Warrior Mage: Difference between revisions
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: Planned spells: MAB, frost scythe, rimefang, and maybe FOS. |
: Planned spells: MAB, frost scythe, rimefang, and maybe FOS. |
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: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration. |
: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration. |
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rect 206 533 581 613 [[Air Lash]] |
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rect 204 1062 584 1142 [[Geyser]] |
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rect 208 1362 580 1438 [[Stone Strike]] |
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rect 204 1658 584 1738 [[Gar Zeng]] |
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rect 204 2258 584 2338 [[Fire Shards]] |
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rect 696 1886 1072 1966 [[Ethereal Shield]] |
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rect 692 2130 1072 2210 [[Zephyr]] |
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rect 1220 2330 1596 2414 [[Fire Ball]] |
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rect 1216 234 1596 314 [[Zepyhr]] |
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rect 1220 382 1592 466 [[Tailwind]] |
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rect 1220 682 1596 766 [[Paeldryth's Wrath]] |
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rect 1220 982 1596 1062 [[Frostbite]] |
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rect 1216 1138 1596 1214 [[Ice Patch]] |
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rect 1220 1286 1596 1362 [[Sure Footing]] |
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rect 1220 1434 1596 1514 [[Anther's Call]] |
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rect 1216 1582 1596 1666 [[Arc Light]] |
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rect 1216 1734 1596 1814 [[Tingle]] |
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rect 1216 1882 1596 1966 [[Substratum]] |
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rect 1220 2038 1592 2114 [[Ward Break]] |
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rect 1216 2182 1596 2266 [[Ignite]] |
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rect 1784 158 2160 242 [[Air Bubble]] |
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rect 1784 310 2160 390 [[Swirling Winds]] |
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rect 1780 462 2156 538 [[Y'ntrel Sechra]] |
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rect 1780 610 2160 690 [[Vertigo]] |
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rect 1780 758 2160 842 [[Thunderclap]] |
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rect 1780 910 2156 990 [[Rising Mists]] |
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rect 1780 1062 2156 1134 [[Veil of Ice]] |
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rect 1780 1206 2156 1290 [[Rimefang]] |
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rect 1780 1362 2160 1442 [[Tremor]] |
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rect 1780 1662 2156 1742 [[Lightning Bolt]] |
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rect 1780 1958 2156 2042 [[Ethereal Fissure]] |
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rect 1780 2262 2156 2338 [[Mark of Arhat]] |
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rect 2272 534 2644 618 [[Blufmor Garaen]] |
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rect 2268 758 2644 842 [[Shockwave]] |
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rect 2268 986 2644 1066 [[Fortress of Ice]] |
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rect 2268 1430 2648 1518 [[Magnetic Ballista]] |
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rect 2268 1658 2644 1742 [[Chain Lightning]] |
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rect 2272 1810 2644 1894 [[Grounding Field]] |
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rect 2272 1958 2648 2042 [[Aether Cloak]] |
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rect 2268 2334 2648 2414 [[Dragon's Breath]] |
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rect 2752 758 3136 842 [[Flame Shockwave]] |
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rect 2792 1362 3168 1438 [[Ring of Spears]] |
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rect 2792 1510 3168 1590 [[Aegis of Granite]] |
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rect 2788 2182 3172 2266 [[Mantle of Flame]] |
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rect 3276 2262 3656 2342 [[Fire Rain]] |
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</imagemap> |
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Sortable table: [[Warrior Mage Spells 3.0]]<br /> |
Sortable table: [[Warrior Mage Spells 3.0]]<br /> |
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====Spell Slots==== |
====Spell Slots==== |
Revision as of 03:22, 19 July 2014
- Returning players may want to read the page for Returning Players before continuing.
Warrior Mage Guild | |
Image copyright of Simutronics Corporation | |
Primary Skillset: | Magic |
---|---|
Secondary Skillsets: | Weapon, Lore |
Tertiary Skillsets: | Armor, Survival |
Special Abilities: | Familiars, Aethereal Pathways |
Mana Type: | Elemental |
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage Necromancer - Paladin - Ranger - Thief - Trader - Warrior 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.
Official Information
Information courtesy of Dragonrealms 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.)
- Riverhaven
- In this historic trading town stands another of the Guild's halls, where Guildmistress Karazhil keeps constant vigil.
- Shard
- 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.
- Ratha
- Guildmaster Tyrsan leads the Reshalia Guild contingent with an iron grip, overseeing its contributions to defense of the island.
- Hibarnhvidar
- Guildmaster Jorent handles Guild affairs in Forfedhdar.
- Mer'Kresh
- Guildmistress Margathe provides her progressive views from her small island Guild hall.
- Muspar'i
- Guildmaster Jharlan leads the wonderous Guild Hall of Musrap'i.
Skillsets and Common Races
A Warrior Mage's primary skillset is Magic. Lore and Weapon are secondary skillsets. Finally, the Survival and Armor skillsets are tertiary.
According to the DragonRealms website, Warrior Mages tend to be:
Human | 31% |
Elf | 25% |
S'Kra Mur | 10% |
Elothean | 8% |
Prydaen | 7% |
Kaldar | 5% |
Dwarven | 3% |
Rakash | 2% |
Halfling | 2% |
Gor'Tog | <1% |
Gnomish | <1% |
Crafting Affiliation
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.
See: Crafting
Guild Abilities
Summoning
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.
SUMMON ADMITTANCE can be used to add Elemental Charge, and SUMMON IMPEDANCE can be used to reduce it.
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.
Aethereal Pathways
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.
Familiars
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, 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.
Elemental Magic
Warrior Mages channel Elemental mana streams to fuel their spells. They have access to spells from the Aether, Air, Earth, Electricity, Fire, and Water spellbooks.
- Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
- Planned Hylomorphic Sorcery Spellbook: Sun Lance, Incinerate, and Dark Heart of Disintigration.
Sortable table: Warrior Mage Spells 3.0
Spell Slots
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, and Warrior Mages get Faster Targeting and Targeted Mastery as theirs.
Circle Requirements
Circle | 1st magic | 2nd magic | 3rd magic | 4th magic | 5th magic | TM | Summon | 1st weapon | 2nd weapon | 3rd weapon | Parry | 1st lore | 2nd lore | 3rd lore | Scholarship | armor | defend | 1st, 2nd surviv | 3rd, 4th surviv |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1-10 | 4 | 4 | 3 | 0 | 0 | 4 | 3 | 3 | 0 | 0 | 2 | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 1 |
11-30 | 4 | 4 | 3 | 3 | 0 | 4 | 4 | 4 | 3 | 0 | 3 | 2 | 2 | 2 | 1 | 2 | 1 | 1 | 1 |
31-70 | 5 | 4 | 4 | 3 | 3 | 4 | 5 | 4 | 3 | 2 | 3 | 3 | 2 | 2 | 2 | 3 | 2 | 2 | 1 |
71-100 | 5 | 5 | 4 | 4 | 4 | 5 | 5 | 5 | 4 | 3 | 4 | 3 | 3 | 3 | 2 | 3 | 2 | 2 | 2 |
101-150 | 6 | 6 | 5 | 5 | 5 | 6 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 3 | 2 |
151-200 | 15 | 15 | 13 | 13 | 13 | 15 | 13 | 13 | 10 | 10 | 10 | 10 | 8 | 8 | 8 | 10 | 8 | 8 | 5 |
Summoning is a hard requirement (does not count toward Nth magic requirements).
Targeted Magic and Scholarship are soft requirement (can be used toward Nth skill requirements).<br\>
Sorcery and Thievery are restricted skills (do not count toward Nth skill requirements).<br\>