I had mentioned in my first experience with Moria that it was a game that introduced several new things. One of these was the ability for your character to join a Guild.
The four guilds are; Thieves Guild, The Brotherhood, Union of Knights, and Circle of Wizards. Their respective skills are: cunning, piety, valor, and wizardry.
To join a guild, you must have a guild skill of at least 20. You are admitted at the rank of apprentice. To raise your guild rank, you need five bags of gold, one million gold coins, in your account and must have the skill needed for that rank. The skills are; apprentice 20, journeyman 30, counselor 40, and master 50. The guild master is the master with the highest skill in the guild.
- Each guild confers a unique advantage on its members.
- Members of The Brotherhood can instantly raise the vitality of the group.
- Members of the Circle of Wizards can teleport themselves (and a group they are leading) back to the city.
- Members of the Union of Knights take less damage and have a chance of beheading a monster with a single blow.
- Members of the Thieves Guild have a better chance of finding magic items that been cunningly hidden in the treasure chests.
I am currently exploring the 7th level of the Forest and have raised my Valor to 27. So I journeyed into the city and joined the Union of Knights. I am now an apprentice to the guild in good standing.
Two other things that I’ve realized since I’ve been exploring. You can establish a camp anywhere you’d like within the dungeon complex and you can store gold and food there. Now at first I didn’t see the benefit to this and have not bothered to do so; but now that I have joined the Union of Knights; one of the benefits I have as a guild member is to be teleported to my camp from the guild within the city. This is quite a benefit because you absolutely must monitor your food and water in the game. Now you can find watering holes to replenish your water and you can also obtain food by killing bears and other edible creatures; but it is never enough to be completely comfortable so periodically you must venture out of the dungeon and make your way to the city. The ability to teleport to your camp helps you to circumvent having to return all the way back down into the dungeon.
The second thing I’ve discovered is that you literally need to walk through a secret door in order to discover it. This is a bit different from the previous Plato system games that we’ve reviewed.
Well now that I have my Union card; I am heading back into the dungeon. Wish me luck.