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Revision as of 22:50, 30 August 2016
- Returning players may want to read the page for Returning Players before continuing.
- New to the game? You may want to check out the new player guide for this guild.
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. 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.
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 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\>
Warrior Mage Lore
Miscellaneous Information
- Warrior Mage Newbie Guide
- Warrior Mage Titles
- Warrior Mage Guild Shop
- Warrior Mage Cantrips
- Warrior Mages of Renown