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  Guilds

There are several communities in the Empire, known as Guilds. The guilds' purpose is to diversify gaming process of the characters and to enhance the efficiency of their actions.

Hunters' Guild

Hunters’ guild is a foundation that protects the Empire's lands from neutral creatures' attacks. According to the scouting reports, they can be spotted near facilities on the global continent map. Besides improving your combat characteristics, facing neutral creatures can also grant you additional income as captured gold and artifacts. Challenging neutrals is possible once in a [40 min.; 60min.] period (random occurrence each time). Passing by the neutrals or moving to another location while having neutrals on track brings up another ones in half that interval.

A lord can ask for assistance in hunting after getting level 2 in the guild. The assistant must be present in the same region, have the same combat level and at least level 1 in hunters’ guild. In case of victory, the assistant does not get any gold, but does gain 0.1 hunt points, up to 0.5 faction skill points, full experience and has a chance to find an artifact. The combat initiator will get the amount of hunt points proportional to damage dealt during the hunt.

Hunting gives twice less faction points and 5 times less combat experience if compared to PVP combats. After getting enough hunt points to get a new guild level, the guild will teach you more complicated combat tactics increasing your attack skill by 1. Details

With the hunt points amount increased, numbers of neutral creatures on the map grows, too, as well as treasures, guarded by them, and artifact value. Thus, after getting level 3 in hunters’ guild you will be able to find some resources in addition to gold.

The probability of getting an artifact is determined by the lord's hunter level. The higher the guild level is, the more probable it is to find an artifact. Thereupon, new hunters' guild levels ensure finding better items. Artifacts found have unique properties and can be kept to gather ammunition sets. Details

Attacking neutral creatures is only possible anytime the regular combat is possible:
1) Your troops must be 100% ready;
2) Your character must not be in a combat challenge;
3) The "Defense" parameter of your character mustn't be negative;
4) Your character must have company of troops recruited in the army.


Hunters should take to consideration, that three quarters of mana used in hunt will be immediately restored after finishing it.

The guild has its own top rating list. Details.


Laborers’ Guild

When working at industries, your character gets special skill points that make count of the laborers’ guild. The efficiency of any industrial facility depends for that reason directly on the professionalism of its workers, while their wage is multiplied by a certain coefficient. The laborer skill is displayed at the character information page, and the guild point table can be found in the corresponding section of this description.

Besides increasing wage, the laborers’ guild will also increase the defense skill of your character. Every second Guild level increases his or her defense by 1.


Gamblers' Guild

The guild unites all admirers of the "Two Towers" card game. Any player can have a game at the tavern of the region he or she is currently in. Victory grants one guild point, losers go empty-handed. After receiving the first level in the guild, as well as 3d combat level, the players gain a possibility to bet on their victories. The amount of victories necessary for passing to a new level and the maximal stake amount for your current level can be learned from the experience table.

There are strict rules in the guild:
1) The Tavern owner gets 5% interest from each trophy sum;
2) A player with lower guild level cannot join a game with a bet for higher level;
3) Every region has its own tavern with different victory conditions;
4) It is not necessary to be in the same region the challenger is to accept his or her challenge.


Insults and foul language at the game table are forbidden. Moderators watch the taverns and keep order, giving penalties to tempestuous visitors.


Thieves' Guild

A secret society, whose primary objective is to ambush trade caravans. Entering the guild is only possible if you possess a special invitation given by another thief, or after paying the guild entrance fee:


Combat level 6 is required to enter the guild. The invitation parchment disappears from the inventory; however, a progressive thief gets new ones after reaching level 5 of the guild.

Lords gain thief points for successful ambushes. Besides that, defeating other players and mob caravans brings gold. The loot is proportional to the thief skill level.

Equally with caravans, it is possible to encounter a player character of the same combat level. The ambushes are set between regions in both directions. Ambush can only occur if someone walks between those regions. However, the traveler always has a chance to pass unspotted. If two travelers are walking in the same direction and both get caught, all the three will fight in one combat. Obviously, the victims would unite against their aggressor.

1) The troops of the ambusher must be 100% ready and those of the traveler - at least 40% ready for the ambush to take place;
2) The thief's victim who suffered a defeat cannot be attacked again unless three hours have passed since last ambush;
3) The thief who lost the combat can set a new ambush only 1 hour later;
4) During ambush, the troops and mana restoration of the victim does not cease, the necromancers' skeleton reserve does not diminish and won't be reset after combat.
5) Members of one Military clan cannot get ambushed by each other.

Each new level in thieves’ guild grants its member initiative increase, as well as one random Thief set artifact.


Mercenaries' Guild

Representatives of this guild can be found in the Yellow Lake region of the Empire. Daredevils, adventure seekers and professional mercenaries from all around the land show up here sometimes searching earnings. Their main business is to complete various quests. A quest can be taken by any character, however, the chances for success of characters with combat level lower than 5 aren't too great. All the quests are limited in time. Every mercenary considers it a duty to return to the guild and report his or her quest successes. That is when the quest is considered completed or failed. For completing the quest, the guild rewards your character with gold and rare elements. Lords who completed lots of guild quests get additional bonuses from the guild.

Abrasive
Fire crystal
Ice crystal
Meteorite Shard
Moonstone
Tiger`s claw
Toadstool
Viper venom
Windflower
Witch bloom

Every mercenary has a certain reputation in the guild, it affects the frequency of quest offers. Successful quests increase the guilds loyalty, while rejecting the quests or failing them decreases your reputation. Note that it is a lot harder to gain the guild's trust, than to lose it.

The amount of guild points necessary for leveling up can be learned from the experience tables.


Smiths’ guild

To enter this guild, you should get the combat level 6 and build a Blacksmith in your castle. Enter it and open the "repair" section and you will be able to repair worn out artifacts.

Smiths’ guild

Any artifact with durability 0/X can be repaired. Repairing efficiency depends on the guild level and varies from 10% to 90%. For instance, the guild novice will repair artifacts with 10% efficiency, which means, that a worn out artifact of 0/30 will have 3/29 durability after repairing, while an experienced blacksmith with 60% efficiency would turn it to 18/29 durability.

Repair cost with any efficiency makes 40% of the estimated artifact cost (according to the prices of the shop), while worn out artifacts buyout rate is 65%, making you pay only 35% to completely restore a shop artifact. The guild warns that smithing is an art, and usually leads to money loss. Rare or enchanted artifacts repairing certainly make an exception, though, since you cannot buy them in the shop.

1) Repair time and cost do not change with the smiths’ guild leveling. The only thing that increases is the efficiency, hence the artifact's new durability;
2) Repair time and guild points gained only depend on the estimated value of the artifact and are in direct proportion to it. Thus, the more expensive the object is, the longer time it will take to repair it and the more guild points it will grant;
3) Repairing two artifacts at a time is not possible, moreover, you can only do one type of works in your blacksmith (the blacksmith has several sections).


The amount of guild points necessary for "smithing up" can be learned from the experience tables.


Enchanters' Guild

Founded by the Great Craftsman's apprentices, the guild allows the characters to create their own personal ammunition parts. Almost any known artifact can be modified, gaining new magical properties after enchanting. Modifying takes place in your blacksmith that cannot be built before combat level 6. Rare elements, received in the Mercenaries’ guild or bought at the market, are used in the enchanting process.

There are three subdivisions of the guild. Every guild member can be a weaponsmith, armorer and/or jewelcrafter. The power of lord's modifying depends on the corresponding subdivision level. Any improvement requires time and elements. The guild points gained from a modification equal to the amount of spent elements. These points are added to both the subdivision level and the common guild level counts. Every apprentice must decide, whether to be a skilled enchanter in one branch or to be able to enchant a little bit of everything.
Enchanters' Guild
Weaponsmith
Armorer
Jewelcrafter
ignore target's defense;
air elemental damage bonus;
earth elemental damage bonus;
fire elemental damage bonus;
water elemental damage bonus.
decrease attack of charging stack;
air magic shield;
earth magic shield;
fire magic shield;
water magic shield.
nature magic spell efficiency bonus;
air magic spell damage bonus;
earth magic spell damage bonus;
fire magic spell damage bonus;
water magic spell damage bonus.

Up to 4 different modification types can be set on every artifact. This amount depends on the enchanter's guild level. For advertising purpose, the enchanter can mark an artifact he worked at with his or her personal brand (for extra 5000 gold)

After modifying an artifact, a special marking is added to its name and the image of the artifact displays related symbols.
In combat you can see the effect from modified artifacts by Ctrl+double clicking the character image.

Building the blacksmith is required to enter the guild. It can be built by characters who reached combat level 6.

The amount of guild points necessary for climbing the guild level stairs can be seen in the experience tables.
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