Guilds: Difference between revisions

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==Summary==
==Summary==
DragonRealms possesses ten guilds which are currently live with one guild, the [[Necromancer|Necromancers]], currently under development.
DragonRealms possesses ten guilds which are currently live with one guild, the [[Necromancer]]s, currently under development.


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


==Skill Sets==
==Skill Sets==

Revision as of 06:15, 21 March 2006

Summary

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

  • Barbarians are masters of combat who disdain 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, 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 six 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.

Guild Skill Sets

Guild Armor Lore Magic Survival Weapon
Barbarian Secondary Tertiary Tertiary Secondary Primary
Bard Tertiary Primary Secondary Tertiary Secondary
Cleric Tertiary Secondary Primary Tertiary Secondary
Commoner Secondary Secondary Secondary Secondary Secondary
Empath Tertiary Primary Secondary Secondary Tertiary
Moon Mage Tertiary Secondary Primary Secondary Tertiary
Necromancer ? ? ? Primary ?
Paladin Primary Secondary Tertiary Tertiary Secondary
Ranger Secondary Tertiary Tertiary Primary Secondary
Thief Tertiary Secondary Tertiary Primary Secondary
Trader Secondary Primary Tertiary Secondary Tertiary
Warrior Mage Tertiary Secondary Primary Tertiary Secondary

Specific Skill Sets

Armor

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

Magic

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

Lore

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


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