Research Topics

Knowledge is power

The following research topics are what you can choose from when it comes to widen your character’s knowledge. Some of those will give to access to craft mighty items or magical potions, while others are able to enhance your own magical or physical abilities. There are also those who say, that reading the wrong book might change your very being itself. So: Be on your guard while navigating these bookshelves…

Available Books on Research Topics

Just one book before bed time

Advanced Necromancy

DC 17

Necromancy is the practice of magic or black magic involving communication with the dead – either by summoning their spirits as apparitions, visions or raising them bodily – for the purpose of divination, imparting the means to foretell future events, discover hidden knowledge, to bring someone back from the dead, or to use the dead as a weapon.
A wizard who specialized in the necromantic school was called a necromancer. Spells involving the undead made up a large portion of this school but they also are highly focused on the Negative Energy Plane. Dare you delve deeper into the arts to learn how to even steal another person’s soul for your own selfish deeds?


This research is the pathway to unlocking the following Roleplay Acquired Race:
Major Undead 

This research is the pathway to unlocking the Advanced Necromancy Spell List:


DC 16

The alchemist is the master of alchemy, using extracts to grant him great power, and bombs to destroy his enemies. An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.


This research unlocks the ability to craft all potions listed on the respective potions list.

Any one player may only carry 4 potions in total.

Arcane Smithing

DC 18

An Arcane Smithy is typically a blacksmith who has taken an interest in magic. By imbuing their metalworks with magical power, the one wielding them is sure to become a force to be reckoned with. From crafting fearsome weapons to brewing life-saving potions, creating magic items can be the difference between life and death. Magic items are typically gleaned from the hoards of conquered monsters, discovered in long-lost vaults, or created by experts who have studied the items in-depth that they would be able to make it. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.








This research unlocks the ability to craft all magical items listed on the respective craftable items list.

Any one player may only carry 3 items in total.

Fiendish Codex Volume 2

DC 18

This book describes everything one ever wanted to know about the Nine Hells: layers, archdevils, devil society, psychology, physiology, tactics, and schemes.


This research is one of the pathways to unlocking the following Roleplay Acquired Order:
Demonic Cults (This will be linked soon!)

Book of Vile Darkness

DC 16

The Book of Vile Darkness is an ancient artifact and a work of pure evil. The wicked text it contains is an encyclopedic reference to every form of evil and depravity known to humankind. The pages of the book are made from a chaotic mix of materials, including parchment, cloth, and thin sheets of hammered metal, written upon in the handwriting and voice of multiple authors.

The Book of Vile Darkness contains all manner of unhinged writings. Reputedly among its contents are dark and cruel spells, methods of ritual sacrifice, the secrets of Lichdom, names of forgotten dark gods, and forbidden secrets.


This research is the pathway to unlocking the following Roleplay Acquired Race:

Magical Tavern Drinks

DC 8

Who said that serving drinks isn’t something you can study? Well, apparently you can. And by doing so you’ll learn that a drink is not just something to pour out an ale keg, but something that requires a finde amount of craftsmanship by it’s own.

Some say, that there’s nothing magical about these drinks, others praise them to be the best you can get – even better than the fabled drawen beer. (Though this is something the beard mumblers would never let go undiscussed of course)















This research unlocks the ability to craft all magical tavern drink listed on the respective magical tavern drinks list.

Book of Exalted Deeds

DC 18

The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds is prominent in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue. Providing guidance for defeating evil and furthering one’s self in this life to reach the light and gain higher insight to surpass one’s mortal shell. The Book rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.


This research is one of the pathways to unlocking the following Roleplay Acquired Order:
Celestial Cults (This will be linked soon!)


DC 12

Not every new adventurer knows the deep secrets or special spots scattered about the world.  One isn’t born knowing that a book of undead would be able to be attained right away.  Learning through past adventurers’ travels, one will be able to unlock the knowledge to know which books they need to look up for furthering their knowledge. 

Through the notes of the past, even finding hidden dungeons, and special notes that could lead them to treasure or new afflictions that they may or may not like.  Read from your predecessors and unlock the knowledge to a grander, or darker, future.


This research is the pathway to unlocking the other research within our Library.

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