In RetroMUD, members of each primary guild enter the game with a special item. These items are always on the character and cannot be dropped, lost or destroyed. Some guild items are equipment, some are tools. Some appear in the inventory and others are always equipped, appearing with the 'eq' command. The nature and function of these items vary. Here's the list of guild items, and their special functions (if any): Abjurer: An abjurer's gi. It changes color with rank and takes up the torso slots. Alchemist: A satchel. When wielded, it gives you a bit of SPR and EPR. Assassin: A black bandana. It is always worn but doesn't take up a slot. Bard: Bards have two such items: a lute pin and a lute. The pin is always worn and doesn't take up a slot, while the lute is a special held item. Levels in entertainer allow you to choose a different instrument, such as a harp or a set of bagpipes. The instrument can be improved with bard points, and it is required to cast bard spells quickly. Bards may type 'instrument help' for more information. Note: Wielding a bard instrument does not count toward occupied limbs for hermetic casting purposes. The lute can only be wielded in the primary and secondary limbs. Biomancer: A guild textbook. It can be 'open'ed and 'read' and gives a little bit of SPR. Is worn on the belt slot. Cultist: A hood. It allows one entry into the Cultist guild. It is worn on the head slot and provides a small amount of SPR. Druid: A staff of nature. It doesn't take up a slot. It can be empowered with a Druidic spell that can later be cast for nearly free. Fallen: Fallen have two items, a set of wavy lines and the Fellblade. The prior is always worn and doesn't take up a slot. The latter, when fully upgraded, may be the strongest weapon in the game. It is certainly the best broad blade, and certainly the most versatile weapon. Fallen may type 'blade help' for more info. Note: The fellblade can only be wielded in the primary or primary and secondary limbs. Fallen may not use other weapons than the fellblade and can only attack with the fellblade from front row even with the maneuver skill. Fighter: A special weapon harness that allows one to automatically draw weapons when in combat, if trained in the combat readiness skill. It doesn't take up a slot. Be wary - if using this, you may automatically draw your weapons and accidentally tick off a city guard or other NPC you do not wish to fight. Jomsviking: A rune pouch that lets you store runes used for spellcasting in it. It is useful if you want to keep runes out of your inventory. Mage: The robe of the magi. It is worn on the upper torso and gives some spell point regeneration. Merchant: A money pouch. It lets you use several banking commands (split, withdraw, deposit, transfer, check and transactions), even if you're not in a bank, as long as you're level 15 or above in the guild. It gives a little charisma. It is worn in the belt slot. Monk: A belt that changes color based on your level. It gives a bit of EPR. Necromancer: A phantom shard. This is a central tool for many necromancer functions, including but not limited to summoning one's undead, converting corpses to negative energy, and viewing the status of an undead pet. Necromancers can type 'shard help' for more information. It covers the amulet slot and provides a small amount of SPR. Paladin: The Shield of Honor. A highly customizable shield, which is required for Paladin abilities and prevents a Paladin from wielding any other offhand item (although a two-handed weapon is acceptable). This shield can be powered up the same way fellblades and bard lutes can. Paladins may type 'shield help' for more information. Note: Wielding a Shield of Honor does not count toward occupied limbs for casting purposes. The Shield of Honor, like other shields, can only be wielded in the secondary limb. Psionicist: A circlet. It is worn on the brow and gives a little SPR and EPR. Ranger: A vest, worn on the shoulders. It gives a little HPR and EPR. Sentinel: A badge, worn on the brooch. It gives a bit of EPR. Templar: A tunic, worn on the upper torso. It gives a bit of wisdom and allows a special emote. As a general rule, players gear that isn't either mandatory (e.g, Lute or Fellblade) or taking up its own slot (such as a druid's staff) is of most benefit at lower levels, and players will often substitute a more powerful item in the same slot later in the game. |