Difference between revisions of "GUILDS' LOCATION"
m (formatting) |
m |
||
(One intermediate revision by the same user not shown) | |||
Line 34: | Line 34: | ||
* '''Priests' Guild''': | * '''Priests' Guild''': | ||
say medieval - north north east south | say medieval - north north east south | ||
− | * | + | * '''Mages' Guild''': |
say medieval - north north north east north west south east | say medieval - north north north east north west south east | ||
− | See also: [[PRACTICE | + | See also: [[PRACTICE]] |
Latest revision as of 17:52, 5 January 2018
GUILDS' LOCATION
These instruction will lead you to the Guildmaster in their specific Guild.
These Guildmasters will teach you all the tier 1 skills and spells for that
certain class. If you don't belong to that certain Class, you won't be
allowed to enter the Guild in the first place.
If you however want to practice a T1 skill or spell that doesn't belong to
your current class, you can always try and find the free Trainers, who are
still around.
These instruction start from the Time Guardian, one up from Recall.
- Hunters' Guild:
say pre - down north east east east east east east
- Warriors' Guild:
say medieval - north north north east north east east south
- Gypsies' Guild:
say medieval - north north north west north north west
- Rangers' Guild:
say old west - east east east
- Thieves' Guild:
say medieval - north north north east east east south
- Espers' Guild:
say future - west - say level 0 - south west west
- Priests' Guild:
say medieval - north north east south
- Mages' Guild:
say medieval - north north north east north west south east
See also: PRACTICE