To become masters, Ghosts must prove themselves to have perfected every aspect of maneuver defense mode. Those whose skills reach this heightened level are said to be able to maneuver in and out of combat with such ease that they may strike with the speed and diligence twice that of lesser warriors. This is a non-magical guild.
Full member of all of the following: Ghost elite
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 |
elusive striking
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Stat Potential | little dexterity, tiny perception, tiny intelligence, little agility and small constitution |
Point Max Potential | lots of hit points and tiny spell points |
Regen Potential | little spell point regeneration, little hit point regeneration and average endurance point regeneration |
Category Potential | average bonus to the light combat skill category, little bonus to the general combat skill category and little bonus to the stealth skill category |
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