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The Assassins' Guild is a three level dungeon separated into the DDL, VDDL, and the Assassins' Guild (named ???? ingame) on the third level located near the centre of the map just down the road from the Pyramid. The first two levels are commonly explored for a variety of reasons, while the third level is generally ignored except by players attempting an Ultra ending.

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  • Assassins' Guild
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  • The Assassins' Guild is a three level dungeon separated into the DDL, VDDL, and the Assassins' Guild (named ???? ingame) on the third level located near the centre of the map just down the road from the Pyramid. The first two levels are commonly explored for a variety of reasons, while the third level is generally ignored except by players attempting an Ultra ending.
  • The Assassins' Guild was located in Darujhistan. Established almost at the same time as the city itself, the Guild had frequently been paid by the nobility in Darujhistan to eliminate rivals and perceived threats. The Guild was tolerated by the ruling T'orrud Cabal because it provided some control over the noble class and their predilection for bloody vendettas and arguments.
  • The Assassins' Guild was a guild for assassins and bounty hunters.
  • The Ankh-Morpork Assassins' Guild is a fictional school for professional killers in Terry Pratchett's longrunning Discworld series of fantasy novels. It is located in Ankh-Morpork, the largest city on the Discworld, and is widely considered by the elite to be the best option for a rounded education anywhere. The Guild of Assassins is located in a light, airy series of buildings next to the Guild of Fools and Joculators, which, being a far more sinister building, is often mistaken for the Assassin's. The guild is currently headed by Lord Downey.
  • The Assassins' Guild is one of the in Random Kingdom and was a major participant in the Guild Wars. Unlike many other guilds, it has survived after the end of the war, mainly by drawing back into the shadows by the same stealth and subterfuge that they had used over the course of the war itself. As the name suggests, they are the guild of hired murderers and can be understood as a group of mercenaries, although with a very specific code of conduct and modus operandi.
  • The Assassins' Guild is a dungeon location in Romancing SaGa: Minstrel Song. Once housing the might Assasins' clan that ruled much of Kjaraht, the Guild is a monster filled labyrinth of confusing passageways. By following the lights on the floor you can reach the Headquarters Room, but detouring from the path can be perilous. While some junctions will lead to other rooms (some with treasure), this will reset the light pattern to the Headquarters Room, making you start from scratch to find it.
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Introduction
  • The Assassins' Guild is a three level dungeon separated into the DDL, VDDL, and the Assassins' Guild on the third level located near the centre of the map just down the road from the Pyramid. The first two levels are commonly explored for a variety of reasons, while the third level is generally ignored except by players attempting an Ultra ending.
Features
  • The DDL is a random level of quite low difficulty. It can contain any typical dungeon features. It is notable only in that it is one of the most easily accessible herb producing levels. The VDDL is a level filled with teleport traps. This can be rather annoying for players without teleport control, since they will find themselves constantly teleported to random locations of the level. The main objective of most visits to the VDDL is to find the wand of teleportation that is located next to the stairs, which is always in an isolated room separated from the rest of the level. This is an important item for many early-game strategies such as a Darkforge raid, and is generally a very useful item to have. The wand can be most easily obtained by a player with teleport control and a scroll of item detection or wand of item detection. The item detection effect will allow the wand to be located, and then one of the traps may be used to reach it. Scrolls of magic mapping will generally reveal enough of the location of the stairs for an educated guess to be made as to the wand's location. If controlled teleportation is unavailable, the wand may be also be reached by digging, even if item detection is also unavailable. Stupendously lucky and persistant players may even be able to teleport to the wand with a random teleport. Attempting to descend the stairs will cause the player to be teleported away until the player receives the message "You feel attuned to this level in a special way." It is not clear exactly how many teleports are required, but it is probably about 60. It seems that the farther away from the stairs your teleport destinations is, the faster you get attuned. Once this reached, the player may descend to the Assassins' guild on the third level. {{{!
abstract
  • The Assassins' Guild is a three level dungeon separated into the DDL, VDDL, and the Assassins' Guild (named ???? ingame) on the third level located near the centre of the map just down the road from the Pyramid. The first two levels are commonly explored for a variety of reasons, while the third level is generally ignored except by players attempting an Ultra ending.
  • The Assassins' Guild is one of the in Random Kingdom and was a major participant in the Guild Wars. Unlike many other guilds, it has survived after the end of the war, mainly by drawing back into the shadows by the same stealth and subterfuge that they had used over the course of the war itself. As the name suggests, they are the guild of hired murderers and can be understood as a group of mercenaries, although with a very specific code of conduct and modus operandi. Licensed assassins are barred from engaging in theft or plunder (which is instead the domain of the Thieves' Guild) and the guild is obliged to actively compensate would-be victims, or the families of victims, for material damage caused in the course of an assassination, attempted or otherwise. The main guild house itself is located not in town, but in an isolated location in the wilderness, although the guild has representatives in most settlements in the game, either individual groups taking lodging in inns or houses, or offices disguised by some sort of front organization, be it a temple, shop or other facility. In this, they operate very similar to the Thieves' Guild.
  • The Assassins' Guild is a dungeon location in Romancing SaGa: Minstrel Song. Once housing the might Assasins' clan that ruled much of Kjaraht, the Guild is a monster filled labyrinth of confusing passageways. By following the lights on the floor you can reach the Headquarters Room, but detouring from the path can be perilous. While some junctions will lead to other rooms (some with treasure), this will reset the light pattern to the Headquarters Room, making you start from scratch to find it. With the high number of monsters littering the tight hallways taking too many diversions can seriously weaken a party of their LP.
  • The Assassins' Guild was located in Darujhistan. Established almost at the same time as the city itself, the Guild had frequently been paid by the nobility in Darujhistan to eliminate rivals and perceived threats. The Guild was tolerated by the ruling T'orrud Cabal because it provided some control over the noble class and their predilection for bloody vendettas and arguments.
  • The Assassins' Guild was a guild for assassins and bounty hunters.
  • The Ankh-Morpork Assassins' Guild is a fictional school for professional killers in Terry Pratchett's longrunning Discworld series of fantasy novels. It is located in Ankh-Morpork, the largest city on the Discworld, and is widely considered by the elite to be the best option for a rounded education anywhere. The Guild of Assassins is located in a light, airy series of buildings next to the Guild of Fools and Joculators, which, being a far more sinister building, is often mistaken for the Assassin's. The guild is currently headed by Lord Downey.
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