The members of this guild identify themselves as 'Safehands' because of their uncanny ability to work safely with armor. They perform the most difficult merchant work with an adeptness born of years of practice. Through studying under expert guidance these merchants are more practiced than the common merchant on the street. They are also more experienced in dealing with disaster and can often prevent complete disaster when something goes awry. This is a non-magical guild.
Full member of one of the following: Merchant
Guild Abilities |
Level | Skills | Spells | Bonuses/Restrictions |
1 |
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2 |
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3 |
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
safe hands
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Stat Potential | small dexterity, tiny strength, small perception and small intelligence |
Point Max Potential | small endurance points, little hit points and small spell points |
Regen Potential | small spell point regeneration, little hit point regeneration and small endurance point regeneration |
Category Potential | little bonus to the ranged combat skill category, little bonus to the mercantile skill category and average bonus to the conjuration hermetic spell category |
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