave (14 moves)
Rangerw, nw, w, 2n, 4w, 2s, sw, 2s, eArchery Practice Field (15 moves)
Swashbucklerw, nw, w, s, w, 2s, 2w, s, e, sA private dock on the river (12 moves)
Assassin2w, sw, s, 2sw, open u, u, e, n, w, n, say the passwordThe guard wants your guild passwordThe Assassins' Hideout (11 moves)
Banditw, nw, w, s, 4w, s, 4w, 2sa sleazy bar (15 moves)
Nightshadew, nw, w, s, 4w, s, e, s, w, uA circular chamber filled with shadows (13 moves)
Pirate8e, ne, 2n, 4e, 2s, se, 4e, 2n, 3w, sw, n, dTreasure's End (30 moves)
Enchantorw, nw, w, s, w, 5s, se, eThe Enchantors' Lab (12 moves)
Illusionistw, nw, w, s, w, 5s, ne, nwRoully Bab Binb (12 moves)
Mentalistw, nw, w, s, 6w, s, w, uA Library (13 moves)
Witch/Warlockw, nw, w, s, w, 2s, w, 2nThe Coven of Althainia (10 moves)
Crusaderw, nw, w, s, 4w, n, ne, e, nThe Crusaders' Jousting Yard (12 moves)
Druidw, nw, w, 2n, 2w, 2n, 2e, 2nThe Druids' Thicket (13 moves)
Priestw, nw, w, s, 4w, n, nw, wPriests' Prayer Room (11 moves)
Shaman2w, sw, s, 2sw, open s, s, 2w, se, eThe Shaman Gathering Grounds (11 moves)
Charlatanw, nw, w, s, w, 2s, 2eThe Charlatan Training Bar (9 moves)
Jongleurw, nw, w, 2n, 2w, 2s, 2w, s, e, 2sThe Jongleur Tent (15 moves)
Skaldw, nw, w, s, 4w, n, e, s, eSkalds' Guild (12 moves)
Ovatew, nw, w, 2n, 2w, 2n, w, 4n, se, e, enter yawningWithin A Bouldered Cavern (16 moves)
Monkw, nw, w, 2n, 2w, 2n, w, 6n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (44 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Dolund'ir — walks start at Dolund'ir's recall, on the first level of the Monolith
ClassDirectionsGuild
Universals, e, s, 2u, s, 2e, n, u, 5n, uOnly for levels 1-15Training and Practice Platform
in Althainia (16 moves)
Warriors, e, s, 2u, s, 2e, n, u, 2n, 2e, s, e, sThe Tournament and Practice Yard
in Althainia (17 moves)
Thiefs, e, s, 2u, s, 2e, n, u, n, e, s, e, sThe Secret Yard
in Althainia (15 moves)
Mages, e, s, 2u, s, 2e, n, u, 2n, 2w, 2s, eMage's Laboratory
in Althainia (17 moves)
Clerics, e, s, 2u, s, 2e, n, u, 3n, w, n, wCleric's Inner Sanctum
in Althainia (16 moves)
Bards, e, s, 2u, s, 2e, n, u, 3n, 3eThe Bards' Circle of Song
in Althainia (16 moves)
Armsmans, e, s, 2u, s, 2e, n, u, n, 2e, s, w, nArmsman Guildmaster
in Althainia (16 moves)
Barbarians, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, 3e, s, dThe Barbarian Cave
in Althainia (28 moves)
Rangers, e, s, 2u, s, 2e, n, u, 2n, 5w, 2s, eArchery Practice Field
in Althainia (20 moves)
Swashbucklers, e, s, 2u, s, 2e, n, u, n, 2e, s, e, sA private dock on the river
in Althainia (16 moves)
Assassins, e, s, 2u, s, 2e, n, u, 2s, 2e, 2s, w, n, say the passwordThe guard wants your guild passwordThe Assassins' Hideout
in Althainia (18 moves)
Bandits, e, s, 2u, s, 2e, n, u, n, 4w, 2sa sleazy bar
in Althainia (17 moves)
Nightshades, e, s, 2u, s, 2e, n, u, n, e, s, w, uA circular chamber filled with shadows
in Althainia (15 moves)
Pirates, e, s, 2u, s, 2e, n, u, 2n, 16e, ne, 2n, 4e, 2s, se, 4e, 2n, 3w, sw, n, dTreasure's End
in Guild Halls (50 moves)
Enchantors, e, s, 2u, s, 2e, n, u, 2s, 2e, se, eThe Enchantors' Lab
in Althainia (16 moves)
Illusionists, e, s, 2u, s, 2e, n, u, 2s, 2e, ne, nwRoully Bab Binb
in Althainia (16 moves)
Mentalists, e, s, 2u, s, 2e, n, u, 2n, 2w, s, w, uA Library
in Althainia (17 moves)
Witch/Warlocks, e, s, 2u, s, 2e, n, u, n, 3e, 2nThe Coven of Althainia
in Althainia (16 moves)
Crusaders, e, s, 2u, s, 2e, n, u, 3n, ne, e, nThe Crusaders' Jousting Yard
in Althainia (16 moves)
Druids, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, 2e, 2nThe Druids' Thicket
in Althainia (27 moves)
Priests, e, s, 2u, s, 2e, n, u, 3n, nw, wPriests' Prayer Room
in Althainia (15 moves)
Shamans, 2e, ne, open ne, ne, n, e, 2u, 5n, se, eThe Shaman Gathering Grounds
in Althainia (16 moves)
Charlatans, e, s, 2u, s, 2e, n, u, n, 6eThe Charlatan Training Bar
in Althainia (17 moves)
Jongleurs, e, s, 2u, s, 2e, n, u, 2n, 3w, 3n, e, 2sThe Jongleur Tent
in Althainia (21 moves)
Skalds, e, s, 2u, s, 2e, n, u, 3n, e, s, eSkalds' Guild
in Althainia (16 moves)
Ovates, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, w, 4n, se, e, enter yawningWithin A Bouldered Cavern
in Guild Halls (30 moves)
Monks, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, w, 6n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (58 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
New Thalos — walks start at New Thalos' recall
ClassDirectionsGuild
Universaln, eOnly for levels 1-15The Guildmaster's "Office" (2 moves)
Warrior3s, w, 2s, eTournament and Practice Yard (7 moves)
Thief3s, 4e, d, 2e, s, 2e, open e, e, s, dThe Secret Yard (16 moves)
Mage3s, 4e, d, 5e, 2n, w, uThe Mage's Laboratory (17 moves)
Clericw, 2s, dThe Cleric Guildmaster's Study (4 moves)
Bard3s, 2w, 3n, 2e, s, 6e, 2s, w, n, eThe Bards' Practice Room (22 moves)
Armsman3s, 2w, 3n, 2e, s, 5e, s, uArmsmen' Guildmaster (18 moves)
Barbarian3s, 2w, 4s, 2e, sw, w, sA circle of sand (14 moves)
Ranger3s, 2w, 4s, 2e, sw, e, sAn archery range (14 moves)
Swashbuckler3s, 4e, 4s, 2w, 2n, eA dry dock (16 moves)
Assassin3s, 4e, d, 2e, s, 2e, open e, e, n, dThe Den of Assassins (16 moves)
Bandit3s, 4e, 4s, 5w, 2sThe Dead End (18 moves)
Nightshade3s, e, 2s, w, uA circular chamber filled with shadows (8 moves)
Pirate3s, 2w, 3n, 4e, 2s, se, 4e, 2n, 3w, sw, n, dTreasure's End (27 moves)
Enchantor3s, 12w, nw, w, s, w, 5s, se, eThe Enchantors' Lab
in Althainia (26 moves)
Illusionist3s, 12w, nw, w, s, w, 5s, ne, nwRoully Bab Binb
in Althainia (26 moves)
Mentalist3s, 4e, d, 5e, s, swWithin the Chamber of Thought (15 moves)
Witch/Warlock3s, 4e, d, 3e, 2n, dThe Coven of New Thalos (14 moves)
Crusader2w, n, wThe training yard (4 moves)
Druid3s, 2w, 3n, e, 3ne, wThe Druids' Stone Circle
in Desert Plains (13 moves)
Priest2w, s, dThe Guildmaster of Priests' Office (4 moves)
Shaman3s, 2w, 3n, e, 2ne, nw, nThe Shaman's Cave
in Desert Plains (13 moves)
Charlatan3s, 4e, d, 2e, s, 2e, open e, 2e, nThe Charlatan Guildhouse (16 moves)
Jongleur3s, 2w, 3n, 2e, s, 6e, 2s, w, s, wAcrobatics Training Grounds (22 moves)
Skald3s, e, n, e, nSkalds' Guild (7 moves)
Ovate3s, 12w, nw, w, 2n, 2w, 2n, w, 4n, se, e, enter yawningWithin A Bouldered Cavern (30 moves)
Monk3s, 12w, nw, w, 2n, 2w, 2n, w, 6n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (58 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Shalonesti — walks start at Shalonesti's recall
ClassDirectionsGuild
Universaln, eOnly for levels 1-15A Small Glass Alcove (2 moves)
Warrior2d, 2w, d, w, 9s, 2e, nThe Practice Yard (18 moves)
Thief2d, 2w, d, w, 10s, w, open s, s, w, dThe Hidden Yard (20 moves)
Mage2d, 2w, d, 3w, uThe Golden Room (9 moves)
Cleric2d, 2w, d, w, s, 2e, uThe Chamber of the Healing Arts (10 moves)
Bard2d, 2w, d, w, 10s, 2wThe Backroom Bar (18 moves)
Armsman2d, 2w, d, w, 6s, 3w, s, eArmsmen' Guildmaster (17 moves)
Barbarian2d, 2w, d, w, 12s, open s, s, 3e, sA Clearing in the Forest (23 moves)
Ranger2d, 2w, d, w, 12s, open s, s, 6e, s, wA Forested Clearing (27 moves)
Swashbuckler2d, 2w, d, w, 3s, e, se, ne, e, open n, n, 2eBack room of the Warehouse (16 moves)
Assassin2d, 2w, d, w, 6s, 4w, s, open d, d, sAssassins' Guild (19 moves)
Bandit2d, 2w, d, w, 2n, open n, n, 3w, n, 4e, 2se, e, se, 4e, 2s, 4w, sw, 3s, 2w, 3n, 5w, 2sThe Dead End
in New Thalos (47 moves)
Nightshade2d, 2w, d, w, 3s, e, se, ne, e, open n, n, w, nNightshades' Guild (16 moves)
Pirate2d, 2w, d, w, 2n, open n, n, 3w, n, 4e, 2se, e, se, e, sw, n, dTreasure's End (25 moves)
Enchantor2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, e, 4s, w, 2s, 2e, 3s, w, 5s, se, eThe Enchantors' Lab
in Althainia (51 moves)
Illusionist2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, e, 4s, w, 2s, 2e, 3s, w, 5s, ne, nwRoully Bab Binb
in Althainia (51 moves)
Mentalist2d, 2w, d, w, 2n, open n, n, w, 2uThe Mentalist's Watchtower
in Shalonesti Trail (12 moves)
Witch/Warlock2d, 2w, d, w, 3s, w, n, dCoven of the Vallenwoods (12 moves)
Crusader2d, 2w, d, w, s, wCrusaders' Guild (8 moves)
Druid2d, 2w, d, w, 12s, open s, s, 5e, nA Lush Alcove (25 moves)
Priest2d, 2w, d, w, 7s, ePriests' Guild (14 moves)
Shaman2d, 2w, d, w, 12s, open s, s, 6e, n, eA Small Thatched Hut (27 moves)
Charlatan2d, 2w, d, w, n, 2e, se, e, 2nCharlatans' Guild (13 moves)
Jongleur2d, 2w, d, w, n, w, sJongleurs' Guild (9 moves)
Skald2d, 2w, d, w, n, w, n, uSkalds' Guild (10 moves)
Ovate2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, w, n, sw, e, enter yawningWithin A Bouldered Cavern (34 moves)
Monk2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, 2w, 3n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (63 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Thaxanos — walks start at Thaxanos' recall
ClassDirectionsGuild
Universal2sOnly for levels 1-15The Office of the Dwarven Militia (2 moves)
Warrior3n, 2e, 2nWarriors' Guild (7 moves)
Thief3n, w, 2nDen of Thieves (6 moves)
Mage2n, 3e, 2s, 2w, s, 2d, 3e, open e, e, enter shimmering, swMages' Laboratory (17 moves)
Cleric3n, e, 2nCircle of Healers (6 moves)
Bard2n, w, 2nRehearsal Hall (5 moves)
Armsman3n, 2e, n, w, nArmsmen' Guildmaster (8 moves)
Barbarian2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, u, 2nA Rocky Cave (22 moves)
Ranger3n, 3e, 4n, 2w, open n, n, nwA Protected Forested Clearing (14 moves)
Swashbuckler2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2e, 3s, w, 2s, 2w, s, e, sA private dock on the river
in Althainia (41 moves)
Assassin3n, w, n, eA Hidden Cave (6 moves)
Bandit2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2w, 3s, e, 2s, w, 2sa sleazy bar
in Althainia (39 moves)
Nightshade2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2w, 3s, 4e, s, e, s, w, uA circular chamber filled with shadows
in Althainia (42 moves)
Pirate3n, 3e, 4n, 2w, open n, 3n, d, ne, d, ne, n, e, 5n, 8w, 6n, 4e, 2se, e, se, e, sw, n, dTreasure's End (52 moves)
Enchantor2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2e, 3s, w, 5s, se, eThe Enchantors' Lab
in Althainia (41 moves)
Illusionist2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2e, 3s, w, 5s, ne, nwRoully Bab Binb
in Althainia (41 moves)
Mentalist2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2w, 3s, 2e, s, w, uA Library
in Althainia (38 moves)
Witch/Warlock2n, 3e, 2s, 2w, s, 2d, 2e, swCoven of the Mountain (15 moves)
Crusader3n, e, n, eCrusaders' Guild (6 moves)
Druid2n, 3w, 4s, 2e, 2s, e, 3se, sw, 2sA Secluded Part of the Mountain (20 moves)
Priest3n, e, n, wPriests' Guild (6 moves)
Shaman3n, 3e, 4n, 2w, open n, n, eShamans' Guild (14 moves)
Charlatan2n, e, 2nCharlatans' Guild (5 moves)
Jongleur2n, 2w, 2nJongleurs' Guild (6 moves)
Skald2n, e, n, e, nSkalds' Guild (6 moves)
Ovate2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, sw, e, enter yawningWithin A Bouldered Cavern (22 moves)
Monk2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, sw, nw, 2n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (52 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Abaddon — walks start at Abaddon's recall
ClassDirectionsGuild
Universaln, 5e, se, 3e, 2ne, 2n, ne, e, open n, n, ne, e, 2n, 4w, 3n, uOnly for levels 1-15Training and Practice Platform
in Althainia (29 moves)
Warrior2n, 3w, n, w, dA Training Room (8 moves)
Thief2n, 4w, s, w, dIn the Darkness (9 moves)
Mage2n, 6w, n, e, nThe Mage Laboratory (11 moves)
Cleric2n, 12w, nw, wThe Shul (16 moves)
Bard2n, 8w, s, w, nwThe Heart of Bardic Hall (13 moves)
Armsman2n, 3w, n, ne, dA Training Room (8 moves)
Barbarian2n, 3w, n, e, dA Training Room (8 moves)
Ranger2n, 10w, s, e, seA Dark Clearing (15 moves)
Swashbuckler2n, 3w, n, nw, dA Training Room (8 moves)
Assassin2n, 4w, 2s, dUnder the Wall (9 moves)
Bandit2n, 4w, s, e, dIn the Ground (9 moves)
Nightshade2n, 4w, s, d, s, eBeneath the Floor (10 moves)
Pirate4n, open n, n, w, nw, w, nw, n, 2nw, n, 2ne, s, 2e, 2s, 3e, ne, e, ne, 2n, 3w, sw, n, dTreasure's End (34 moves)
Enchantor2n, 6w, 2n, eThe Room of Enchantment (11 moves)
Illusionist2n, 6w, n, u, nPhantasmagoria (11 moves)
Mentalist2n, 6w, n, nw, dA Vast Chamber (11 moves)
Witch/Warlock2n, 6w, n, w, nThe Brewing Room (11 moves)
Crusader2n, 12w, n, nwThe Sanctorium (16 moves)
Druid2n, 10w, s, w, swThe Gathering Stones (15 moves)
Priest2n, 12w, sw, wThe Sepulcher (16 moves)
Shaman2n, 12w, s, swThe Chantry (16 moves)
Charlatan2n, 8w, s, sw, sThe Heart of Mountebank Hall (13 moves)
Jongleur2n, 8w, s, e, neThe Heart of Rhapsody Hall (13 moves)
Skald2n, 8w, s, se, sThe Heart of Rapscallion Hall (13 moves)
Ovaten, 5e, se, 3e, 2ne, 2n, ne, e, open n, n, ne, e, 5n, 2w, 2n, w, 4n, se, e, enter yawningWithin A Bouldered Cavern (35 moves)
Monkn, 5e, se, 3e, 2ne, 2n, ne, e, open n, n, ne, e, 5n, 2w, 2n, w, 6n, d, e, 14n, unlock nw, open nw, nw, 3w, 5n, nw, sw, open w, wLocked door (key: a machete)The machete lies in the Abandoned House, south of Pan-Toll Way in Serpantol. That door is locked too: the broken key is on the floor of the library.The Sanctum of the Serpent's Eye
in The Ruins of Serpantol (63 moves)
ElsewhereNo guild you can walk to from here: Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.

Arkania

Arkane — walks start at Arkane's recall (also Balifore's and the robes')
ClassDirectionsGuild
Universale, sThe practice platform (2 moves)
Warriorw, s, 2e, s, w, swA sandy practice area (7 moves)
Thiefe, n, ne, se, e, n, se, e, s, open e, e, d, eA wide underground chamber (12 moves)
Magew, s, 2e, 2s, w, uUp on the roof (8 moves)
Clerice, n, e, s, eA small shrine (5 moves)
Bardw, s, 2e, 2s, 2e, open d, dThe wine cellar (9 moves)
Armsmane, n, ne, se, s, open e, e, 2s, sw, 3w, open n, 2n, eThe Office of the Master Armsman (15 moves)
Barbariane, n, ne, 2nw, w, n, nw, ne, nw, ne, e, n, wGuildmaster's Campfire
in The Kender Forest (14 moves)
Rangere, n, ne, se, s, open e, e, 2se, s, eA practice field (10 moves)
Swashbucklerw, s, 2e, s, e, uAn upstairs balcony (7 moves)
Assassinw, s, 6w, 2n, 2e, s, e, uA secret room (15 moves)
Banditw, s, 6w, s, e, 2sThe Room behind the Bar (12 moves)
Nightshadew, s, 2e, 4s, uA circular chamber filled with shadows (9 moves)
Piratew, s, 8w, open w, 2w, 3s, w, u, w, n, dTreasure's End (20 moves)
Enchantorw, s, 6w, 3s, se, eThe Enchantor's Guild (13 moves)
Illusionistw, s, 6w, 3s, ne, eThe Illusionist Guild (13 moves)
Mentalistw, s, 6w, 3s, nw, wA Barren Room (13 moves)
Witch/Warlockw, s, 6w, 2n, 2e, u, w, uOn the Roof of the Black Dragon Tavern (15 moves)
Crusaderw, s, 2e, 3s, 2w, sThe Crusaders' Jousting Yard (10 moves)
Druide, n, ne, se, s, open e, e, 2se, e, seAt a sacred spring (10 moves)
Prieste, n, e, n, eA small chapel (5 moves)
Shamane, n, ne, se, s, open e, e, 2se, w, sThe Shaman Gathering Grounds (10 moves)
Charlatanw, s, 6w, 2n, 3e, n, eThe Charlatans' Card Parlour (15 moves)
Jongleurw, s, 2e, 3s, e, uUp on a high platform (9 moves)
Skaldw, s, 6w, 2n, 2e, s, w, sSkalds' Guildhall (15 moves)
Ovatee, n, ne, se, e, n, se, 3e, 3n, w, 15n, sw, e, swDeeper into the Swamp (32 moves)
ElsewhereNo guild you can walk to from here: Monk (Althainia, Icewall), Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Verminasia — walks start at Verminasia's recall
ClassDirectionsGuild
Universaln, 2wOnly for levels 1-15Sparsely Appointed Room (3 moves)
Warrior3s, 2e, n, e, nJousting Arena (8 moves)
Thief8s, 2e, n, w, d, eThieves Hideout (14 moves)
Mage3s, 3w, n, 2uMages Study Room (9 moves)
Clericn, ne, d, nHoly Grounds (4 moves)
Bard7s, 2e, nThe Guildmaster's Private Bar (10 moves)
Armsman3s, 5w, 2u, nAlong a Lofty Parapet (11 moves)
Barbarian3s, 5w, open w, w, 3s, w, 3s, se, e, n, wGuildmaster's Campfire
in The Kender Forest (20 moves)
Ranger9s, open s, 4s, w, 2s, e, se, e, n, eForest Hut
in The Kender Forest (21 moves)
Swashbuckler3s, 2e, n, w, nChamber of the Masked Master (8 moves)
Assassin8s, 2e, n, w, n, dAssassin's Guild Training room (14 moves)
Bandit8s, 3e, s, 2eThe back of a sleazy bar (14 moves)
Nightshade8s, 2e, n, 2w, uA circular chamber filled with shadows (14 moves)
Pirate9s, open s, 4s, w, 7s, sw, 2w, sw, s, sw, 3s, w, u, w, n, dTreasure's End (35 moves)
Enchantor3s, 3w, n, sw, uEnchantor Guildmaster's Study (9 moves)
Illusionist3s, 3w, n, se, uIllusionist's Guildmaster's Inner Sanctum (9 moves)
Mentalist3s, 3w, n, nw, uWithin a Tiny Room (9 moves)
Witch/Warlock9s, open s, 3s, w, sw, wBrewing Cave (15 moves)
Crusadern, ne, n, eCrusader Guildmaster's Chapel (4 moves)
Druid9s, open s, 4s, w, 2s, e, se, e, s, eGuildmaster's Private Circle
in The Kender Forest (21 moves)
Priestn, ne, e, nPriest Guildmaster's Vestry (4 moves)
Shaman9s, open s, 3s, w, nw, wShaman's Hut (15 moves)
Charlatan7s, e, s, eThe private chambers of the Guildmistress (10 moves)
Jongleur7s, e, n, eJongleur Guildmaster's Private Stage (10 moves)
Skald7s, e, d, eSkalds' Guild (10 moves)
Ovate9s, open s, 4s, w, 3s, e, se, s, sw, se, 3e, se, s, se, 3e, 3n, w, 15n, sw, e, swDeeper into the Swamp (53 moves)
ElsewhereNo guild you can walk to from here: Monk (Althainia, Icewall), Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Fort Ironclad — walks start at Fort Ironclad's (Marauders') recall
ClassDirectionsGuild
Universalw, sThe Training Office (2 moves)
Warriord, se, e, n, ne, w, nWarriors' Guild (7 moves)
Thiefd, se, e, 3s, 3e, 6n, 2w, n, w, nThieves' Guild (20 moves)
Maged, se, e, 3s, 3w, 6n, 2e, n, w, uMages' Guild (20 moves)
Clericw, d, e, dClerics' Guild (4 moves)
Bardd, se, e, 3s, 3e, 4n, e, s, dBards' Guild (16 moves)
Armsmand, se, e, 3s, 4w, dAn Open Air Training Yard (11 moves)
Barbariand, se, e, n, ne, e, nBarbarians' Guild (7 moves)
Rangerd, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, 2e, open s, s, 4e, s, w, sRangers' Guild (28 moves)
Swashbucklerd, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, ne, se, e, 2s, open w, w, 5s, 2w, sSwashbucklers' Guild (33 moves)
Assassind, se, e, 3s, 3e, 6n, 2w, n, d, nAssassins' Guild (20 moves)
Banditd, se, e, 3s, 3e, 6n, 2w, n, e, nBandits' Guild (20 moves)
Nightshaded, se, e, 3s, 3e, 6n, 2w, 2n, dNightshades' Guild (20 moves)
Pirated, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, 2ne, 3n, ne, 4n, nw, 2w, nw, n, nw, 3s, w, u, w, n, dTreasure's End (43 moves)
Enchantord, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, 2ne, 3n, ne, 5n, open n, n, 4w, n, se, eThe Enchantor's Guild
in Arkane (38 moves)
Illusionistd, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, 2ne, 3n, ne, 5n, open n, n, 4w, n, ne, eThe Illusionist Guild
in Arkane (38 moves)
Mentalistd, se, e, 3s, 3w, 6n, 2e, 2n, uThe Office of the Mentalist (20 moves)
Witch/Warlockd, se, e, 3s, 3w, 6n, 2e, n, e, uWitches' Guild (20 moves)
Crusaderw, d, s, eCrusaders' Guild (4 moves)
Druidd, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, 2e, open s, s, 4e, s, e, sDruids' Guild (28 moves)
Priestw, d, n, ePriests' Guild (4 moves)
Shamand, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, 2e, open s, s, 3e, 2s, wShamans' Guild (27 moves)
Charlatand, se, e, 3s, 3e, 4n, 2e, nCharlatans' Guild (16 moves)
Jongleurd, se, e, 3s, 3e, 4n, e, n, dJongleurs' Guild (16 moves)
Skaldd, se, e, 3s, 3e, 4n, e, u, sSkalds' Guild (16 moves)
Ovated, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, 2ne, 3n, ne, 4n, ne, 2e, ne, n, ne, 3e, 3n, w, 15n, sw, e, swDeeper into the Swamp (60 moves)
ElsewhereNo guild you can walk to from here: Monk (Althainia, Icewall), Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.

Icewall

Nordmaar — walks start at Nordmaar's recall, the Temple of Cliath
ClassDirectionsGuild
Universalw, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, swOnly for levels 1-15The Hall of Basic Skills
in Ganth (19 moves)
Warriorw, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, 3n, eThe Warrior Guildmaster's Training Hall
in Ganth (22 moves)
Thiefw, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 2w, 3s, w, n, d, nThief Guildmaster's Hall
in Ganth (24 moves)
Magew, 3s, d, s, w, open w, w, 2n, w, s, w, 3n, 3w, n, 2uThe Mage Guildmaster's Scriptorium
in Ganth (22 moves)
Clericw, 3s, d, s, w, open w, 2w, 2s, w, open n, n, w, open nw, nw, sw, s, eCleric Guildmaster's Quarters
in Ganth (18 moves)
Bardw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Bards Guild
in Darkonin (41 moves)
Armsmanw, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, n, 3w, nArmsmen Guildmaster's Room
in Ganth (23 moves)
Barbarianw, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, n, 2w, 2n, wBarbarian Guildmaster's Training Room
in Ganth (24 moves)
Rangerw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Rangers Guild
in Darkonin (41 moves)
Swashbucklerw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Swashbucklers guild
in Darkonin (41 moves)
Assassinw, 3s, d, s, w, open w, w, 2n, w, s, w, n, 8w, 4s, open d, d, sAssassin Guildmaster's Training Hall
in Ganth (28 moves)
Banditw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, stretchThe guardian lets you through when you stretchBandit Guild
in Darkonin (41 moves)
Nightshadew, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, stretchThe guardian lets you through when you stretchNightshades' Guild
in Darkonin (41 moves)
Piratew, 3s, d, w, n, dTreasure's End
in Guild Halls (8 moves)
Mentalistw, 3s, d, s, w, open w, w, 2n, w, s, w, 3n, 3w, 2n, nwThe Amphitheatre
in Ganth (22 moves)
Witch/Warlockw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, stretchThe guardian lets you through when you stretchThe Craft of the Cauldron
in Darkonin (41 moves)
Crusaderw, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, 3s, eThe Crusader Guildmaster's Training Hall
in Ganth (22 moves)
Druidw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, waitThe guardian lets you through when you waitDruids Guild
in Darkonin (41 moves)
Priestw, 3s, d, s, w, open w, 2w, 2n, w, open s, s, w, open sw, sw, nw, n, eChapel Sacristy
in Ganth (18 moves)
Shamanw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, waitThe guardian lets you through when you waitShamans Guild
in Darkonin (41 moves)
Charlatanw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskCharlatans Guild
in Darkonin (41 moves)
Jongleurw, 3s, d, 5s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, waitThe guardian lets you through when you waitThe Jongleur's Guild
in Darkonin (41 moves)
Skaldw, 3s, d, s, w, open w, w, 2n, w, s, w, n, 4w, s, e, s, eSkalds' Guild
in Ganth (22 moves)
Ovatew, n, 4e, u, n, 2e, 2s, d, e, 2se, e, s, e, open d, dBeneath Hallowed Ground
in Guild Halls (20 moves)
MonksThe Monk's Training Chambers (1 moves)
ElsewhereNo guild you can walk to from here: Enchantor (Althainia, Arkania), Illusionist (Althainia, Arkania), Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Ganth — walks start at Ganth's recall, just outside the temple
ClassDirectionsGuild
Universal5w, swOnly for levels 1-15The Hall of Basic Skills (6 moves)
Warrior5w, 3n, eThe Warrior Guildmaster's Training Hall (9 moves)
Thief4w, 3s, w, n, d, nThief Guildmaster's Hall (11 moves)
Mage2w, 5n, 3w, n, 2uThe Mage Guildmaster's Scriptorium (13 moves)
Clerics, sw, s, eCleric Guildmaster's Quarters (4 moves)
Bardw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Bards Guild
in Darkonin (45 moves)
Armsman5w, n, 3w, nArmsmen Guildmaster's Room (10 moves)
Barbarian5w, n, 2w, 2n, wBarbarian Guildmaster's Training Room (11 moves)
Rangerw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Rangers Guild
in Darkonin (45 moves)
Swashbucklerw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Swashbucklers guild
in Darkonin (45 moves)
Assassin5w, n, 2w, s, 3w, s, open d, d, sAssassin Guildmaster's Training Hall (15 moves)
Banditw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, stretchThe guardian lets you through when you stretchBandit Guild
in Darkonin (45 moves)
Nightshadew, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, stretchThe guardian lets you through when you stretchNightshades' Guild
in Darkonin (45 moves)
Piratew, 2n, 2e, 2s, e, open e, 2e, n, w, n, dTreasure's End
in Guild Halls (14 moves)
Mentalist2w, 5n, 3w, 2n, nwThe Amphitheatre (13 moves)
Witch/Warlockw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, stretchThe guardian lets you through when you stretchThe Craft of the Cauldron
in Darkonin (45 moves)
Crusader5w, 3s, eThe Crusader Guildmaster's Training Hall (9 moves)
Druidw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, waitThe guardian lets you through when you waitDruids Guild
in Darkonin (45 moves)
Priestn, nw, n, eChapel Sacristy (4 moves)
Shamanw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, waitThe guardian lets you through when you waitShamans Guild
in Darkonin (45 moves)
Charlatanw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskCharlatans Guild
in Darkonin (45 moves)
Jongleurw, 2n, 2e, 2s, e, open e, 2e, 4s, 2e, ne, 2n, 7w, u, e, d, nw, 5n, 2nw, 2w, nw, n, 3w, n, waitThe guardian lets you through when you waitThe Jongleur's Guild
in Darkonin (45 moves)
Skald5w, n, w, n, e, s, eSkalds' Guild (11 moves)
Ovatew, 2n, 2e, 2s, e, open e, 2e, n, u, ne, e, d, e, u, 2n, u, n, 2e, 2s, d, e, 2se, e, s, e, open d, dBeneath Hallowed Ground
in Guild Halls (33 moves)
Monkw, 2n, 2e, 2s, e, open e, 2e, n, u, 3n, e, sThe Monk's Training Chambers
in Nordmaar (17 moves)
ElsewhereNo guild you can walk to from here: Enchantor (Althainia, Arkania), Illusionist (Althainia, Arkania), Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.
Darkonin — walks start at Darkonin's recall, in the mountain tunnel above the Hall of Temples
ClassDirectionsGuild
Universalw, s, se, 2e, 2se, 5s, se, u, w, d, 7e, 2s, sw, 2w, 4n, w, open w, w, 2n, w, s, w, 2s, 3w, swOnly for levels 1-15The Hall of Basic Skills
in Ganth (45 moves)
Warrior4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Warriors Guild (5 moves)
Thief4w, n, stretchThe guardian lets you through when you stretchThe Freelancers Guild (5 moves)
Mage4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskDarkonin Mages Guild (5 moves)
Cleric4w, n, waitThe guardian lets you through when you waitClerics Guild (5 moves)
Bard4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Bards Guild (5 moves)
Armsman4w, n, buy receipt, give receipt guardian, sBuy the receipt from the guild dues collector at the deskThe Sparring Pit (6 moves)
Barbarian4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Barbarians Guild (5 moves)
Ranger4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Rangers Guild (5 moves)
Swashbuckler4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskThe Swashbucklers guild (5 moves)
Assassin4w, n, stretchThe guardian lets you through when you stretchThe circle of the Cobra (5 moves)
Bandit4w, n, stretchThe guardian lets you through when you stretchBandit Guild (5 moves)
Nightshade4w, n, stretchThe guardian lets you through when you stretchNightshades' Guild (5 moves)
Piratew, s, se, 2e, 2se, 5s, se, u, w, d, 7e, 2s, sw, 2w, 5n, w, n, dTreasure's End (36 moves)
Mentalist12w, open w, w, open w, 3w, uThe Floor of the Mentalist Guild (17 moves)
Witch/Warlock4w, n, stretchThe guardian lets you through when you stretchThe Craft of the Cauldron (5 moves)
Crusader4w, n, waitThe guardian lets you through when you waitCrusaders Guild (5 moves)
Druid4w, n, waitThe guardian lets you through when you waitDruids Guild (5 moves)
Priest4w, n, waitThe guardian lets you through when you waitPriest Guildmaster Darkonin (5 moves)
Shaman4w, n, waitThe guardian lets you through when you waitShamans Guild (5 moves)
Charlatan4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the deskCharlatans Guild (5 moves)
Jongleur4w, n, waitThe guardian lets you through when you waitThe Jongleur's Guild (5 moves)
Skald4w, n, stretchThe guardian lets you through when you stretchSkalds' Guild (5 moves)
Ovatew, s, se, 2e, 2se, 5s, se, u, w, d, 7e, 2s, sw, 2w, 5n, u, ne, e, d, e, u, 2n, u, n, 2e, 2s, d, e, 2se, e, s, e, open d, dBeneath Hallowed Ground (55 moves)
Monkw, s, se, 2e, 2se, 5s, se, u, w, d, 7e, 2s, sw, 2w, 5n, u, 3n, e, sThe Monk's Training Chambers
in Nordmaar (39 moves)
ElsewhereNo guild you can walk to from here: Enchantor (Althainia, Arkania), Illusionist (Althainia, Arkania), Samurai (Shokono), Ninja (Shokono), Wu Jen (Shokono), Shukenja (Shokono), Brewmaster (Shokono). Take a ship.

Shokono

Shokono — walks start at Shokono city centre (Shokono members recall to Althainia)
ClassDirectionsGuild
Universal2e, 9s, se, sw, d, s, sw, d, s, 2sw, s, 2se, u, se, s, sw, u, 2sw, 3se, 2s, 3sw, 2s, d, 3sw, s, 2se, 12s, e, 3se, w, 2s, w, n, uHidden exit on the way (search if you don't see it)Only for levels 1-15A wooden training and meditation platform
in Dojia (69 moves)
Samurai2e, 4s, 3w, s, seThe Practice Yard (11 moves)
Ninja2e, 4s, 3w, 2n, nwPractice Yard of the Ninja (12 moves)
Wu Jen2e, 4s, 4w, 2nw, nThe Practice Yard (13 moves)
Shukenja2e, 4s, 4w, sw, s, e, sThe Practice Yard (14 moves)
Brewmaster5e, se, nThe Brewmasters Guild (7 moves)
ElsewhereGuilds for the other classes are on Althainia, Arkania and Icewall. Take a ship.
Dojia — walks start at Dojia city centre (Dojia members recall to Althainia)
ClassDirectionsGuild
Universal3e, 4n, w, n, uOnly for levels 1-15A wooden training and meditation platform (10 moves)
Samurai15w, 5s, 2sw, 2e, se, 2n, 2nw, n, 2nw, 2n, nw, 4n, ne, 2n, 2ne, n, 5w, 6s, 3w, 3n, 3w, s, seHidden exit on the way (search if you don't see it)The Practice Yard
in Shokono (67 moves)
Ninja3w, 3n, w, sw, open d, d, 2w, open w, w, 2s, u, 7w, 5s, 2sw, 2e, se, 2n, 2nw, n, 2nw, 2n, nw, 4n, ne, 2n, 2ne, n, 5w, 6s, 3w, 3n, 3w, 2n, nwPractice Yard of the Ninja
in Shokono (75 moves)
Wu Jen15w, 5s, 2sw, 2e, se, 2n, 2nw, n, 2nw, 2n, nw, 4n, ne, 2n, 2ne, n, 5w, 6s, 3w, 3n, 4w, 2nw, nHidden exit on the way (search if you don't see it)The Practice Yard
in Shokono (69 moves)
Shukenja15w, 5s, 2sw, 2e, se, 2n, 2nw, n, 2nw, 2n, nw, 4n, ne, 2n, 2ne, n, 5w, 6s, 3w, 3n, 4w, sw, s, e, sHidden exit on the way (search if you don't see it)The Practice Yard
in Shokono (70 moves)
Brewmaster15w, 5s, 2sw, 2e, se, 2n, 2nw, n, 2nw, 2n, nw, 4n, ne, 2n, 2ne, n, 7w, 2n, w, sw, 3s, 3e, se, nHidden exit on the way (search if you don't see it)The Brewmasters Guild
in Shokono (64 moves)
ElsewhereGuilds for the other classes are on Althainia, Arkania and Icewall. Take a ship.