Guilds in Dark Age of Camelot further a character's
career choice. All characters in the game initially start out as a generic
class: Mage, Fighter, Rogue, or Cleric. At fifth level, all characters
choose a guild that will send them on their specific career. Some Guilds
allow different Classes to join, some allow only one.
Additionally, most guilds have Specialization tracks
that members can choose to take advantage of at higher levels. For
example, the Circle of Wizardry has an optional Fire and Ice
specializations available to member Wizards. Upon reaching a high enough
level in one or the other, the Mage will then be invited to go on special
quests to attain spells, robes, and other items and skills that are
available only to specialists. Most Guilds offer at least two
specialization tracks.
Currently only information on the Guilds of the Realm of
Albion and Midgard has been released, and you can select which guild you
would like to know more about from the list below:
Realm of Albion
The Scoiety of Performers
Church of Albion
The Defenders of Albion
The Circle of Wizardy
The Knights of the Round Table
The Craftsmen's Guild
The Guild of Shadows
The Brotherhood
Realm of Midgard
The Realm of Midgard has Houses run by a god instead of
guilds. Each profession in the realm has a patron god. When the player
joins a House upon attaining 5th level, their profession changes to suit
the god that rules the House.
House of Thor
Class Track: Viking. Vikings who join the House of Thor,
the Norse weather god, become Thanes, adept at weapon-wielding as well as
weather (especially lightning spells).
House of Odin
Class Track: Mystic. Mystics who join the House of Odin,
the Norse arch-god of knowledge, become Runemasters, spellcasters that
create magical runes of great power that damage their enemies.
House of Skadi
Class Track: Rogue. Rogues who join the House of Skadi,
the Norse goddess of the hunt, become Hunters. They learn tracking skill
as well as the composite bow and spear.
House of Modi
Class Track: Viking. Vikings who join the House of Modi,
the Norse god of rage, become Berserkers. They learn to channel their
immense battle rage to become fearsome warriors.
House of Bragi
Class Track: Viking. Vikings who join the House of Bragi,
the Norse god of Song, become Skalds. They learn to sing songs to exhort
their realmmates on in battle.
House of Eir
Class Track: Seer. Seers who join the House of Eir,
physician to the Norse gods, become Healers, adept at mesmerizing foes and
healing enemies.
House of Ymir
Class Track: Seer. Seers who join the House of Ymir, the
Norse-Giant god whose body comprises the land of Midgard, become Shaman.
Shaman learn healing arts as well as those of poison and damage.
House of Loki
Class Track: Rogue. Rogues who join the House of Loki,
the Norse trickster god, become Shadowblades, who combine stealth with
illusionary magic.
House of Tyr
Class Track: Viking. Vikings who join the House of Tyr,
the Norse god of War, become Warriors, fighting men and women who use
force of arms to overcome their enemies.
House of Hel
Class Track: Mystic. Mystics who join the House of Hel,
the Norse god of the underworld, are able to summon the dead spirits of
Norse warriors who did not die in battle, and who are eager to come back
and die a glorious death for Midgard.