Warrior Mage: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
No edit summary
Line 50: Line 50:
==Guild Abilities==
==Guild Abilities==
===Pathways===
===Pathways===
At the present 6 Aethereal Pathways have been released along with Barrage.
At the present 8 Aethereal Pathways have been released along with Barrage. For more information, see the special article on [[Warrior Mage/Pathways|Pathways]].
PATHWAY Verb Syntax: PATHWAY [option]
Options:

LIST - Lists out which Aethereal Pathway abilities you know

HELP - Gives you this help message

STOP - Ends whichever Pathway ability you may be using.

SENSE - Lets you sense your Manipulative Resolve status.

CHECK - Let's you see which Pathway ability you have active.

FOCUS [option] - Activates a specific pathway ability

Options: DAMAGE, QUICK, EASE, POWER, ACCURACY, SECRECY, PRECISE, DEFEND

Notes: If you have not completed any of the Pathway quests, typing in "pathway" will result in the following messaging: "You lack the knowledge needed to focus on the aethereal pathways."

(For example, you would type "pathway focus damage" to activate the first pathway.)

====Pathway of Damage====
"Now on to the first ability. The first of these abilities which we're looking at is called 'Pathway Focus Damage'. This one is fairly straightforward. It provides a damage boost to TM spells if they hit the target. The reasoning behind Pathway Focus Damage (PF Damage) being the first ability of AP is that we'd like to help the younger folk in learning TM. A boost to TM damage should help add some experience to the TM pool and hopefully make it a bit easier to learn the skill. The best part is wreaking more havoc upon your enemies by adding some extra oompf to you spells."
-- GM Chakram (Taken from the folder on Warrior Mage Ability - Aethereal Pathway)

Quest Notes: Begin at the guild in Crossing.
Gauthus regards you appraisingly and says, "I see you are worthy to begin learning of the Pathways. The first pathway I shall show you is the Pathway of Damage. By manipulating this pathway into your targeting matrices, it will allow you to increase the damage capacity of your targeted spells." The GuildMaster gazes thoughtfully at you then explains, "But before I just hand this potent tool to you, you must do something for me. Defeat a cougar. You must accomplish this task in four anlaen (2 real world hours). Bring the cougar pelt from the beast back to me by that time, and I shall teach you what I know.

Guildmaster Gauthus grins widely at you and exclaims, "Congratulations Baelth! In return for completing the task I gave you, I shall teach you more about the Aethereal Pathways."


====Pathway of Quickness====
"Today we highlight the second of the Aethereal Pathway abilities! Pathway Focus Quick! This handy little ability lets the mage speed up the targetting process, letting a mage reach the state of fully targetted in less time than it would normally take. It should arrive somewhere around 8th circle where it will greatly aid mages of that age (where targeting time is longest). At any age, a mage can utilize reduced targeting time so is also something useful throughout a mage's career."
-- GM Chakram

Quest Notes: Begin at the guild in in Riverhaven.
Gauthus gazes at you, studying intently. You find yourself squirming a little at his scrutiny. The GuildMaster lets out a chuckle and says, "I see you are a fast learner. Indeed, you are now ready to learn of your next pathway, the Pathway of Quickness. This pathway is an interesting one. By infusing this pathway into your spell patterns, it allows you to more efficiently manipulate those patterns. The overall effect of this is that it will take you less time to fully target your spell." Gauthus seems to smirk to himself before saying, "Ahh, but as you may have guessed, I do have a task you must complete for me before I teach this knowledge to you. Defeat a boobrie. You must accomplish this task in four anlaen (2 real world hours). Bring the boobrie feather from the beast back to me by that time, and I shall teach you what I know.



====Pathway of Ease====
The third in our series of Aethereal Pathway abilities is Pathway Focus Ease! PF Ease is gained at 12th circle and decreases the difficulty of casting TM spells so that the mage is able to put more mana than they are usually able to harness into the spell matrix. This nifty ability is the third as it will let the younger mages put a bit more power behind their spells than they normally would, and at this point in their career a mage should be able to sense more mana than when they begin, increasing the usefulness of this ability. Thus younger mages get more use out of it than they would at lower circles and are able to make use of it while they are still young. It will also help the older mages to get those more difficult spells off more easily.
-- GM Chakram

Quest Notes: Begin at either of the guild in Riverhaven or Crossing.
Gauthus scrutinizes you and lets out a grunt before saying, "Well, I don't think there's a single GuildMaster who likes teaching what I am to show you. However, because it does have a certain degree of utility, I will do as Lathaelor bids and tell you about it."
Gauthus sighs and continues, "The Pathway of Ease makes it easier for you to cast your targeted spells. By infusing this pathway directly into your spell pattern, it allows mana to flow through it with less resistance." Gauthus glares and exclaims, "But I better not catch you using this ability to slack off on your studies! Cause Lathaelor be damned, I'll not be happy should that happen."

Gauthus calms down a bit and says, "There, now that I have gotten that out of my system, before I teach you this knowledge you must defeat a rock troll. You must accomplish this task in four anlaen (2 real world hours). Bring the grey troll skin from the beast back to me by that time, and I shall teach you what I know.


====Pathway of Power====
"Next in our series of Aethereal Pathway abilities is Pathway Focus Power! PF Power allows one to overcome the Magical Resistance of an opponent with a bit more ease than one normally would. It helps give a bit of an offensive boost to the Targetted spell as well. This comes at about 16th circle. It will help younger and older mages alike to better cast their targetted spells on those targets which give resistance problems."
-- GM Chakram

Quest Notes: Begin at either of the guild in Riverhaven or Crossing.
Gauthus' expression brightens considerably. He sounds very excited as he tells you, "I see you have progressed in your sojourn to learn of the Aethereal Pathways. What I am about to explain to you has to be one of my favorite utilizations of the pathways."
Gauthus leans forward as he explains, "The Pathway of Power is what we use to help us penetrate an opponents innate resistance to our magic."
The GuildMaster grins and says, "Yes, you heard correctly. A useful tool, no?"
Gauthus leans in closely and whispers to you, "Its extraordinary fun using this to toy with Agonar, but you didn't hear that from me."
Gauthus winks at you, then regains his composure and says, "Before I teach you how to use this pathway, you must first defeat a lesser sluagh. You must accomplish this task in four anlaen (2 real world hours). Bring the sluagh hide from the beast back to me by that time, and I shall teach you what I know.

====Pathway of Accuracy====
"The fifth in the series of abilities comes at 20th circle, called Pathway Focus Accuracy. PF Accuracy, as the name implies, increases the accuracy of your spells as if you had more skill in Targetted Magic than you really have. This, in effect, increases the power of the spell and the likeliness that you'll actually hit something (nifty, huh?). This comes fifth as it basically incorporates some of the earlier PF abilities (though not as powerful as say Damage alone) and lets a mage grow into it as he or she gains skill."
-- GM Chakram

1. Ask leader about quest at any guild hall (I think) I'd suggest doing
this in Riverhaven since it's the closest city to Throne City. The
guild leader will tell you that you need to go to a ruined Tower in Throne
City

2. Travel to the ruined tower in Throne City, from the stone docks go:
South, Southeast, Southeast, Climb Slope, Go gate, south, southwest,
southwest, southwest, go alley, south, west, west, west, climb stair,
southwest

3. Give the letter that the guild leader gave you to the tower guard
then climb tower

4. When you are in the Tower climb stairs and you'll be in a room with
the Zombie Dean

5. Ask dean about college, fire, dean, and light in that order and
he'll attack you

6. Kill the dean and take his papers, I'm not sure how easy the dean
is, I killed him rather quickly but I'd imagine he'd be more on level
with the min circle req that is required to get the quest.

7. Take the papers back to the guild leader that issued the quest. You
might as well read the papers while traveling since the guild leader
will not teach you the quest until you've read them. There are several
pages, turn papers to get to the next page

;Walkthrough written by Dasffion

====Pathway of Secrecy====
"The sixth ability is called Pathway Focus Secrecy. PF Secrecy will increase a mage's ability to remain concealed while they target a spell (yay for stealth!). It will happen some time after PF Accuracy. This comes sixth as hopefully a mage by this time will be a bit more skilled in the arts of hiding (let's face it, it's not the easiest thing to train for us), thus allowing mages to be able to use this."
-- GM Chakram

1. Ask leader about quest at any guild hall (I think) I'd suggest doing
this in Riverhaven since it's the closest city to Throne City. The
guild leader will tell you that you need to go to the tower you went to for
Accuracy.

2. Travel to the ruined tower in Throne City, from the stone docks go:
South, Southeast, Southeast, Climb Slope, Go gate, south, southwest,
southwest, southwest, go alley, south, west, west, west, climb stair,
southwest

3. Give the letter that the guild leader gave you to the tower guard
then climb tower

4. Climb step go hallway climb stair

5. Here you'll need to put 5 spells into the east pillar, I'd suggest
using TM spells since they prep quickly. Prep a spell then when fully
prepared touch east pillar. Do this five times then open east pillar, go
east pillar.

6. You're now in a room with 4 braziers focus second brazier then pull
chain under second brazier, focus fourth brazier pull chain under
fourth brazier, focus first brazier pull chain under first brazier, focus
third brazier pull chain under third brazier.

7. Pick up the tome and exit the same way you came in except instead of
touching the east pillar touch the slab.

8. Take the tome back to the guild leader that gave you the quest

;Walkthrough written by Dasffion

====Pathway of Precision====
"Next up! Our seventh ability in the Aethereal Pathway series is called Pathway Focus Precise! PF Precise allows a mage to reduce the penalty that is normally associated with finely targetting a creature, such as targetting an arm or a leg specifically. This ability is seventh, coming some time after PF Secrecy, and hopefully at this point a mage will be able to make use of precision targetting and thus making this ability useful to some of the older mages."
-- GM Chakram



====Pathway of Defense====
"The eighth ability, is called Pathway Focus Defend. PF Defend, happening after PF Precise, allows a mage to manipulate aether, making it harder for targetted spells to hit them. This nifty ability comes eighth as by now the mage is pretty experienced. This ability allows these more experienced mages to defend themselves from incoming targetted magic attacks."
-- GM Chakram

====Barrage====

>barrage draw

You find it hard to maintain your footing.

You focus on manipulating an aethereal pathway to suffuse your targeting matrix, then allow its pattern to direct the force of your scythe-blade.

Invisible strands of aether roil in the air, twisting into a tight braid. With a mental command, you send the unseen coils of the aethereal whip slashing through the air at an ochre la'heke!

The piercing screech of tortured air assaults your ears, punctuated by a sharp **CRACK!**!

An ochre la'heke howls in pain as the unseen whip slices open its chest.

The ochre la'heke is lightly stunned!

Roundtime: 1 second.


A shimmering silvery-blue glow quickly spreads from your hand to the tip of your scythe-blade, then quickly fades.

< Driving in like the irresistable force of a cyclone, you step backward and then slice at an ochre la'heke. An ochre la'heke fails to evade, moving directly into the blow. The scythe-blade lands a massive strike that splinters bones and nearly severs the left arm.

In a gruesome display, the ochre la'heke's eyes glaze over as it reels in an uncontrolled spasm, expiring after one last tremor.
[You're slightly off balance]
[Roundtime 2 sec.]
>

===Summoning===
===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.
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.

Revision as of 10:37, 21 May 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

shh? This article has been marked for review as possibly revealing in-game secrets.
To discuss, please head to Category talk:Articles that Might Reveal Secrets.


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.

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.

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