Adventurer's Guild

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Adventure's Guild

Located in South Trinsic the Adventure's Guild is a way to generate quick adventure. To join the guild you need to pay 1000 gold. It will also cost 100 gold per week to stay in the guild. To pay your weekly membership fees you simply say "Pay" to the guild master.

To recieve a quest from the guild, say "quest" to the guildmaster. When you ask for a quest you will be presented with the selection menu. Instead of having completely random quests available, now there is always 2 groups of evil/hostile npcs at a time who are considered major targets. There will always be 2 quests available for both of those groups (for example, there might be 2 quests for orcs and 2 quests for ophidians.) This should hopefully make it a bit easier for groups to go adventuring together, since multiple people will be able to get quests for the same type of creatures (though not necessarily the exact same creature.)

After a number of quests have been completed for a certain NPC group, that group will be considerer 'beaten back' and a different group of enemies will be selected as a main target. The last 2 quests on the menu are always 'go fetch the item' quests.

To complete a quest, kill the requested NPC type, cut off its head, and return the head to the guildmaster. You don't have to turn in the heads all at once. Each head you turn in will earn you a portion of the total points. Turning in the last head is generally worth a good proportion of the total points for the quest (a bonus for completion, really.) The guildmaster does not accept preserved heads to complete a quest. The amount of the bonus is determined by a combination of the difficulty of what you were sent to kill, how many you had to kill, and how long you had to kill them. If you say "Status" to the guild master, he will remind you of the quest that you are on and how long you have left to complete it. You can transfer guild tickets to another player by saying "transfer" to the guildmaster.

If you request a new quest while you're still assigned to another one, the guildmaster will remind you of your old quest and let you give up on it, if you desire. If you do give up, you'll lose guild standing points. If you accept a quest and then immediately cancel it, you won't be able to take any more quests for 1 hour.

You can spend your tickets at the guild shop. Say "buy" to the guild shopkeep and you'll be presented with a list of the unusual/unique items he has for sale. If you say "Status" to the shopkeep he will tell you how many tickets you have. The table below shows you the things that you can buy. (This list is out of date.)

Item Tickets Required
Greater Heal 1
Tattered Map 100
Frazzled Map 200
Frayed Map 300
Worn Map 400
Ragged Map 500
Metal Laminating Kit    200
Leather Dye Kit 200
Item Repair Kit 1000
Mask Claim Deed 2500
Furniture Dye Tub 5000

You also recieve guild standing points for completing quest. You have a guild title that shows up on your paperdoll (Currently bugged - it doesn't fit.) As you earn standing points, you will be promoted to higher levels. You can lose guild standing points if you accept a quest and then fail to complete it. The table below will show the levels and titles available.

Points Guild Title
Up to 500 Junior Pathfinder
501-1000 Pathfinder
1001-2000 Senior Pathfinder
2001-4500 Junior Trailblazer
4501-8000 Trailblazer
8001-11000 Senior Trailblazer
11001-15000 Junior Guide
15001-20000 Guide
20001-25000 Senior Guide
25001-30000 Junior Pioneer
30001-35000 Pioneer
35001-40000 Senior Pioneer
40001-45000 Junior Explorer
45001-50000 Explorer
Over 50000 Senior Explorer

You can quit the guild by saying "resign" to the guildmaster. If you quit the guild, you lose all of your tickets, your guild standing, and you're unable to rejoin the guild for a week.


Courtesy of Mack...

Available quests and monster spawn info:


Most of this information is taken from the scripts on github if you want specific numbers of how many of a quest usually asking they are listed there. [1] Certain monsters are rarer than others and wind up acting as blockers which prevent you from getting quests for mobs that spawn in greater numbers. I suggest you prioritize killing them and try to avoid taking their quests unless you feel like spending a lot of time hunting for them or have a cache of their heads already.

Which quests are available resets on server resets which happen every other day or so.

Orcs- Despise levels 1 and 2 warning to newer players the area around the lake has dragons and should be avoided unless you are very confident.

  • Orc Lord
  • Orc Dragon Defender
  • Orc Elite Warrior
  • Orc Captain
  • Orc Mage
  • Orc Master Mage
  • Orc Cleric

Lizardmen- Covetous generally lizardmen are easy to kill and the dungeon doesn't get dangerous until the final level/levels of the dungeon. They also spawn in the swamplands of T2A but Covetous usually winds up being much safer and convenient.

  • Lizardman Shaman
  • Lizardman Warlock- Blocker usually only spawns on the final level/levels and rarely in great numbers so I do not suggest taking this quest.
  • Lizardman marksman- quasi blocker due to archers being much more common.
  • Lizardman defender
  • Lizardman archer

Shabooli- Shabooli fort and the swamplands of T2A. I consider Shabooli to be the devil and never worth the effort of killing them and taking the quests for them.... some people are likely to disagree but just my opinion on them.

  • Shabooli Witch Doctor
  • Shabooli Warlock
  • Shabooli Hunter
  • Shabooli Archer
  • Shabooli Chieftan

Ratmen- Shame levels 1-2. One of my personal favorites due to only 3 possible quests and they give a lot of tickets despite being super easy to kill. Only downside is both warriors and marksmen require 10+ each hand in usually. Level 2 of shame has elementals and lesser wyrms which can be dangerous for new players though forewarning.

  • Ratman Warrior
  • Ratman Marksman
  • Ratman Lord

Trolls- Shame levels 3-4 as well as NE of Minoc. I find Trolls to be one of the best monsters to hunt due to okay gold/magic drop rates and they drop magic shovels for miners plus troll hides which inscriptionists can always use.

  • Troll Marksman
  • Troll Shaman
  • Troll Warlord

Vampires- Famine dungeon which has an entrance in the cave near Compassion shrine and Vesper Graveyard/Vesper. Personally I consider these to be the hardest of all AG quests so I do not suggest them for newer players. Silver weapons are highly recommended for hunting vampires due to the massive damage bonuses it provides.

  • Vampire Knight
  • Vampire lieutenant
  • Ancient Vampire
  • Vampire Lord

Undead Dragon- Quasi blocker these if left alone for multiple spawn cycles increase the density and power level of the spawn which is necessary if you want ancient vampires and vampire lords to spawn in the amount needed for quests.

Praetorians- South of the Sacrifice shrine has a small camp and SE of Trinsic normally has a spawn. Currently the Trinsic spawn is turned off so taking these quests is not advised.

  • Praetorian Knight
  • Praetorian Sergeant
  • Praetorian Captain
  • Praetorian General
  • Praetorian Lord

Cold/Ice monsters. Ice dungeon and the snow area of the lost lands which is accessible from a teleporter in the Ice Dungeon. Tokuno also has a small area but it is highly not recommended due to ladies of the Snow which are incredibly dangerous. Ice is usually one of the easier dungeons but the casters are scripted to be incredibly annoying more so than dangerous so lots of people avoid this dungeon/spawn.

  • Snow Orc Warrior
  • Snow Orc Lord- blocker I rarely see more than 2-3 if I kill the entire ice dungeon and the quest requires 2d3+2.
  • Ice Troll
  • Ice Skeleton
  • Frost Gargoyle- blocker nowhere near enough spawn compared to how many you need/how often the quest pops up.
  • Frost Gazer/Frigid eye
  • Ice Fiend- 3 are guaranteed to spawn in the second level of the dungeon which has an entrance in the NW of the first level of the dungeon. Be careful not to step on the death vortex in the room though.

Ophidians- Destard and around Cove/Cove orc fort or now Cove Ophidian fort. Warning to new players Ophidians are surprisingly dangerous due to hitting hard and using poison.

  • Ophidian Executioner
  • Ophidian Death Guard
  • Ophidian Magi
  • Ophidian Matriarch
  • Ophidian Queen

Undead- Undead have a lot of spawn areas but the two best areas are Deceit and if you are looking for caster types specifically the Fire Dungeon graveyard which is in my opinion the best place to find Blood Liches. Bring silver since it deals massive bonus damage to undead.

  • Bone Knight
  • Bone Mage
  • Bone Warlock
  • Lich Lord- Feels like a bit of a blocker to me due to normal liches and blood liches feeling more common/easy to find
  • Blood Lich

Fire/Overland spawns- Fire monsters have 4 spawn places Fire Dungeon, Deserts of T2A, Tokuno Volcano and around the Compassion shrine. Personally I usually go to the Compassion shrine area due to how easy it is to get to from the teleporter in Britain and it tends to have easy spawns. The overland Ogre Lord/Titan spawns are North and East of Yew and West of Wrong dungeon. You also have the option of Giant Valley in T2A which is SE of the entrance from Britain Sewers but that is generally more dangerous.

  • Flaming Skeleton- Usually the blocker since the quest requires 4d4+2 and nowhere near that many usually spawn.
  • Flame Gargoyle
  • Stone Gargoyle
  • Titan
  • Ogre Lord



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