Seeker

Seeker is one of twelve guilds in. Seekers have access only to noncombat spells, but compared to other spellcasting guilds, are slightly better at fighting and thieving, can equip heavy weapons and armor, and gain levels much faster. It is notable for having the highest perception ability of any guild.

Hits
When gaining a seeker level, if the new seeker level is a character's single highest guild level and is 27 or below, the character gains 4 hits, plus a random bonus for high constitution. If the new seeker level is a character's single highest guild level and is 28 or above, the character gains 2 hits, with no constitution bonus. If the new seeker level is tied with or lower than any of the character's other guild levels, the character gains no hits.

Spellbook
The seeker spellbook contains 22 spells.

Strategy
The seeker guild is one of the three guilds, along with thief and healer, to have a member in nearly all experienced parties. Parties with a seeker will locate and survive deep dungeon levels more quickly, resulting in faster progress for the entire party, and easier rescue missions in case of another character's death.

The seeker guild provides access to 21 of the wizard guild's noncombat spells for traversing the dungeon safely, but with a much faster level progression. Seekers also learn one spell wizards don't, Retrieve Soul, can use heavier weapons and armor than other spellcaster guilds, and quickly and accurately identify monsters and hazard squares with their excellent perception ability.

Although wizards eventually get most of the spells seekers do, level progression without a seeker can entail more time or risk than a player is willing to undertake, especially within the slow-leveling wizard guild. In addition, gnomes and morlochs cannot become wizards, and seeker is the only spellcasting guild open to giants, so seeker is the only choice for teleportation spells for those races.