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.
Basic training in the art of fighting for people of all races, with many skills and even some basic spells for those who choose to learn them. Warriors are big and strong, the best fighters of the five basic guilds.
Kills 20,048Deaths 18,401Played 1,484Warrior base class: 407 played
Open to almost any race, though Giant Ogres are rarely let in, being too big for stealth. Thieves learn lock picking, stealing and moving unseen. Their backstabs make them good fighters, and they can pick up some basic magic.
Kills 16,866Deaths 14,383Played 827Thief base class: 198 played
Teaches magic to every race except Kender, who are far too curious and mischievous to be trusted with it. Mages are encouraged to join the Conclave for the greatest knowledge, but many prefer to stay with lesser magics.
Kills 5,114Deaths 8,100Played 1,093Mage base class: 320 played
For those who wish to follow and serve a God or Goddess. Clerics who stop worshipping lose their powers entirely. The guild is open to all religions and all races.
Kills 12,525Deaths 15,809Played 1,060Cleric base class: 254 played
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
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.
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 — walks start at Althainia's recall, the Temple of Althainia
Class
Directions
Guild
Universal
n, uOnly for levels 1-15
Training and Practice Platform (2 moves)
Warrior
2s, 2e, s, e, s
The Tournament and Practice Yard (7 moves)
Thief
3s, e, s, e, s
The Secret Yard (7 moves)
Mage
2s, 2w, 2s, e
Mage's Laboratory (7 moves)
Cleric
s, w, n, w
Cleric's Inner Sanctum (4 moves)
Bard
s, 3e
The Bards' Circle of Song (4 moves)
Armsman
3s, 2e, s, w, n
Armsman Guildmaster (8 moves)
Barbarian
2s, 4w, 3n, 2e, 2n, 3e, s, d
The Barbarian Cave (18 moves)
Ranger
2s, 5w, 2s, e
Archery Practice Field (10 moves)
Swashbuckler
3s, 2e, s, e, s
A private dock on the river (8 moves)
Assassin
6s, 2e, 2s, w, n, say the passwordThe guard wants your guild password
The Assassins' Hideout (12 moves)
Bandit
3s, 4w, 2s
a sleazy bar (9 moves)
Nightshade
3s, e, s, w, u
A circular chamber filled with shadows (7 moves)
Pirate
2s, 16e, ne, 2n, 4e, 2s, se, 4e, 2n, 3w, sw, n, d
Treasure's End (40 moves)
Enchantor
6s, 2e, se, e
The Enchantors' Lab (10 moves)
Illusionist
6s, 2e, ne, nw
Roully Bab Binb (10 moves)
Mentalist
2s, 2w, s, w, u
A Library (7 moves)
Witch/Warlock
3s, 3e, 2n
The Coven of Althainia (8 moves)
Crusader
s, ne, e, n
The Crusaders' Jousting Yard (4 moves)
Druid
2s, 4w, 3n, 2e, 2n, 2e, 2n
The Druids' Thicket (17 moves)
Priest
s, nw, w
Priests' Prayer Room (3 moves)
Shaman
2s, 4e, 2s, w, sw, open s, s, 2w, se, e
The Shaman Gathering Grounds (15 moves)
Charlatan
3s, 6e
The Charlatan Training Bar (9 moves)
Jongleur
2s, 3w, 3n, e, 2s
The Jongleur Tent (11 moves)
Skald
s, e, s, e
Skalds' Guild (4 moves)
Ovate
2s, 4w, 3n, 2e, 2n, w, 4n, se, e, enter yawning
Within A Bouldered Cavern (20 moves)
Monk
2s, 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)
Elsewhere
No 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
Class
Directions
Guild
Universal
w, nw, w, s, 4w, 3n, uOnly for levels 1-15
Training and Practice Platform (12 moves)
Warrior
w, nw, w, s, 2w, s, e, s
The Tournament and Practice Yard (9 moves)
Thief
w, nw, w, s, 4w, s, e, s, e, s
The Secret Yard (13 moves)
Mage
w, nw, w, s, 6w, 2s, e
Mage's Laboratory (13 moves)
Cleric
w, nw, w, s, 4w, n, w, n, w
Cleric's Inner Sanctum (12 moves)
Bard
w, nw, w, s, 4w, n, 3e
The Bards' Circle of Song (12 moves)
Armsman
w, nw, w, s, w, 2s, 2w, s, w, n
Armsman Guildmaster (12 moves)
Barbarian
w, nw, w, 2n, 2w, 2n, 3e, s, d
The Barbarian Cave (14 moves)
Ranger
w, nw, w, 2n, 4w, 2s, sw, 2s, e
Archery Practice Field (15 moves)
Swashbuckler
w, nw, w, s, w, 2s, 2w, s, e, s
A private dock on the river (12 moves)
Assassin
2w, sw, s, 2sw, open u, u, e, n, w, n, say the passwordThe guard wants your guild password
The Assassins' Hideout (11 moves)
Bandit
w, nw, w, s, 4w, s, 4w, 2s
a sleazy bar (15 moves)
Nightshade
w, nw, w, s, 4w, s, e, s, w, u
A circular chamber filled with shadows (13 moves)
Pirate
8e, ne, 2n, 4e, 2s, se, 4e, 2n, 3w, sw, n, d
Treasure's End (30 moves)
Enchantor
w, nw, w, s, w, 5s, se, e
The Enchantors' Lab (12 moves)
Illusionist
w, nw, w, s, w, 5s, ne, nw
Roully Bab Binb (12 moves)
Mentalist
w, nw, w, s, 6w, s, w, u
A Library (13 moves)
Witch/Warlock
w, nw, w, s, w, 2s, w, 2n
The Coven of Althainia (10 moves)
Crusader
w, nw, w, s, 4w, n, ne, e, n
The Crusaders' Jousting Yard (12 moves)
Druid
w, nw, w, 2n, 2w, 2n, 2e, 2n
The Druids' Thicket (13 moves)
Priest
w, nw, w, s, 4w, n, nw, w
Priests' Prayer Room (11 moves)
Shaman
2w, sw, s, 2sw, open s, s, 2w, se, e
The Shaman Gathering Grounds (11 moves)
Charlatan
w, nw, w, s, w, 2s, 2e
The Charlatan Training Bar (9 moves)
Jongleur
w, nw, w, 2n, 2w, 2s, 2w, s, e, 2s
The Jongleur Tent (15 moves)
Skald
w, nw, w, s, 4w, n, e, s, e
Skalds' Guild (12 moves)
Ovate
w, nw, w, 2n, 2w, 2n, w, 4n, se, e, enter yawning
Within A Bouldered Cavern (16 moves)
Monk
w, 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)
Elsewhere
No 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
Class
Directions
Guild
Universal
s, e, s, 2u, s, 2e, n, u, 5n, uOnly for levels 1-15
Training and Practice Platform in Althainia (16 moves)
Warrior
s, e, s, 2u, s, 2e, n, u, 2n, 2e, s, e, s
The Tournament and Practice Yard in Althainia (17 moves)
Thief
s, e, s, 2u, s, 2e, n, u, n, e, s, e, s
The Secret Yard in Althainia (15 moves)
Mage
s, e, s, 2u, s, 2e, n, u, 2n, 2w, 2s, e
Mage's Laboratory in Althainia (17 moves)
Cleric
s, e, s, 2u, s, 2e, n, u, 3n, w, n, w
Cleric's Inner Sanctum in Althainia (16 moves)
Bard
s, e, s, 2u, s, 2e, n, u, 3n, 3e
The Bards' Circle of Song in Althainia (16 moves)
Armsman
s, e, s, 2u, s, 2e, n, u, n, 2e, s, w, n
Armsman Guildmaster in Althainia (16 moves)
Barbarian
s, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, 3e, s, d
The Barbarian Cave in Althainia (28 moves)
Ranger
s, e, s, 2u, s, 2e, n, u, 2n, 5w, 2s, e
Archery Practice Field in Althainia (20 moves)
Swashbuckler
s, e, s, 2u, s, 2e, n, u, n, 2e, s, e, s
A private dock on the river in Althainia (16 moves)
Assassin
s, e, s, 2u, s, 2e, n, u, 2s, 2e, 2s, w, n, say the passwordThe guard wants your guild password
The Assassins' Hideout in Althainia (18 moves)
Bandit
s, e, s, 2u, s, 2e, n, u, n, 4w, 2s
a sleazy bar in Althainia (17 moves)
Nightshade
s, e, s, 2u, s, 2e, n, u, n, e, s, w, u
A circular chamber filled with shadows in Althainia (15 moves)
Pirate
s, e, s, 2u, s, 2e, n, u, 2n, 16e, ne, 2n, 4e, 2s, se, 4e, 2n, 3w, sw, n, d
Treasure's End in Guild Halls (50 moves)
Enchantor
s, e, s, 2u, s, 2e, n, u, 2s, 2e, se, e
The Enchantors' Lab in Althainia (16 moves)
Illusionist
s, e, s, 2u, s, 2e, n, u, 2s, 2e, ne, nw
Roully Bab Binb in Althainia (16 moves)
Mentalist
s, e, s, 2u, s, 2e, n, u, 2n, 2w, s, w, u
A Library in Althainia (17 moves)
Witch/Warlock
s, e, s, 2u, s, 2e, n, u, n, 3e, 2n
The Coven of Althainia in Althainia (16 moves)
Crusader
s, e, s, 2u, s, 2e, n, u, 3n, ne, e, n
The Crusaders' Jousting Yard in Althainia (16 moves)
Druid
s, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, 2e, 2n
The Druids' Thicket in Althainia (27 moves)
Priest
s, e, s, 2u, s, 2e, n, u, 3n, nw, w
Priests' Prayer Room in Althainia (15 moves)
Shaman
s, 2e, ne, open ne, ne, n, e, 2u, 5n, se, e
The Shaman Gathering Grounds in Althainia (16 moves)
Charlatan
s, e, s, 2u, s, 2e, n, u, n, 6e
The Charlatan Training Bar in Althainia (17 moves)
Jongleur
s, e, s, 2u, s, 2e, n, u, 2n, 3w, 3n, e, 2s
The Jongleur Tent in Althainia (21 moves)
Skald
s, e, s, 2u, s, 2e, n, u, 3n, e, s, e
Skalds' Guild in Althainia (16 moves)
Ovate
s, e, s, 2u, s, 2e, n, u, 2n, 4w, 3n, 2e, 2n, w, 4n, se, e, enter yawning
Within A Bouldered Cavern in Guild Halls (30 moves)
Monk
s, 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)
Elsewhere
No 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
Class
Directions
Guild
Universal
n, eOnly for levels 1-15
The Guildmaster's "Office" (2 moves)
Warrior
3s, w, 2s, e
Tournament and Practice Yard (7 moves)
Thief
3s, 4e, d, 2e, s, 2e, open e, e, s, d
The Secret Yard (16 moves)
Mage
3s, 4e, d, 5e, 2n, w, u
The Mage's Laboratory (17 moves)
Cleric
w, 2s, d
The Cleric Guildmaster's Study (4 moves)
Bard
3s, 2w, 3n, 2e, s, 6e, 2s, w, n, e
The Bards' Practice Room (22 moves)
Armsman
3s, 2w, 3n, 2e, s, 5e, s, u
Armsmen' Guildmaster (18 moves)
Barbarian
3s, 2w, 4s, 2e, sw, w, s
A circle of sand (14 moves)
Ranger
3s, 2w, 4s, 2e, sw, e, s
An archery range (14 moves)
Swashbuckler
3s, 4e, 4s, 2w, 2n, e
A dry dock (16 moves)
Assassin
3s, 4e, d, 2e, s, 2e, open e, e, n, d
The Den of Assassins (16 moves)
Bandit
3s, 4e, 4s, 5w, 2s
The Dead End (18 moves)
Nightshade
3s, e, 2s, w, u
A circular chamber filled with shadows (8 moves)
Pirate
3s, 2w, 3n, 4e, 2s, se, 4e, 2n, 3w, sw, n, d
Treasure's End (27 moves)
Enchantor
3s, 12w, nw, w, s, w, 5s, se, e
The Enchantors' Lab in Althainia (26 moves)
Illusionist
3s, 12w, nw, w, s, w, 5s, ne, nw
Roully Bab Binb in Althainia (26 moves)
Mentalist
3s, 4e, d, 5e, s, sw
Within the Chamber of Thought (15 moves)
Witch/Warlock
3s, 4e, d, 3e, 2n, d
The Coven of New Thalos (14 moves)
Crusader
2w, n, w
The training yard (4 moves)
Druid
3s, 2w, 3n, e, 3ne, w
The Druids' Stone Circle in Desert Plains (13 moves)
Priest
2w, s, d
The Guildmaster of Priests' Office (4 moves)
Shaman
3s, 2w, 3n, e, 2ne, nw, n
The Shaman's Cave in Desert Plains (13 moves)
Charlatan
3s, 4e, d, 2e, s, 2e, open e, 2e, n
The Charlatan Guildhouse (16 moves)
Jongleur
3s, 2w, 3n, 2e, s, 6e, 2s, w, s, w
Acrobatics Training Grounds (22 moves)
Skald
3s, e, n, e, n
Skalds' Guild (7 moves)
Ovate
3s, 12w, nw, w, 2n, 2w, 2n, w, 4n, se, e, enter yawning
Within A Bouldered Cavern (30 moves)
Monk
3s, 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)
Elsewhere
No 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
Class
Directions
Guild
Universal
n, eOnly for levels 1-15
A Small Glass Alcove (2 moves)
Warrior
2d, 2w, d, w, 9s, 2e, n
The Practice Yard (18 moves)
Thief
2d, 2w, d, w, 10s, w, open s, s, w, d
The Hidden Yard (20 moves)
Mage
2d, 2w, d, 3w, u
The Golden Room (9 moves)
Cleric
2d, 2w, d, w, s, 2e, u
The Chamber of the Healing Arts (10 moves)
Bard
2d, 2w, d, w, 10s, 2w
The Backroom Bar (18 moves)
Armsman
2d, 2w, d, w, 6s, 3w, s, e
Armsmen' Guildmaster (17 moves)
Barbarian
2d, 2w, d, w, 12s, open s, s, 3e, s
A Clearing in the Forest (23 moves)
Ranger
2d, 2w, d, w, 12s, open s, s, 6e, s, w
A Forested Clearing (27 moves)
Swashbuckler
2d, 2w, d, w, 3s, e, se, ne, e, open n, n, 2e
Back room of the Warehouse (16 moves)
Assassin
2d, 2w, d, w, 6s, 4w, s, open d, d, s
Assassins' Guild (19 moves)
Bandit
2d, 2w, d, w, 2n, open n, n, 3w, n, 4e, 2se, e, se, 4e, 2s, 4w, sw, 3s, 2w, 3n, 5w, 2s
The Dead End in New Thalos (47 moves)
Nightshade
2d, 2w, d, w, 3s, e, se, ne, e, open n, n, w, n
Nightshades' Guild (16 moves)
Pirate
2d, 2w, d, w, 2n, open n, n, 3w, n, 4e, 2se, e, se, e, sw, n, d
Treasure's End (25 moves)
Enchantor
2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, e, 4s, w, 2s, 2e, 3s, w, 5s, se, e
The Enchantors' Lab in Althainia (51 moves)
Illusionist
2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, e, 4s, w, 2s, 2e, 3s, w, 5s, ne, nw
Roully Bab Binb in Althainia (51 moves)
Mentalist
2d, 2w, d, w, 2n, open n, n, w, 2u
The Mentalist's Watchtower in Shalonesti Trail (12 moves)
Witch/Warlock
2d, 2w, d, w, 3s, w, n, d
Coven of the Vallenwoods (12 moves)
Crusader
2d, 2w, d, w, s, w
Crusaders' Guild (8 moves)
Druid
2d, 2w, d, w, 12s, open s, s, 5e, n
A Lush Alcove (25 moves)
Priest
2d, 2w, d, w, 7s, e
Priests' Guild (14 moves)
Shaman
2d, 2w, d, w, 12s, open s, s, 6e, n, e
A Small Thatched Hut (27 moves)
Charlatan
2d, 2w, d, w, n, 2e, se, e, 2n
Charlatans' Guild (13 moves)
Jongleur
2d, 2w, d, w, n, w, s
Jongleurs' Guild (9 moves)
Skald
2d, 2w, d, w, n, w, n, u
Skalds' Guild (10 moves)
Ovate
2d, 2w, d, w, 12s, open s, s, 6e, s, e, s, se, s, w, n, sw, e, enter yawning
Within A Bouldered Cavern (34 moves)
Monk
2d, 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)
Elsewhere
No 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
Class
Directions
Guild
Universal
2sOnly for levels 1-15
The Office of the Dwarven Militia (2 moves)
Warrior
3n, 2e, 2n
Warriors' Guild (7 moves)
Thief
3n, w, 2n
Den of Thieves (6 moves)
Mage
2n, 3e, 2s, 2w, s, 2d, 3e, open e, e, enter shimmering, sw
Mages' Laboratory (17 moves)
Cleric
3n, e, 2n
Circle of Healers (6 moves)
Bard
2n, w, 2n
Rehearsal Hall (5 moves)
Armsman
3n, 2e, n, w, n
Armsmen' Guildmaster (8 moves)
Barbarian
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, u, 2n
A Rocky Cave (22 moves)
Ranger
3n, 3e, 4n, 2w, open n, n, nw
A Protected Forested Clearing (14 moves)
Swashbuckler
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2e, 3s, w, 2s, 2w, s, e, s
A private dock on the river in Althainia (41 moves)
Assassin
3n, w, n, e
A Hidden Cave (6 moves)
Bandit
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2w, 3s, e, 2s, w, 2s
a sleazy bar in Althainia (39 moves)
Nightshade
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2w, 3s, 4e, s, e, s, w, u
A circular chamber filled with shadows in Althainia (42 moves)
Pirate
3n, 3e, 4n, 2w, open n, 3n, d, ne, d, ne, n, e, 5n, 8w, 6n, 4e, 2se, e, se, e, sw, n, d
Treasure's End (52 moves)
Enchantor
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2e, 3s, w, 5s, se, e
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, s, w, 3s, e, 2s, 2w, 3s, 2e, s, w, u
A Library in Althainia (38 moves)
Witch/Warlock
2n, 3e, 2s, 2w, s, 2d, 2e, sw
Coven of the Mountain (15 moves)
Crusader
3n, e, n, e
Crusaders' Guild (6 moves)
Druid
2n, 3w, 4s, 2e, 2s, e, 3se, sw, 2s
A Secluded Part of the Mountain (20 moves)
Priest
3n, e, n, w
Priests' Guild (6 moves)
Shaman
3n, 3e, 4n, 2w, open n, n, e
Shamans' Guild (14 moves)
Charlatan
2n, e, 2n
Charlatans' Guild (5 moves)
Jongleur
2n, 2w, 2n
Jongleurs' Guild (6 moves)
Skald
2n, e, n, e, n
Skalds' Guild (6 moves)
Ovate
2n, 3w, 4s, 2e, 2s, e, 3se, sw, s, d, sw, e, enter yawning
Within A Bouldered Cavern (22 moves)
Monk
2n, 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)
Elsewhere
No 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
Class
Directions
Guild
Universal
n, 5e, se, 3e, 2ne, 2n, ne, e, open n, n, ne, e, 2n, 4w, 3n, uOnly for levels 1-15
Training and Practice Platform in Althainia (29 moves)
Warrior
2n, 3w, n, w, d
A Training Room (8 moves)
Thief
2n, 4w, s, w, d
In the Darkness (9 moves)
Mage
2n, 6w, n, e, n
The Mage Laboratory (11 moves)
Cleric
2n, 12w, nw, w
The Shul (16 moves)
Bard
2n, 8w, s, w, nw
The Heart of Bardic Hall (13 moves)
Armsman
2n, 3w, n, ne, d
A Training Room (8 moves)
Barbarian
2n, 3w, n, e, d
A Training Room (8 moves)
Ranger
2n, 10w, s, e, se
A Dark Clearing (15 moves)
Swashbuckler
2n, 3w, n, nw, d
A Training Room (8 moves)
Assassin
2n, 4w, 2s, d
Under the Wall (9 moves)
Bandit
2n, 4w, s, e, d
In the Ground (9 moves)
Nightshade
2n, 4w, s, d, s, e
Beneath the Floor (10 moves)
Pirate
4n, open n, n, w, nw, w, nw, n, 2nw, n, 2ne, s, 2e, 2s, 3e, ne, e, ne, 2n, 3w, sw, n, d
Treasure's End (34 moves)
Enchantor
2n, 6w, 2n, e
The Room of Enchantment (11 moves)
Illusionist
2n, 6w, n, u, n
Phantasmagoria (11 moves)
Mentalist
2n, 6w, n, nw, d
A Vast Chamber (11 moves)
Witch/Warlock
2n, 6w, n, w, n
The Brewing Room (11 moves)
Crusader
2n, 12w, n, nw
The Sanctorium (16 moves)
Druid
2n, 10w, s, w, sw
The Gathering Stones (15 moves)
Priest
2n, 12w, sw, w
The Sepulcher (16 moves)
Shaman
2n, 12w, s, sw
The Chantry (16 moves)
Charlatan
2n, 8w, s, sw, s
The Heart of Mountebank Hall (13 moves)
Jongleur
2n, 8w, s, e, ne
The Heart of Rhapsody Hall (13 moves)
Skald
2n, 8w, s, se, s
The Heart of Rapscallion Hall (13 moves)
Ovate
n, 5e, se, 3e, 2ne, 2n, ne, e, open n, n, ne, e, 5n, 2w, 2n, w, 4n, se, e, enter yawning
Within A Bouldered Cavern (35 moves)
Monk
n, 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)
Elsewhere
No 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')
Class
Directions
Guild
Universal
e, s
The practice platform (2 moves)
Warrior
w, s, 2e, s, w, sw
A sandy practice area (7 moves)
Thief
e, n, ne, se, e, n, se, e, s, open e, e, d, e
A wide underground chamber (12 moves)
Mage
w, s, 2e, 2s, w, u
Up on the roof (8 moves)
Cleric
e, n, e, s, e
A small shrine (5 moves)
Bard
w, s, 2e, 2s, 2e, open d, d
The wine cellar (9 moves)
Armsman
e, n, ne, se, s, open e, e, 2s, sw, 3w, open n, 2n, e
The Office of the Master Armsman (15 moves)
Barbarian
e, n, ne, 2nw, w, n, nw, ne, nw, ne, e, n, w
Guildmaster's Campfire in The Kender Forest (14 moves)
Ranger
e, n, ne, se, s, open e, e, 2se, s, e
A practice field (10 moves)
Swashbuckler
w, s, 2e, s, e, u
An upstairs balcony (7 moves)
Assassin
w, s, 6w, 2n, 2e, s, e, u
A secret room (15 moves)
Bandit
w, s, 6w, s, e, 2s
The Room behind the Bar (12 moves)
Nightshade
w, s, 2e, 4s, u
A circular chamber filled with shadows (9 moves)
Pirate
w, s, 8w, open w, 2w, 3s, w, u, w, n, d
Treasure's End (20 moves)
Enchantor
w, s, 6w, 3s, se, e
The Enchantor's Guild (13 moves)
Illusionist
w, s, 6w, 3s, ne, e
The Illusionist Guild (13 moves)
Mentalist
w, s, 6w, 3s, nw, w
A Barren Room (13 moves)
Witch/Warlock
w, s, 6w, 2n, 2e, u, w, u
On the Roof of the Black Dragon Tavern (15 moves)
Crusader
w, s, 2e, 3s, 2w, s
The Crusaders' Jousting Yard (10 moves)
Druid
e, n, ne, se, s, open e, e, 2se, e, se
At a sacred spring (10 moves)
Priest
e, n, e, n, e
A small chapel (5 moves)
Shaman
e, n, ne, se, s, open e, e, 2se, w, s
The Shaman Gathering Grounds (10 moves)
Charlatan
w, s, 6w, 2n, 3e, n, e
The Charlatans' Card Parlour (15 moves)
Jongleur
w, s, 2e, 3s, e, u
Up on a high platform (9 moves)
Skald
w, s, 6w, 2n, 2e, s, w, s
Skalds' Guildhall (15 moves)
Ovate
e, n, ne, se, e, n, se, 3e, 3n, w, 15n, sw, e, sw
Deeper into the Swamp (32 moves)
Elsewhere
No 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
Class
Directions
Guild
Universal
n, 2wOnly for levels 1-15
Sparsely Appointed Room (3 moves)
Warrior
3s, 2e, n, e, n
Jousting Arena (8 moves)
Thief
8s, 2e, n, w, d, e
Thieves Hideout (14 moves)
Mage
3s, 3w, n, 2u
Mages Study Room (9 moves)
Cleric
n, ne, d, n
Holy Grounds (4 moves)
Bard
7s, 2e, n
The Guildmaster's Private Bar (10 moves)
Armsman
3s, 5w, 2u, n
Along a Lofty Parapet (11 moves)
Barbarian
3s, 5w, open w, w, 3s, w, 3s, se, e, n, w
Guildmaster's Campfire in The Kender Forest (20 moves)
Ranger
9s, open s, 4s, w, 2s, e, se, e, n, e
Forest Hut in The Kender Forest (21 moves)
Swashbuckler
3s, 2e, n, w, n
Chamber of the Masked Master (8 moves)
Assassin
8s, 2e, n, w, n, d
Assassin's Guild Training room (14 moves)
Bandit
8s, 3e, s, 2e
The back of a sleazy bar (14 moves)
Nightshade
8s, 2e, n, 2w, u
A circular chamber filled with shadows (14 moves)
Pirate
9s, open s, 4s, w, 7s, sw, 2w, sw, s, sw, 3s, w, u, w, n, d
Guildmaster's Private Circle in The Kender Forest (21 moves)
Priest
n, ne, e, n
Priest Guildmaster's Vestry (4 moves)
Shaman
9s, open s, 3s, w, nw, w
Shaman's Hut (15 moves)
Charlatan
7s, e, s, e
The private chambers of the Guildmistress (10 moves)
Jongleur
7s, e, n, e
Jongleur Guildmaster's Private Stage (10 moves)
Skald
7s, e, d, e
Skalds' Guild (10 moves)
Ovate
9s, open s, 4s, w, 3s, e, se, s, sw, se, 3e, se, s, se, 3e, 3n, w, 15n, sw, e, sw
Deeper into the Swamp (53 moves)
Elsewhere
No 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
Class
Directions
Guild
Universal
w, s
The Training Office (2 moves)
Warrior
d, se, e, n, ne, w, n
Warriors' Guild (7 moves)
Thief
d, se, e, 3s, 3e, 6n, 2w, n, w, n
Thieves' Guild (20 moves)
Mage
d, se, e, 3s, 3w, 6n, 2e, n, w, u
Mages' Guild (20 moves)
Cleric
w, d, e, d
Clerics' Guild (4 moves)
Bard
d, se, e, 3s, 3e, 4n, e, s, d
Bards' Guild (16 moves)
Armsman
d, se, e, 3s, 4w, d
An Open Air Training Yard (11 moves)
Barbarian
d, se, e, n, ne, e, n
Barbarians' Guild (7 moves)
Ranger
d, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, 2e, open s, s, 4e, s, w, s
Rangers' Guild (28 moves)
Swashbuckler
d, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, ne, se, e, 2s, open w, w, 5s, 2w, s
Swashbucklers' Guild (33 moves)
Assassin
d, se, e, 3s, 3e, 6n, 2w, n, d, n
Assassins' Guild (20 moves)
Bandit
d, se, e, 3s, 3e, 6n, 2w, n, e, n
Bandits' Guild (20 moves)
Nightshade
d, se, e, 3s, 3e, 6n, 2w, 2n, d
Nightshades' Guild (20 moves)
Pirate
d, 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, d
Treasure's End (43 moves)
Enchantor
d, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, 2ne, 3n, ne, 5n, open n, n, 4w, n, se, e
The Enchantor's Guild in Arkane (38 moves)
Illusionist
d, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, e, 2ne, 3n, ne, 5n, open n, n, 4w, n, ne, e
The Illusionist Guild in Arkane (38 moves)
Mentalist
d, se, e, 3s, 3w, 6n, 2e, 2n, u
The Office of the Mentalist (20 moves)
Witch/Warlock
d, se, e, 3s, 3w, 6n, 2e, n, e, u
Witches' Guild (20 moves)
Crusader
w, d, s, e
Crusaders' Guild (4 moves)
Druid
d, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, 2e, open s, s, 4e, s, e, s
Druids' Guild (28 moves)
Priest
w, d, n, e
Priests' Guild (4 moves)
Shaman
d, se, e, 3s, 3w, 3n, 2w, s, open w, w, 2n, 2e, open s, s, 3e, 2s, w
Shamans' Guild (27 moves)
Charlatan
d, se, e, 3s, 3e, 4n, 2e, n
Charlatans' Guild (16 moves)
Jongleur
d, se, e, 3s, 3e, 4n, e, n, d
Jongleurs' Guild (16 moves)
Skald
d, se, e, 3s, 3e, 4n, e, u, s
Skalds' Guild (16 moves)
Ovate
d, 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, sw
Deeper into the Swamp (60 moves)
Elsewhere
No 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
Class
Directions
Guild
Universal
w, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, swOnly for levels 1-15
The Hall of Basic Skills in Ganth (19 moves)
Warrior
w, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, 3n, e
The Warrior Guildmaster's Training Hall in Ganth (22 moves)
Thief
w, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 2w, 3s, w, n, d, n
Thief Guildmaster's Hall in Ganth (24 moves)
Mage
w, 3s, d, s, w, open w, w, 2n, w, s, w, 3n, 3w, n, 2u
The Mage Guildmaster's Scriptorium in Ganth (22 moves)
Cleric
w, 3s, d, s, w, open w, 2w, 2s, w, open n, n, w, open nw, nw, sw, s, e
Cleric Guildmaster's Quarters in Ganth (18 moves)
Bard
w, 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 desk
The Bards Guild in Darkonin (41 moves)
Armsman
w, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, n, 3w, n
Armsmen Guildmaster's Room in Ganth (23 moves)
Barbarian
w, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, n, 2w, 2n, w
Barbarian Guildmaster's Training Room in Ganth (24 moves)
Ranger
w, 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 desk
The Rangers Guild in Darkonin (41 moves)
Swashbuckler
w, 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 desk
The Swashbucklers guild in Darkonin (41 moves)
Assassin
w, 3s, d, s, w, open w, w, 2n, w, s, w, n, 8w, 4s, open d, d, s
Assassin Guildmaster's Training Hall in Ganth (28 moves)
Bandit
w, 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 stretch
Bandit Guild in Darkonin (41 moves)
Nightshade
w, 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 stretch
w, 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 stretch
The Craft of the Cauldron in Darkonin (41 moves)
Crusader
w, 3s, d, s, w, open w, w, 2n, w, s, w, 2s, 3w, 3s, e
The Crusader Guildmaster's Training Hall in Ganth (22 moves)
Druid
w, 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 wait
Druids Guild in Darkonin (41 moves)
Priest
w, 3s, d, s, w, open w, 2w, 2n, w, open s, s, w, open sw, sw, nw, n, e
Chapel Sacristy in Ganth (18 moves)
Shaman
w, 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 wait
Shamans Guild in Darkonin (41 moves)
Charlatan
w, 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 desk
Charlatans Guild in Darkonin (41 moves)
Jongleur
w, 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 wait
The Jongleur's Guild in Darkonin (41 moves)
Skald
w, 3s, d, s, w, open w, w, 2n, w, s, w, n, 4w, s, e, s, e
Skalds' Guild in Ganth (22 moves)
Ovate
w, n, 4e, u, n, 2e, 2s, d, e, 2se, e, s, e, open d, d
Beneath Hallowed Ground in Guild Halls (20 moves)
Monk
s
The Monk's Training Chambers (1 moves)
Elsewhere
No 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
Class
Directions
Guild
Universal
5w, swOnly for levels 1-15
The Hall of Basic Skills (6 moves)
Warrior
5w, 3n, e
The Warrior Guildmaster's Training Hall (9 moves)
Thief
4w, 3s, w, n, d, n
Thief Guildmaster's Hall (11 moves)
Mage
2w, 5n, 3w, n, 2u
The Mage Guildmaster's Scriptorium (13 moves)
Cleric
s, sw, s, e
Cleric Guildmaster's Quarters (4 moves)
Bard
w, 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 desk
The Bards Guild in Darkonin (45 moves)
Armsman
5w, n, 3w, n
Armsmen Guildmaster's Room (10 moves)
Barbarian
5w, n, 2w, 2n, w
Barbarian Guildmaster's Training Room (11 moves)
Ranger
w, 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 desk
The Rangers Guild in Darkonin (45 moves)
Swashbuckler
w, 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 desk
The Swashbucklers guild in Darkonin (45 moves)
Assassin
5w, n, 2w, s, 3w, s, open d, d, s
Assassin Guildmaster's Training Hall (15 moves)
Bandit
w, 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 stretch
Bandit Guild in Darkonin (45 moves)
Nightshade
w, 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 stretch
Nightshades' Guild in Darkonin (45 moves)
Pirate
w, 2n, 2e, 2s, e, open e, 2e, n, w, n, d
Treasure's End in Guild Halls (14 moves)
Mentalist
2w, 5n, 3w, 2n, nw
The Amphitheatre (13 moves)
Witch/Warlock
w, 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 stretch
The Craft of the Cauldron in Darkonin (45 moves)
Crusader
5w, 3s, e
The Crusader Guildmaster's Training Hall (9 moves)
Druid
w, 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 wait
Druids Guild in Darkonin (45 moves)
Priest
n, nw, n, e
Chapel Sacristy (4 moves)
Shaman
w, 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 wait
Shamans Guild in Darkonin (45 moves)
Charlatan
w, 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 desk
Charlatans Guild in Darkonin (45 moves)
Jongleur
w, 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 wait
The Jongleur's Guild in Darkonin (45 moves)
Skald
5w, n, w, n, e, s, e
Skalds' Guild (11 moves)
Ovate
w, 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, d
Beneath Hallowed Ground in Guild Halls (33 moves)
Monk
w, 2n, 2e, 2s, e, open e, 2e, n, u, 3n, e, s
The Monk's Training Chambers in Nordmaar (17 moves)
Elsewhere
No 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
Class
Directions
Guild
Universal
w, 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 1-15
The Hall of Basic Skills in Ganth (45 moves)
Warrior
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
The Warriors Guild (5 moves)
Thief
4w, n, stretchThe guardian lets you through when you stretch
The Freelancers Guild (5 moves)
Mage
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
Darkonin Mages Guild (5 moves)
Cleric
4w, n, waitThe guardian lets you through when you wait
Clerics Guild (5 moves)
Bard
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
The Bards Guild (5 moves)
Armsman
4w, n, buy receipt, give receipt guardian, sBuy the receipt from the guild dues collector at the desk
The Sparring Pit (6 moves)
Barbarian
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
The Barbarians Guild (5 moves)
Ranger
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
The Rangers Guild (5 moves)
Swashbuckler
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
The Swashbucklers guild (5 moves)
Assassin
4w, n, stretchThe guardian lets you through when you stretch
The circle of the Cobra (5 moves)
Bandit
4w, n, stretchThe guardian lets you through when you stretch
Bandit Guild (5 moves)
Nightshade
4w, n, stretchThe guardian lets you through when you stretch
Nightshades' Guild (5 moves)
Pirate
w, s, se, 2e, 2se, 5s, se, u, w, d, 7e, 2s, sw, 2w, 5n, w, n, d
Treasure's End (36 moves)
Mentalist
12w, open w, w, open w, 3w, u
The Floor of the Mentalist Guild (17 moves)
Witch/Warlock
4w, n, stretchThe guardian lets you through when you stretch
The Craft of the Cauldron (5 moves)
Crusader
4w, n, waitThe guardian lets you through when you wait
Crusaders Guild (5 moves)
Druid
4w, n, waitThe guardian lets you through when you wait
Druids Guild (5 moves)
Priest
4w, n, waitThe guardian lets you through when you wait
Priest Guildmaster Darkonin (5 moves)
Shaman
4w, n, waitThe guardian lets you through when you wait
Shamans Guild (5 moves)
Charlatan
4w, n, buy receipt, give receipt guardianBuy the receipt from the guild dues collector at the desk
Charlatans Guild (5 moves)
Jongleur
4w, n, waitThe guardian lets you through when you wait
The Jongleur's Guild (5 moves)
Skald
4w, n, stretchThe guardian lets you through when you stretch
Skalds' Guild (5 moves)
Ovate
w, 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, d
Beneath Hallowed Ground (55 moves)
Monk
w, s, se, 2e, 2se, 5s, se, u, w, d, 7e, 2s, sw, 2w, 5n, u, 3n, e, s
The Monk's Training Chambers in Nordmaar (39 moves)
Elsewhere
No 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)
Class
Directions
Guild
Universal
2e, 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 1-15
A wooden training and meditation platform in Dojia (69 moves)
Samurai
2e, 4s, 3w, s, se
The Practice Yard (11 moves)
Ninja
2e, 4s, 3w, 2n, nw
Practice Yard of the Ninja (12 moves)
Wu Jen
2e, 4s, 4w, 2nw, n
The Practice Yard (13 moves)
Shukenja
2e, 4s, 4w, sw, s, e, s
The Practice Yard (14 moves)
Brewmaster
5e, se, n
The Brewmasters Guild (7 moves)
Elsewhere
Guilds 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)
Class
Directions
Guild
Universal
3e, 4n, w, n, uOnly for levels 1-15
A wooden training and meditation platform (10 moves)
Samurai
15w, 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)
Ninja
3w, 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, nw
Practice Yard of the Ninja in Shokono (75 moves)
Wu Jen
15w, 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)
Shukenja
15w, 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)
Brewmaster
15w, 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)
Elsewhere
Guilds for the other classes are on Althainia, Arkania and Icewall. Take a ship.