Difference between revisions of "The School of Folklorists"

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(Added information on guild location and the various NPCs and things in the guild)
m (update top10; formatting)
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{| class="wikitable" style="text-align: left ;border:1px dashed;font-family: verdana"  align="right"  width="200"
 
{| class="wikitable" style="text-align: left ;border:1px dashed;font-family: verdana"  align="right"  width="200"
 
|+ Top 10 in study marks
 
|+ Top 10 in study marks
| 1  Belse               [ 6845 ]
+
| 1  Antarax               [ 8520 ]
 
|-
 
|-
| 2  Kapu                 [ 6749 ]
+
| 2  Kapu                   [ 7922 ]
 
|-
 
|-
| 3  Desert              [ 6191 ]
+
| 3  Belse                  [ 7692 ]
 
|-
 
|-
| 4  Kharadus            [ 5132 ]
+
| 4  Magiscus              [ 6195 ]
 
|-
 
|-
| 5  Willi                [ 4786 ]
+
| 5  Desert                [ 6191 ]
 
|-
 
|-
| 6  Koan                [ 4613 ]
+
| 6  Vesku                  [ 6122 ]
 
|-
 
|-
| 7  Axl                  [ 4588 ]
+
| 7  Ivan                  [ 6053 ]
 
|-
 
|-
| 8  Durtle               [ 4569 ]
+
| 8  Kharadus               [ 5979 ]
 
|-
 
|-
| 9  Slobber              [ 4535 ]
+
| 9  Ktonis                [ 5793 ]
 
|-
 
|-
| 10  Turmio              [ 4160 ]
+
| 10  Endure                [ 5590 ]
 
|-
 
|-
 
|}
 
|}
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South of the entrance is the auditorium, where folkorists can train skills, study spells, advance in levels, and become apprenticed to higher-ranking guild members. The guild's noteboard is also located here.
 
South of the entrance is the auditorium, where folkorists can train skills, study spells, advance in levels, and become apprenticed to higher-ranking guild members. The guild's noteboard is also located here.
  
West of the entrance is the library, which contains the guild's Guide, a compendium of all the data folklorists have collected on the various creatures of BatMUD. Use 'look at guide on ground' to get started with using it.
+
West of the entrance is the library, which contains the guild's Guide, a compendium of all the data folklorists have collected on the various creatures of BatMUD. Use <code>look at guide on ground</code> to get started with using it.
  
South of the library is Evokay, the guild's resident mindflayer. Folklorists should 'ask evokay about report' on occasion to have the new data they've collected via [[study creature]] and [[autopsy]] added to the guild's repository. Evokay tracks the number of different creatures, called marks, that each guild member has studied. You can 'ask evokay about view' to see how a ranking of guild members by the number of marks they've studied.
+
South of the library is Evokay, the guild's resident mindflayer. Folklorists should <code>ask evokay about report</code> on occasion to have the new data they've collected via [[study creature]] and [[autopsy]] added to the guild's repository. Evokay tracks the number of different creatures, called marks, that each guild member has studied. You can <code>ask evokay about view</code> to see how a ranking of guild members by the number of marks they've studied.
  
North and west of the entrance is Xiaxulus. New guild members should 'ask xiaxulus about quests' to get more information on the guild quests.
+
North and west of the entrance is Xiaxulus. New guild members should <code>ask xiaxulus about quests</code> to get more information on the guild quests.
  
 
The guild's gift shop is located two north of the guild entrance. Anech, who runs the shop, sells a variety of items of interest to guild members.
 
The guild's gift shop is located two north of the guild entrance. Anech, who runs the shop, sells a variety of items of interest to guild members.
 +
 
==Herbal Spells==
 
==Herbal Spells==
 
Folklorists have a series of spells that use a herb as a reagent.  Fresh herbs are better and some herbs are supposedly better for some spells.  The spells are:
 
Folklorists have a series of spells that use a herb as a reagent.  Fresh herbs are better and some herbs are supposedly better for some spells.  The spells are:

Revision as of 21:19, 20 July 2015

The school of folklorists is a mixed group of adventurers and scholars, specialized in studying mythical creatures and folklore. The school teaches both offensive and defensive techniques, but the focus is on the defense and information collection. It offers a very good support to other civilized guilds, both fighter and caster types - let alone an interesting career studying and exploring the game. Easy access to world of civilized magic users, accompanied with complex range of herbs, monsters and folklore to become acquainted with. Folklorists are not overtly religious, lending power from whichever god seems the most suitable for the situation ahead.

Top 10 in study marks
1 Antarax [ 8520 ]
2 Kapu [ 7922 ]
3 Belse [ 7692 ]
4 Magiscus [ 6195 ]
5 Desert [ 6191 ]
6 Vesku [ 6122 ]
7 Ivan [ 6053 ]
8 Kharadus [ 5979 ]
9 Ktonis [ 5793 ]
10 Endure [ 5590 ]

info

Command: folklorist

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

Maximum level: 25

Joining requirements:

Background must be civilized

Location and Guildhall

The folklorists guild is located in Arelium at coordinates [12, 34], north and a bit west of the Church of All Gods.

South of the entrance is the auditorium, where folkorists can train skills, study spells, advance in levels, and become apprenticed to higher-ranking guild members. The guild's noteboard is also located here.

West of the entrance is the library, which contains the guild's Guide, a compendium of all the data folklorists have collected on the various creatures of BatMUD. Use look at guide on ground to get started with using it.

South of the library is Evokay, the guild's resident mindflayer. Folklorists should ask evokay about report on occasion to have the new data they've collected via study creature and autopsy added to the guild's repository. Evokay tracks the number of different creatures, called marks, that each guild member has studied. You can ask evokay about view to see how a ranking of guild members by the number of marks they've studied.

North and west of the entrance is Xiaxulus. New guild members should ask xiaxulus about quests to get more information on the guild quests.

The guild's gift shop is located two north of the guild entrance. Anech, who runs the shop, sells a variety of items of interest to guild members.

Herbal Spells

Folklorists have a series of spells that use a herb as a reagent. Fresh herbs are better and some herbs are supposedly better for some spells. The spells are:

Folklorist Quests

Completing folklorist quests gives you 10 sp max per quest.

Basic Quests

  • anthropology 101 - study 101 humans
  • botany 101 - bring xia 15 different fresh herbs
  • cryptozoology 101 - study 101 mythical creatures
  • living poison - kill 20 undeads with poison
  • zoology 101 - study 101 animals

Advanced Quests

  • advanced anthropology - study 501 humans
  • autopsy master - autopsy 51 different races during one reboot
  • the hunt - study a dragon, an angel, a unicorn, a vampire, a werewolf, a ghost, a basilisk, a pegasus, a yeti, and a minotaur.
  • vampireslayer - destroy a real vampire

Hard Quests

  • crytpozoology master - study 2001 mythical creatures
  • dragonslayer - kill a dragon (not too puny mind you!)
  • kinemortology 101 - study 101 undeads
  • folklorist arena champion - defeat all foes in the arena

sinfo

Skill/Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Plant lore 10 13 17 21 25 28 32 36 40 43 47 51 55 58 62 66 70 73 77 81 85 88 92 96 100
First aid 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - -
Hiking 10 13 17 21 24 28 32 35 39 43 46 50 54 57 61 65 68 72 76 80 - - - - -
Attack 10 14 18 23 27 32 36 41 45 50 - - - - - - - - - - - - - - -
Short blades 10 14 18 23 27 32 36 41 45 50 - - - - - - - - - - - - - - -
Essence eye 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Consider 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Cast generic 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Mana control 10 14 19 24 28 33 38 43 47 52 57 62 66 71 76 81 85 90 95 100 - - - - -
Swim 10 14 19 23 28 33 37 42 47 51 56 61 65 70 75 - - - - - - - - - -
Analysis of magic lore 10 12 15 18 21 24 27 30 33 36 39 42 44 47 50 53 56 59 62 65 68 71 74 77 80
Cast poison 10 13 17 21 25 28 32 36 40 43 47 51 55 58 62 66 70 73 77 81 85 88 92 96 100
Cast control 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Cast magical 10 13 17 21 25 28 32 36 40 43 47 51 55 58 62 66 70 73 77 81 85 88 92 96 100
Cast information 10 13 17 21 25 28 32 36 40 43 47 51 55 58 62 66 70 73 77 81 85 88 92 96 100
Knowledge of magic lore 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 50
Knowledge of toxicology 1 5 9 13 17 21 25 29 34 38 42 46 50 54 58 62 67 71 75 79 83 87 91 95 100
Knowledge of identification 1 5 9 13 17 21 25 29 34 38 42 46 50 54 58 62 67 71 75 79 83 87 91 95 100
Study creature 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Light 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Darkness 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Magic missile 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - -
Thorn spray 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - -
Preserve corpse 10 20 30 40 50 60 70 80 90 100 - - - - - - - - - - - - - - -
Aura detection 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Detect alignment 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Moon sense 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Detect race 10 16 22 29 35 42 48 54 61 67 74 80 87 93 100 - - - - - - - - - -
Poison blast - - - - - - 10 21 32 43 55 66 77 88 100 - - - - - - - - - -
Summon lesser spores - - - - - - 10 21 32 43 55 66 77 88 100 - - - - - - - - - -
Zapping - - - - - - - - - 10 14 18 22 26 30 34 38 42 46 50 54 58 62 66 70
Cast heal - - - - - - - - - 10 16 22 28 34 40 46 52 58 64 70 76 82 88 94 100
Cast transformation - - - - - - - - - 10 14 18 22 26 30 34 38 42 46 50 - - - - -
Cast protection - - - - - - - - - 10 16 22 28 34 40 46 52 58 64 70 76 82 88 94 100
Cast special - - - - - - - - - 10 16 22 28 34 40 46 52 58 64 70 76 82 88 94 100
Mastery of shielding - - - - - - - - - 1 5 10 14 19 23 28 33 37 42 46 51 56 60 65 70
Mastery of medicine - - - - - - - - - 1 4 7 10 14 17 20 23 27 30 33 36 40 43 46 50
Create herb - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100 - - - - -
Invisibility - - - - - - - - - 10 14 18 22 26 30 34 38 42 46 50 - - - - -
Dispel magical protection - - - - - - - - - 10 16 22 28 34 40 46 52 58 64 70 76 82 88 94 100
Minor protection - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100 - - - - -
Herbal healing - - - - - - - - - 10 16 22 28 34 40 46 52 58 64 70 76 82 88 94 100
Zoological protection - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100 - - - - -
Levin bolt - - - - - - - - - - - - - 10 25 40 55 70 85 100 - - - - -
Venom strike - - - - - - - - - - - - - 10 25 40 55 70 85 100 - - - - -
Quick chant - - - - - - - - - - - - - - 10 17 24 31 38 45 52 59 66 73 80
Autopsy - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Knowledge of herb conservation - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Greater light - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Greater darkness - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Cryptozoological protection - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Magic mount - - - - - - - - - - - - - - 10 28 46 64 82 100 - - - - -
Racial protection - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Greater create herb - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Herbal remove poison - - - - - - - - - - - - - - 10 19 28 37 46 55 64 73 82 91 100
Damage criticality - - - - - - - - - - - - - - - - - - - 10 16 22 28 34 40
Identify - - - - - - - - - - - - - - - - - - - 10 18 26 34 42 50
Resist dispel - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Bookworm - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Kinemortological protection - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Attune racial protection - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Herbal poison blast - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Herbal poison spray - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Bolt of knowledge - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Greater magic mount - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Living poison - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Monster lore - - - - - - - - - - - - - - - - - - - 10 28 46 64 82 100
Field of poison - - - - - - - - - - - - - - - - - - - - - - - 10 100
Skill/Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25