CHOOSING A GUILD

BARBARIANS:

Barbarians are masters of combat and have a natural resistance to magic.   The primary skill of a barbarian is weapons, with survival and armor as secondary skills.   They prefer heavy edged and two-handed edged weapons, though any may be used.   Most barbarians will use leather armor because they can train off any hindrance the armor has.   They do not use magic and have a contrary philosophy which resists it.

BARDS:

Bards are storytellers and warriors who make lore their primary skill with magic and weaponry as secondary skills.   There is no required armor for Bards.   They may chose any type to wear, though most use leather or light chain for its low hindrance.   A Bards' magic is summoned through music.   Novices in the guild are required to sing and play stringed instruments.

CLERICS:

Clerics follow the holy path performing devotional acts for the gods.   One of the greatest abilities of a cleric is to resurrect the dead.   Clerics primarily use magic skill to do their work, but have lore and weaponry as secondary skills.  Novice Clerics are taught some skill in Medium Blunt when they join the guild.   This can be a tough starter weapon for any Novice because they generally lack the agility and stamina necessary to wield it.   Medium Edged or Heavy Edged is a common weapon choice.   Shield skill is required and clerics typically will wear light chain or leather armor.

EMPATHS:

Empaths are the healers of the realms.   For Empaths lore is the primary skill of healers, with magic and survival as secondary skills.   It is required that Empaths -not- use weapons to injure a creature/player, if they wish to retain their ability to heal.   If a Novice knows they want to spend any time in hunting areas, it is suggested they get armor of some type, leather being the most common choice.

MOON MAGES:

Moon Mages are the scholars and masters of foresight.   Magic is their primary skill with lore and survival as secondary skills.   Though they are not required to learn skill with weapons, many Moon Mages learn Medium Edged.   This is because it enhances the Moon Blade spell they may choose to learn later on since Moon Blades are Medium Edged weapons.   Moon Mages prefer light chain or leather armor for combat.   Their most effective spells deal with mental attacks or use of telekinetic.

PALADINS:

Paladins are holy warriors and leaders in the charge to battle.   Paladins are masters of armor, using weapons and lore as secondary skills.   Paladins use holy magic.   The magic is more defensive in nature than attacking.   Though most Paladins choose Heavy or Light Plate because of their ability to enjoy it's excellent protection while being able to train off all of it's hindrances, plate armor is both very encumbering and very expensive to the Novice.   Most Novice Paladins wear leather and switch to plate later on.

RANGERS:

For Rangers, survival skills are primary.   The Ranger is most at home in the wilderness.   Weapons and armor are secondary skills for the ranger.   Novices are taught some skill in Longbow when they join the guild, but it is suggested they also have a melee weapon.   The armor of choice for Rangers is leather.   Though some Rangers choose to use non-leather armor, the lack of skill in using leather armor may hinder them in the guild-specific abilities later on.   Rangers use life magic to enhance their abilities.   Their spells are typically nature oriented.

THIEVES:

Thieves are often called the specialists of the Urban Shadows.   Thieves primarily use survival skills with weapons and armor as secondary skills.   Thieves are required to be proficient in two weapon classes.   Most thieves prefer Medium and Light Edged weapons as their melee weapon for their stealth and their ability to be used to backstab.   Most thieves also use a ranged weapon, and prefer Light Crossbow.   Those who stalk the shadows prefer the stealth afforded by leather armor.   Thieves must learn how to disarm traps and pick locks.

TRADERS:

Traders are travelers and movers of the Elanthian economy.   Lore is a primary skill, with survival and armor as secondary skills.   Traders are not required to learn any weapon skill.   Many trade routes will take Novice Traders through dangerous areas in which skill with a weapon would be desirable.   Most traders learn at least one weapon.   Traders are required to be skilled in one armor class.   Because of evasion requirements, leather armor is the armor of choice among Traders.   Traders are not required to learn any of the magical arts.   A Trader's Ledger, available from the minister in their guildhall, is the most crucial tool for every Trader.

WARRIOR MAGES:

Magic is the primary skill used by a Warrior Mage, but weapons and lore are close secondary skills.   Warrior Mages are required to be skilled in two weapon classes.   Most use medium edged weapons, though any are fine, and one ranged.   Typically War Mages will use light chain or leather armor to lower their hindrance in battle.   War mage spells vary with the 6 magic elements.   The elements are air, fire, earth, water, aether, and electricity.   Their spells are geared more for combat.   War mages also obtain a magical familiar at later circles.

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