using System;
using Server;

namespace Server.Misc
{
	public class HPGuilds
	{
		public static string HelpPageGuilds( int part )
		{

			string title = "Guilds";
			string scroll = "true";

string text = @"Player characters can start their own guilds, where they need only a guildstone and a house. Deeds for guildstones can be purchase from a provisioner.

There are also local guilds one can join. Some join them for increased learning, and thus quicker acquisition of skills. Other guild also may provide an advantage toward a trade skill. Search the towns and cities for a guildmaster of your desired guild. Single click on them and choose the JOIN option. They will tell you the price to join, where you can hand them the gold if you have it. If you are already a member of a guild, they will inform you that you need to resign from that guild first. Find your current guildmaster, and single click on them to choose the RESIGN option. Then you can join another guild. If you have over 4 murders reported against you, you will not be able to join any guilds and you will be suspended from any guild you are a member of. The exceptions to this are the Assassins Guild and Thieves Guild. Guildmasters will sell things to members as well.

Below are the various local guilds you can join: 

ALCHEMISTS GUILD
Members of this guild have an advantage toward creating potions.

ASSASSINS GUILD
This dark guild usually attracts members that want an increased learning in fencing, hiding, poisoning, and stealth.

BARDS GUILD
Musicians join this guild to have an increased learning in music, discordance, peacemaking, and provocation.

BLACKSMITHS GUILD
Guild members have an advantage toward mining and blacksmithing.

CARPENTERS GUILD
Members have an advantage toward the woodworking trade.

HEALERS GUILD
Those that join this guild have a much increased learning in using bandages. Only guild members are able to resurrect another with bandages.

LIBRARIANS GUILD
Those that work on scribing magic scrolls, drawing maps, or deciphering treasure maps often join this guild to get an advantage in doing such tasks.

MAGES GUILD
Joining this guild gives the aspiring wizard an improved learning in magery, meditation, and concentration.

MARINERS GUILD
Fisherman often join this guild to have a much improved chance of acquiring things below the surface of the sea. Mariner guild members can also dock or launch their ship from any shore in the land.

RANGERS GUILD
Members of this guild get an advantage when crafting bows, arrows, or bolts. Rangers also have an increased learning in archery, tactics, and tracking.

TAILORS GUILD
Having an advantage in the tailoring trade come with membership in this guild.

THIEVES GUILD
Those seeking to pilfer things that don't belong to them, will seek out this guild. Members have an increased learning in hiding, lockpicking, stealing, and stealth.

TINKERS GUILD
Members of this guild get an advantage when creating things within this trade.

WARRIORS GUILD
Those seeking to be great warriors, eventually join this elite guild. Members have an increased learning in bludgeoning, fencing, parrying, swords, and tactics.

";

		if ( part == 1 )
			return title;
		else if ( part == 2 )
			return scroll;

		return text;
	
		}
	}
}