Questions answered
in this document:
Also READ the plaque that's posted at the entrance. This will tell you what the initiation fee is and how much the monthly dues are.
Once you meet the requirements, find a Guild Master and ask to be initiated. Your best bet is to bother the NPC Guild Master who can be found on the Guild campus (unless he/she is running errands).
Dues are paid monthly, and you will automatically lose membership when your dues are unpaid more than three months. You may only use the guild skills while you are an active member.
2)
I'M NOT A WARRIOR, CAN I JOIN?
The plan is to allow joining any guild once all professions have a guild of their own. However, level bonuses to skills will only apply to members of the same profession, and training will be more difficult for those joining guilds outside their profession's guild. And, of course, Guild Masters can only be the same profession as the guild.
3)
WILL I BE ABLE TO JOIN A HOUSE AND SOCIETY, TOO?
4)
WHAT BENEFITS DOES THE WARRIOR GUILD OFFER?
As such, the skills you learn in the Warrior Guild may give you different ways to engage in combat, but may not necessarily be better. The combat benefits you do get from Warrior Guild skills may even seem unworthy of the effort to learn, but hey--when's the last time you got an AS boost from role-playing?? And at least with the Warrior Guild, when you're beating your head against a wall, it may actually do some damage to the WALL. :)
Currently, there are six skills: Disarm, Berserk, Warrior Tricks, Tackle, War Cries and Batter Barriers. See the next section for more detailed descriptions.
5)
CAN YOU DESCRIBE THE INDIVIDUAL SKILLS?
6)
WHAT AFFECTS MY SUCCESS WITH THESE SKILLS?
Your skill maneuver roll takes your skill bonus, level bonus (equal to your level if you are a warrior, non-warriors get no bonus), minus wounds and CP damage penalties, minus 50 for not standing, and plus 50 for stance offensive (subtract 20 for each stance lower than offensive; stance defensive is -50). An open-ended roll is done, the normal armor hindrance penalty is applied (including armor training and encumbrance penalties), and the Mobility spell is added.
The Maneuver Attack (MA) is like a warding spell attack. Your offensive bonus is called Maneuver Strength (MS), defensive bonus is called Maneuver Defense (MD). Your armor type is compared to your target's armor type for an additional penalty/bonus, called Maneuver Attack vs. Armor (MAvA). Generally, the heavier the armor is, the higher the penalty. Your MS consists of a base of (3 X your level) plus a skill bonus which is modified by stance. The skill part is +1 per rank of Disarm, plus 1/4th your level (warriors only).
After nine rounds of berserking, you can stop by typing STOP BERSERK. When you stop berserking, you receive a 20% AS penalty for 20 seconds per round you spent berserking, minimum of three minutes.
WARRIOR TRICKS:
Each trick is
a bit different. Many are automatic. Some use the standard maneuver roll
like when you try to stand up (armor training and hindrance included).
Others use their own skill roll, usually modified by Dexterity or Reflexes
or both. Typing WTRICK by itself will tell you how much skill you have
with each trick.
War Cries for your party work automatically at a duration of one minute (flat). They do not stack on top of each other, or on top of Heroism and Bravery. They do not increase in duration with multiple cries. Cries that give the highest bonus replace those of lower bonuses. They also only work while in a group.
War Cries against foes use the warding system with a CS of 1/2 your War Cry ranks, plus 3 X your level, plus 1/4th your level (warriors only), plus your Charisma bonus (only if positive). Your target will get the same defense as against a Spirit warding spell, except players that know War Cries also get a bonus to defend.
7)
CAN I USE THESE SKILLS AGAINST OTHER PLAYERS?
However, Guild membership will hold you to a higher standard of role-playing than non-membership. When you join, you agree to promote Warriors and especially Warrior Guild members. Using your skills in a way that gives the guild a bad reputation or violates policy could result in temporary or permanent banning from the guilds. Examples of abuse that's against policy would be roaming around and disarming people to steal their weapons, or using War Cries or Tackle to keep another player from hunting (or to get them killed) just to amuse yourself.
Although PvP in SOME cases is allowed by our policies, it is NEVER necessary (especially not lethal PvP). I have played GS3 for eight years and have never killed or been killed. I don't play empaths or clerics, and I have played lots of rogues who like to pickpocket. The key to avoiding PvP is to not do anything to make people want to kill you, not start fighting at the slightest offense, and learn to negotiate. To say that you can't help it if so-n-so starts it is just a poor excuse, and just a very lazy solution to a problem. OK? No more soapbox. :)
The guilds require you to diversify your training, so you can't simply work on one skill until you master it. Every 5 ranks in one skill, you must learn one rank in any other skill. This 'other' rank does not include the first rank in any skill.
9)
HOW DO I BECOME A GUILD MASTER?
A player Guild Master who is not a nominator can perform the promotion. This means you'll need the GdM candidate, the GdM to do the promotion, and five skilled masters to do the nominating.
Guild Masters have the ability to perform promotions (to GdM and to next rank), initiations and accept dues. GdMs get a commission on all funds collected plus experience and fame awards for performing promotions, initiations and collecting dues. GdMs get extra experience for helping members train and members will be able to train faster witha GdM's help.
10)
WHAT LEVEL OF CREATURE WILL GIVE ME TRAINING CREDIT?
A) The creature
is X levels below your level, or higher. To determine X, use this chart:
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Most people will fall under category A.
11)
WHAT LEVEL OF CHARACTER WILL GIVE ME TRAINING CREDIT?
For Disarm and Tackle, your partner's skill bonus (4*ranks plus 1/4th level if your partner is a warrior) must be ten points below your skill bonus, or higher. For example, if your skill bonus is +50, your partner's skill must be +40 or higher.