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Alchemist's are masters of water. They make potions that they provide to the other guilds, and also have a defensive enchant for armours. Wannabe Ninja's. Several ways to fight, sharp, blunt, and unarmed. Drow only Guild. Worship the Goddess Lolth. Hmm, good guild, basically evil Paladins, but much more powerful. They recieve Wyverns as Mounts. People of the wilderness, use to be two seperate guilds, now are joined together. Druids are very defensive, while Rangers are offensive, without much defense. Standard fighter, every race can join. Elves, Halflings, Orcs, and Dwarves have their owns special sects within the guild. Drow only guild. Two sects, only 1 currently in play, the Shadowmages... VERY defensive. Chaosmages should come in soon. Elven only guild. Priests of Eliatha. Can Shapechange, have own stat bonuses. Lots of Hp's. Offensive is weak. Masters of the Occult. Different sects within own guild. Powerful when maxxed correctly. Knight of Light, servants of Severan. Paladins have a code and follow it. Its too bad that codes makes them suck. Pirates, heh, need I say more? Servants of their own god, who ever that may be. Hired by the King of Kai Thaan, and Queen of Amador to help fight back against Pirates. Masters of the mind. Various spells, various ways to max. Can be very tough if made correctly. Masters of Fire, they are very powerful area attackers. They have enchants that improve weapons, and armours. Best thieves in the realms. Orc only guild. Umm, not much more I can say.. Air mages. Storm wizards. Very defensive guilds, lots of layers. They have a reducing spell, and an enchantment that improves the power of your weapons. Spells, again, enchantments that improve armours, and weapons. Fighter Wizard, recently their stoneskin was changed to a more of a rage like ability. Not as good as they use to be. Drow only Guild. Very powerful fighter with minor spells that help in combat. Have a disarm, parrying, and dodging ability all worked into one. |