General Information
Introduction
Combat Experience
Quest Experience
Stats
Armour & Weapons
Communicating
The Guilds
Travelling

Areas to Visit
The Jungle near the Shaolin
The Forests and Fields of Bazzinia
The Edmond's Field poultryfarm.
The Frozen Wasteland near Bloodwych
The Realms of Lady Galadriel
The northern part of the desert and the steppe
Hercyna Forest
Hercyna's Fairy Glen
The happy hunting grounds
The Caverns of Ice
Joten Kindergarden
The Newbie Play Forest
Kurly's hunting grounds
The Island of Lesumnon
The sewers of Everlund
The Elemental Grove
Stonecoast forest
The Token Forest
The Trappers
The Slums of Tyr
Newbieland in Valhall
Vlandore gardens and forests
The Guilds

In place of where many games have a character class, Midnight Sun has guilds. It's very strongly advised to look into joining a guild as soon as possible once you start playing. In addition to being the source of all of your powers besides 'stand there and swing a weapon' guilds will guide your stat progression, have communal storage areas, and many other perks.

You can learn more about each guild starting from 'help guilds' and selecting which ones sound interesting, or asking about them on 'chat' or 'novice'

Until level 4, there's no penalty for leaving a guild to join another one, and after level 4, it's only a small amount of experience points so you aren't stuck with your first choice, but since the different guilds use very different stat distributions, the sooner you decide which one to try the better off you'll be so you won't feel like you've wasted progress putting stat points into stats that the guild doesn't use.

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