Warrior Mage: Difference between revisions
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Image:Warrior_Mage_Spells.png|frameless|upright=5 |
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rect 47 208 235 246 [[Air Lash]] |
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rect 47 470 233 510 [[Geyser]] |
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rect 47 618 235 662 [[Stone Strike]] |
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rect 49 770 235 808 [[Gar Zeng]] |
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rect 51 1070 235 1104 [[Fire Shards]] |
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rect 291 884 481 920 [[Ethereal Shield]] |
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rect 291 1002 479 1042 [[Elementalism]] |
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rect 553 58 741 98 [[Zephyr]] |
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rect 553 128 743 174 [[Tailwind]] |
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rect 553 278 743 320 [[Paeldryth's Wrath]] |
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rect 553 430 745 470 [[Frostbite]] |
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rect 553 508 743 548 [[Ice Patch]] |
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rect 555 582 743 620 [[Sure Footing]] |
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rect 555 656 741 696 [[Anther's Call]] |
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rect 555 728 745 770 [[Arc Light]] |
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rect 555 804 743 846 [[Tingle]] |
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rect 557 880 747 922 [[Substratum]] |
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rect 551 954 743 996 [[Ward Break]] |
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rect 553 1028 743 1072 [[Ignite]] |
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rect 553 1106 739 1144 [[Fire Ball]] |
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rect 831 20 1027 60 [[Air Bubble]] |
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rect 833 94 1025 134 [[Swirling Winds]] |
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rect 837 170 1023 208 [[Y'ntrel Sechra]] |
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rect 835 244 1023 282 [[Vertigo]] |
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rect 837 320 1025 358 [[Thunderclap]] |
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rect 837 390 1029 432 [[Rising Mists]] |
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rect 835 470 1025 508 [[Veil of Ice]] |
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rect 831 544 1023 584 [[Rimefang]] |
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rect 835 620 1025 660 [[Tremor]] |
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rect 835 766 1025 808 [[Lightning Bolt]] |
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rect 837 920 1025 960 [[Ethereal Fissure]] |
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rect 833 1068 1023 1108 [[Mark of Arhat]] |
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rect 1079 208 1271 248 [[Blufmor Garaen]] |
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rect 1081 320 1269 362 [[Shockwave]] |
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rect 1081 434 1269 472 [[Fortress of Ice]] |
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rect 1079 658 1267 696 [[Magnetic Ballista]] |
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rect 1075 768 1269 812 [[Chain Lightning]] |
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rect 1079 842 1269 884 [[Grounding Field]] |
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rect 1077 920 1271 960 [[Aether Cloak]] |
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rect 1077 1106 1265 1146 [[Dragon's Breath]] |
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rect 1323 320 1517 362 [[Flame Shockwave]] |
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rect 1341 620 1533 660 [[Ring of Spears]] |
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rect 1341 692 1533 734 [[Aegis of Granite]] |
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rect 1339 1028 1529 1070 [[Mantle of Flame]] |
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rect 1583 1070 1777 1110 [[Fire Rain]] |
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rect 1586 466 1776 506 [[Quick Infusions]] |
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rect 1584 542 1774 580 [[Icy Infusions]] |
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rect 1586 618 1778 658 [[Reinforced Infusions]] |
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rect 1584 694 1772 732 [[Shocking Infusions]] |
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rect 1588 768 1778 806 [[Expansive Infusions]] |
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rect 1586 842 1774 880 [[Fiery Infusions]] |
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Sortable table: [[Warrior Mage Spells 3.0]]<br /> |
Sortable table: [[Warrior Mage Spells 3.0]]<br /> |
Revision as of 20:15, 22 March 2015
- 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\>
Miscellaneous Information
- Warrior Mage Newbie Guide
- Warrior Mage Titles
- Warrior Mage Guild Shop
- Warrior Mage Cantrips
- Warrior Mages of Renown