Guilds

In the world of Death's Omen, a guild - commonly referred to as a class in other games - represents the chosen path or lifestyle of a character. Each guild offers a distinct array of skills and aptitudes, shaping how a character interacts with the world. However, your guild does not dictate your profession or destiny. Whether warrior, ranger, or something else entirely, each guild can be played in a wide variety of ways, offering flexibility in how your character grows and adapts to the harsh lands of Zalanthas.

Normal Guilds

Warrior

Attribute Modifiers: +1 Strength, +1 Agility, -1 Wisdom, +1 Endurance

Overview:

Fighters are defined by their mastery of violence. Where others craft, scheme, or survive through wit, Fighters prevail through sheer force. Battle is their calling, and in it, they are unmatched. Whether wielding blade, blunt, or bare fists, they excel in the art of combat, crushing their enemies with relentless precision. From the frontlines to the blood-soaked sands of the arena, they thrive in any battlefield role. Beyond the fight, they may find little purpose - but in war, they are peerless. They are Fighters.
Skills:

 

Starts with the following skills, which progress up to:

Master

  • Kick

  • Bash

  • Guarding

  • Rescue

  • Two Handed

  • Dual Wield

  • Barrier

  • Analyze

 

Advanced

  • Piercing Weapons

  • Slashing Weapons

  • Chopping Weapons

  • Bludgeoning Weapons

  • Throw

  • Disarm

  • Parry

 

Journeyman

  • Cooking

  • Forage

  • Listen

  • Subdue

  • Shield Use

 

May eventually branch the following skills through use, which progress up to:

Master

  • Exotic Weapons

  • Expel

 

Advanced

  • Archery

  • Blind Fighting

  • Armor Repair

 

Journeyman

  • Bandage

  • Watch

 

Apprentice

  • Climb

Ranger

Attribute Modifiers: +0 Strength, +1 Agility, +0 Wisdom, +1 Endurance

Overview:

Rangers are hunters, trackers, and survivalists - masters of the wild who thrive where civilization withers. In the wastes, forests, or mountains, they move with quiet confidence, attuned to the rhythms of the natural world. Rangers are expert scouts and deadly combatants when striking from ambush or at range. Their keen senses, survival instincts, and ability to track prey - be it beast or man - make them invaluable as pathfinders, bounty hunters, or guerilla warriors. Though often solitary, their skills speak loudly in any company. Where others fear the unknown, Rangers walk with purpose.
Skills:

 

Starts with the following skills, which progress up to:

Master

  • Archery

  • Forage

  • Skinning

  • Direction Sense

  • Hunt

  • Scan

  • Sneak

  • Ride

  • Two Handed

  • Dual Wield

  • Rescue

  • Barrier

  • Analyze

 

Advanced

  • Piercing Weapons

  • Slashing Weapons

  • Chopping Weapons

  • Bludgeoning Weapons

  • Cooking

  • Bandage

 

Journeyman

  • Parry

  • Flee

 

May eventually branch the following skills through use, which progress up to:

Master

  • Trample

  • Charge

  • Hide

  • Listen

  • Climb

  • Expel

 

Advanced

  • Guarding

  • Throw

  • Blind Fighting

  • Watch

 

Journeyman

  • Bandagemaking

  • Fletchery

Merchant

Attribute Modifiers: +0 Strength, +0 Agility, +1 Wisdom, +1 Endurance

Overview:

Merchants are the lifeblood of trade and the architects of ambition. In a world ruled by scarcity, they know that coin, not steel, is the true path to power. Masters of negotiation, appraisal, and supply, Merchants thrive in markets, caravans, and backroom dealings alike. They can sell water in a storm and secrets in a whisper, always chasing profit where others see only peril. While they may lack brute strength or arcane might, their silver tongues and sharp minds make them dangerous in their own right. When kingdoms rise or fall, there is always a Merchant nearby - counting the cost.
Skills:

 

Starts with the following skills, which progress up to:

Master

  • Cooking

  • Listen

  • Haggle

  • Value

  • Pilot

  • Rope Making

  • Toolmaking

  • Cavilish

  • RW Cavilish

  • Barrier

  • Analyze

 

Advanced

  • Forage

  • Ride

  • Feather Working

  • Lumberjacking

  • Bandagemaking

 

Journeyman

  • Two Handed

  • Piercing Weapons

  • Skinning

 

Apprentice

  • Two Handed

  • Throw

  • Shield Use

 

May eventually branch the following skills through use, which progress up to:

Master

  • Expel

  • Basketweaving

  • Scan

 

Advanced

  • Claymaking

  • Stonecrafting

  • Jewelrymaking

  • Tanning

  • Leather Working

  • Armor Making

  • Dyeing

  • Floristry

  • Fletchery

  • Bow Making

  • Weaving

  • Clothworking

  • Tentmaking

  • Spearmaking

  • Swordmaking

  • Instrument Making

  • Woodworking

  • Club Making

  • Axe Making

  • Wagonmaking

  • Bandage

  • Throw

  • Blind Fighting

 

Journeyman

  • Bandagemaking

  • Fletchery

  • Watch

 

Apprentice

  • Archery

  • Climb

Karma Guilds

  • Monk

  • Assassin

  • Water Elementalist

  • Earth Elementalist

  • Fire Elementalist

  • Wind Elementalist

  • Lightning Elementalist

  • Shadow Elementalist

  • Void Elementalist

  • Noble

  • Templar

  • Psionicist

  • Sorcerer