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 |
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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