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A class is a set of skills. These skills are also referred to as guild-skills,
because you must join a guild in order to gain most classes, although as you
will read later on, you may, after a time, have a class without being in the
associated guild. Examples of classes are Monk, Druid, and Serpent. You may
see what class you have, if any, by typing SCORE.
Once you join a guild, you'll automatically gain the class of that guild, but
you will notice in SCORE that you are only an apprentice in that class. Your
apprenticeship will end when you first gain guild rank 3. Once you have
finished your apprenticeship, your class is permanent. Even if you are demoted
back below guild rank 3, you will stay a full member of the class.
In order to leave a class and gain another, you must first leave your current
one, by typing QUIT CLASS. Doing this will take your guild-skills away, and
give you back approximately half of the lessons you put into them.
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Certimene acts as Administrator for all the Guilds in matters of inducting
young players into guilds. HELP NOVICES will tell you more about that.
Directions to Certimene:
From the Ivy-Covered Archway in Minia:
s, se, e, e, se, se, s, se, s, s, se, se, e, s, se, e, e, ne, e, se, e, se, e,
e. You should now be 'Before the bridge to Delos.' From here, go: e, se, s.
From Narrow entrance to the Valley of Lodi:
e, n, n, ne, n, n, n, nw, n, n, nw, nw, n. You should now be 'Before the bridge
to Delos.' From here, go: e, se, s.
Simply ASK CERTIMENE JOIN to join a guild.
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A Sentinel finds equal ease and familiarity with both forest and urban
environments. One moment the Sentinels are hunting fearsome creatures in
the wilds of Sapience, the next you will find them gathered in the city
squares and public houses, engaging in ribald revelry while boasting of
their feats and exploits.
Like their cousins, the Druids, Sentinels use the Metamorphosis skill to
do most of their hunting. Their shapechanging ability is legendary.
encompassing such forms as the fearsome basilisk, the stealthy jaguar,
or even the mythical icewyrm. They use their mastery of Concoctions to
brew potent elixirs and other medicinal items to heal their injuries
after a battle, or to gather precious cures to various afflictions an
opponent may use against them. Unlike the Druids, the Sentinels also
gain the skill of Woodlore, which allows them to summon various woodland
creates to help them in battle, the ability to create various types of
traps, and some general hunting abilities such as axe-throwing.
They are skilled in hunting and wilderness survival techniques. Like all
of their arts, these techniques are closely guarded secrets. Suffice it
to say though, that a skilled Sentinel is a force to be reckoned with.
Retaining their deep love of their sylvan roots, one Sentinel expressed
it best by saying, "You can be good, you can be bad, but keep it out of
our forest... or else."
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The Druids are a group of seemingly happy-go-lucky forest dwellers who tend
to avoid cities. They believe that true happiness and peace with oneself is
found in the depths of nature, in the knowledge of the plants and affinity
with the animals of the wild. They learn from the whisperings of a passing
breeze and hold dear the traditions that are as deep-seated in time as the
roots of the oldest trees. They fight with knowledge, as opposed to force,
and many Druids try to live a fairly pacifistic life.
At the same time, Druids are fiercely loyal to one another, to the Guild as a
whole, to the forests they call home. They will not hesitate to raise their
defenses, should the need arise. A well-trained Druid within a forest is a
force to be reckoned with.
The Druid skills include Concoctions, Metamorphosis, and Groves. In the
Concoctions skill, they learn to make curative salves and elixirs. In the
Metamorphosis skill, they learn to commune with animal spirits in order to
draw upon their various powers. The third, and potentially most powerful
Druid skill, is Groves, wherein Druids are able to make their home in the
forest, drawing upon the power of Nature itself for support, offense, and
defense.
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The Paladins guild is based in the city of Shallam, near to the Priests'
quarters. Here, they train their skills of Chivalry, Forging, and Devotion.
Chivalry is the skill of the gentleman warrior and contains various swordplay
abilities, the art of Falconry, bowmanship, and a smattering of other combat-
related abilities. Devotion is what makes a Paladin a Paladin rather than a
mere warrior. It is the skill of using the holy power that you gain from the
shrines to heal, travel about the land, and damage those of little faith.
Forging is a skill which Paladins use to construct armour and weapons ranging
from a simple obsidian throwing dagger to a trident, to a longsword, to a suit
of full plate armour.
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The Priests base their beliefs on the fundamentals of Truth and Renewal.
Furthermore, the beliefs of a priest can be broken down into three paths,
based on the guild's tenets: Honour, Service, and Wisdom. Many of the clergy
eventually choose one path to focus on, developing a talent for teaching
it, and applying it in their daily lives.
Apprentice Priests learn the skills of Spirituality, Devotion and Healing
to assist them in their plight against individuals and organisations
that support and promote doctrines that are contrary to those of the
guild. Their skill of Spirituality taps into the power of the Priest's
spirit that enables them to summon a mace, formed of pure energy, which
they use to battle enemies. The power of their spirit also opens the channels
of communication between the priest and their guardian angel, forming a
nearly unbreakable dialogue. Devotion is the ability of the priest to draw
upon their faith in either hindering enemies or assisting allies. Healing is
the skill which the priest uses to harness the four physical elements, plus
the elusive element of spirit, to heal a wide range of ailments as well as to
bestow blessings upon their friends and themselves.
Those who seek entrance into the guild are willing to experience physical,
mental, and spiritual hardships. They are also able to function and
flourish under a fairly structured and disciplined environment. Those who
join the Priests on a whim or only with only a vague idea of what being a
priest entails usually end up searching for their place in life elsewhere.
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The Infernals, sometimes called the Infernal Knights, are a guild of
knights dedicated to the worship of strength and discipline. Those who join
the Infernal Knights must never hide behind the protection of the gods,
whether that be Divine Grace, or magically protected locations like
Yggdrasil.
The Infernals are a blend of fighting, discipline, and necromantic
magic. With their skills of Necromancy, Chivalry, and Forging, they
are well-equipped to purge the weak and helpess from the land, or make
them serve their needs. Despite their evil ways, however, Infernals
maintain a strict code of honour, and their way of life is hard, often
impossible, for all but the most dedicated. They do not tolerate dissent,
and punishment is swift and hard for those who break the rules of the
guild, or violate the honour of it.
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The Consanguine, as many call themselves, are sentient with some faint
similarities to their mortal selves, but as different from mortals as night
from day. Neither mortal nor truly immortal, vampires exist in a supernatural
state somewhere between life and death. Though a class unto themselves,
vampires have no guild. Instead, most vampires belong to one of four great
Houses, each comprising the bloodline of one of the four original progeny
embraced by Abhorash Nehekhara.
The Embrace is the process by which a new vampire is sired, or created.
Whether viewed as a precious gift or a terrible curse, it is never given
lightly; after all, one more predator means more competition for resources.
During the Embrace, the body reworks itself, sloughing off the imperfections
present in every mortal form and becoming more beautiful, with the grace of a
predatory animal. The new suckling reawakens, but his heart does not beat nor
do his lungs exchange air. He is now one of the living dead. He wakes
suffering a ravenous hunger for blood, his first acquaintance with the
monster that has been spawned within him.
Vampires are born of the skill Sanguis, which allows a skilled practitioner to
channel the magical properties of Blood into animating corpses (including
her own unliving body). Vampires' enhanced physical prowess is embodied in
the skill Corpus, with which their bodies are imbued with supernatural
efficacy through the use of Blood. The Mentis skill gives a vampire the power
to influence the minds of mortals with his awesome and terrible undead
presence.
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