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THE Warrior's GUILD

At 15 you are faced with the choice of dividing your attentions and responsibilities, as you are now eligible for Warrior Guild membership. Though you CAN join at an earlier age, the effort required by other members for your admission is only exceeded by the difficulty you will face in completing the most simple of tasks. My suggestion is to wait till 15, as Guild Skills take a LOT of time, effort, and dedication. You need to focus on improving your ability to survive first.

 

You will have 6 skills to choose from,

each having its own benefits and difficulty (or lack there of) for completion.

They are each listed here by order of difficulty:

 
WAR CRY

TACKLE
DISARM WEAPON
BERSERK
BATTER BARRIERS
WARRIOR TRICKS

 

To Start

When you first arrive in the Guild, you will have to choose a skill to work in. You can pick ANY skill you like, provided you have enough available RANKS to do so. You get (4) Ranks to use for training, for every level of experience you have achieved. Thus if you're 15th level, you will have a total of 60 ranks available to you for training. You are allowed (1) free train in every skill, which you MUST use, before you can focus on any single Skill. When you DO choose a skill for pursuit, you will have to ask Mistress Klidel the Taskmaster, for an assignment. Each Rank you attempt will require a total of 100 points to complete. Each assignment you complete will have a certain number of repetitious tasks, or REPS that will each count towards the completion of Klidel's assignment. When the Assignment is completed, you will be rewarded with points based on how long it took you to complete, and where you completed them. Your assignments can have tasks that range from simple chores and jobs about the Fortress compound to lessons from your elders or even the Guild's Master Instructors.

 

The most difficult jobs to complete involve Field Reps. Field Reps will require you to go out into the Lands and practice the Skill you are attempting to gain a Rank in on a suitable creature. You can ONLY gain a successful REP from a creature that is up to 10 years younger then you, and the younger a creature is that you gained your REPS from, the less points Klidel is likely to award you with when you return to her. When you have achieved 100 points you will be told to find a Master for a Promotion. Try to have actual players provide you with a promotion rather then going to Guild Master Bertrandt. Also try to spread out your promotions rather then always giving them to the same person (unless they be family), as your promoter gets experience as well. Try to spread the wealth.

 

SKILLS

WAR CRY
TACKLE
DISARM WEAPON
BERSERK
BATTER BARRIERS
WARRIOR TRICKS

Here is how I recommend you train:

(10) RANKS IN BATTER BARRIERS

(63) RANKS IN WARCRY

(63) RANKS IN TACKLE

(63) BERSERK

(53) MORE RANKS IN BATTER BARRIERS

 

After you have completed the above, the remaining are basically personal choice, as each has unique abilities and offer opportunities for Role-Playing. I personally don't feel DISARM to be a worthy skill, as Ambush will allow you to do essentially the same thing, and is MUCH more devastating in effect. Warrior Tricks would be my next choice, saving Disarm for last.

 

Many Warriors make the common mistake of training in an easy skill first, to satisfy the urge to become a Master. Unfortunately the older you are, the more difficult & frustratingly time consuming it becomes to complete ranks in the more difficult Skills. Thus, if you blow all your ranks on Warrior Tricks, the simplest of all the skills, you will end up facing Legend level monsters by the time you get around to Reps for Skills like Warcry or Tackle.

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BATTER BARRIERS

 

Batter Barriers is the skill that will allow you to bash open the Graveyard gate so you can hunt undead easier, or smash open fused, lock-less, or just plain disarmed treasure boxes. You don't need a lot of ranks for it to work, though the better you are, the less likely you are to break its delicate contents. Note that you WILL have to put the box on the ground to bash it, so make sure your bashing in an area where no-one is going to walk by and pick it up while your working. Keep in mind not to be so isolated that if it DOES have a trap you didn't know about and you blow yer dumb arse up, no one can come to your aid. This is where your Disarm Trap training will finally get some use. Batter Barriers will also allow you to bash boxes without putting them down as you achieve higher Ranks by using your own head instead of a weapon. Having a thick skull is starting to pay off no?

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WAR CRY

 

Follow this schedule and you can Master Warcry by your 19th year of training. There are 6 Warcries, each with a specific ability or effect.

 

Bertrandt's Bellow Startles the target enough to lose initiative for several seconds, allowing you to attack 1st

Yertie's Yowlp* Grants a small boost to your hunting party's AS for a limited time

Gerrelle's Growl Enrages the target, forcing them into Full Offensive stance

Seanette's Shout* Grants a medium boost to your hunting party's AS for a slightly longer period

Carn's Cry Will frighten the target so badly they will be frozen in terror or forced to flee

Horland's Holler* Grants a large boost to your hunting party's AS for several minutes

* Must be in a hunting party to work, will not work if alone

 

Warcries are the hardest Skill you will ever face. The ONLY saving grace about pursuing Warcries is that your Offensive or Defensive Stance is irrelevant. They can be done in Full Defensive at no penalty. Instead a random number is generated to determine a successful ATTEMPT. If the attempt fails, you will make some kind of disappointing sound, and will need to try again. Each failure will slowly drain your voice until you will have no choice but to rest. Patience is not only important to your success, but to your sanity as well. This is why Warcry is the MOST difficult of all Skills to Master, and should be eliminated early in your career. The more difficult the type of Cry you are attempting, the less chances you have to attempt it. In the Final stages, you will only get 4 or 5 tries at a time, and can actually spend an entire day or more on a single Job (some Jobs will have as many as 20 Reps to complete, YOW!).

 

Should your random number indicate a successful attempt, ANOTHER random roll is made to see if you overcome the creatures Warding. If the number is high enough, adjusted by the CS (Casting Strength) of your Warcry, to overcome the targets Warding then you will achieve the desired result and you will receive a Rep. If not then the creature will basically be unaffected and you will have to try again.

 

The problem with waiting on this skill is that as you age, the creatures you must face to achieve a successful Rep become steadily more powerful and capable of warding against your fledgling skills. Also, you cannot Warcry the undead. Do yourself a favor and get it over with as quickly as possible. I know MANY Legends who did not have the patience to see Warcry thru when they were younger, and moved on to easier Skills. Now they have run out of easy skills to work on, and have been forced to re-attempt the tuffies, only to find getting Reps a living nightmare.

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TACKLE

 

Tackle is a Maneuver based Skill, and is HEAVILY affected by both the armor YOU are wearing as well as your intended targets. I believe good Combat Maneuver training will help you, as will Dexterity and Reflexes. Tackling will allow you to drop someone to the ground, and if done properly, will leave you standing and your target prone and stunned for several seconds. Tackle can also do additional damage to your target when they get 'Hammered' to the ground. While a target is prone it suffers a -50 to its AS and DS, giving you ample time and opportunity to hack them up into bite sized bits. Wearing light armors will greatly aid your quest for Reps, as will your targets wearing heavier armor. Just remember to avoid areas that swarm with critters, as a failure will leave you prone and defenseless for several seconds.

 

Practice Reps are aided when done with a partner in the Guild by your partner wearing Heavy Training Plate which the Guild sells quite cheaply at the Pavilion in the SW corner of the Fortress grounds. Take your armor off, and have at it, just watch for accumulated damage, as you probably don't want to kill your partner.

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BERSERK

 

This skill forces you into a bloodlust-induced rage that will grant you a short period of increased AS, as well as a reduced RT. You will continue till every living creature (Player Characters not included) is dead, or the period of effect has worn off. If a critter runs or flees, you will chase it down until it has been slaughtered, or till your rage has passed. This Skill is enjoyable mostly for its RP potential, as it will reveal the TRUE potential a Warrior possesses. As an efficient, monstrous, killing machine you will truly shine while using this skill, though it does come with a cost. After the effect passes, it will leave you exhausted, leaving you unable to effectively attack or defend yourself for several minutes. The exhaustion results in a significant hit to both your AS and DS. Many Warriors like it as a 'Gag' attack, using it empty handed to pummel the living SNOT out of someone or something.

 

The gods are still tinkering with this Skill, and when it is fully implemented, will allow you to shake off stuns, webs, hold & silence spells, or leap to your feet if knocked to the ground. Berserk will be truly devastating if this happens, and will make Warriors one of the most powerful forces in the Lands.

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WARRIOR TRICKS

 

This is the simplest and easiest Skill the Guild has to offer, and the least rewarding. Though some of its tricks will afford you SOME offensive or attack advantage, a Warrior has other inherent and trained skills, which do the same thing much more efficiently. Warrior Tricks is basically an RP specific Skill. The ONLY possible exception is Spitting. A Trick as disgusting as it is worthless, has been surrounded by persistent rumors to be a candidate for replacement by a Shield Bash Skill, which would possibly be similar to both Batter Barriers and Tackle.

 

Warrior Tricks, when trained sufficiently, DOES allow you to adjust your stance to a greater degree then possible for other classes, allowing you greater control over your defensive and offensive capabilities. It will also allow you to assess your opponents skill and power in comparison to your own (a nice thing when considering slapping some loud-mouthed lout upside the head 'cause he or she is pushing all your buttons).

 

Up until a few years ago, this skill was HEAVILY pursued for reasons of simple greed. A Master in this skill can make a Custom Sheath if they supply the proper materials. The Sheaths, though woefully limited in what they can hold and where they may be worn, can be made to look like just about anything. Warriors would make sheaths to order, at an unreal price, for anyone willing to pay. Unfortunately, many WERE willing to pay, and did so, DEARLY. Thankfully, most of the Warriors who learned this skill for that purpose have been properly rewarded with the difficulty they faced in pursuing other Skills.

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DISARM

 

This skill's advantages and effects are more easily and efficiently applied thru the Core Skill Ambush and Combat Maneuvers. Disarm allows you to knock the weapon from your opponents hands, provided they actually use one. If successful, it will also force the target to lose initiative for several seconds, allowing you to attack them. There are 3 drawbacks however. If you fail you get a nice RT in which the critter gets a free swing. If you succeed the critter can always pick the weapon back up (provided you have been unable to dispatch it with due speed). Finally, most critters of any age this would help you with, also cast spells, and couldn't care less if they have lost their weapon. I would much rather lop of the offending arm or limb, or better yet, the critter's head.

 

This Skill has a dark splotch on its history, as many truly foul individuals used it to steal weapons from folks who were otherwise unprepared for the situation.

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A LITTLE ADVICE ON CHASING REPS

 

On your quest for Reps in various Skills, you will find that different critters will have different vulnerabilities and weaknesses. Just because you are working on the absolute YOUNGEST creature in the lands you can get a successful Rep from, doesn't mean it has the WEAKEST defenses against your attempts. If you're having a LOT of difficulty, and are seeing that you have a VERY small window for success, try another critter. I actually found that 21 year old Arachne Servants at the Spider Temple to be MUCH harder to warcry then the 22 year old Trolls in Stone Valley (just watch out for those Quakes [grins]). Remember that the keys to a successful Warrior are persistence and adaptability.

 

It is important to remember that Rep quests are VERY time consuming, frustrating, and just plain boring. If you need a break, then by all means DO SO. You don't want to suffer burn-out. Go hunt, chat with pals about Helga and the color she dyed her back hair. ANYTHING. When you feel up to it, try again. Just make sure you complete ALL the Ranks available to you for THAT particular level, before going to the Inn and training, as the available critter age will go up 1 year and you may have to look elsewhere for a new Rep supply. You will be glad you didn't quit when it's all over with.

 

SKILL MASTERS AND GUILD MASTERS

 

Mastering

 

When you have achieved 63 Ranks in any particular skill, you become a MASTER in that Skill. You can no longer train in it, and the only way your abilities IN that Skill will improve, is with Training and Age. I know several VERY old individuals who, though have less training in many of the Skills I have worked on, are actually just as strong if not MORE so simply by fact of their age. Many folks will be in need of instruction for Skills by their fellow Warriors. Any Warrior with equal or greater ability in the skill the individual is training in can instruct that individual. The individual will receive (1) Rep for each successful attempt. Attempts for Reps w/ an Instructor (or Master Instructor, such as Olaff) are FAR easier then any Field Rep, and generally go by very quickly. However, if the Instructor is a Master in the skill, you will receive (2) Reps for every successful attempt! Master Instructors tend to be a heavily sought after commodity. You can Master a Skill by your 19th training if your are prudent in your selections.

 

Guild Mastering

 

When you have Mastered a Skill, and have acquired a TOTAL of 120 Ranks, you become eligible for A Guild Mastership. Though the process of becoming a Guildmaster is involved and often difficult to pull together, it will allow you to not only instruct individuals, but to Promote them as well. You will receive the same amount of experience (200) and fame (500) for a promotion that the individual getting promoted gets. The only problem with promotions is that some individuals lurk about like vultures and do nothing but chase promotions rather then hunt or adventure. Try not to be a hog. You cannot achieve a Guild Mastership until your 36th year of training.

 

NOW bACK TO THE hUNT!

 

    
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Web page last updated 9/25/2000