Player Guide
Created by Assassin Akatsuki on Fri Aug 28th, 2020 @ 12:00am
Contents
1. Introduction
2. Species
3. Main Classes
4. Subclasses
5. Quests
6. Levels & Experience
7. Items & Equipment
8. Money
Introduction
Welcome to the official player guide book for the Vihara Guild. It is strongly recommended that you read through the player guide before starting your application process. Here you will find all the basic information to get you started and get your playing as part of the guild.
Species
There are several species available for play as part of the Vihara Guild. These are as follows:
- Human
- Elf
- Dwarf
- Harpy
- Halfling
- Felinoid
- Centaur
- Kitsune
- Lamia
- Githyanki
- Tiefling
- Dragonborn
- Gnome
- Half-Elf
- Half-Orc
Main Classes
There are Sixteen Main Classes which you need to choose. This will determine your characters skills, attack patterns and how your character may behave whilst performing quests. Your Class will be your main class and will determine your primary attack and defensive skills. You cannot change your main class, so choose wisely as each is different. Below is a breakdown of the twelve main classes.
Warrior Classes
Guardian - With a high defense, the Guardian Class is considered as a 'tank'. Guardians are expected to be up front to protect party members. Guardians do not have High DPS, but are able to distract and divert the enemy.
Samurai - Samurai's like the Guardian Class have a high defense stats. They excel in speed and quick attacks, but take longer to 'cool down' between attacks. Samurai's can dual equip weapons for higher DPS, but can only get a few attacks in per battle, so planning is essential.
Monk - Monks have the highest HP of all the Twelve Classes, but the lowest Defense. They excel is guerrilla warfare and often have short cooldown periods. Monks are popular amongst solo-adventurers. Monks excel is quick surprise attacks, hitting the enemy before they have a chance to strike back.
Ranger - Rangers also known commonly as "hunters" excel at long range attacks using the bow and arrow. They are good for the rear of the party, as well as hunting down animals for food. They also usually carry a short sword or knife for close defense. They are lightly armoured for stealth and getting into the best position for hunting prey and enemies.
Weapon Attack Classes
Assassin - Assassins are one of the most diverse classes. They can wield multiple types of weapons. They focus on sneak and surprise attacks. An ambush killer, Assassins are good tacticians and trackers. They excel at taking out their enemy with stealth and skill.
Swashbuckler - Swashbucklers are an offensive melee class who rely on swordplay over their enemies. They are fast moving, can use dual weapons and are well rounded to take on multiple enemies at once.
Bard - Bards are usually known for their rear support and long range weapon attacks. They lack the same offensive skills such as Assassins or Swashbucklers, but can 'buff' their party members with music and often use spears, bows or crossbows as well as their instruments.
Thief - A Thief excels at sneak and infiltration missions. They can steal equipment and come in handy when disarming enemies. A thief is usually considered 'untrustworthy' by other classes, however are good at 'acquiring' objects. In the terms of attack, Thieves often opt for minimal armour and clothing to hold them back and have high speed and agility.
Recovery Classes
Cleric - Clerics are commonly known as the best healers. They have the highest healing magic amongst the three recovery types. They support the party by cancelling spells, healing others and by strategizing. However it should be noted that a Cleric does not have a high offensive skill and will need to be protected.
Druid - Druids are connected strongly to Nature. Much like the Cleric, Druids are good healers and are better at 'healing over time' which is better for longer drawn out conflicts. Druids have a higher offensive skill than Clerics and can use magic to control plants in the forest. Druids do run out of magic the quickest however.
Kannagi - Kannagi are a type of support who use spirits and ancient gods to heal and support their party. They come in useful for cancelling damage, boosting other support classes and putting up barriers. It should be noted that casting time for a Kannagi is the longest out of all the recovery types.
Priest - A Priest is a bit of the above. They can do a bit of everything, but not as strong as the other classes. They have minimal armor, but do have the unique ability to revive others on the battlefield. They often work from the rear of the party and excel better at buffing other members of the party than offensive magic.
Magic Attack Classes
Sorceror - Sorcerors have the highest attack of all the Magic Attack Class. They are essentially the 'Magical Version' of the Assassin. They however have very low health and defence compared to the others. Sorcerers excel at supporting parties from a distance with long range offensive spells.
Summoner - A summoner can use magic to summon beasts, familiars and spirits to fight for them. They can 'tame' a beast spirit and then use it in battle. They have a high amount of magic, but a relatively low health level.
Enchanter - An enchanter has the highest amount of magic amongst any of the classes. An Enchanter will use a variation of spells for both defensive and offensive manners, as well as supporting others. However spells can take time to cast, and an enchanter is often best utilised at the rear of the party in combat.
Wizard - A wizard unlike the other magic attack classes uses spells to generate magic. They can learn a little bit of every other magic class, however it does take a long time for them to learn other skills, however are not able to heal others. They can only use spells that they have mastered. They excel in the middle of the party, offering magic offense from a mid range.
Civilian Classes
Merchant - A merchant is a person of trade. Their abilities include that of getting the best deal when selling and buying goods. Like all Civilian Classes they have very minimal health, defense and fighting skill and no armour.
Farmer - A Farmer is someone who is good at tending crops, looking after animals and working the land. They are good at producing food for sale in towns. Like all Civilian Classes they have very minimal health, defense and fighting skill and no armour.
Barkeep - A person who excels in serving drinks and runs a bar or tavern. They occasionally run an Inn or a public establishment. The bar is usually one of the best places to get information, a Barkeep may know things others might not. Like all Civilian Classes they have very minimal health, defense and fighting skill and no armour.
Villager - The bog-standard civilian with no special skills or properties. They make great NPC's. Also adventurers before joining a guild and choosing a class are considered Civilians. Like all Civilian Classes they have very minimal health, defense and fighting skill and no armour.
Subclasses
There are many different subclasses in the guild. There are far too many to list here, so please check out our list of subclasses by clicking Here
Quests
Quests may be taken by a party of characters. This is how we develop our stories. Quests will be put up by the Guild Staff, with a reward amount and amount of experience you get for completing the quest. Each quest will have a minimum post count that needs to be achieved in order to complete the quest. Larger quests will have a higher minimum post count, higher experience and rewards than shorter quests.
To accept a quest, simple let the Guild Master know. If you are the right level (some quests may have a level requirement) then the quest will be assigned to you and your party. Not all Quests require a party, however some quests will require certain amount of characters to complete. Once you have been assigned the quest, it will not be given to any other characters/players whilst you write it.
Each quest will have a list of goals and accomplishments you will have to overcome/write as part of your quest. This could be something simple as 'finding a way to cross a river' to certain level enemies and roadblocks. You are welcome as a writer to put in your own and find ways to overcome this using your main class and subclass.
Once you have completed the quest, by reaching the minimum post count (There is no Maximum Post count). You will report back to the Guild Master who will then reward you with the experience points from the quest. If a quest is worth 100XP points, each character that has participated will receive 100XP points. The quests rewards such as gold, will be distributed evenly between all characters. For example is a quest is worth 100 Gold, and Two Characters complete it together, each character will receive 50 Gold. The quest after completion will then be closed.
An continuously 'Open Guild' Quest will always be active. This is set primarily in the Guild Hall building and surrounding town. This enables players and characters to interact with one another out of their main quests as well as focusing on RPG elements such as working on their Sub-Class and having some fun. This will be always be open for everyone.
On occasions the guild staff will introduce a 'Master Quest' which is set out of timeline for all players/characters. These quests are for ALL guild members to work on together and may be based on special events, times, celebrations etc. These Master Quests will be high in experience and rewards but will be difficult long and have certain themes.
By Completing quests you will level up, be able to do longer and more advanced quests and stories. You will also be able to learn better skills and advance your character. You will also earn more Guild Gold which you can use to buy items and better equipment. (Please see the 'Items and Equipment' section for more information.
Levels & Experience
When you join the Vihara Guild you will start at Level 1 which is worth 100 Experience Points. This is the basic level that everyone starts at. As you complete more quests you will gain "Experience Points" known as EXP. By gaining EXP you will level up to higher levels. This will enable you to gain better equipment and in character items. Also higher levels will allow you to take on higher quests and more advanced quests.
Level Chart
Level | EXP to Next Level | Overall EXP Needed |
---|---|---|
Level 1 | 100 EXP | 100 EXP |
Level 2 | 200 EXP | 300 EXP |
Level 3 | 400 EXP | 700 EXP |
Level 4 | 800 EXP | 1500 EXP |
Level 5 | 1600 EXP | 3100 EXP |
Level 6 | 3200 EXP | 6300 EXP |
Level 7 | 6400 EXP | 12700 EXP |
Level 8 | 12800 EXP | 25500 EXP |
Level 9 | 25600 EXP | 51100 EXP |
Level 10 | 51200 EXP | 102300 EXP |
Level 11 | 102400 EXP | 204700 EXP |
Level 12 | 204800 EXP | 409500 EXP |
Level 13 | 409600 EXP | 819100 EXP |
Level 14 | 819200 EXP | 1638300 EXP |
Level 15 | 1638400 EXP | 3276700 EXP |
Level 16 | 3276800 EXP | 6553500 EXP |
Level 17 | 6559600 EXP | 13107100EXP |
Level 18 | 13107200 EXP | 26214300 EXP |
Level 19 | 26214400 EXP | 52428700 EXP |
Level 20 | 52428800 EXP | 104857500 EXP |
Items & Equipment
When you join the guild, you will automatically be given the correct basic items for your main class. However additional items can be purchased from the Guild Vendor for you to use. This includes consumables such as potions, armour and weapons.
Buying Items
To buy an item check the Vendor Listings which will give you name, description and price of the item. You can then buy them by purchasing the items from the Guild Vendor for the price they are listed as. The items will then be added to your characters biography in their "Items & Equipment List". You can then use them on your quests. Consumable items such as health potions need to be restocked and it is your responsibility to make sure you are removing them as you are using them from your Items and Equipment List. Please note that some items and equipment require a certain level to be bought and used.
Selling Items
You can sell items and equipment that you no longer need back to the Guild Vendor. Characters with crafting sub-classes that create items, weapons and armour can sell them to the guild vendor. You can choose a name for them. Any items crafted will be at your current level, and you can either sell them or use them. Please contact the guild vendor to sell them, and the Guild Master if you wish to equip them to your character.
Crafting
A Character with a crafting abilities can create items relevant to their sub-class. For example a cook may be able to make and craft certain foods with the right ingredients, and a blacksmith may be able to craft a sword or knife. When you craft these in character, or on crafting quests, they will be at the same level of the character. For example if a level 4 Blacksmith Crafts a knife in character, the knife will be at Level 4 and can only be used by those of Level 4 and above. These items are good to sell back to the Vendor for additional funds, or if you want something specific for your character.
Money
Money in the Vihara Guild is very simple. It is awarded in one unit called 'Gold'. You can gain gold in various means.
1. Completing Quests and gaining the Gold through the reward.
2. Selling Items crafted or otherwise at the Guild Vendor.
3. Participating in the open 'Guild Hall' posts which will reward 10 gold per post
Gold will be awarded and deducted by the Guild Master and Guild Vendor after each quest, or when you buy and sell items. To see how much Gold you have, look at the 'Gold' Section in your biography. Each Character will start off with 500 Gold to get them started.
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