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==Miscellaneous Information==
==Miscellaneous Information==
*[[Beginner's Warrior Mage Guide]]
*[[Warrior Mage Titles]]
*[[Warrior Mage Titles]]
*[[Warrior Mage Guild Shop]]
*[[Warrior Mage Guild Shop]]


==Begginers Warrior Mage Guide==


So you've decided to become a warmie. The path towards ultimate destructive power is before you. But first you need to pay your dues, this isn't the barbarian guild.

RACE

Warrior mages are able to use every stat usefuly so you can pretty much choose any race. But if your not familiar with the game i would recomend human or elothean. The human is the basic choice with no advantages or disadvantages. Elotheans have the mentals and reflex bonus, at the cost of strength and stamina. A worth while trade off.

EQUIPMENT

Warrior Mages get no armor bonuses. So the best set of armour for us is light chain. If you dont have rich friends then getting a full set of light chain can be a bit hard. But atleast wear some cheap chain accessories until you can afford to ditch the leathers so you can train it.

For weapons the usual rule of thumb is you want at least 1 primary melee and 1 primary ranged. The most popular melee's for obvious reasons are the medium edge or the heavy edge. Since you can get 21 stone heavy edge swords and still have the option of going for heavy great slice heavy edges, i would consider it a better choice. But if you want to ignore your strength and stamina stats for a while then getting ME can be worth it.

For ranged, I find it hard to argue against shortbow. It doesent pack the same punch as, well any other ranged. But a nisha bow can be loaded in 1 second and fired in 1 second. And if your fast you can machine gun alot of arrows. I've found it to be by far the easiest weapon skill to learn.

SPELLS

There are some spells you realy need, and some spells that do basicly the same thing as other spells. To save spells slots its best to stay focused on what you need.

1# Buffs.

Swirling Winds (SW): The Swirling Winds spell summons the winds of Elanthia to surround you, increasing your ability to evade and parry attacks.
Prerequisites: Zephyr.

''Increases your evasion and parry skill alot for the amount of mana it takes. Can make you feel like superman fighting 10 circles above your head. Just watch it doesent run out at melee.''

Y'ntrel Sechra (YS): The Y'ntrel Sechra spell, developed by S'Kra wind mages, creates a cushion of air between your body and the armor you are wearing. This cushion of air will flow with your movements, supporting the armor and allowing you to move more freely. The more power you use with this spell, the better the armor will flow with your movements, and the longer it will last.
Prerequisites: 20th circle, Swirling Winds.

''With each cast your armor get's less and less hindering up to a cap. So you can decide how fast or slow your pack the air in depending on mana levels. Especialy useful if you want to backtrain some armor, but evenw ith your primary light chain you will get a very big combat bonus from having full YS on.''

Sure Footing (SUF): The Sure Footing spell steadies the ground and soil beneath one's feet, resulting in improved balance in combat for a while and slightly improving one's climbing abilities.
Prerequisite: 2nd circle.

''Increased balance, agility, and reflexes of anyone its cast on. The agility can sometimes reduce roundtimes on your weapons. Very low minimum prep. Very easy to put 65 mana into.''

#2 Targeted Magic Trainer

Gar Zeng (GZ): You'll need a free hand to be able to cast the Gar Zeng spell -- a close-range electrical attack. Several arcs of electric are emitted in rapid succession, making it fairly easy to hit your target somewhere while tending to unbalancing the target a bit, but Gar Zeng can not be aimed at a specific body part and doesn't do serious damage. Avoid casting this spell in water.

''Snap casted at minimum prep. 2-3 tendrils per cast from the very beggining. Smokes TM like no others.''

#3 Support Spells

Frostbite (FRB): The Frostbite spell quickly and drastically lowers the temperature in the area, causing its victims to suffer from severe fatigue and frostbite. Ethereal Shield will protect the caster and helps minimize the effects on anyone else, but only Mantle of Flame will ensure complete safety. You should note that Frostbite is easier to use with extra mana during the winter, though by the same token, it is harder during the summer.
Prerequisites: 2nd circle.
Note: This spell should not be cast with others in range.

''Risks hurting your own fatigue if you dont know what to prep it at with es on. But with some practice can be very useful, especily for getting unseen enemys.''

Ice Patch (IP): The Ice Patch spell will create a treacherous sheet of ice beneath its victim, causing it to lose its balance and possibly fall and sustain injury. Those with multiple legs are considerably harder to affect, and those who are immune to the cold will be too well suited to navigating frozen ground to fall.
Prerequisites: Frostbite.

''One of the most useful spells in the game. It's very hard to avoid falling on an ice patch, this spell let's you whale hunt things way above your level. Match it with some naptha and dragons breath for one toasty whale.''

Veil of Ice (VOI): The Veil of Ice spell interferes with targeted magic in ways that aren't truly understood. Many believe the spell, through the act of maintaining its frosty shape, works at odds with the matrices needed for targeted magic. In any case, the spell is safe, and is fairly effective. It will cause the next targeted attack cast at or by the subject to fail.
Prerequisites: Ethereal Shield, Ice Patch.

''Useful when traveling through dangerous high tier hunting areas. Or in sparing. But its main use is for primary magic training. As a third tier spell you can cast over and over again with a min prep of 7 mana, this thing smokes PM like only MoF can compete with. But MoF doesent lead to anything useful so get this one. all you have to do is cast a small targeted spell at a critter or even a person to shatter the veil of ice then you can cast a new one and learn fully from it.''

Fortress of Ice (FOI): The Fortress of Ice spell creates a tall ring of impenetrable ice walls which isolate the caster and those closest to him. Though the walls cannot be scaled from outside, footholds on the inside allow escape.
Prerequisites: 30th circle, Veil of Ice.

''Ever wished you could trap 2 critters who teach you great in a box and dance with them for hours without the risk of a third one coming in and chopping your head off? voila. The benefits afforded by the spell outpace any other. As warrior mages we struggle very hard to keep our defences up with our offences base requirements. This spell lets you safely and quickly train them back up. You can also murder people in town with this spell without being arrested.''


[[Category:Guilds]]
[[Category:Guilds]]

Revision as of 22:14, 23 July 2007

Warrior Mage Guild
Warrior Mage

Image copyright of Simutronics Corporation

Primary Skillset: Magic
Secondary Skillsets: Weapon, Lore
Tertiary Skillsets: Armor, Survival
Special Abilities: Summoning Familiars
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.

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%

Guild Abilities

Pathways

At the present 8 Aethereal Pathways have been released along with Barrage. For more information, see the special article on Pathways.

Summoning

As Warrior Mages grow in skill and prowess, they learn to construct artifices which can be employed to summon beings from beyond the Plane of Abiding. Such magical familiars most commonly appear in the forms of lesser animals. Through concentration and persistent manipulation, an elemental mage can spy upon remote locations, seek out acquaintances whose names are known, and speak through his or her familiar.

There are currently four different types of familiar: Small, Large, Dark and Fir. The type of familiar is based on the circle and skills of the Warrior Mage who commands it. For more information, see the special article on Summoning.

Elemental Magic

Warrior Mages channel Elemental mana streams to fuel their spells. They have acces to spells from the Aether, Air, Earth, Electricity, Fire, and Water spellbooks.

Miscellaneous Information