SUGGESTION FOR PLAYERS JOINING GOLDEN HAND AND ROYAL LORESEEKERS; ARCHER ROBUST BUILD

Brunors95

Member
Joined
23/05/2020
Messages
37
AVAILABILITY TO JOIN GOLDEN HAND AND THE ROYAL LORESEEKERS

The idea behind this is to give examples of skills in numbers, but numbers are just mere examples, the developper can chage anything as he wants or even accept all skills, one skill even none, even though, this is a list of skills I put my mind to work on, as they made sense for me to have them.

If you don't like any of those skills, please, inform why, and also propose a change, if it's just a new number, then, specify the number you think it will be more ballanced, just saying I don't agree with this "number" wouldnt help, if it's the way the skill works, so propose another skill that you think will be better so that it would replace the ones I thought about being attractive skills for players.

The idea of this thread is mainly for people to discuss if this is a viable suggestion for the community as a whole to make Golden Hand and Royal Loreseekers a guild that can be joined. Also for making archers a bit more robbust as a subclass, that's why I tried to think of numbers that might be "ballanced" in my opinion, and skills that would look interesting to have available for players to learn.

Have in mind that I have proposed a lot of skills, so players would need to plan builds using the skills proposed as you cannot learn everything at once.

Also, feel free to post more ideas about new skills, quests, new equipments, lore and storyline that I haven't proposed on this thread.


INTENTIONS WHY TO MAKE THEM AVAILABLE TO BE JOINED BY ALL CLASSES

My intentions are to make both The Golden Hand and the Royal Loreseekers able to be joined by the players of any class, the idea is that both guilds could offer attractive skills for players who join them, for example, mages who join the Golden Hand will not have access to Arcanist skill, even though, in order to make it a viable choice, they will be able to increase the effectiveness of mana potions, also, getting mana potions will be much cheaper, so the skill arcanist will not be missed in this situation, as a mercenary, the mage will not have access to most magic advanced skills that are offered to members of the Wizard Guild and the Royal Loreseekers, but the other skills like counter attack, mercenaryism, eye of the eagle and interpersonal communication will make up for it, also, mages, instead of summoning, they can learn how to build mechanized traps that fire arrows against enemies too if they want to.

As for Rogues, warriors or clerics that decide to become mercenaries of the Golden Hand, they can find it a viable choice when going to choose this guild rather than their main guild.

The Royal Loreseekers offer a lot of good skills for all classes to be a viable choice instead of their own guild.



THE GOLDEN HAND

The game’s description about this guild is: “A large and powerful merchant guild extended over the Kingdoms. It often employs mercenaries to protect trade routes, or organizes expeditions in search of profit.”

So, players who join this guild will become mercenaries, and so, all skills that focus on this Guild will be to Detection, Personality, Humor and Discounts in all game’s NPC merchants that are part of cities and higher mission payout.

The skills for mercenaries will be focused on defense and some for increased attack damage. Also, the mercenaries will be able to take the most of potions by increasing their effectiveness.

As for the Golden Hand, they will offer all potions to be bought in their merchants.



NEW GOLDEN HAND ADV SKILLS:

Drinking Effects (Passive)
Description: As a mercenary, you have been trained deal with any emergency situation by taking the most of any potion effectiveness.
Prerequisites: Golden Hand membership; Extra Recovery 1; Endurance 2; Class: All classes
  • Level 1: Health Potions and Mana Potions increased effectiveness bonus by 25%.
  • Level 2: Resistance Potions increased effectiveness bonus by 25%.
  • Level 3: Health Potions, Mana Potions, Resistance Potion, and Damaging Potions Increased effectiveness bonus by 50%. Also, all Potions that have time duration have increased time duration by 25%.
  • Level 4: All potions have increased effectiveness bonus by 75%. Also, all Potions that have time duration have increased time duration by 50%.

Mercenaryism (Passive)
Description: As a mercenary, you charge for a higher payout of any mission when being completed, you also learn the most of your missions, making you more experienced. You can also get discounts on any merchant and sell your stuff for a higher price.
Prerequisites: Golden Hand membership; Gossip 3; Personality 2; Class: All classes
  • Level 1: Increased mission payout by 15% and experience earned by 5% when being completed. You also get +6% discount and +4% to sell price of your stuff in shops.
  • Level 2: Increased mission payout by 25% and experience earned by 10% when being completed. You also get +9% discount and +7% to sell price of your stuff in shops.
  • Level 3: Increased mission payout by 50% and experience earned by 15% when being completed. You also get +12% discount and +10% to sell price of your stuff in shops.


Interpersonal Communication (Passive)
Description: Interaction comes from the socio-cultural perspective in that it relies on the creation of shared meaning through interactions with others, as a mercenary, you need to learn the art of communication, so you can take the most of your Personality.
Prerequisites: Golden Hand membership; Gossip 3; Personality 4; Class: All classes
  • Level 1: Each point of Personality grants you +6 to resist Death and +3 to resist Spirit (Normally it is +5 / +2 to resist Death / Spirit). Also, Each point of PER grants +1.5 mana/level to Clerics and +1.0 mana/level to Mages. Yet, each point of Personality grants you +7% chance to Gossip.
  • Level 2: Each point of Personality grants you +7 to resist Death and +4 to resist Spirit. Also, Each point of PER grants +2 mana/level to Clerics and +1.5 mana/level to Mages. Yet, each point of Personality grants you +9% chance to Gossip.
  • Level 3: Each point of Personality grants you +8 to resist Death and +5 to resist Spirit. Also, Each point of PER grants +2.5 mana/level to Clerics and +2 mana/level to Mages. Yet, each point of Personality grants you +12% chance to Gossip.


Eye of the Eagle (Passive)
Description: As a mercenary, you have been trained to have a higher interpretation of sensory information in order to represent and understand the presented information or environment with a higher eyesight to detect even the minimum sensorial information by taking the most of your Awareness. You can also, find and target vital weak-points on your enemies to increase critical chance a when hitting any enemy.
Prerequisites: Golden Hand membership; Dungeoneering 3; Awareness 3; ; Class: All classes
  • Level 1: Each point of Awareness grants you +7% chance to Perception (Normally it is 5%). Also, each point of AWA grants +1 damage/AWA point with ranged weapons (normally it is +0.5 damage/AWA point, with ranged weapons). Every 1 point of AWA grant +5% chance to Gossip. Bonus of +1 Armor for every 2 points. Bonus of critical chance with any weapon by +1.5%.
  • Level 2: Each point of Awareness grants you +9% chance to Perception (Normally it is 5%). Also, each point of AWA grants +1.5 damage/AWA point with ranged weapons (normally it is +0.5 damage/AWA point, with ranged weapons). Every 1 point of AWA grant +7% chance to Gossip. Bonus of +2 Armor for every 2 points. Bonus of critical chance with any weapon by +2%.
  • Level 3: Each point of Awareness grants you +12% chance to Perception (Normally it is 5%). Also, each point of AWA grants +2 damage/AWA point with ranged weapons (normally it is +0.5 damage/AWA point, with ranged weapons). Every 1 point of AWA grant +9% chance to Gossip. Bonus of +3 Armor for every 2 points. Bonus of critical chance with any weapon by +3%.


Blocking Shield (passive)
Description: As a mercenary, you have been trained to use shields with more effectiveness, If wielding a shield, it has the probability of completely blocking any ranged or melee attack against you.
Prerequisites: Golden Hand membership; Agility 3; Awareness 3 and Endurance 3; Classes: All Classes.
  • Level 1: It has 15% probability of blocking any ranged attacks and 10% probability of blocking any melee attacks against you.
  • Level 2: It has 25% probability of blocking any ranged attacks and 15% probability of blocking any melee attacks against you.
  • Level 3: It has 35% probability of blocking any ranged attacks and 20% probability of blocking any melee attacks against you.


Ground Strike (active)
Description: If holding a 2-Hand Weapon, strikes the ground with incredible force, dealing damage in a 4m area around you.
Prerequisites: Golden Hand membership; Strength 5; Classes: Warrior and Cleric
  • Level 1: Does +100% damage (Cooldown: 12 seconds)
  • Level 2: Does +150% damage (Cooldown: 10 seconds)
  • Level 3: Does +200% damage (Cooldown: 8 seconds)


Concussive Mastery (Passive)
Description: As a mercenary you have been trained to use club weapons very efficiently.
Prerequisites: Golden Hand membership; Strength 3; Agility 3; Classes: All classes
  • Level 1: Increases weapons’s physical base damage if wielding a mace or axes by 25%.
  • Level 2: Increases weapons’s physical base damage if wielding a mace or axes by 50%.
  • Level 3: Increases weapons’s physical base damage if wielding a mace or axes by 75%.


Automatic Mechanical Trap (Active)
Description: Drops an unmoving mechanical bolt trap in front of you that will trip when enemies draw near and rapidly fire out deadly arrow shots for a short period of time, those mechanical traps can be destroyed by enemies. (Not affected by “Conjurer” advanced skill)
Prerequisites: The Golden Hand; Intelligence 4; Awareness 3; Class: All Classes
  • Level 1: Drops an unmoving Mechanical Trap arrow shooter level 7 for 30 sec. (Cooldown rebuilding: 60 secs) – Attack speed: 15 – Only physical damage – No mana cost.
  • Level 2: Drops an unmoving Mechanical Trap arrow shooter level 11 for 30 sec. (Cooldown rebuilding: 45 secs) – Attack speed: 15 – Only physical damage – No mana cost.
  • Level 3: Drops an unmoving Mechanical Trap arrow shooter level 14 for 30 sec. (Cooldown rebuilding: 30 secs) – Attack speed: 15 – Only physical damage – No mana cost.


Counter Attack (Passive)
Description: Provides a chance to counter attack an enemy after being hit.
Prerequisites: The Golden Hand membership; Awareness 3; Agility 5; Class: All classes.
  • Level 1: Chance of 10% to counter attack. Immediately strikes back and does 0.5x your damage back to the attacker as extra damage.
  • Level 2: Chance of 25% to counter attack. Immediately strikes back and does 1x your damage back to the attacker as extra damage.
  • Level 3: Chance of 35% to counter attack. Immediately strikes back and does 1.5x your damage back to the attacker as extra damage.


THE ROYAL LORESEEKERS

The game’s description about this guild is: “An ancient order of sages and explorers, loyal to the Kingdom of Varsilia. Many of them are sorcerers and alchemists as well.”

So, players who join this guild will become loreseekers, and so, as this guild is mostly for wise sorcerers and alchemists all skills that focus on this Guild will be on Intellect, Arcane magic, as well as mana users like clerics or mages, but also warriors and rogues can join this guild to receive some training for powerful arcane skills

The skills for loreseekers will be focused on mana usage and some for increased attack damage, but also, for perception. As loreseekers constantly look for knowledge, they tend to gain experience learning faster.

As for the Merchants of the Royal Loreseekers, they will sell every scroll available in the game when being an exclusively merchant for the members-only who want to buy them, including the three golem-summoning scrolls for earth, fire and ice golems.



THE ROYAL LORESEEKER’S ADVANCED SKILLS:

Trance of the Superior Intellect (Active)

Description: You enter in a mind state of “intellectual conscious trance” gaining a bonus on Intellect. You can also add temporarily your intellect to your weapon’s elemental damage dealing extra elemental damage on your enemies. Afterwards your mind will be fatigued for 5 secs (reducing your intellect by 1 and your endurance by 2 for 5 seconds).
Prerequisites: The Royal Lorerseeker’s membership; Intellect 4; Class: All Classes
  • Level 1: Gain +2 Int, if you wield any weapon that does any elemental damage (death, toxic, cold, fire, shock, spirit), you add 0.5 of your intellect to your weapon’s extra elemental damage temporarily for 6 secs. (Cooldown: 30 secs – No mana cost)
  • Level 2: Gain +3 Int, if you wield any weapon that does any elemental damage (death, toxic, cold, fire, shock, spirit), you add 0.75 of your intellect to your weapon’s extra elemental damage temporarily for 8 secs. (Cooldown: 30 secs – No mana cost)
  • Level 3: Gain +4 Int, if you wield any weapon that does any elemental damage (death, toxic, cold, fire, shock, spirit), you add 1 of your intellect to your weapon’s extra elemental damage temporarily for 9 secs. (Cooldown: 30 secs – No mana cost)
  • Level 4: Gain +5 Int, if you wield any weapon that does any elemental damage (death, toxic, cold, fire, shock, spirit), you add 1.25 of your intellect to your weapon’s elemental damage temporarily for 10 secs. (Cooldown: 30 secs – No mana cost)


Blood Arcanist (Passive)
Description: If you wield any weapon that has arcane attribute, it will not cost your mana, instead, you will pay with your life.
Prerequisites: The Royal Lorerseeker’s membership; Intellect 4; Class: Mage
  • Level 1: You can use weapons with mana cost, spending 2hp per mana point.
  • Level 2: You can use weapons with mana cost, spending 1hp per mana point.
  • Level 3: You can use weapons with mana cost, spending 0.5hp per mana point.


Cognitive Intelligence
Description: As a loreseeker, your will at learning stuff and constant studies allow you to take the most of your intelligence, so you study how to strengthen your intellect, as a result, your mind learns much better, with an improvement on your mind capacity for logic, understanding, self-awareness, learning, emotional knowledge, reasoning, planning, creativity, critical thinking, and problem-solving.
Prerequisites: The Royal Loreseekers membership; Dungeoneering 3; Intellect 4; Class: All Classes
  • Level 1: Each point of INT grants +1.5 mana/level to Mages (Normally it is +1 mana/level to Mages). Also, each point of INT increases XP gained by +3% (normally it is +2% to experience gained). Every 1 point of INT grants +1 mana/level to Clerics (normally every 2 points of INT grants +1 mana/level to Clerics). Every 2 point of INT grant +7% chance with Disarm Devices. Every 2 point of INT grant +7% chance to Perception.
  • Level 2: Each point of INT grants +2 mana/level to Mages (Normally it is +1 mana/level to Mages). Also, each point of INT increases XP gained by +4% (normally it is +2% to experience gained). Every 1 point of INT grants +1.5 mana/level to Clerics (normally every 2 points of INT grants +1 mana/level to Clerics). Every 2 point of INT grant +9% chance with Disarm Devices. Every 2 point of INT grant +9% chance to Perception.
  • Level 3: Each point of INT grants +2.5 mana/level to Mages (Normally it is +1 mana/level to Mages). Also, each point of INT increases XP gained by +5% (normally it is +2% to experience gained per INT point). Every 1 point of INT grants +2 mana/level to Clerics (normally every 2 points of INT grants +1 mana/level to Clerics). Every 2 point of INT grant +12% chance with Disarm Devices. Every 2 point of INT grant +12% chance to Perception.


Scroll Master (Passive)
Description: As a loreseeker, you learn how to spellcast scrolls faster. You also reduce mana cost of using scrolls and some scrolls will have their duration increased.
Prerequisites: The Royal Loreseekers Membership; Class: All Classes
  • Level 1: Time of spellcasting of a scroll is reduced to instant spellcasting. You also reduce mana cost of scrolls by -25% mana cost. Scrolls that have time duration have their time duration increased by +25%
  • Level 2: Mana cost of scrolls is reduced by -50% mana cost. Scrolls that have time duration have their time duration increased by 50%.
  • Level 3: Mana cost of scrolls is reduced by -75% mana cost. Scrolls that have time duration will have their time duration increased by 75%.


Spiritual Orbit (active)
Description: Summons 4 energy spheres that orbit around you dealing spirit damage to any close enemy in a 3m range, the spheres orbit around you for 4min and will protect you by attacking the enemies (Not affected by “Conjurer” advanced skill).
Prerequisites: The Royal Loreseekers; Intellect 3; Personality 3; Class: Mage and Cleric
  • Level 1: Each sphere deals 4 spirit damage per hit (10 mana cost)
  • Level 2: Each sphere deals 9 spirit damage per hit (20 mana cost)
  • Level 3: Each sphere deals 12 spirit damage per hit (35 mana cost)


Mana Bomb (active)
Description: You cast a summoned large spiritual missile in the direction of the enemy you face (or nearest enemy if you face none), going through it and hitting anyone in a straight-line dealing area damage of 1.5m upon impact.
Prerequisites: The Royal Loreseeker’s membership; Intellect 4; Personality 4; Class: Mage and Cleric.
  • Level 1: Deals 14-21 +(1/level) spiritual damage (10 mana cost)
  • Level 2: Deals 22-35 +(2/level) spiritual damage (21 mana cost)
  • Level 3: Deals 35-42 +(2.5/level) spiritual damage (45 mana cost)


Thunder Weapon (Active)
Description: Adds an arcane melee weapon technique on your next attack that channels the power of thunder, hitting multiple enemies with staggering force in a lightning chain. You only have 5 seconds to use it on your next attack once activated.
Prerequisites: The Royal Loreseeker’s membership; Intellect 5; Class: All Classes.
  • Level 1: Deals 4-8 + (0.75/level) shock damage, you hit one enemy normally, and one extra enemy for only 60% shock damage within a 4m distance. (Cooldown: 20 seconds – No mana cost – Requires a melee weapon to use it).
  • Level 2: Deals 7-12 + (1/level) shock damage, you hit one enemy normally, and two extra enemies for only 75% shock damage within a 4m distance. (Cooldown: 20 seconds – No mana cost – Requires a melee weapon to use it).
  • Level 3: Deals 11-16 + (1.25/level) shock damage, you hit one enemy normally, and three extra enemies for only 90% shock damage within a 4m distance. (Cooldown: 20 seconds – No mana cost – Requires a melee weapon to use it).



ADDITIONAL SKILLS FOR THE SEVENTH HOUSE

I am proposing new skills for the Seventh House because I want to make archers a bit more robust class for both warrior and rogue.


Elite Longbowman (Passive)
You have been trained to be an elite archer by mastering the bows, meaning you can increase your bow's range and when you are under pressure, you stop missing hits at your enemies, this results on you not having fumbled arrows when enemies get closer to you anymore.
Prerequisites: The Seventh House Membership and Agility 4; Class: Warrior and Rogue
  • Level 1: Increases range of fired arrows by 0,5m and decreases chances of having fumbled arrows when enemies are close to you to 75% of fired arrows.
  • Level 2: Increases range of fired arrows by 1m and decreases chances of having fumbled arrows when enemies are close to you to 45% of fired arrows.
  • Level 3: Increases range of fired arrows by 1.5m and decreases chances of having fumbled arrows when enemies are close to you to 20% of fired arrows.
  • Level 4: Increases range of fired arrows by 2m and decreases chances of having fumbled arrows to 0%, this means you won't have fumbled arrows anymore.


Piercing Shot (active)
Description: You shoot an arrow that passes through enemies in a straight-line, once it passes through the first enemy, the arrow will lose a bit of it’s damage on the consecutive enemies.
Requirements: The Seventh House Membership and Agility 5; Class: Warrior and Rogue
  • Level 1: You hit one enemy normally for (Base damage x 2) + 10% physical damage, and one extra enemy for 50% damage. (Cooldown: 15 seconds)
  • Level 2: You hit one enemy normally for (Base damage x 2.2) + 25% physical damage, and two extra enemies for 70% damage. (Cooldown: 12 seconds)
  • Level 3: You hit one enemy normally for (Base damage x 2.5) + 40% physical damage, and three extra enemies for 80% damage. (Cooldown: 9 seconds)


Explosive Shot (active)
Description: You shoot a burning arrow bolt that hit an enemy for physical damage and does extra damage when explodes on hit, dealing damage to an area in a 2m radius as fire damage.
Prerequisites: The Seventh House Membership and Agility 4; Class: Warrior and Rogue
  • Level 1: You do (Base damage x 2) on your target; +10 as Fire damage on an 2m area radius. (Cooldown: 15 Seconds)
  • Level 2: You do (Base damage x 2.5) on your target; +16 as Fire damage on an 2m area radius. (Cooldown: 12 seconds)
  • Level 3: You do (Base damage x 2.5) on your target; +20 as Fire damage on an 2m area radius. (Cooldown: 9 seconds)


Freezing Shot (active)
Description: You shoot a freezing arrow bolt that hit an enemy for physical damage and does extra damage as cold damage with a probability of paralyzing the enemy.
Prerequisites: The Seventh House Membership and Agility 4; Class: Warrior and Rogue
  • Level 1: You do (Base damage x 2.2) on your target; +7 as Cold damage; 6% chance to paralysis for 5 seconds. (Cooldown: 15 seconds)
  • Level 2: You do (Base damage x 2.5) on your target; +12 as Cold damage; 7% chance to paralysis for 5 seconds. (Cooldown: 12 seconds)
  • Level 3: You do (Base damage x 2.75) on your target; +16 as Cold damage; 8% chance to paralysis for 5 seconds. (Cooldown: 9 seconds)
 
Last edited:
Joined
17/05/2021
Messages
55
In the last update, we can receive that ability that allows us to summon a bear to help us for free. As that skill occupies the middle slot along with "extra recovery", "gossip" and "dungeoneering", why not add something similar depending on which guild you delivered the four necromantic books from the "secret of the dead" quest. Our character will receive this special ability after finishing this quest, then we will have to decide if we join one of these two guilds.

In the golden hand, this ability can be precisely in the discounts on the sale of items and the receipt of gold after the sale of unwanted equipment.

As for loreseekers, this can be a skill that passively increases our character's EXP without relying on intelligence (to be more accessible to characters that don't use it like warriors and rogues).
 

Ipalalien

Member
Joined
21/05/2021
Messages
67
I think i saw room in the loreseeker library that can only be access if you are a loreseeker.

So it will be nice to join the loreseeker
 

Brunors95

Member
Joined
23/05/2020
Messages
37
In the last update, we can receive that ability that allows us to summon a bear to help us for free. As that skill occupies the middle slot along with "extra recovery", "gossip" and "dungeoneering", why not add something similar depending on which guild you delivered the four necromantic books from the "secret of the dead" quest. Our character will receive this special ability after finishing this quest, then we will have to decide if we join one of these two guilds.

In the golden hand, this ability can be precisely in the discounts on the sale of items and the receipt of gold after the sale of unwanted equipment.

As for loreseekers, this can be a skill that passively increases our character's EXP without relying on intelligence (to be more accessible to characters that don't use it like warriors and rogues).
I understand that it could be a simplier skill that could be general, even though, the purpose of those skills that I suggested is that those new advanced skills derived from "general skills" would give out huge bonus, as being very complex skills, they deserve to be advanced skills.

Now, talking about loreseekers being extremely focused on INT, it's the fact that the guild itself is focused on knowledge, and they have mostly sorcerers and other magic users on their ranks.

The design of the skills I suggest is a completely different design of normal warriors and rogues. It's true the classes themselves dont benefit much from intellect normally, but you need to have in mind that warriors and rogues from the loreseekers are Rune users, so, basically they should focus on INT because the skill proposed allows INT to increase the damage done of rogues, warriors and clerics of the loreseekers.

Unless, it's a 2-h warrior, so yeah 1 point of strength would receive 2.5x physical damage, but, for 1h warriors, the intellect would deal more damage than strength, as strength would give 1 physical damage point while intellect would give 1.25 elemental damage for both warriors and rogues. So, in fact, warriors and rogues will benefit a lot on Int being a rune warrior or a rune rogue. It doesnt mean warriors stop getting benefit of strength or rogues getting benefit of agility, but while STR and AGI benefit the physical damage, the INT would benefit the elemental damage.
 

Arcanmaster

Active Member
Joined
23/11/2020
Messages
344
Eye of the Eagle better suit for Royal Loreseekers,
Blocking Shield, Ground Strike, Concussive Mastery - for Warriors' Guild,
Counter Attack - for Seventh House.
Golden Hand uses mercenaries, they are traders, not mercenaries. Mercenaries are already in Warriors Guild.
There are too many skills that need guild membership. For example, Warriors' Guild has only two such skills. You can get many skills by completing specific quests or having high reputation. So I think Royal 4 Loreseekers' should be avaible after carring certain Dead Book, Eye of the Eagle should be only for loresekers, and other skills can be learned after completing "Mathrisian Codex". And, of course, everybody would be able to learn Golden Hand's skills by giving them 10000 gold coins. Mercenaryism would be only for members of Golden Hand, but it should have other name, Myserliness or Haggling, for example.
 

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