Rogue Guild

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As Rogues advance, they find that their road becomes more challenging. In order to bring Rogues together and give them a cohesive group to share ideas, development techniques and training, the Rogue Guild was formed.

Joining the Guild

Rogues receive an invitation to join the guild when they reach 15th level. A Rogue of level 15 or greater may also be invited to join the guild by a player guildmaster. The initiation fee is 15,000 silvers and monthly dues are 5,000 silvers. A rogue who falls more than three months behind on his dues risks expulsion from the guild.

Guild Training

The Rogue Guild offers training in the following skills. There are other skills currently planned for development.

Sweep
This skill allows a player to trip an opponent.
Subdue
This skill assists a player in stunning or paralyzing an opponent for a period of time. It must be performed from hiding.
Stun Maneuver
By far the most difficult to master of all skills, this skill allows a player to perform certain maneuvers while stunned. There are eight stun maneuvers in all.
  • Shield - The first stun maneuver. Allows a Rogue to move his shield from his inventory and into his left hand. If he is holding another item in his left hand, that item is stowed if possible, and dropped if not.
  • Weapon - Learned at rank 10. Allows a Rogue to move his weapon into his right hand.
  • Get - Learned at rank 20. Allows a Rogue to pick up any item while stunned.
  • Stand - Learned at rank 32. Allows a Rogue to stand while stunned.
  • Stance1 - Learned at rank 40. Allows a Rogue to increase his defensive stance by 20%.
  • Attack - Learned at rank 50. Allows a Rogue to attack opponents while stunned.
  • Stance2 - Learned at rank 60. Allows a Rogue to increase his defensive stance by 40%
  • Move - Learned at Mastery. Allows a Rogue to move into an adjacent room while stunned.
Cheapshot
This skill allows a Rogue to initiate various offensive and status affecting attacks against a target. There are 7 different cheapshot skills total.
  • Footstomp - The first cheapshot skill. Allows a Rogue to inflict a roundtime (RT) on his opponent.
  • Nosetweak - Learned at rank 10. Allows a Rogue to lower an opponent's Defense Strength (DS) by 10.
  • Templeshot - Learned at rank 20. Allows a Rogue to lower an opponent's Attack Strength (AS) by 10. The Rogue is required to have a weapon.
  • Kneebash - Learned at rank 30. Allows a Rogue to force an opponent to kneel. The Rogue is required to have a weapon.
  • Eyepoke - Learned at rank 42. Allows a Rogue to lower a target's Attack Strength (AS) and Defensive Strength (DS) by 15.
  • Throatchop - Learned at rank 54. Allows a Rogue to prevent a target from vocalizing clearly (casting, talking or prepping a spell.) The Rogue is required to have a weapon.
  • Swiftkick - Learned at Mastery. Allows a Rogue to force an opponent into an offensive stance.
Rogue Gambits
A somewhat more lighthearted aspect of the rigors of guild training, gambits is a series of acrobatic skills and sleight-of-hand tricks designed more for entertainment purposes than for combat. There are eight different subsets to the skill, each with its own individual facets.
  • Tumble - The simplest of all gymnastic maneuvers, the tuck'n'roll somersault is a starting point for anyone studying acrobatics. Those who become adept are often able to perform several tumbles in a row.
  • Cartwheel - Requiring just enough strength to stay upright, the cartwheel is a marriage of balance and grace, and is a skill of moderate difficulty for those of average dexterity.
  • Flip - The truly agile need not be confined to the ground. Although difficult to perform, a series of backflips makes for an impressive entrance.
  • Dagger - A staple of the roguish image, a small blade has more uses than a kobold has lice. Stealthy assassins, humble locksmiths, swashbuckling freebooters, and ignoble highwayman all have reason to carry one, so it's only fitting that a rogue skill would center around this underrated weapon.
  • Display - The first of several sleight-of-hand tricks to be learned, this focuses on ways to draw your audience's attention where you want, which is not necessarily where the action is.
  • Get - Potentially as flashy as Display, but slightly more useful, the second sleight-of-hand trick teaches the enterprising rogue new and clever ways to produce items from their own person, including concealing their actions entirely if necessary.
  • Vanish - Something every good pickpocket should be skilled at, the art of "getting rid of the evidence". Initial studies in this skill lean towards making a skilled thief seem merely playful, while adepts will find their actions draw no more attention than breathing.
  • Stealth - Very little defines rogues so universally as their love for the shadows. The last subset of five skills are all designed to take advantage of the ability most rogues have to become one with their surroundings.

Acquiring Skills

In order to acquire guild skills, the taskmaster must be approached and asked for training. The taskmaster will then assign a small task for the Rogue to complete. Each task completed takes the Rogue a step further in acquiring another rank in the skill he or she has selected.

If you find yourself unable to complete a skill for some reason, it is often possible to ask the training administrator to reassign a new skill. This does not come without a price; you will be asked to complete additional assignments before obtaining a rank in which you have traded skills.

Becoming a Guildmaster

To become a Guildmaster, a total of 125 ranks in guild skills and mastery in one skill must be acquired in addition to a nomination from 5 current Guildmasters. On becoming a Guildmaster the paying of dues is no longer required, however a presence in the guild each month is still a must. Also, Guildmasters may collect dues from other members of the guild, promote others, and nominate candidates for Guildmaster status. Those who have obtained 125 ranks and do not yet have Guildmaster status may still nominate others for Guildmaster.

Tips

The guilds of Elanthia are not for the antisocial. Training in certain skills may sometimes require the helpful hand of a friend or partner. The guild was created with this in mind, so those who seldom make friends or who prefer to be alone may find this path somewhat difficult.

Be patient!

Nothing worthwhile ever comes easy. The guild skills will seem hard at first. The ground duties, such as trimming the hedge, sweeping the floors, polishing armor, and wiping windows may seem silly. But keep in mind that each task is specifically designed to teach humility and respect for your skills.

Keeping a stout resolve and not giving up on training is a sure way for each guild member to reach Guildmaster status with the respect and admiration of his guildmates and friends.

Other Resources

Midgar's site (someone please edit this and put his new address)