The guild ladder
Daggerfall guilds are the only progression system in the game that is not combat, and they are also the only one where you can lose ground by being careless. There are six joinable faction categories: the Dark Brotherhood, the Fighters Guild, the Mages Guild, the Thieves Guild, the Knightly Orders and the Temples. Each one runs on the same ten-rank structure with the same advancement formula, but the perks behind those ranks are completely different, and some of them are worth far more than others.
One restriction shapes everything: you may hold only one Temple and only one Knightly Order at a time. Switching temples means giving up your current rank and starting again at rank zero, so the decision of which deity you follow is a real commitment rather than a respec you can undo for free.
What a rank is actually worth
Ranks are not titles you wear for flavour. Fighters Guild rank multiplies quest rewards and cuts repair prices. Thieves Guild and Dark Brotherhood ranks give you a chance to bribe a judge out of a serious crime. Mages Guild ranks hand you the spell maker, the library and eventually a teleporter. Knightly Orders ranks give you free ship travel at rank six, which is the single most valuable perk in the entire system if you travel at all. If you want the value of those perks worked into your planning, our shopping guide covers what gold buys elsewhere.
Guildhalls are open from 11:00 to 23:00. Walk past a trainer at 09:00 and they will simply refuse you, and a lot of players write this off as a bug. It is a schedule, not a bug.
Rank advancement
Advancement requires all three of the following at once: faction reputation at or above the rank threshold, one guild skill at or above the High skill value, and a second guild skill at or above the Low skill value. Three conditions, not two. Many players hit the reputation number and one skill and then wonder why nothing happens.
Two further rules catch people out. You are promoted to the highest rank you qualify for, so ranks can be skipped entirely if your skills are already strong enough. And you must wait 28 days between promotions, no matter how much you have grown in the meantime.
| Rank | Faction reputation | High skill | Low skill |
|---|---|---|---|
| 0 | 0 | 22 | 4 |
| 1 | 10 | 23 | 5 |
| 2 | 20 | 31 | 9 |
| 3 | 30 | 39 | 13 |
| 4 | 40 | 47 | 17 |
| 5 | 50 | 55 | 21 |
| 6 | 60 | 63 | 25 |
| 7 | 70 | 71 | 29 |
| 8 | 80 | 79 | 33 |
| 9 | 90 | 87 | 37 |
A table still circulating online lists the low skill column as 4, 8, 12, 16, 20, 24, 28, 32, 36, 40. That version is out of date and will make you wait on a promotion the game has already granted you, or worse, send you grinding a skill for no reason. The low skill values climb by four after rank one, so rank two needs 9 and rank nine needs 37.
What does not count toward your skills
Lycanthropy and vampirism each grant a +30 skill boost, and those boosts do not count toward the High skill or Low skill requirements. This is the most commonly repeated false belief in the guild system. If you became a werewolf to get a free combat skill bump and then wondered why the Fighters Guild would not promote you, the boost was never in the calculation. Your real trained value has to be there on its own.
The promotion clock in practice
Worst case, rank zero to rank nine is nine promotions at 28 days each, which is 252 in-game days of waiting. Skip rule makes that unlikely if you arrive with skills, but the clock never stops. Reputation also drifts one point toward zero every 112 days, so a promotion you earned in March can quietly become invalid if you stop doing quests.
Rank titles
The titles themselves are cosmetic, but they are how you identify your standing at a glance, and each faction uses a different ladder of words. Templars, assassins and thieves all reach their tenth rank under completely different names, which is why players often misread each other's progress in game chat.
| Rank | Dark Brotherhood | Fighters | Mages |
|---|---|---|---|
| 0 | Apprentice | Apprentice | Apprentice |
| 1 | Journeyman | Journeyman | Journeyman |
| 2 | Operator | Swordsman | Evoker |
| 3 | Slayer | Protector | Conjurer |
| 4 | Executioner | Defender | Magician |
| 5 | Punisher | Warder | Enchanter |
| 6 | Terminator | Guardian | Warlock |
| 7 | Assassin | Champion | Wizard |
| 8 | Dark Brother | Warrior | Master Wizard |
| 9 | Master Assassin | Master | Archmage |
| Rank | Thieves | Knightly Orders | Temples |
|---|---|---|---|
| 0 | Apprentice | Aspirant | Novice |
| 1 | Journeyman | Squire | Initiate |
| 2 | Filcher | Gallant | Acolyte |
| 3 | Crook | Chevalier | Adept |
| 4 | Robber | Keeper | Curate |
| 5 | Bandit | Knight Brother | Disciple |
| 6 | Thief | Commander | Brother |
| 7 | Ringleader | Marshal | Diviner |
| 8 | Mastermind | Seneschal | Master |
| 9 | Master Thief | Paladin | Matriarch or Patriarch |
Temples are the only category with a gendered top rank: the ninth rank is Matriarch for female characters and Patriarch for male ones. Knightly Orders are the only category whose first rank is not called Apprentice, and the only one where a rank can be reached without a single training session.
Which guild you should actually join first
Here is the honest verdict, weighing the 28 day clock against what each rank really unlocks. Everyone's answer is different, and the wrong pick costs you a quarter of a year of in-game time.
Pure fighter
Join the Fighters Guild, and treat rank zero as valuable on its own. Free rest in any guildhall means you can sleep your way across Iliac Bay without paying a single inn bill, and that perk alone justifies the membership before you have any rank at all. After that, the repair discount scales from the full repair price down to a tenth of it, and quest rewards scale from one times to nearly double. If you clear many guild quests, the reward multiplier pays for itself.
Rank six gives 24-hour guild services. Do not plan a tier of the ladder around waiting for it, though, because the per-rank discount and quest multiplier apply at every single rank.
Pure mage
Join the Mages Guild. Rank zero is the most generous starting point in the entire game: every member gets item identification and access to the Spell Merchant, and rank zero adds the Spell Maker plus free magicka restoration for Sorcerers. The Spell Maker is the reason to join, and it is why our alchemy guide pairs with this one.
The important target is rank two, which opens the Library and a large set of spells you cannot buy anywhere. The endgame target is rank eight and the Teleporter Service. Work the ladder deliberately; mage skill requirements are steep, and rank nine needs 87 in your primary school.
Thief
Join the Thieves Guild, and join it for the dungeon reveals rather than the fence. Membership reveals one undisclosed dungeon on your map, and ranks six and eight reveal more. Chasing those reveals gets you paid quests, which raise reputation, which is the actual bottleneck.
Rank two gives you the Fence, where you can sell magic items, and rank four makes you Spymaster. The bribe-the-judge chance scales as (Rank + 1) / 20, so it is worth having but it is not the headline. Your first promotion target should be rank two.
Hybrid
Join a Knightly Order. It is the only faction that trains nobody, so it does not compete with your training hours, and its benefits are passive. Rank zero gives free inn stays in the order's own region, rank four extends that to anywhere in the Iliac Bay, and rank six gives free ship travel.
Free ship travel is the reason hybrids should pick an order first. It removes the single most expensive recurring cost in the game without demanding a skill value you would rather spend on combat or magic. Read the beginners guide first if you have not locked a build yet, because the order you pick is a long commitment.
Join the faction whose rank zero you benefit from today, not the one whose rank nine looks best in a list. Rank zero benefits are free and immediate: Fighters rest, Mages spell creation, Thieves dungeon reveals, Orders inn stays, Dark Brotherhood and Temples potions. The top rank is a year away.
Mages Guild benefits
Every rank in the Mages Guild adds something concrete to what you can buy or cast, which makes it the cleanest ladder in the game to plan. Here is the full table.
| Rank | What it adds |
|---|---|
| All ranks | Item Identification service and the Spell Merchant |
| 0 | Spell Maker, plus free magicka restoration for Sorcerers |
| 2 | The Library |
| 3 | Magic Item Merchant |
| 4 | Soul Gem Merchant |
| 5 | Item Maker |
| 6 | Daedra Summoner and 24-hour guild services |
| 8 | Teleporter Service |
Two jumps on that table are worth planning your calendar around. Rank two is the Library, which is where the spell list opens up for the rest of the game. Rank eight is the Teleporter Service, which turns every journey in Iliac Bay into a short walk from a hall door. Neither costs gold after the promotion. Both cost you calendar time.
The Soul Gem Merchant at rank four and the Item Maker at rank five together cover most of what you would otherwise pay alchemists for. If your gold is already tight at low levels, the shopping guide has cheaper routes, but guild rank makes those costs disappear permanently.
Fighters Guild and Knightly Orders
The two martial factions work on completely different principles. Fighters Guild rewards you for spending time in the guild, and Knightly Orders rewards you for existing in the right region.
Fighters Guild formulas
At every rank, weapon and armour repair is discounted to ((10 - Rank) / 10) x RepairPrice. At rank nine you pay a tenth of the normal repair cost, which matters enormously once you are carrying Dwemer or Orcish plate. Quest rewards are multiplied by (10 + Rank) / 10, so rank nine is a 1.9 times multiplier on everything you turn in. Rank zero additionally gives you free rest in any guildhall. Rank six gives 24-hour guild services.
Knightly Orders
Knights do not train skills. That is the entire appeal and the entire trap: you can sit at rank zero of an order forever and never gain a single skill point from it. Their perks are all passive:
- Rank 0: free inn stays in the order's region
- Rank 4: free inn stays anywhere in the Iliac Bay
- Rank 6: free ship travel
- Rank 9: a free house in one of the order's regions
Free ship travel at rank six is the best value-per-day in this whole guide. If you plan to work the interiors, you will cross water constantly, and each crossing otherwise costs you a fare you would rather spend on potions.
Thieves Guild and the Dark Brotherhood
These are the two criminal factions, and they share one mechanical gift: at every rank you may bribe the judge to walk out of a charge, with success chance (Rank + 1) / 20. At rank nine that is a fifty percent chance to escape a murder conviction entirely.
Thieves Guild specifics
Joining requires committing to petty crime: pick ten or more pockets, or break into a store without using an Open spell, then wait for a letter telling you where to go. The guildhall location is always secret, and it is genuinely secret: the building opposite a style-1 Thieves Guild always houses an indoor witch coven instead, which is a well-known trap for players looking in the obvious place.
Beyond the bribe, ranks six and eight reveal further undisclosed dungeons on your map, rank two opens the Fence where you can sell magic items, and rank four makes you Spymaster.
Dark Brotherhood specifics
The Dark Brotherhood takes the same bribe formula for murder charges and additionally reveals a dungeon on each promotion rather than only at ranks six and eight. Its traders arrive on a slower schedule: Potion Seller at rank one, Potion Maker at rank three, Soul Gem Merchant at rank five and Spymaster at rank seven.
Guild reputation and regional legal reputation are separate systems, and a Dark Brotherhood or Thieves Guild promotion can leave you on the wrong side of the law in every town on your map. Read the regional reputation section before you start contract killings, because the guild pays you for murders and the courts punish you for them.
Temples and what each deity pays
Temples are the only faction where the benefits are partly unique per deity, so picking a god is picking a playstyle. The table below gives the rank required for each temple service. Columns are, in order: library, free healing and attribute restore, buy potions, and potion maker.
| Deity | Library | Free healing and attribute restore | Buy potions | Potion maker |
|---|---|---|---|---|
| Akatosh | 2 | 1 | 4 | 5 |
| Arkay | 3 | 0 | 1 | 4 |
| Dibella | 4 | 2 | 1 | 5 |
| Julianos | 0 | 2 | 3 | 5 |
| Kynareth | 4 | 1 | 3 | 6 |
| Mara | 4 | 1 | 2 | 5 |
| Stendarr | 4 | 0 | 2 | 5 |
| Zenithar | 4 | 2 | 1 | 6 |
Deity-specific effects
- Akatosh: rank improves fast-travel speed.
- Arkay: discounts disease curing.
- Kynareth: extends breath duration.
- Mara: adds your rank to persuasion rolls with the opposite sex.
- Stendarr: gives a
Rank x 2%chance to avoid death. - Julianos: has no free healing at any rank. If you follow Julianos, plan on buying potions in town forever.
Stendarr's death avoidance is the sleeper perk here. At rank nine that is an eighteen percent chance to walk away from a killing blow, which turns certain dungeon bosses from impossible into merely dangerous. Arkay's disease discount pairs well with dungeon runs where rot is common.
Skill training
Guild rank requires skills, and skills come from trainers inside guildhalls. The rules are short and completely unlike any other Elder Scrolls game.
- Session cost
- 100 gold times your current level. A level 15 character pays 1,500 gold for one session.
- Non-members
- Temples charge non-members 400 gold times level for the same session.
- Session length
- Three in-game hours, costing 30 fatigue.
- Fatigue floor
- Drop below 31 fatigue and you collapse to the floor.
- Cooldown
- Nominally once every twelve hours, but the three-hour session counts, so you really wait 9 hours.
- Shared cooldown
- All trainers share it. Training with a Fighters trainer blocks Mages training for the same nine hours.
- Hard ceiling
- A trainer can raise a skill only to 51. Beyond that you are on your own.
- Payoff
- One session is worth roughly 15 uses of that skill.
Hand-to-Hand has no trainer anywhere in the game. There is no NPC who will teach it, no temple that offers it and no guild rank that will raise it. If a build depends on Hand-to-Hand, you are training it by using it, and you should know that before you commit.
The 51 ceiling is the second thing to plan around. Rank nine needs 87 in your high skill, so no trainer can get you there directly, and any rank above six is outside the training system entirely. The high-skill column is not a training schedule; it is a use-it-in-combat schedule.
Faction reputation
Faction reputation runs from -100 to +100 and starts at zero. It is separate from regional legal reputation, it is tracked per faction, and only quests move it. Donations to temples are the single exception.
How reputation changes
- Donations: 2,000 gold gives +1 with that deity, 4,000 gives +2.
- Quest success: usually +5, sometimes +10.
- Allies and enemies: gain or lose half of that, rounded down.
- Quest failure: -2 with the faction, -1 with allies, and an enemy faction gains +1.
- Drift: all reputation drifts one point toward zero every 112 days.
Read the failure line again, because it is the one that ends runs. Failing a Fighters Guild quest gives the Dark Brotherhood a point. If you are dual-laddering a lawful and an unlawful faction, one botched quest advances the wrong side of the map.
Drop below zero reputation with a faction and you lose your rank and are expelled. You can rejoin at rank zero once reputation climbs back to zero or above, but every month of ladder progress is gone, and the 28 day clock starts over.
Regional reputation and the courts
Regional legal reputation is a second, per-region scale from -100 to +100 with its own ladder of titles. It affects guard behaviour, prices and whether you get arrested at all.
| Score | Title | Score | Title |
|---|---|---|---|
| Above 80 | Revered | Below 0 | Undependable |
| Above 60 | Esteemed | Below -10 | Scoundrel |
| Above 40 | Honored | Below -20 | Criminal |
| Above 20 | Admired | Below -40 | Villain |
| Above 10 | Respected | Below -60 | Pond Scum |
| Above 0 | Dependable | Below -80 | Hated |
| Exactly 0 | Common Citizen |
What each crime costs you
| Crime | Penalty | Crime | Penalty |
|---|---|---|---|
| Trespassing | 5 | Breaking and Entering | 10 |
| Criminal Mischief | 2 | Theft | 8 |
| Vagrancy | 2 | Assault | 8 per attack |
| Pickpocket | 2 | Murder | 20 |
Getting arrested
You get arrested if you are injured while guards are pursuing you. This includes falling damage and sun damage, which catches people constantly in the Iliac Bay at midday. High Streetwise lets you lie your way out of a charge, high Etiquette lets you argue your way out, and the Thieves Guild or the Dark Brotherhood can bribe the judge for you.
There is no Water of Life
Let us be direct, because players hear otherwise: there is no Water of Life, spell or item that resets reputation. None. The only two real routes back up are time and repair quests.
Waiting works because regional reputation regresses one point per in-game month toward zero, so Pond Scum in a bad region heals slowly on its own. The repair quests work faster. A Mix-Up gives +110 on success, but accepting it first sets your reputation to -100, so you start in the basement. Smuggling gives +100. The Escort gives +10, but only about a quarter of the time, and it is the only quest of the three that raises positive reputation rather than merely repairing a negative one.
Witch covens are the other legal angle. They are minor factions that summon daedra and, unlike anything a temple offers, can make a Universal Cure for vampirism and lycanthropy. The Glenmoril coven is the only one in the game that can summon Hircine.
And if you are choosing where to spend an evening, remember that reputation changes your prices before it changes anything else. A criminal in a town pays more for everything, which quietly wrecks any budget built on our alchemy price tables.
Guild questions
Can you join more than one guild at a time?+
You can hold only one Temple and only one Knightly Order at a time. The other four categories, Dark Brotherhood, Fighters Guild, Mages Guild and Thieves Guild, are not limited by that rule, but promotion in each one runs on its own 28 day clock and its own skill requirements, so spreading thin slows every ladder at once.
How long does it take to reach the top rank in a guild?+
You must wait 28 days between promotions, and you are promoted to the highest rank you qualify for rather than the next one up, so you can skip ranks if your skills are already there. Reaching rank 9 from nothing means at least nine promotions, so roughly 252 in-game days of waiting even if every requirement is met instantly.
Do lycanthropy and vampirism skill bonuses count toward guild rank requirements?+
No. The plus 30 skill boosts that vampirism and lycanthropy grant are ignored when the game checks whether you qualify for a guild rank. You must hold the real trained value, which is why guild ladders and those conditions do not stack well together.
Is there a Water of Life or spell that resets reputation in Daggerfall?+
No. There is no Water of Life, no spell and no item that resets guild or regional reputation. Your real options are waiting, because regional reputation regresses one point per in-game month toward zero, or running the repair quests: A Mix-Up gives plus 110 but sets reputation to minus 100 when you accept it, Smuggling gives plus 100, and The Escort gives plus 10 only about a quarter of the time.
Once your rank is climbing, the next thing that will decide your run is what you do inside the barrows. Our dungeon guide covers which floors reward a guild promotion quest run, and the spellmaking guide is worth reading before you spend rank-five gold on a spell you cannot cast.
Pick a guild and start the clock
Daggerfall is free to play in your browser, no download and no install. Load a save, walk into a guildhall between 11:00 and 23:00, and take the rank zero perk before the 28 day wait starts.