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Guilds


In Dragonrealms, every skill that a character possesses falls into a category that defines its type. The five skillsets are:
Armor, Lore, Magic, Survival and Weapons
Each guild of the ten guilds one can belong to has a certain focus with respect to which skill they learn best. Each has a 'primary' skillset, that has the highest requirements to advance in the guild, then two secondary skillsets which in most cases has a lighter requirement and finally two tertiary skillsets which have either very low or non-existent requirements in the guild.
Furthermore, while the requirements are a very noticeable way of deciding which skillsets a guild is focused on, skillset priority is defined by how easily a character can learn each skill. A character who is survival primary has an easier time gaining experience in survival skills than one who is a survival tertiary. Secondary skills fall between primary and tertiary in that they're still pretty easy to learn, but move with sufficient slowness that two are allowed per guild, giving each guild a pretty wide variety of skills they can learn with some ease. This is not to say that tertiary skills cannot be brough to very high levels or that they're in anyway shut out, but it will take considerably more time (and perhaps effort) to get them to high levels.

Guild Skillset Breakdown
Guild Armor Lore Magic Survival Weapons
Barbarian Secondary Tertiary Tertiary Secondary Primary
Bard Tertiary Primary Secondary Tertiary Secondary
Cleric Tertiary Secondary Primary Tertiary Secondary
Empath Tertiary Primary Secondary Secondary Tertiary
Moon Mage Tertiary Secondary Primary Secondary Tertiary
Paladin Primary Secondary Tertiary Tertiary Secondary
Ranger Secondary Tertiary Tertiary Primary Secondary
Thief Tertiary Secondary Tertiary Primary Secondary
Trader Secondary Primary Tertiary Secondary Tertiary
Warrior Mage Tertiary Secondary Primary Tertiary Secondary


Armor
  • Shield Usage
  • Leather Armor
  • Light Chain
  • Heavy Chain
  • Light Plate
  • Heavy Plate
Weapons
  • Parry Ability
  • Multi Opponent
  • Light Edged
  • Medium Edged
  • Heavy Edged
  • Twohanded Edged
  • Light Blunt
  • Medium Blunt
  • Large Blunt
  • Twohanded Blunt
  • Short Staff
  • Quarter Staff
  • Slings
  • Short Bow
  • Long Bow
  • Composite Bow
  • Light Crossbow
  • Heavy Crossbow
  • Pikes
  • Light Thrown
  • Heavy Thrown
  • Brawling
  • Halberds
  • Staff Sling
Lore
  • Scholarship
  • Mechanical Lore
  • Musical Theory*
  • Appraisal
  • Animal Lore
  • Percussions
  • Strings
  • Winds
  • Vocals
  • Empathy*
  • Teaching
  • Trading*
  • Astrology*
Survival
  • Evasion
  • Climbing
  • Perception
  • Scouting*
  • Hiding
  • Lockpicking
  • Disarm Traps
  • Stalking
  • Stealing
  • First Aid
  • Foraging
  • Escaping
  • Backstab*
  • Skinning
  • Swimming
Magic
  • Primary Magic
  • Harness Ability
  • Power Perceive
  • Magical Devices
  • Targeted Magic

Please note: the asterk (*) denotes guild-specific skills.