Difference between revisions of "Category:Guilds"

From icesus
Jump to navigation Jump to search
m
m
Line 32: Line 32:
 
= Training / Studying =
 
= Training / Studying =
  
When you join a guild, you may not have all the skills/spells
+
When you join a guild, you may not have all the skills/spells available for training/studying on the first level, instead you will be able to train/study them later when you advance levels. There will also be limits, like you can only train melee to 15% on the first level, to 25% on second etc.
available for training/studying on the first level, instead you will
+
 
be able to train/study them later when you advance levels. There will
+
= Advancing levels =
also be limits, like you can only train melee to 15% on the first
+
 
level, to 25% on second etc.
+
To advance a level in the guild you have to have enough experience to advance. The amount of experience needed to advance is depending on how many guild levels you have already! (see 'guilds').
 +
 
 +
You also need four (4) advancement points to advance a guild level, so it is very important to find good balance between experience and guild levels.
 +
 +
You may also take levels in certain guilds (usually non-combat oriented) with profession levels if you have any free available. These levels will not take experience or advancement points at all but you will not also get stat bonuses from those levels in which you advance or join as profession. You may choose which level you take as profession levels and which not.
 +
 
 +
= Affiliated stats in Skills / Spells =
 +
 
 +
When you train a skill or spell, a portion of the experience and money is stored in a counter for each stat, depending on the skill. When you reinc, this stored exp/money is converted into free exp/money available for skill/spell training. When checking the cost for training, a portion of the cost is paid from these free exp/money counters, again depending on the primary/etc stats of the skill. Check 'guilds' command to see the counters. For example: if you choose to train melee skill, which affiliated stats are: Primary: dexteriry, Secondary: strength, Tertiary: constitution most of the experience/money goes to dexterity (primary) pool, quite a bunch of it goes to strength (secondary) and some of it goes to constitution (tertiary). The rest of the experience/money is divided between the other three stats. See 'help skill <skill>' and 'help spell <spell>' to see the affiliated stats of certain skills or spells. And again, use 'guilds' to see the counters.
 +
 
 +
Remember that your statcosts and reputation also affects the training cost.
 +
 
 +
= John the Newbie (a fictional example) =
 +
 
 +
John goes to the adventurer's guild to advance 5 advancement points. Next John advances in his guild and loses 4 advancement points.
 +
 
 +
John checks for the requirements for guild level 3 and notices that skill melee is needed to 10%. He decides to train melee to 10%.
 +
 
 +
Now he's ready to advance. But oh no! He has only one advancement point. Luckily John is a wise newbie, he goes and makes a little experience and advances 3 advancement points. Now John is ready to advance to guild level 3.

Revision as of 15:36, 8 June 2019

In our guildsystem, one uses money for training skills and studying spells with experience, and only experience for advancing guild levels. However, the guild system is a little bit complicated than it sounds.

,------------------------------------------------------------------------.
|                    Available commands in guild                         |
|------------------------------------------------------------------------|
|   Join:          Allows you to become a member of this guild.          |
|    as profession Allows you to join this guild with profession levels. |
|   Advance:       Allows you to advance a level in this guild.          |
|    as profession Allows you to advance a level with profession levels. |
|   List: skills   Will give a list of skills you can train in the guild,|
|                  showing your actual % in the skill, the cost to train |
|                  it higher and the maximum you can reach in it.        |
|         spells   Same than list skills for spells.                     |
|         info     Will give you information about what you did gain from|
|                  the guild, and what you need to progress further.     |
|         cost     Will give you the experience costs for guild levels.  |
|   Train          Allow you to raise a skill of 1%.                     |
|              to: train/study [spell|skill] to: x                       |
|                  trains a skill/spell to x%                            |
|              to: max                                                   |
|            next: train/study [spell|skill] next: x                     |
|                  trains a skill/spell the next x%                      |
|     requirements trains and studies skills and spells needed to        |
|                  advance to next level.                                |
|   Study          Same as train, but for spells.                        |
|   Cost           Returns cost of next level.                           |
|   Lead           Attempt to lead the guild, if possible.               |
`------------------------------------------------------------------------'

Training / Studying

When you join a guild, you may not have all the skills/spells available for training/studying on the first level, instead you will be able to train/study them later when you advance levels. There will also be limits, like you can only train melee to 15% on the first level, to 25% on second etc.

Advancing levels

To advance a level in the guild you have to have enough experience to advance. The amount of experience needed to advance is depending on how many guild levels you have already! (see 'guilds').

You also need four (4) advancement points to advance a guild level, so it is very important to find good balance between experience and guild levels.

You may also take levels in certain guilds (usually non-combat oriented) with profession levels if you have any free available. These levels will not take experience or advancement points at all but you will not also get stat bonuses from those levels in which you advance or join as profession. You may choose which level you take as profession levels and which not.

Affiliated stats in Skills / Spells

When you train a skill or spell, a portion of the experience and money is stored in a counter for each stat, depending on the skill. When you reinc, this stored exp/money is converted into free exp/money available for skill/spell training. When checking the cost for training, a portion of the cost is paid from these free exp/money counters, again depending on the primary/etc stats of the skill. Check 'guilds' command to see the counters. For example: if you choose to train melee skill, which affiliated stats are: Primary: dexteriry, Secondary: strength, Tertiary: constitution most of the experience/money goes to dexterity (primary) pool, quite a bunch of it goes to strength (secondary) and some of it goes to constitution (tertiary). The rest of the experience/money is divided between the other three stats. See 'help skill <skill>' and 'help spell <spell>' to see the affiliated stats of certain skills or spells. And again, use 'guilds' to see the counters.

Remember that your statcosts and reputation also affects the training cost.

John the Newbie (a fictional example)

John goes to the adventurer's guild to advance 5 advancement points. Next John advances in his guild and loses 4 advancement points.

John checks for the requirements for guild level 3 and notices that skill melee is needed to 10%. He decides to train melee to 10%.

Now he's ready to advance. But oh no! He has only one advancement point. Luckily John is a wise newbie, he goes and makes a little experience and advances 3 advancement points. Now John is ready to advance to guild level 3.