Villain

Villain is one of twelve guilds in. It is comparable to the scavenger guild, having weaker overall thieving ability, higher requirements and slower progression in exchange for the use of some healing and instant-kill spells, and slightly higher fighting ability.

Hits
When gaining a villain level, if the new villain level is a character's single highest guild level and is 26 or below, the character gains 4 hits, plus a random bonus for high constitution. If the new villain level is a character's single highest guild level and is 27 or above, the character gains 2 hits, with no constitution bonus. If the new villain level is tied with or lower than any of the character's other guild levels, the character gains no hits.

Spellbook
The villain spellbook contains seven spells.

Strategy
The villain guild is not a popular choice, as it gives up a great deal of overall thieving ability compared to scavengers, particularly with the loss of Charm of Opening, for a slight improvement in fighting ability, and a few basic heal and instant-kill spells that are easily replaced with potions or simply partying with a mage or healer. Villains are also barred by alignment from joining the neutral-only thief and healer guilds.

Humans get better fighting/thieving hybridization as ninjas, while morlochs are better off in the long run if they stick to their other, more specialized guilds. The villain guild holds some potential for solo gnomes, who cannot be warriors or ninjas, to pick up a little more fighting ability, but the loss of access to the thief and healer guilds may be crippling. For solo trolls, who cannot join spellcasting guilds, villain offers a little magical ability at the cost of thief guild access.