|
|
|
|
With respect to the guilds, there are generals and other specific ones like branches of first. In the beginning, you will only be able to accede to the generals, but when you obtain the level required in these, you will be able to belong to the specific ones of the same branch. Of this form, all advantages/disadvantages acquired in each one of the general guilds, will be accumulated with which you obtain in the specific ones.
Finally, we give a description detailed of each one of the existing guilds, next to the advantages and disadvantages that these would contribute all to their members:
Adventurers
- Description
We can call adventurer to all that that has certain ability in the fight. Its fame crosses territories of Sylvannia, and the own members do that the develop of its companions are listened. They are respected by most of the retailers, because they will never know when they are going to need his services.
- Requirements
Have at least level 70 in any Fight skill (Swordsmanship, Fencing, Mace Fighting, Wrestling, Archery or Magery).
- Advantages
1. Discount of until 20% in stables, depending on their fame
2. Bonus point of until 15% to gain fame
3. Increase of economic gains until 50% in quests and escorts, depending on their fame
4. Bonus point in Luck of 200 points
5. Increase of economic loot until 50%
- Disadvantages
1. 10% of signaling when losing fame
2. If are dead by a creature, their insureds costs 25% more
Warriors
- Description
The branch of adventurers who do not separate of a weapon, or hand-to-hand or at a distance. They are lethal opponents and faithful fellow travellers. Its separation of the guild of the adventurers took place already ago much, when their predecessors had serious argument with members that practiced the magic; since then enmity with these people, for weak them, is one of its flags.
- Requirements
Have at least level 70 in any Fight with weapon skill (Swordsmanship, Fencing, Mace Fighting y Archery), level 50 or less in Magery and to be Adventurers with level 3 or more.
- Ventajas
1. Discount of until 15% buying weapons and armors in NPCs, depending on their fame
2. Increase of benefit selling weapons/armors until 20%, depending on their fame
3. More resistance to hunger
4. Bonus point until 25%in the obtained amount of bandage after cleaning them
5. Possibility of buying full special kegs of Heal, Cure, Strength, NightSight, Agility y Refresh for 2000gp/each in NPCs
- Disadvantages
1. Magic Objects will cost 15% more expensive
2. Mage creatures will cast their spells faster against them
|
|
|
|
|
|