Adventurers guilds ================== An adventurers guild or open guild is considered to be any form of skill training that is not in a major guild as described above. It may be a room in a town, a travelling lore-master or something else. These open training facilities may only train the skills listed in 'man skills' and to the maximum listed in that same manual. Documentation ============= All guilds must be described in files in the ~Domain/open/GUILDS directory. The documentation should include the calculation of the tax (how much tax for the skills that are trained, how much tax for extra abilities or benefits, how much tax for combat aid, how is the comabt aid estimated). It should also describe all special guild skills, all extra abilities and benefits and list the guildmaster(s). See the manual 'domain_info' for details. In the same directory you should put a file for each adventurers guild in your domain. It should contain a list of all skills that are taught in the guild, the maxima to which those skills are taught, the cost if that is different from the default price, the path to the guild and any other special information worth of including. Remarks ======= To leave room for new ideas and variations, this file does not try to cover all eventualities. Thus by following all numbers but not the spirit it might still be possible to create an unbalanced and thus illegal guild. For example, a guild with 100% combat aid and offering only sword, defence, parry, and two handed combat up to 90 will most likely not be accepted. -------------------------------------------------------------------------- Example of the tax calculation for a guild (occupational, fighter): - mudlib skills: max level untaxed tax levels tax in % o sword 90 30 60 1.5 o defence 80 0 80 2.0 o parry 50 0 50 1.3 o two handed combat 50 0 50 1.3 o awareness 75 50 25 0.4 o appraise enemy 70 50 20 0.3 o appraise object 70 50 20 0.3 o climb 70 50 20 0.3 o hide (thief) 70 50 20 0.3 alien skill: x2 140 40 Sum 695 365 7.7 - guild abilities: o trip 100 A special attack which will prevent the enemy from fighting for up to 60% of the time = 60% combat aid, since it uses a skill 50% tax reduction 5.0 o see 100 A special ability which allows players to see an enemy in the next room = little combat aid, 50% tax reduction for skill required 1.0 - extras: o a shop in the guild head quarters which uses the average of guild stat and trading skill as trading skill for guild members 1.0 --------------------------------------------------------------- Total 14.7 % These tables are just a summary of rules which are explained in detail above. In doubt, the full rules are decisive, not these tables. | G u i l d T a x | | | type | max total | max skills | max c aid | -------|-----------|-------------|-----------| occ | 35 % | 11.7-17.5 % | 16.7 % | | | | | layman | 20 % | 6.7-10.0 % | 8.3 % | | | | | race | 10 % | 3.3-(5) % | 4.2 % | | | | | | G u i l d S k i l l s | | | | mudlib | guild | type | sum all | sum tax | general | spec fight | other | spec | -------|---------|---------|---------|------------|-------|-------| occ | 700 | 700 | 90 | 90 | 90 | 100 | | | | | | | | layman | 700 | 400 | 75 | 50 | 50 | 100 | | | | | | | | race | 700 | 200 | 50 | 0 | 50 | 100 | | | | | | | |