Gilden Index

ADVENTURER'S GUILD

Prerequisites for Joining: None
Prerequisites for Founding: Master - Knight

Entry Test:
To join, candidates must pass a trial where they reach a designated location and safely return.

Special Skill:
[First-Strike]: Always gets the first attack in combat.


ALCHEMIST'S GUILD

Prerequisites for Joining:

  • Alchemist
  • Chemosynthesis *1
  • Cryptology *1

Prerequisites for Founding: Master - Alchemist


If you hear a loud bang and see a pink or rainbow-colored smoke cloud on the streets, you might be near an Alchemist Guild. Experiments often lead to unusual smells, sudden weather changes, or rampant plant growth, sometimes with catastrophic consequences. Alchemists are driven by curiosity but spend much time with theory and texts. They are known for being eccentric and reclusive.

Tip: Alchemists need high Endurance (HP) and Vitality (LP) to survive the fallout of their experiments.

Entry Test:
Applicants must prepare a specific potion, gathering the ingredients themselves.

Special Skill:
[Expertise]: Grants a +2 bonus to all Alchemy-related skill checks.


ASSASSIN'S GUILD

Prerequisites for Joining: None
Prerequisites for Founding: Must have slain 100 Humanoid-type monsters.


Little is known about these shadowy guilds. Members are assassins, some evil, some neutral, and a rare few are even good. Each assassin develops their unique killing method, often mastering Thief skills to increase stealth. Assassins should prepare well with poisons and sleep agents to strike before combat even begins.

Tip: Assassins should dispatch their targets before being detected.

Entry Test:
Candidates must eliminate a specific humanoid target under set conditions.

Special Skill:
[Twinblade Dance]: Enables combat with two identical melee weapons (Main Weapon + Sub Weapon).

Note: Nekoli naturally have this skill and do not need to pass the test.

Upon joining, members receive a miniature, unbreakable Mithril dagger as a symbol, engraved with the guild’s secret mark. The dagger must be returned if the member leaves or is taken back if lost.

[Assassin's Dagger]: pwr +1 / dmg +1 (as main weapon)


BARD'S GUILD

Prerequisites for Joining:

  • Bard
  • Music *1
  • Dance *1
  • Singing *1

Prerequisites for Founding:
Master - Bard
Master - Server

Tip: Strive to become a Master Bard quickly to unlock powerful special abilities.

Entry Test:
Applicants must reach a target score using a combination of Music, Dance, and Singing skills (usually between 10 and 20 points).

Special Skill:
[Musical Talent]: Grants a +2 bonus to all music-related abilities.


THIEVES' GUILD

Prerequisites for Joining:

  • Thief
  • Lockpicking *1
  • Pickpocketing *1
  • Stealth *1

Prerequisites for Founding:
Master - Thief
Master - Illusionist

Tip: Aspiring thieves should aim to become a Master Thief to access essential skills.

Entry Test:
To join, candidates must steal a designated item from a monster or NPC.

Special Skill:
[Gotcha]: Detects theft attempts if the pickpocket's roll matches or is below the thief's Stealth skill.

Members receive a 90 cm cloth band embroidered with the guild’s secret symbol. Losing this band results in expulsion.

[Shadow Band]: +1 Stealth


MERCHANT'S GUILD

Prerequisites for Joining:

  • Merchant
  • Persuasion *2

Prerequisites for Founding:
Master - Merchant
Master - Server
Master Alchemist:

  • Grenade *1
  • Secret Script *5
  • At least 20,000 Cell in funds

Main Hub: The small trade town of Conde. Merchants are always on the move or managing their wares.

Entry Test:
Applicants must persuade the guild master with a successful roll (Persuasion 9+) and then pass a secondary test, such as working in a tavern or earning a set amount of money within a timeframe.

Special Skill:
[Opportunity]: Reduces prices by 50% when successfully using Persuasion. Members with a "Calling" have a 50% chance of a similar reduction.

[Appraisal]: Accurately assesses the value of objects and people.


HUNTER'S GUILD

Prerequisites for Joining:

  • Hunter
  • Trap Mastery *1
  • Precision Shot *1

Prerequisites for Founding:
Master Hunter 

  • Lockpicking *1
  • Pickpocketing *1
  • Stealth *5
  • Versatility *5
  • Crushing Blow *1

Entry Test: Present 10 spools of silk fibers to the guild master.

Special Skill:
[Arrow Storm]: Doubles the number of arrows shot once per battle.

___________________________________________________________________________________________

WARRIOR GUILD

Prerequisite to Join: None
Prerequisite to Establish:

  • Master - Knight
    or
  • Master - Mercenary

Warriors are known as fearless adventurers, honest individuals who fight with full commitment. They rely heavily on their endurance (HP) and strength (Power), and offensive techniques are of utmost importance to them.

Warrior Guilds are well-respected and welcomed since they contribute to the protection of the city and the realm. To join a Warrior Guild, one must pass a trial.

[Counterattack]
Allows the character to automatically counterattack if struck directly on their defense zone. The counter results in an unavoidable hit against the attacker, dealing damage based on the character's current Power plus weapon damage. This can occur multiple times within an attack phase, depending on how often the attacker randomly targets the character's defense point.


MAGE GUILD

Prerequisite to Join:

  • Mage
    • Elemental Magic *1
    • Rune Drawing *1
    • Mind Reading *1

Prerequisite to Establish:

  • Master - Mage
    • Elemental Magic *5
    • Rune Drawing *5
    • Mind Reading *5
      or
  • Master - Illusionist
    • Illusion *5
    • Mental Communication *5

The Mage Guild is headquartered in the city of Mytharia. Prospective members must pass both a theoretical and a practical entrance examination.

[Special Mage Ability: Spellcasting]
Allows spellcasting every second round, but the mage must rest between spells. Fairies are also welcome in the Mage Guild, as they are naturally attuned to magic and do not require a test.


PRIEST AND CLERIC GUILD / CHURCH

Prerequisite to Join:

  • Healer

    • Wound Healing *2

    or

  • Miko / Shinto (Healer II)

    • Wound Healing *2
    • Holy Banishment *1
    • Gifts *1

Prerequisite to Establish:

  • Master Healer

    • Wound Healing *5

    or

  • Master Miko / Shinto (Healer II)

    • Wound Healing *5
    • Holy Banishment *5
    • Gifts *5

Tip: The revered priestesses of St. Etoile often partake in ritualistic alcohol consumption to enhance their magical abilities. Beginners should exercise caution with this practice.

Becoming a priest or priestess requires joining a church, donating all material possessions to the church, swearing an oath of loyalty, and passing a holy trial.

[Special Priest Ability: Prayers]
Allows healing spells every second round, with rest required in between.
[Blessing] Automatically doubles the current mana when performing healing spells.

The Angelic race is considered blessed, and they are always welcome in Priest Guilds without needing to take any trials.


KNIGHT GUILD

Prerequisite to Join:

  • Knight
    • Crushing Blow *1
    • Blade Barrier *1

Prerequisite to Establish:

  • Master Knight
    • Crushing Blow *5
    • Blade Barrier *5

Knights are fearless royal soldiers, loyal warriors who fight with full dedication. They emphasize endurance (HP) and strength (Power), with offensive techniques being crucial. Knight Guilds are well-respected and contribute significantly to city and kingdom defense. Joining requires passing a trial and learning the Knights' secret technique.

[Special Knight Ability: Last Stand]
Enables the user to keep fighting even after HP drops to 0 or below, until they reach -50% of their maximum HP. Afterward, the knight collapses unconscious and gravely injured (-15 HP penalty). The ability ends either when -50% of max HP is reached or when the fight concludes without the HP being restored to a positive value, making this technique extremely risky for the user.


SANGHA GUILD

This guild focuses on the (combat) training of monks ("Bhikkhu") and nuns ("Bhikkhuni"), rooted in belief and philosophy. Sangha members seek enlightenment, striving to overcome the illusion of self and push their physical limits. The guild maintains close ties with faith-related temples and churches, often assisting as guardians or ritual helpers.

[Iron Fist] (Passive)
Gives Sangha members a +30 Power bonus in unarmed combat.

  • The bonus does not affect natural Body Strength.
  • The bonus does not apply if a weapon is used or if the Sangha wears [ARMOR].
  • If the Sangha is temporarily knocked out by a Muay Thai skill during battle, the +30 Power bonus is lost for the rest of the fight.

MERCENARY GUILD

Prerequisite to Join: None
Prerequisite to Establish: None

Mercenaries are ruthless adventurers who fight with full commitment. They rely heavily on their endurance (HP) and strength (Power), prioritizing offensive techniques. Mercenary Guilds are viewed with suspicion, as they ally with the highest bidder. Joining requires passing a trial.

[Special Mercenary Ability: Berserk]
When HP falls below 50%, each additional point of damage taken grants +1 Power and +1 attack precision (or speed).


NECROMANCER GUILD

Prerequisite to Join:

  • Necromancer
    • Unholy Aura *2

Prerequisite to Establish:

  • Necromancer
    • Unholy Aura *5
    • Master of the Dead *5

[Special Necromancer Ability: Ritual Sacrifice]
Using a Sacrificial Dagger to land a killing blow allows for specific side effects:

  • 100 HP victim: Reflects shadow element attacks for the rest of the fight.
  • 200 HP victim: Fully restores the necromancer's HP.
  • 400 HP victim: Grants +20 Power for the remainder of the battle.
  • 800 HP victim: Adds +200 HP for the rest of the fight.
    The necromancer can choose the effect if the victim's HP meets the criteria.

REAPER ASSASSIN (Rare Class)

Prerequisite to Join: None
Prerequisite to Establish: Must have slain 50 creatures with at least 9,000 HP each.

Reaper Assassins are elite assassins, trained by the most elite guild in Ataraxia. They are strategic and deliberate, focusing on precision in their deadly work. Unlike most fighters, they must carefully plan each move.

[Special Reaper Ability: Deadly Precision]
This class attacks differently than others. Regardless of available attacks, only one opponent can be targeted per combat round. Before attacking, the Reaper must "Observe" their target, making a roll like a normal attack (1d6 - 1d20). If the roll does not surpass the target's defense, the opportunity is missed. If successful, the Reaper may attack the next round, emphasizing "Critical Hit" or "Crushing Blow." Damage from a successful hit is tripled (non-magic only). This process repeats with each attack attempt.

 
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