|Warrior Mage Guild|
Image copyright of Simutronics Corporation
|Secondary Skillsets:||Weapon, Lore|
|Tertiary Skillsets:||Armor, Survival|
|Special Abilities:||Familiars, Aethereal Pathways|
| Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage|
Wielding both blade and arcane evocation, Warrior Mages are masters of combat wizardry whose origins are shrouded in the mists of an ancient past. The "Guild of Elemental Mages" traces its roots to the Age of Myths.
Despite the severe temperament often attributed to practitioners of elemental magic, down through the ages Warrior Mages have stood guard over Elanthia, protecting her towns and cities from the scourge of invaders and the forces of darkness. From this noble tradition rose perhaps the greatest hero of these realms: Lanival the Redeemer, whose roguish youth was marked by apparent impertinence that ultimately gave way to a grave and selfless sense of duty.
- 1 Official Information
- 2 Guild Abilities
- 3 Circle Requirements
- 4 Warrior Mage Lore
- 5 Miscellaneous Information
- 6 Related forum posts
Official InformationDragonrealms Website.
Guild Hall Locations
- The Crossing
- The largest of the Warrior Mage Guild halls is presided by the stern Guildleader Gauthus, who oversees the training of young mages as they take the first steps along the Path of Duty. (You can type DIR WARRIOR MAGE for directions.)
- In this historic trading town stands another of the Guild's halls, where Guildmistress Karazhil keeps constant vigil.
- From atop the battlements of Stormwill Tower, Guildmistress Melear holds at bay the unceasing tempest conjured long ago by the nefarious Mage of Storms.
- Chyolvea Tayeu'a
- This long-abandoned fortress in the Dragon Spine Mountains, the seat of an early predecessor of the Guild, has been recently reoccupied and its secrets mined by Guildmaster Augrym.
- Guildmaster Tyrsan leads the Reshalia Guild contingent with an iron grip, overseeing its contributions to defense of the island.
- Guildmaster Jorent handles Guild affairs in Forfedhdar.
- Guildmistress Margathe provides her progressive views from her small island Guild hall.
- Guildmaster Jharlan leads the wonderous Guild Hall of Musrap'i.
Skillsets and Common Races
According to the DragonRealms website, Warrior Mages tend to be:
Guilded warrior mages receive one free technique slot in the Artificing discipline of the Enchanting skill, one free technique slot in the Binding discipline of the Enchanting skill and one free technique slot in the Invoking discipline of the Enchanting skill.
Warrior Mages can ALIGN themselves to an element. When spells of that element are cast, Elemental Charge is gained, and if opposing elemental spells are cast, charge is lost. Prior to roughly 500 ranks of Summoning, users will be tied to the typical element oppositions such as fire/water, air/earth. Afterward, warrior mages can freely pair.
SUMMON ADMITTANCE can be used to add Elemental Charge, and SUMMON IMPEDANCE can be used to reduce it.
SUMMON WEAPON can be used to create an elemental weapon (default: Earth) of the Warrior Mage's highest weapon skill. The weapon can be altered to different elements, different skills, or made stronger with the proper metaspells.
Warrior Mages can utilize mystical pathways of aether to aid their Targeted Magic. Aethereal Pathways consume Elemental Charge. Each pathway is aligned with an element, and those that match the current charge have their costs halved, and opposing ones have cost doubled.
As Warrior Mages grow in skill and prowess, they learn to create talismans which are employed to summon aether spirits. These summoned spirits are called familiars, and they take the forms of animals. By commanding the familiar with its talisman and the TELL command, a Warrior Mage can see through the familiar's eyes, send a familiar to find someone, speak through the familiar, move the familiar around the area it is in, pick up items, and do other things. Each familiar has its own talisman.
There are four levels of familiar: Small familiars, Large familiars, Dark familiars, and Fir familiars. Each level contains a different set of animals, and the type of talisman created determines the level of familiar created.
Summoning familiars costs Elemental Charge and is considered to be aligned with Aether element. More powerful familiars cost more charge.
The Warrior Mage spell tree requires 89 spell slots to master. Warrior Mages earn 91 spell slots at 150. Magic Techniques or Analogous Patterns spells also have their own spell slot costs. All magic guilds get a free magical feat at circle 2 Magic primary guilds receive two, and Warrior Mages get Faster Targeting and Targeted Mastery as theirs.
Hard skill requirements Summoning is listed in bold. This skill cannot count toward a magic Nth skills.
Note: The following "mastery" skills never count toward Nth skill requirements, since they affect all or most of the skillset: Defending, Parry Ability, Offhand Weapon, Melee Mastery, Missile Mastery, and Elemental Magic. For Warrior Mages, Sorcery and Thievery do not count towards Nth skill requirements.
Nth skill requirements are met with your top-ranked skills out of the following list of eligible skills:
- Armor: Shield Usage, Light Armor, Chain Armor, Brigandine, and Plate Armor
- Weapon: Small Edged, Large Edged, Twohanded Edged, Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow, Staves, Polearms, Light Thrown, Heavy Thrown, and Brawling
- Lore: Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, Performance, and Tactics
- Magic: Attunement, Arcana, Targeted Magic, Augmentation, Debilitation, Utility, and Warding
- Survival: Evasion, Athletics, Perception, Stealth, Locksmithing, First Aid, Outdoorsmanship, and Skinning
Warrior Mage Lore
- Warrior Mage Newbie Guide
- Warrior Mage Titles
- Warrior Mage Guild Shop
- Warrior Mage Cantrips
- Warrior Mages of Renown