
Congratulations all you Peasants and Peasant Merchants! You have managed to survive long enough to witness the actual game in play and lived to tell about it! Now that you have grown comfortable with it, now is the time to move on towards your goal of epicness.
Non-Player Characters ( people who are assigned to play the enemy we all delight in stalking down and slaying ) and the monsters in the wild will all have eXperience Coins ( XC ) and Gold Coins on them. The weaker the NPC / monster, the less XC and Gold coins it will have. The more powerful or dangerous foe will have more. These XC and Gold can be taken, or "Looted", from the NPC / monster when it is slain. Collect enough XC or Gold and use them to purchase more skills, spells, prayers, hit points, mana, whatever you wish.
Peasants and Peasant Merchants may not loot anything, but should you wish to continue on in the game, you will now have to declare to Gatehouse that you wish to advance to ~
~ Merchant ~
(Non Combatants)
Races - Hu, Ha, El, Dw, Go, Or, Og. Gi, Tr
Novice Skill - Choose 1 skill from the Novice skill list.
Bonus Skill - One Weapon and One Armour Skill players choice.
Special abilities - When a player wants to make the step from Peasant Merchant to fully accredited proper Merchant ( a process that may take 3 seconds to 3 weeks, it all depending on the comfort level of that particular Player to adapt to our unique style of game play ) they must register the change in their status with Gatehouse on their Permanent Character Sheet. A quick verbal and visual test may take place here having the advancing Player answering some questions on the major aspects of our game play. For example - hand signals and their meanings, recognizing announced time duration's in Skills and Spell use, how all Set On Spells function as 1 Hit Point of damage per 3 seconds rule, etc.
Merchants may now be looted from, and they now may also Loot. They may never loot eXperience Coins (XC). They can now start to collect Gold Coins and use that gold to purchase a Non Combatant Guild. All Guilds cost 225 Gold to purchase.
A Merchant also loses the Peasant Merchants immunity to everything. Merchants must accept and properly react to any spell, prayer, skill, etc. that happens to them, to others and to their environment etc.
Wound Points
Merchants now have 1 Wound Point. Starting when your Non-Combatant reaches Merchant, you will receive 1 Wound Point per day, and they recharge for free every midnight. Wound Points are used when a Combatant Player runs up to you, produces a weapon and says "Non-Com, you are dead!", without a Wound Point you would be exactly that, dead. With a Wound Point you could say "OUCH! You almost killed me!" (or something along those lines, Players choice) and then run away. Merchants receive 1 Wound Point. They receive another 1 Wound Point when they reach Level 1, a third at Level 2, and a fourth at Level 3.
Merchants will now have to suffer the effects of the Gia Burn. For info on this please see the Guilds section.
A Merchant may choose 1 skill from the Novice Skill List. This skill is taken for free and represents the characters natural ability to perform that skill with ease, or early training in that Characters youth.
The Novice Skill chosen by Merchants from the Novice Skill list may not, in any way, take or give a Hit Point, nor can it be any Weapon Skill. All other choices from the Novice Skill List are allowed.
~ Novice ~
( Combatants )
Races - Hu, Ha, El, Dw, Go, Or, Og. Gi, Tr
Hit point bonus - Body +1
Novice Skill - Choose 1 skill from the Novice skill list.
Bonus Skill - One Weapon and One Armour Skill players choice.
Special abilities - When a player wants to make the step from Peasant to Novice ( a process that may take 3 seconds to 3 weeks, it all depending on the comfort level of that particular Player to adapt to our unique style of game play ) they must register the change in their status with the Gatehouse on their Permanent Character Sheet. A quick verbal and visual test may take place here having the advancing Player answering some questions on the major aspects of our game play. For example - hand signals and their meanings, recognizing announced time duration's in Skills and Spell use, how all Set On Spells function as 1 Hit Point of damage per 3 seconds rule, etc.
As a Novice the Player has to announce what Class of Guilds that they would like to enter. If the Novice wishes to eventually become a Barbarian, then they are a Warrior Novice. Should they wish to evolve their Character into a Water Warlock, then they are a Clerical Novice and so on. A Novice may now loot, or be looted from. They can now start to collect Experience Coins and use those XC purchase a Guild.
All Guilds cost 75 XC to purchase, unless it is from a class that they have not Noviced in, like a Warrior Novice trying to buy a Bishop Guild, then it costs 100 XC.
A Novice also loses the Peasants immunity to everything. Novices must accept and properly react to any spell, prayer, skill, etc. that happens to them, to others and to their environment etc.
Merchants will now have to suffer the effects of the Gia Burn. For info on this please see the Guilds section.
A Novice may also choose a Weapon and Armour choice from the Novice skill list, and they may also choose 1 extra skill from any Novice Skill List. This skill is taken for free and represents the characters natural ability to perform that skill with ease, or early training in that Characters youth.
A Novice may only use collected XC to purchase a Guild, and nothing else.
When ever a Novice wishes to take the next step in their career, they just need to declare to Gatehouse that they wish to become Guilded, and they also must declare which Guild Tree they choose to follow, be that Warrior, Rogue, Cleric or Wizard.