Guild Changes in GS4

Guild Changes in GS4

 

Changes to the Guild Wall

 

Instead of being based on level, the number of maximum ranks a character may earn in the guild will be based on experience.  Details on the Guild Wall may be found here.

 

New Guild Halls Open

 

The Wizard’s Guild of Ta’Illistim has opened its doors to all wizards of sufficient training.  The guild is located along Moonglae Var, near the airship docks.

 

The Sorcerer’s Guild, however, has been closed down within the city of Ta’Illistim, while another guild has opened in the ruins near the path to Caelith Villa on Gyldemar Road.

 

The Ta’Illistim branch of the Ranger Guild has opened its doors to members.  It is located along Sylvarraend Road, though only those of sufficient nature sense will be able to find the entrance.  Within the guild can be found a shop with items useful for the care of a Ranger’s companion.

 

The Ta’Illistim Empath Guild has opened its doors.  The guild is found on Ellaerin Var, in the southeastern part of town.

 

The Ta’Illistim Bard guild has opened its doors to all bards among the city.  The guild is located on Glamesine Var, right near the local theatre.

 

Guildmaster Roster Changes

 

Guildmaster rosters now sort guildmasters in order of seniority (with the longest serving guildmasters first).  If a guildmaster loses or has lost their guildmaster status for any reason, their seniority date is reset to when they regain their guildmaster status (this is not something that can be helped.  All guildmaster data is expunged when they lose their status).

 

WTRICK APPRAISE Updated

 

The Warrior Guild skill Appraise (wtrick appraise) has been improved to provide increased information on a desired foe’s combat worthiness.  Warriors using this skill may now evaluate their opponent’s maximum health level, as well as their opponent’s current health level.

 

Sorcerer’s Guild Develops Illusions Skill

 

In March, a new guild skill for sorcerers, Illusions, was released.  This skill allows a skilled Sorcerer to make minor illusory effects and, once mastered, the ability to cast illusions on their minor demons.  Demons under the effects of illusions will be able to enter towns that normally prohibit their presence.  Training in Illusions is similar to training in Rogue Gambits and includes training with an Arcane Master (NPC in the guild), training with a fellow sorcerer, learning from a fellow sorcerer, performing illusions successfully in front of an audience and performing a set number of illusions successfully within a set amount of time.

 

With the release of Illusions, however, some towns have begun banning demons from within their borders.  Some towns view them as major crimes, which can result in exile.  Others view them as minor crimes, which will have a fine similar to disturbing the peace.  Cities viewing demons as major crimes are Ta’Illistim, Ta’Vaalor and Solhaven.  Cities viewing demons as minor crimes are Teras Isle, River’s Rest (with a very small fine) and the Landing.  Cities legalizing demons are Icemule, Pinefar and Zul Logoth.  Zul Logoth requires a permit to have a demon, otherwise, summoning will carry a small fine.

 

Because of the changes to justice, messages have been added to alert the sorcerer that the demon would possibly be inside a town banning demons.  Messages have been added to the spells prep phrase, if the spell is prepared in a town where it is illegal, as well as telling a demon to find or deliver a message to someone in a town which bans demons.

 

Demons entering a town where they are banned does not automatically result in a fine.  The demon will have to be in the open in town when the guards sweep the area to have a warrant issued.

 

WTRICK BACKFLIP Improved

 

The Warrior Guild skill Backflip (WTRICK BACKFLIP) can now be used to specify how many flips will be attempted.  The Warrior might not make all of them, but no more than that will be attempted.  Usage is WTRICK BACKFLIP #.  Using Backflip without a specified number will work the same as before.  Warriors can also backflip with katanas.

 

WTRICK ROLL Improved

 

The Warrior Guild skill Roll (WTRICK ROLL) can now be used to roll in specified directions, including left, right, forward and backward.  Typing WTRICK ROLL without a direction will attempt a roll in a random direction.  Type WTRICK ROLL HELP to see all directions.

 

WTRICK POLISH Improved

 

The Warrior Guild skill Polish (WTRICK POLISH) has been updated to remove “but it does no good” from the failure messaging.

 

WTRICK SHEATHM Improved

 

The Warrior Guild skill sheath making (WTRICK SHEATHM) has been improved.  Thanks to Shakrean and Menos for their input to help fill out the list.

 

·  Almost any gem now produced by the treasure system may be inlaid, including ones that would not normally fit into the 15/15/15 description rule.  The 15/15/15 rule will no longer bind warrior-made sheath descriptions in any way.

·  Various new materials are available for binding.  Current metals available, priced per unit, include copper (2), brass (10), bronze (25), iron (30), steel (40), silver (50), gold (100), mithril (140), ora (160), imflass (200), alum (200) and vultite (300).  Mostly mundane metals were released, but each guild has a rarer specialty metal.  Veniom is in the Landing, glaes for Teras, vaalorn for Ta’Vaalor, rhimar for Icemule, laje for Solhaven, vaalin for River’s Rest and mithglin for Ta’Illistim, once it opens.  Vaalin was priced at 1k, so the prices for the other metals may be the same.

·  More skin types can be used for both the sheath base and for fringing.  Current fringe types include claws, teeth, talons, feathers, horns, fangs, stingers, plumes, manes, mandibles, pincers, whiskers, incisors, canines, jawbones and bones.

·  New dyes have been added to the color selection list and orders can be placed in game for new dyes.  Ordering a new dye cost 5k, non-refundable, and is subject to approval.  If a dye order is approved, it becomes a permanent addition to the color selection list.  The color needs to be one or two words.

·  Dyed animal hides will no longer turn into leather.

·  Two new curatives have been added: a strong curative that leatherizes the sheath and a lacquer curative.  Strong curative costs 100 silver per unit of hide and lacquer costs 500 per unit.

·  New sheath patterns have been added to total eleven.  Patterns now include sheath, scabbard, baldric, weapon sling, weapon harness, sword belt, dagger sheath, dagger scabbard, bow sling, axe frog and quiver.

·  Three new straps have been added: back, arm and thigh.  For sheathes and scabbards, you can add a strap to wear it as a belt, over your shoulder, or on your wrist, arm, back, thigh, or ankle.  Sling and harness patterns are already equipped with a shoulder strap.  Also, you can only attach wrist straps to sheathes or scabbards made with four units, arm or ankle straps with to ones made with eight units or less, and thigh straps to ones made with sixteen units or less.  Belts cost 50 silver.  Shoulder, arm, back and thigh straps cost 100 silver.  Wrist and ankle straps cost 25 silver.

·  The initials of the creator may be seen, regardless of whether or not they are in game. (Tentative pre-release plans said that sheaths made before the release would not be updated.)

·  Metal can be used to trim, as well as bind, but will be functionally identical.  (WTRICK SHEATHM TRIM).

·  Two decorations can be added to the sheath.  For example, a ruby inlaid kobold skin scabbard bound in vultite, or a deep pink rolton hide baldric fringed with talons, etc.  There are two description slots that can be filled: pre-noun or post-noun (for the first example, “ruby inlaid” is in the pre-noun slot and “bound in vultite” is in the post-noun slot).  These slots are normally be filled in the order that you add decorations, though it will be possible to hold (WTRICK SHEATHM HOLD) the first slot empty in order to work on the second slot first.

·  Dual bindings, trimmings, fringings, or inlays may be added.  For example, a kobold skin scabbard inlaid with emeralds and rubies, or a ruby inlaid bear skin thigh sheath bound in gold and silver.

·  Six gems of the same type may be inlaid to provide the full gem name in the description.  For example, a kobold skin weapon harness inlaid with dragon’s-tear diamonds.  The full description will only be available if all six gems are of the same type (you can still mix and match nouns if you want the generic description) and only if the inlay is used in the post-noun description slot.  Dual inlaying will also result in the use of the generic noun, rather than the full description.

·  Fringing will also use the more complete description, in the same format as just described for gems.

·  Sheaths made with large numbers of animal skins can hold multiple weapons, rather than just one.

·  The sheath making process has been updated to be much more Point and Click friendly than it was previously.  (Non PnC users shouldn’t notice much of a difference.)

·  Alterers will be able to work these sheaths, though once a GM merchant makes any changes to the sheath, it will no longer be able to be worked upon in the sheath making workshop.

·  Old warrior-crafted sheaths will be converted over to the new system automatically, but will no longer be useable to work on in the guild workshop.  Old skins and patterns will be unaffected by these changes.

·  The new sheaths will not be able to display the weapon in them, as those sheaths are merchant items.

·  Sheath weight is still determined by the number of hides used to create it, but the formula has changed.  Where old weight = # of hides/6 (min 2, max 8), now weight = # of hides/11 (min 2, max 8).

 

Cheapshots Updated

 

Various cheapshots have been updated.  Footstomp’s RT has lowered to 4 seconds.  Nosetweak’s RT is now 3, while the duration of the penalty has increased.  Templeshot’s RT is now 3 seconds, and the penalty duration has also increased.  Eyepoke’s RT is now 3 seconds, the penalty duration has increased and the stamina cost has lowered to 6.  Throatchop’s penalty duration has increased and the stamina has lowered to 8.

 

GLD Command Updated

 

Courtesy of GM Ildran and GM Kitrina

 

Guild members may use GLD CHECK IN to pay dues 90 days (3 months) in advance.

Each time a guild member asks a Guild Master about check in, it accounts for one month of dues. It is possible to do this up to 3 times, for a total of 3 months paid in advance.

Due to the fact that Guild Masters are expected to be very involved in the guild, they are not able to pay dues three months in advance, but are able to refresh their current month. This is an improvement upon the previous method which only allowed a Guild Master to check in when the 30 days expired.

Guild Masters will only be able gain experience by checking in other Guild Masters every 20 days in an effort to prevent EXP abuse.

 

Guild members may also use GLD to let them know when they need to check in next.

 

Back to Training

Back to Professions