Join a guild

### The Guilds of Underpunks:

There are four main guilds in Underpunks, each specialising in one main skill and a secondary skill. The main skill is the skill that guild can directly train via their guild specific training rooms. The secondary skill is the skill that is gained (at a smaller rate) through combat in the dungeon.

For a rundown on the specific skills, see skills.

#### Joining a Guild

To join a guild, post in the "#join-a-guild" channel a message to Lama about which guild you wish to join. Some roleplay and flavour is encouraged, as always. You must be verified.

#### The Monks

The Guild of Monks a place of peace & meditation. Undermonks travel light and are not weighed down by weapons. They are immune to hazardous environment cooldowns. Level-up access an exclusive high-damage fighting style, as well as Meditate/Assess commands (boosts next action), fighting stances, and mantras. Monks are a quieter guild, with no direct chat rooms, and suited to a more peaceful and solo player. Less competitive, and have access to less loot than the guilds or thieves, but are the highest damage dealers early game, through the use of their martial arts (WuFu) unlocked at 90 fortitude. Work well for a free-to-play model.

The monks require at least a 3-month commitment before changing guilds again.

* Main skill: Fortitude
* Secondary skill: Strength
* Fighting style: Direct. Huge damage early on, but then tapers off and requires commitment to the next damage increase.
* Weapon style: Bare hands (martial arts), or staff (late game). Fighting stances/manoeuvres (random RNG).
* Gameplay style: Solo. High commitment.
* Investment: None. Slight time investment/commitment.

#### The Guards

The royal guard serve the queen and the queens interests. The guards have the fastest and best access to weapons and gear, and become formidable fighters. Guards can also hunt down bounties and arrest wanted players from the thieves guild.

* Main skill: Strength
* Secondary skill: Fortitude
* Fighting style: Direct, high DPA (Damage per action), especially late game. Access to a large variety of weapons.
* Weapon style: Utilise short, long and great weapons.
* Gameplay style: Direct, aggressive, damage. Asset collection. Competitive.
* Investment: $5-10 on NFTs (weapons and gear)

#### The Thieves

A sneaky band of thieves and miscreants. Thieves can steal from the rich and give to themselves.

Thieves can steal from other players on one of the various roads between maps, and can have bounties places on their heads. They utilise short and tiny weapons and are nimble on their feet.

* Main skill: Stealth
* Secondary skill: Fortitude
* Fighting style: Concealed weapons, dual wielding. Dodging attacks.
* Weapon style: Tiny and Short weapons.
* Gameplay style: High risk / High reward, can only use tiny weapons. Dodging, sneaking around rooms. Competitive.
* Investment: $5 - $10 on NFTs (weapons, items and gear)

#### The Spies

The spies are a highly committed, cooperative and social guild.

Commonly (jokingly) considered to be playing an entirely different game, the spies play on a slightly higher difficulty. They cannot directly train any of the combat skills, nor do they have access to the loot pools that the other guilds' training rooms have, but they do have shortcuts, secrets and exclusive news.

Spies solve puzzles, get access to new content before it's announced and discover alternative ways to train skills, avoid rooms and get around the map. Spies are also known to sell their knowledge to the highest bidder, as such, a lot of the information on this wiki is "public knowledge" and not Spy Secrets.

* Main skill: Knowledge.
* Secondary skill: Stealth.
* Gameplay style: Co-operative, secretive, puzzle solvers.
* Fighting style: Avoidance, detours, information.
* Weapon style: Unique, exotic and weird.
* Investment: Large amount of time, interaction and energy.