Difference between revisions of "The Wanderer's Guild"

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Continent: [[Furnachia]] more precicely at [http://jeskko.pupunen.net/mapgen/?x=5618&y=5493&zoom=8 GoogleMap]
+
[[Category:Closed guild]]
  
== Info ==
+
{| class="wikitable sortable"  style="text-align:center"  align="right"
 +
|+ sinfo
 +
! Skill/Spell Name
 +
|  1||  2||  3
 +
|-
 +
! [[Absorb magic]]  [[Category:Absorb magic]]
 +
| 30|| 65||100
 +
|-
 +
! [[Create vortex]]  [[Category:Create vortex]]
 +
| 30|| 65||100
 +
|-
 +
! [[Dimensional vacuum]]  [[Category:Dimensional vacuum]]
 +
| 30|| 65||100
 +
|-
 +
! [[Escape velocity]]  [[Category:Escape velocity]]
 +
| 30|| 65||100
 +
|-
 +
! [[Mastery of rifts]]  [[Category:Mastery of rifts]]
 +
| 30|| 65||100
 +
|-
 +
! [[Planar gate]]  [[Category:Planar gate]]
 +
| 30|| 65||100
 +
|-
 +
! [[Rift channelling]]  [[Category:Rift channelling]]
 +
| 30|| 65||100
 +
|-
 +
! [[Slingshot vortex]]  [[Category:Slingshot vortex]]
 +
| 30|| 65||100
 +
|-
 +
! [[Support vortex]]  [[Category:Support vortex]]
 +
| 30|| 65||100
 +
|-
 +
! [[Vortex analysis]]  [[Category:Vortex analysis]]
 +
| 30|| 65|| 100
 +
|-class="sortbottom"
 +
! Skill/Spell Name
 +
|  1||  2||  3
 +
|}
 +
Frequently, there are people born into this world who have a desire to seek and explore. Many of these lead otherwise normal lives, as the pressures of society keep them constrained.
  
Command: wanderers
+
However, sometimes an individual will break out of the mould, and will begin traveling far and wide.
  
Creator: [http://www.bat.org/help/finger.php?str=Melemkor Melemkor]
+
Most of the people in this category are either merchants, seeking to find strange lands, or else are rangers, trying to find that elusive garden retreat. The rarest of all are mages, who due to their studies are often constrained to libraries and scholarly institutions.
  
Maximum level: 3
+
However, once a mage decides to travel, truly amazing things are born - such as this Guild of Wanderers. Only the truly devoted shall make the journey to this forsaken wasteland, and drink from the raw elemental powers of earth and fire. Indeed, only those who have truly tasted life are capable of controlling the vast powers unleashed by the Vortex, so think carefully before starting down the path!
  
Description:
+
Wanderers tend to do a lot of walking, hence the original members decided to create boot buckles as the official sign of the guild. Of course, mages do tend to find ways to sneak magical powers into even the smallest of trinkets...
Frequently, there are people born into this world who have a desire to seek
+
and explore. Many of these lead otherwise normal lives, as the pressures of
+
society keep them constrained. However, sometimes an individual will break out
+
of the mould, and will begin traveling far and wide.
+
Most of the people in this category are either merchants, seeking to find
+
strange lands, or else are rangers, trying to find that elusive garden
+
retreat. The rarest of all are mages, who due to their studies are often
+
constrained to libraries and scholarly institutions.
+
However, once a mage decides to travel, truly amazing things are born - such
+
as this Guild of Wanderers. Only the truly devoted shall make the journey to
+
this forsaken wasteland, and drink from the raw elemental powers of earth and
+
fire. Indeed, only those who have truly tasted life are capable of controlling
+
the vast powers unleashed by the Vortex, so think carefully before starting
+
down the path!
+
  
Joining requirements:
+
Wanderers create vortices instead of casting spells. Since these elemental forces place great strains on the body and on one's magic reserves, members of the guild tend to gain more constitution and mana regeneration.
Must be level 1 in The Association of Mystical Navigators
+
Has explored at least 18 particularly special places of the world
+
  
Abilities gained when joining:
+
= info =
 +
Location: [[Furnachia]], more precisely at [http://jeskko.pupunen.net/gmap2/?x=9714&y=9584&zoom=9 GoogleMap]
  
  Wanderers tend to do a lot of walking, hence the original members decided to
+
Command: wanderers [[Category:Guild]]
create boot buckles as the official sign of the guild. Of course, mages do
+
tend to find ways to sneak magical powers into even the smallest of
+
trinkets...
+
Wanderers create vortices instead of casting spells. Since these elemental
+
forces place great strains on the body and on one's magic reserves, members of
+
the guild tend to gain more constitution and mana regeneration.
+
  
May train skill Absorb magic to 25%
+
Creator: {{Finger|Melemkor}}
May train skill Create vortex to 25%
+
May train skill Mastery of rifts to 25%
+
May train skill Rift channelling to 25%
+
May train skill Support vortex to 25%
+
May train skill Vortex analysis to 25%
+
May study spell Dimensional vacuum to 28%
+
May study spell Escape velocity to 28%
+
May study spell Planar gate to 28%
+
May study spell Slingshot vortex to 28%
+
  
Abilities and requirements at each level:
+
Maximum level: 3
Level 2:
+
  Requirements:
+
  Must be level 2 in The Association of Mystical Navigators
+
  Has explored at least 37 particularly special places of the world
+
  Has trained skill Create vortex to at least 21%
+
  Has trained skill Support vortex to at least 21%
+
  Abilities:
+
  May train skill Absorb magic to 54%
+
  May train skill Create vortex to 54%
+
  May train skill Mastery of rifts to 54%
+
  May train skill Rift channelling to 54%
+
  May train skill Support vortex to 54%
+
  May train skill Vortex analysis to 54%
+
  May study spell Dimensional vacuum to 62%
+
  May study spell Escape velocity to 62%
+
  May study spell Planar gate to 62%
+
  May study spell Slingshot vortex to 62%
+
  
Level 3:
+
Description:
  Requirements:
+
  Must be level 3 in The Association of Mystical Navigators
+
  Has explored at least 65 particularly special places of the world
+
  Has trained skill Create vortex to at least 45%
+
  Has trained skill Support vortex to at least 45%
+
  Abilities:
+
  May train skill Absorb magic to 84%
+
  May train skill Create vortex to 84%
+
  May train skill Mastery of rifts to 84%
+
  May train skill Rift channelling to 84%
+
  May train skill Support vortex to 84%
+
  May train skill Vortex analysis to 84%
+
  May study spell Dimensional vacuum to 96%
+
  May study spell Escape velocity to 96%
+
  May study spell Planar gate to 96%
+
  May study spell Slingshot vortex to 96%
+
Allows joining to the following guild:
+
[[The Wanderer's Guild]]
+
  
== Bonuses ==
+
Joining requirements:
 
+
:Must be level 1 in [[The Association of Mystical Navigators]]
1st level gives +1 Con
+
:Has explored at least 18 particularly special places of the world
 
+
[[Category:Guild]]
+

Latest revision as of 16:21, 11 September 2014


sinfo
Skill/Spell Name 1 2 3
Absorb magic 30 65 100
Create vortex 30 65 100
Dimensional vacuum 30 65 100
Escape velocity 30 65 100
Mastery of rifts 30 65 100
Planar gate 30 65 100
Rift channelling 30 65 100
Slingshot vortex 30 65 100
Support vortex 30 65 100
Vortex analysis 30 65 100
Skill/Spell Name 1 2 3

Frequently, there are people born into this world who have a desire to seek and explore. Many of these lead otherwise normal lives, as the pressures of society keep them constrained.

However, sometimes an individual will break out of the mould, and will begin traveling far and wide.

Most of the people in this category are either merchants, seeking to find strange lands, or else are rangers, trying to find that elusive garden retreat. The rarest of all are mages, who due to their studies are often constrained to libraries and scholarly institutions.

However, once a mage decides to travel, truly amazing things are born - such as this Guild of Wanderers. Only the truly devoted shall make the journey to this forsaken wasteland, and drink from the raw elemental powers of earth and fire. Indeed, only those who have truly tasted life are capable of controlling the vast powers unleashed by the Vortex, so think carefully before starting down the path!

Wanderers tend to do a lot of walking, hence the original members decided to create boot buckles as the official sign of the guild. Of course, mages do tend to find ways to sneak magical powers into even the smallest of trinkets...

Wanderers create vortices instead of casting spells. Since these elemental forces place great strains on the body and on one's magic reserves, members of the guild tend to gain more constitution and mana regeneration.

info

Location: Furnachia, more precisely at GoogleMap

Command: wanderers

Creator: Melemkor<analytics uacct="UA-3466433-3" ></analytics>

Maximum level: 3

Description:

Joining requirements:

Must be level 1 in The Association of Mystical Navigators
Has explored at least 18 particularly special places of the world