Guilds: Difference between revisions

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* [[Guilds:Barbarian|Barbarians]] are masters of combat which distain magic.
* [[Guilds:Barbarian|Barbarians]] are masters of combat which distain magic.
* [[Guilds:Bard|Bards]] are talented entertainers who weave powerful magics through their enchantes.
* [[Guilds:Bard|Bards]] are talented entertainers who weave powerful magics through their enchantes.
* [[Guilds:Commoner|Commoners]] are not members of any particular guild.
* [[Guilds:Cleric|Clerics]] are the messengers of the Immortals and weavers of holy magic.
* [[Guilds:Cleric|Clerics]] are the messengers of the Immortals and weavers of holy magic.
* [[Guilds:Commoner|Commoners]] are not members of any particular guild.
* [[Guilds:Empath|Empaths]] are the healers of flesh, easily capable of mending the most grievous of wounds.
* [[Guilds:Empath|Empaths]] are the healers of flesh, easily capable of mending the most grievous of wounds.
* [[Guilds:Moon_Mage|Moon Mages]] are watchers of the heavens and manipulators of fate.
* [[Guilds:Moon_Mage|Moon Mages]] are watchers of the heavens and manipulators of fate.
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* Teaching
* Teaching
* Trading
* Trading
* Winds
* Vocals
* Vocals
* Winds


'''Magic'''
'''Magic'''

Revision as of 17:42, 17 March 2006

Summary

DragonRealms possesses ten guilds which are currently live with one guild, the Necromancers, currently under development.

  • Barbarians are masters of combat which distain magic.
  • Bards are talented entertainers who weave powerful magics through their enchantes.
  • Clerics are the messengers of the Immortals and weavers of holy magic.
  • Commoners are not members of any particular guild.
  • Empaths are the healers of flesh, easily capable of mending the most grievous of wounds.
  • Moon Mages are watchers of the heavens and manipulators of fate.
  • Necromancers are perverse individuals who use the bodies of the fallen to further their wishes.
  • Paladins are protectors of the weak and defenders of the faith.
  • Rangers are masterful woodsmen who are most at home in the wilderness.
  • Thieves are guttersnipes well-versed in the arts of stealth and relieving the careless of their coin.
  • Traders specialize in acquiring and selling goods at a considerable profit throughout Elanthia.
  • Warrior Mages command the elements and may summon familiars to do their bidding.

Skill Sets

Introduction

Every guild in DragonRealms possesses a primary skill set, two secondary skill sets and two tertiary skill sets. Characters that train skills in their guild's primary skill set will find they earn ranks in those skills faster than in their secondary skill sets. The same is true in comparison between secondary and tertiary skill sets.

Specific Skill Sets

Armor

  • Bone Armor
  • Chain, Heavy
  • Chain, Light
  • Cloth Armor
  • Leather Armor
  • Plate, Heavy
  • Plate, Light
  • Shield Usage

Lore

  • Animal Lore
  • Appraisal
  • Astrology
  • Empathy
  • Mechanical Lore
  • Musical Theory
  • Percussions
  • Scholarship
  • Strings
  • Teaching
  • Trading
  • Vocals
  • Winds

Magic

  • Harness Ability
  • Magical Devices
  • Power Perceive
  • Primary Magic
  • Targeted Magic

Survival

  • Backstab
  • Climbing
  • Disarm Traps
  • Escaping
  • Evasion
  • First Aid
  • Foraging
  • Hiding
  • Lockpicking
  • Perception
  • Scouting
  • Skinning
  • Stalking
  • Stealing
  • Swimming

Weapon

  • Blunt, Large
  • Blunt, Light
  • Blunt, Medium
  • Blunt, Twohanded
  • Brawling
  • Bow, Composite
  • Bow, Long
  • Bow, Short
  • Crossbow, Heavy
  • Crossbow, Light
  • Edged, Heavy
  • Edged, Light
  • Edged, Medium
  • Edged, Twohanded
  • Halberds
  • Multi Opponent
  • Offhand Weapon
  • Parry Ability
  • Pikes
  • Slings
  • Staff, Short
  • Staff, Sling
  • Staff, Quarter
  • Thrown, Heavy
  • Thrown, Light