Difference between revisions of "Brotherhood of Sorcery"

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{{:Brotherhood of Sorcery/sinfo}}
 
{{:Brotherhood of Sorcery/sinfo}}
  
The hard school every newly recruited mage has to go through, this guild offers the basic training needed for a mage to possess before he can then specialize his magic powers into one of the more defined subjects. Every mage regardless of family, rank, money or other worldly influences once wandered through these legendary halls, years later to master the elements or even the high mysteries of magic. While the raw ability to control the magic exists in every mage, it is here that the future spellweavers learn how to consciously affect the magic around them. After years of intensive study, and life-long friends and enemies made, the graduates of this guild truly are Brothers in Sorcery.
 
  
 
== Info ==
 
== Info ==
{|  class="wikitable" style="text-align: center; border:1px dashed;"  align="right" width="300"
+
:The hard school every newly recruited mage has to go through, this guild offers the basic training needed for a mage to possess before he can then specialize his magic powers into one of the more defined subjects. Every mage regardless of family, rank, money or other worldly influences once wandered through these legendary halls, years later to master the elements or even the high mysteries of magic. While the raw ability to control the magic exists in every mage, it is here that the future spellweavers learn how to consciously affect the magic around them. After years of intensive study, and life-long friends and enemies made, the graduates of this guild truly are Brothers in Sorcery.
|+ Top blasts of RAW power
+
|-
+
|            Alva   
+
|-
+
|            Conquer   
+
|-
+
|              Shar     
+
|-
+
|            Willi     
+
|-
+
|              Blnk   
+
|-
+
|            Septium
+
|-
+
|            Zenick     
+
|-
+
|            Descad
+
|-
+
|              Shar
+
|-
+
|            Susette
+
|}
+
  
 
Command: mage
 
Command: mage
Line 43: Line 20:
 
# -
 
# -
 
# + Con & Int
 
# + Con & Int
{|  class="wikitable" style="text-align: center; border:1px dashed;"  align="right" width="200"
 
|+ Abjurer Standings
 
| Zenick || 100%
 
|-
 
|      Balroc || 60%
 
|-
 
|        Shar || 50%
 
|-
 
|      Broetchen || 31%
 
|-
 
|        Axl || 30%
 
|-
 
|      Brokus || 29%
 
|-
 
|        Tatza || 29%
 
|-
 
|      Susette || 28%
 
|-
 
|        Moss || 27%
 
|-
 
|        Hobo || 23%
 
|-
 
|}
 
  
Allows joining to the following guilds:  [[Category:Guild]]  [[Category:Magical background]]
+
Allows joining to the following guilds:  [[Category:Guild]]  [[Category:Magical]]
 
:[[Inner Circle of Sorcery]], special requirements:
 
:[[Inner Circle of Sorcery]], special requirements:
 
::Must pass 1 out of the following:
 
::Must pass 1 out of the following:
Line 79: Line 33:
 
:::Must be maximum level in [[The Psionicists]]
 
:::Must be maximum level in [[The Psionicists]]
 
:::Must be maximum level in [[The Guild of Channellers]]
 
:::Must be maximum level in [[The Guild of Channellers]]
{| class="wikitable" style="text-align: center; border:1px dashed;"  align="right" width="400"
+
 
|+ Top mage staves of the realm
+
=== For reincers ===
|-
+
Fast ticket for reincers aiming for full [[conjurer]] status.
| Zenick wields the Zurnutin the [[White mage staff of Power]]
+
|-
+
| Shar wields the Excessum the [[White mage staff of Power]]
+
|-
+
| Balroc wields the HÄLÄRM the [[White mage staff of Power]]
+
|-
+
|          Entor wields the Crenshinibon the [[White mage staff of Power]]
+
|-
+
|          Frenor wields the Chaosbringer the [[Glowing white mage staff]]
+
|-
+
|          Broetchen wields the Lateralus the [[Glowing white mage staff]]
+
|-
+
|                  Susette wields the [[Glowing white mage staff]]
+
|-
+
|            Blnk wields the Terumo the [[Radiating black mage staff]]
+
|-
+
|            Humma wields the Icicle the [[Radiating black mage staff]]
+
|-
+
|            Hobo wields the Bumstick the [[Radiating black mage staff]]
+
|}
+
== Tips ==
+
For easy completion of the mage training, here is commands that make you ready for [[Inner Circle of Sorcery|inner circle]] while having all essential skills & spells in decent percentages.
+
:study [[Prismatic burst]] to:7
+
 
:train [[Create staff]] to:28
 
:train [[Create staff]] to:28
:train [[Consider]], [[Ceremony]] to:50
+
:train [[Consider]] to:60
 
:train [[Essence eye]] to:75
 
:train [[Essence eye]] to:75
:train [[Cast generic]], [[Mana control]], [[Cast protection]] to:80
+
:train [[Analysis of magic lore]], [[Cast generic]], [[Cast protection]], [[Mana control]] to:80
:train [[Analysis of magic lore]], [[Quick chant]], [[Mastery of shielding]] to:max
+
:train [[Quick chant]], [[Mastery of shielding]], [[Cast acid]], [[Cast asphyxiation]], [[Cast cold]], [[Cast electricity]], [[Cast fire]], [[Cast magical]], [[Cast poison]] to:max
:study [[Identify]], [[Relocate]] to:20
+
:study [[Invisibility]], [[Floating]], [[Mirror image]], [[Prismatic burst]] to:80
:study [[Mirror image]], [[Invisibility]] to:45
+
:study [[Teleport with error]] to:80
+
 
:study [[Force absorption]] to:90
 
:study [[Force absorption]] to:90
:study [[Teleport without error]] to:80
+
 
If you plan to have lot of types or plan to start fights you might consider to take the following too.
+
== Essence ==
:train [[Cast acid]], [[Cast asphyxiation]], [[Cast cold]], [[Cast electricity]], [[Cast fire]], [[Cast magical]], [[Cast poison]] to:max
+
Mage reputation is called 'essence'. Mages get an essence skill for each damage type according to how much they cast their primary blast.
:study [[Prismatic burst]] to:rac
+
Here is an _approximate_ list on how essence is gained:
 +
* 1% - 10%, 50 blasts per %
 +
* 10% - 20%, 350 blasts per %
 +
* 20% - 30%, 1500 blasts per %
 +
* 30% - 40%, 3000 blasts per %
 +
* 40% - 50%, 4500 blasts per %
 +
 
 +
Essence is also a factor in becoming a type leader. Check leaders with 'mage leaders' and your progress with 'mage check'.
 +
 
 +
== [[Reagents]] ==
 +
[[Reagents]] are spell components needed to cast the primary blasts and area blasts. Also greater conjurer prots require reagents. They can be seen as ammunition or as second resource for mages.
 +
 
 +
== [[Mage staff gem]]s ==
 +
Some mage-like monsters drop gems. These gems can be attached to your mage staff for special abilities.
 +
You need to operate the machine in one of the rooms in the mage guild in order to attach the gem.
 +
 
 +
Current gems are:
 +
 
 +
    a shimmering multicoloured crystal gem (can't be attached before loading it with sp. Drains about 3k sp and blows up if user doesnt have it, needed for storing/releasing spells)
 +
    a shiny dark-green oval shaped amethyst (needed for storing/releasing spells)
 +
    a small and almost colourless zircon gem (+able to see power of staff.)
 +
    a dull white circular weenite gem (+dam to one type)
 +
    A silvery-white round pearl (It will increase power of the mage staff.)
 +
 
 +
== Quests ==
 +
 
 +
The mage guild has several quests which can be viewed and started 1u 1sw from Bayprixces.
 +
Current quests are:
 +
 
 +
    Newbie staff - Help Bayprixces find a gem and receive a newbie mage staff.
 +
    Newbie pouch - Gather some materials and learn to use one mage spell. Gives a small autoloading reagent pouch.
 +
    Staff of the Arch Mage - Kill Bayprixces for a set of broken pieces of his staff and have it repaired by Brame.
 +
 
 +
== [[Mage staff]] ==
 +
The mage staff is created with the [[create staff]] skill. It shows how long someone has been playing mage while also increasing the mages power over time as the staff gets lighter. It is considered as mages most important equipment.

Latest revision as of 09:58, 23 May 2020

sinfo
Skill/Spell Name 1 2 3 4 5 6 7 8 9 10
Analysis of magic lore - - - - - - 50 60 70 80
Attack 10 20 30 40 - - - - - -
Aura detection - - 15 27 39 52 60 73 86 100
Cast acid - - - 20 28 36 44 52 60 -
Cast asphyxiation - - - 20 28 36 44 52 60 -
Cast cold - - - 20 28 36 44 52 60 -
Cast control 10 20 30 40 50 60 70 80 90 100
Cast electricity - - - 20 28 36 44 52 60 -
Cast fire - - - 20 28 36 44 52 60 -
Cast generic 10 22 35 48 61 74 87 100 - -
Cast heal 10 20 30 - - - - - - -
Cast information - - 40 70 100 - - - - -
Cast magical - - - 20 28 36 44 52 60 -
Cast poison - - - 20 28 36 44 52 60 -
Cast protection 20 28 37 45 54 62 71 80 - -
Cast teleportation 20 28 37 45 54 62 71 80 - -
Ceremony - - - - - 10 20 30 40 50
Chill touch 10 20 30 40 50 60 70 80 90 100
Consider 25 50 75 100 - - - - - -
Create food - - - - 20 36 52 68 84 100
Create staff - - - 40 70 100 - - - -
Darkness 25 50 75 100 - - - - - -
Disruption 10 20 30 40 50 60 70 80 90 100
Essence eye 20 33 46 59 73 86 100 - - -
Flame arrow 10 20 30 40 50 60 70 80 90 100
Floating 20 40 60 80 100 - - - - -
Floating letters 10 22 35 48 61 74 87 100 - -
Force absorption - - - - - - 20 46 73 100
Heal self 20 46 73 100 - - - - - -
Identify - - - - - - 20 30 40 50
Invisibility 10 22 35 48 61 74 87 100 - -
Light 25 50 75 100 - - - - - -
Magic missile 10 20 30 40 50 60 70 80 90 100
Mana control 10 22 35 48 61 74 87 100 - -
Mastery of shielding - - - - - - - 10 25 40
Mirror image - - 30 40 50 60 70 80 90 100
Moon sense 20 40 60 80 100 - - - - -
Prismatic burst - - - 10 25 - - 50 90 100
Quick chant - - - 10 25 - 50 60 70 80
Relocate - - - - - - 20 30 40 50
See invisible - - - - 30 44 58 72 86 100
See magic - - - - 30 44 58 72 86 100
Shocking grasp 10 20 30 40 50 60 70 80 90 100
Short blades 10 20 30 - - - 20 30 40 50
Teleport with error - - - - - - 40 60 80 100
Teleport without error - - - - - - 10 20 30 40
Thorn spray 10 20 30 40 50 60 70 80 90 100
Vacuumbolt 10 20 30 40 50 60 70 80 90 100
Water walking 40 60 80 100 - - - - - -
Word of recall 10 20 30 40 50 60 70 80 90 100
Skill/Spell Name 1 2 3 4 5 6 7 8 9 10


Info

The hard school every newly recruited mage has to go through, this guild offers the basic training needed for a mage to possess before he can then specialize his magic powers into one of the more defined subjects. Every mage regardless of family, rank, money or other worldly influences once wandered through these legendary halls, years later to master the elements or even the high mysteries of magic. While the raw ability to control the magic exists in every mage, it is here that the future spellweavers learn how to consciously affect the magic around them. After years of intensive study, and life-long friends and enemies made, the graduates of this guild truly are Brothers in Sorcery.

Command: mage

Creators: Alaron<analytics uacct="UA-3466433-3" ></analytics> and Ulax<analytics uacct="UA-3466433-3" ></analytics>

Maximum level: 10

  1. -
  2. + Con & Int
  3. -
  4. + Con & Int
  5. -
  6. + Con & Int
  7. -
  8. + Con & Int
  9. -
  10. + Con & Int

Allows joining to the following guilds:

Inner Circle of Sorcery, special requirements:
Must pass 1 out of the following:
Must be maximum level in Manipulators of Corrosion
Must be maximum level in Devourers of Air
Must be maximum level in Assembly of the Blizzard
Must be maximum level in Wielders of Lightning
Must be maximum level in Brethren of the Flaming Sigil
Must be maximum level in Summoners of Astral Power
Must be maximum level in Venomous Convocation
Must be maximum level in The Psionicists
Must be maximum level in The Guild of Channellers

For reincers

Fast ticket for reincers aiming for full conjurer status.

train Create staff to:28
train Consider to:60
train Essence eye to:75
train Analysis of magic lore, Cast generic, Cast protection, Mana control to:80
train Quick chant, Mastery of shielding, Cast acid, Cast asphyxiation, Cast cold, Cast electricity, Cast fire, Cast magical, Cast poison to:max
study Invisibility, Floating, Mirror image, Prismatic burst to:80
study Force absorption to:90

Essence

Mage reputation is called 'essence'. Mages get an essence skill for each damage type according to how much they cast their primary blast. Here is an _approximate_ list on how essence is gained:

  • 1% - 10%, 50 blasts per %
  • 10% - 20%, 350 blasts per %
  • 20% - 30%, 1500 blasts per %
  • 30% - 40%, 3000 blasts per %
  • 40% - 50%, 4500 blasts per %

Essence is also a factor in becoming a type leader. Check leaders with 'mage leaders' and your progress with 'mage check'.

Reagents

Reagents are spell components needed to cast the primary blasts and area blasts. Also greater conjurer prots require reagents. They can be seen as ammunition or as second resource for mages.

Mage staff gems

Some mage-like monsters drop gems. These gems can be attached to your mage staff for special abilities. You need to operate the machine in one of the rooms in the mage guild in order to attach the gem.

Current gems are:

   a shimmering multicoloured crystal gem (can't be attached before loading it with sp. Drains about 3k sp and blows up if user doesnt have it, needed for storing/releasing spells)
   a shiny dark-green oval shaped amethyst (needed for storing/releasing spells)
   a small and almost colourless zircon gem (+able to see power of staff.)
   a dull white circular weenite gem (+dam to one type)
   A silvery-white round pearl (It will increase power of the mage staff.)

Quests

The mage guild has several quests which can be viewed and started 1u 1sw from Bayprixces. Current quests are:

   Newbie staff - Help Bayprixces find a gem and receive a newbie mage staff.
   Newbie pouch - Gather some materials and learn to use one mage spell. Gives a small autoloading reagent pouch.
   Staff of the Arch Mage - Kill Bayprixces for a set of broken pieces of his staff and have it repaired by Brame.

Mage staff

The mage staff is created with the create staff skill. It shows how long someone has been playing mage while also increasing the mages power over time as the staff gets lighter. It is considered as mages most important equipment.