There are two established guilds in Frontier, each supporting a wide variety of options and abilities. In both cases, players must reach level 5 before they are able to join a guild. You can change guilds up to level 10 with no penalties at all, however to change your guild at a higher level means the total loss of all abilities earned or even worse fate can befall on you.The Warrior's Guild: (southeast of town in a log cabin) After joining this band of fighters, Warriors must choose - then learn to master - one of many specially crafted swords in order to use the unique attack and defense maneuvers available. At higher levels, a falcon can be purchased and then trained to help with many things during its lifetime. Other abilities, including health regeneration, make Warriors quite powerful.
The Mage's Guild: (northwest of town in a small forest) Once part of the elite group of spell casters, Mages will find themselves in possession of a new - but empty - spellbook. Spells must be found in the dusty and ancient Guild libraries. Once found, each spell must be practiced and learned. Amazing powers of attack, defense, and even health restoration are only a few of the available benefits to being a Mage. Mages also can specialize in schools of arcane knowledge.
It has been said that there exists a third, secret guild somewhere in or around Frontier...