Assassin Guilds

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This article is about assassins as a whole. For the Ankh-Morpork Guild of Assassins, see Guild of Assassins.

Not to be confused with common thugs, ruffians and mercenaries (see the Warriors' Guild for those), assassins are highly-trained individuals who employ their prodigious skills only in exchange for a hefty lump sum. Both their customers and their clients can be assured that they will always receive the very best, even if they don't really want it.

There are four guilds for assassins, divided by region:

The Mano Rossa is recommended for players new to Discworld who want to join the assassins or players looking to skip the physical and sometimes fatal tests required by other Assassin guilds to advance primary skills beyond level 75.

Student Guide

The Guide for student assassins can provide useful tips for new players or new assassins who need guidance or are stuck with graduation.


Each specialisation is run by an elected player. They also have other positions that are unique to it, some elected and some appointed by the guild leader. All guild leaders may be removed by means of a Vote of no Confidence, and whilst the criteria to start one varies between the guilds, they usually require the starter and supporter to be over 10 days old.

Each guild leader is capable of setting a list of rules which can be viewed in their guild houses (there are ways to view it whilst on the move, unique to each specialisation). A guild leader has the choice to sanction a player if they feel they have broken the rules.


These seven skills are primary skills of all Assassin specialiations:

Covert Fighting

Each specialization has eight additional primaries:

Skill Guild
Covert Conlegium Sicariorum Hashishim Mano Rossa Ninja
Fighting Conlegium Sicariorum Hashishim Mano Rossa Ninja
Other Conlegium Sicariorum Hashishim Mano Rossa Ninja


These commands are exclusive to this guild.

* These commands are also shared with the Thieves' Guild.

Guild Comparison

Assassins used to be forced to become playerkillers at a certain guild level, being otherwise unable to advance their skills past a certain skill level.

This has been changed, you can now take the Run in the case of the AM Assassins' Guild without becoming PK.

  • You still have to take the different tests in each guild to advance your skills to the maximum the guild teaches you, but the the skill limit varies.
  • Succeeding in these tests will further reward the surviving assassin by granting them the inhume command and entrance to some shops reserved for graduates.

The guilds offer primaries in covert and some in fighting.

Assassins can initiate combat with backstab and flee combat through abscond, while directly starting to lay an ambush, hide or turn to sneaking. These commands help them greatly in doing quite a lot of damage in a short amount of time, going away and doing quite a lot of damage again.

The Assassins often get compared with the Thieves' Guild, because both of them share these two commands and both focus heavily on covert skills. The primaries of the Assassins offer a bit more on the fighting side, which help them out in the beginning, as they can save up to 25,467,968 XP[1] for dodging in comparison to the thieves more fighty specialisations.

Because of the cost curve for advancing and bonuses, the differences in fighting skills become smaller and smaller later on, so that only the offered commands are a big difference.

Some say that the Thieves are the better "assassins", because they gain the filch command. Filch is the only command which can be used in combat and allows a thief to steal held or worn item. It's therefore a command which can be a big advantage in a fight between players, especially when they're quite even in skills and commands.

Exclusive to the Assassins are the assess and inhume commands.

Both of them are only used in the inhumation of NPCs or playerkillers. These commands only work when a contract is put onto a target, giving the player the chance for an instant-kill attack on the target. These inhumations are policed by the guild, e.g. the looting of a killed contract or the movement of the body might be restricted. So they're not fighting commands, nor commands for personal fun.

  1. Number from for teaching oneself from level 0 to 300.

See Also

External links