Guild items

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.