Guilds & Subguilds
All players begin the game guildless, but are expected, at some point, to join one of the four main guilds. All players can advance to 15th or 20th level in each of the four main guilds. They are only restricted by their racial stock. Joining a guild costs money, but thereafter, gaining and practicing at that guild is free. Additionally, the experience required to advance in that guild is usually reduced, sometimes in half. A player's choice in guilds also affects what subguild they will belong to. Magic-Users are the only class that is given two options in subguilds.
- Magic-User
- Cleric
- Warrior
- Thief
- Magic-User
- Magic-Users, or Mages, will recieve an increase in their mana regeneration, but suffer lower hit point regeneration. Their guild is the most expensive experience-wise, making it a smart choice for joining. Mages can then join one of the two powerful subguilds, Sorcerer and Necromancer.
- Cleric
- Clerics recieve similar bonuses to mana and penalties to hit point regen as do mages. Their guild also has a high experience point cost, making this one of the most popular guilds to join. Their spells are concentrated around defense, but their offensive spells should not be taken lightly, especially by those of evil intent.
- Warrior
- Warriors are the single-purpose killing machines. Their guild offers training that increases endurance and muscle tone, thus increasing hit point regen dramatically. Their focus on their physical bodies drains their ability to replenish the mind's magical reserves. Those who choose the warrior path hope to become part of the elite Samurai guild.
- Thief
- All players must learn the dirty tricks of the streets to compete in this chaotic world. Some, however, make it their career. These rogues are often found lurking in alleys or behind trees, waiting for unsuspecting victims to their sharp blades. The truely skilled amongst these deviants are admitted to the Assassin's guild, attracted by the high risks and high returns.
- Sorcerer
- Sorcerers are masters of the physical world. Their advanced magical abilities and training give them control over the four elements that make up the world.
- Necromancer
- Necromancers are keepers of the dead. They are often seen in the company of living corpses. Their zombie servants are feared by all living creatures. Unfortunately for Necromancers, they begin to look and smell like their companions, making them unpopular at parties and other functions.
- Druid
- Druids are without equal in the arts of healing. Their training benefits them with increased hit point regen without any penalties to mana.
- Samurai
- There is no warrior greater than the Samurai. These skilled swordsmen can unleash their fury with the jarring blow of a thunderpunch or attack two opponents at once with the acrobatic scissorkick. Their strict dicipline gives them added hit point regeneration. The Samurai masters have been known to land four blows in a single round.
- Assassin
- This secretive order consists of killers who have pefected the arts of stealth and murder. There is little known about them, save that they guard their secrets well. They make their living not stealing from the rich, but working for them.
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