Warrior Mage: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
Line 95: Line 95:
: Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
: Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration.
: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration.
<imagemap>
<imagemap>Image:Warrior_Mage_Spells.png|frameless|upright=5
Image:Warrior_Mage_Spells.png|frameless|upright=5
rect 206 533 581 613 [[Air Lash]]
rect 204 1062 584 1142 [[Geyser]]
rect 102 268 290 306 [[Air Lash]]
rect 208 1362 580 1438 [[Stone Strike]]
rect 102 530 288 570 [[Geyser]]
rect 204 1658 584 1738 [[Gar Zeng]]
rect 102 678 290 722 [[Stone Strike]]
rect 204 2258 584 2338 [[Fire Shards]]
rect 104 830 290 868 [[Gar Zeng]]
rect 696 1886 1072 1966 [[Ethereal Shield]]
rect 106 1130 290 1164 [[Fire Shards]]
rect 692 2130 1072 2210 [[Elementalism]]
rect 346 944 536 980 [[Ethereal Shield]]
rect 1220 2330 1596 2414 [[Fire Ball]]
rect 346 1062 534 1102 [[Elementalism]]
rect 1216 234 1596 314 [[Zephyr]]
rect 608 118 796 158 [[Zephyr]]
rect 1220 382 1592 466 [[Tailwind]]
rect 608 188 798 234 [[Tailwind]]
rect 1220 682 1596 766 [[Paeldryth's Wrath]]
rect 608 338 798 380 [[Paeldryth's Wrath]]
rect 1220 982 1596 1062 [[Frostbite]]
rect 608 490 800 530 [[Frostbite]]
rect 1216 1138 1596 1214 [[Ice Patch]]
rect 608 568 798 608 [[Ice Patch]]
rect 1220 1286 1596 1362 [[Sure Footing]]
rect 610 642 798 680 [[Sure Footing]]
rect 1220 1434 1596 1514 [[Anther's Call]]
rect 610 716 796 756 [[Anther's Call]]
rect 1216 1582 1596 1666 [[Arc Light]]
rect 610 788 800 830 [[Arc Light]]
rect 1216 1734 1596 1814 [[Tingle]]
rect 610 864 798 906 [[Tingle]]
rect 1216 1882 1596 1966 [[Substratum]]
rect 612 940 802 982 [[Substratum]]
rect 1220 2038 1592 2114 [[Ward Break]]
rect 606 1014 798 1056 [[Ward Break]]
rect 1216 2182 1596 2266 [[Ignite]]
rect 608 1088 798 1132 [[Ignite]]
rect 1784 158 2160 242 [[Air Bubble]]
rect 608 1166 794 1204 [[Fire Ball]]
rect 1784 310 2160 390 [[Swirling Winds]]
rect 886 80 1082 120 [[Air Bubble]]
rect 1780 462 2156 538 [[Y'ntrel Sechra]]
rect 888 154 1080 194 [[Swirling Winds]]
rect 1780 610 2160 690 [[Vertigo]]
rect 892 230 1078 268 [[Y'ntrel Sechra]]
rect 1780 758 2160 842 [[Thunderclap]]
rect 890 304 1078 342 [[Vertigo]]
rect 1780 910 2156 990 [[Rising Mists]]
rect 892 380 1080 418 [[Thunderclap]]
rect 1780 1062 2156 1134 [[Veil of Ice]]
rect 892 450 1084 492 [[Rising Mists]]
rect 1780 1206 2156 1290 [[Rimefang]]
rect 890 530 1080 568 [[Veil of Ice]]
rect 1780 1362 2160 1442 [[Tremor]]
rect 886 604 1078 644 [[Rimefang]]
rect 1780 1662 2156 1742 [[Lightning Bolt]]
rect 890 680 1080 720 [[Tremor]]
rect 1780 1958 2156 2042 [[Ethereal Fissure]]
rect 890 826 1080 868 [[Lightning Bolt]]
rect 1780 2262 2156 2338 [[Mark of Arhat]]
rect 892 980 1080 1020 [[Ethereal Fissure]]
rect 2272 534 2644 618 [[Blufmor Garaen]]
rect 888 1128 1078 1168 [[Mark of Arhat]]
rect 2268 758 2644 842 [[Shockwave]]
rect 1134 268 1326 308 [[Blufmor Garaen]]
rect 2268 986 2644 1066 [[Fortress of Ice]]
rect 1136 380 1324 422 [[Shockwave]]
rect 2268 1430 2648 1518 [[Magnetic Ballista]]
rect 1136 494 1324 532 [[Fortress of Ice]]
rect 2268 1658 2644 1742 [[Chain Lightning]]
rect 1134 718 1322 756 [[Magnetic Ballista]]
rect 2272 1810 2644 1894 [[Grounding Field]]
rect 1130 828 1324 872 [[Chain Lightning]]
rect 2272 1958 2648 2042 [[Aether Cloak]]
rect 1134 902 1324 944 [[Grounding Field]]
rect 2268 2334 2648 2414 [[Dragon's Breath]]
rect 1132 980 1326 1020 [[Aether Cloak]]
rect 2752 758 3136 842 [[Flame Shockwave]]
rect 1132 1166 1320 1206 [[Dragon's Breath]]
rect 2792 1362 3168 1438 [[Ring of Spears]]
rect 1378 380 1572 422 [[Flame Shockwave]]
rect 2792 1510 3168 1590 [[Aegis of Granite]]
rect 1396 680 1588 720 [[Ring of Spears]]
rect 2788 2182 3172 2266 [[Mantle of Flame]]
rect 1396 752 1588 794 [[Aegis of Granite]]
rect 3276 2262 3656 2342 [[Fire Rain]]
rect 1394 1088 1584 1130 [[Mantle of Flame]]
rect 1638 1130 1832 1170 [[Fire Rain]]
</imagemap>
</imagemap>
Sortable table: [[Warrior Mage Spells 3.0]]<br />
Sortable table: [[Warrior Mage Spells 3.0]]<br />

====Spell Slots====
====Spell Slots====
[[Spell slot progressions]]
[[Spell slot progressions]]

Revision as of 03:12, 23 January 2015

Returning players may want to read the page for Returning Players before continuing.
Warrior Mage Guild
Warrior Mage

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

Guild crest: A wolf's head shrouded by an aura of flame over twin crossed swords

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.
Air LashGeyserStone StrikeGar ZengFire ShardsEthereal ShieldElementalismZephyrTailwindPaeldryth's WrathFrostbiteIce PatchSure FootingAnther's CallArc LightTingleSubstratumWard BreakIgniteFire BallAir BubbleSwirling WindsY'ntrel SechraVertigoThunderclapRising MistsVeil of IceRimefangTremorLightning BoltEthereal FissureMark of ArhatBlufmor GaraenShockwaveFortress of IceMagnetic BallistaChain LightningGrounding FieldAether CloakDragon's BreathFlame ShockwaveRing of SpearsAegis of GraniteMantle of FlameFire RainWarrior Mage Spells.png
About this image

Sortable table: Warrior Mage Spells 3.0

Spell Slots

Spell slot progressions

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\>

Miscellaneous Information

Related Forum Posts

Click here to search for related posts.