Usage: guilds
This command shows what guilds and subguilds you have joined, and how much
money you have used in each. It also shows the counters for used and free
statexperience (see 'Affiliated stats in Skills / Spells' below).
GUILDS AT ICESUS
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 more complicated than it sounds.
Every command below works only inside your guild's own hall, and most of
them want the guildmaster standing there with you - out in the street
they are not commands at all.
If you have no guild yet, 'guilds' names the way in, and Ereldon in
Vaerlon's Central Park will tell you about any of them.
Join your main guild first: every guild level raises the price of the
next, and only a main guild takes no advancement points to join. Any
other guild asks you to type 'join' twice while you have none.
Besides the guilds that teach, your race opens one culture guild - what
players usually call a racial guild. It sells no skills and no spells,
but abilities, out of a set written for your own people. See 'help
culture guilds'.
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| 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. |
| Cost: <skill|spell> to:x or to:max |
| shows what training that far would cost, without |
| paying anything. |
| 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. |
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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.