Difference between revisions of "Brotherhood of Sorcery"

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| Radiating black || 0.1 kg || Drains even more sp from mobs. See invisible. Holds 6 gems.
 
| Radiating black || 0.1 kg || Drains even more sp from mobs. See invisible. Holds 6 gems.
 
|-
 
|-
| Glowing white || 0.1 kg ||
+
| Glowing white || 0.1 kg || Shoots ray of fire
 
|-
 
|-
 
| White mage staff of Power || 0.1kg ||
 
| White mage staff of Power || 0.1kg ||
 
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|-
 
|}
 
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Revision as of 16:22, 6 March 2015

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

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

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

Reputation

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

Essence 1% - 10%, 50 blasts per %

Essence 10%-20%, 350 blasts per %

Essence 20%-30%, 1500 blasts per %

Essence 30%-40%, 3000 blasts per %

Essence 40%-50%, 4500 blasts per % ?

Essence 50%-60%, ?? blasts per %

Essence 60%-70%, ?? blasts per %

Essence 70%-80%, ?? blasts per %

Essence 80%-90%, ?? blasts per %

Essence 90%-100%, ?? 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. Reagents come in 3 different strengths: poor, standard and power. It is recommended you throw poor reagents away :) Standard reagents are cheap and give you the normal spellcost when casting a spell. Power reagents cost some 200-300gp each but save a lot of sp when casting the spell. Very nice to have around if you can afford them. Reagents are ordered from merchants who are able to make them from the raw material. Reagents must be stored in special pouches which can be purchased from the Mage Guild. Here is a list of reagents (also shown by 'help spell <spellname>' or 'mage reagents'):

   bark chip, summon carnal spores (poison primary)
   blue cobalt cup, lava storm (fire area)
   bloodstone rings, acid storm (acid area)
   brass fan, vacuum globe (asphyx area)
   bronze marble, blast vacuum (asphyx)
   copper rod, golden arrow (mana)
   ebony tube, killing cloud (poison area)
   electrum wire, electrocution (elec)
   granite sphere, lava blast (fire)
   olivine powder, acid blast (acid)
   onyx gravel, hailstorm (cold area)
   platinum hammer, magic eruption (mana area)
   steel arrowhead, cold ray (cold)
   tungsten wires, lightning storm (elec area)

Other reagents (protection):

   amethyst crystal, shield of detoxification (poison prot)
   fur triangle (mmm! :), frost shield (coldprot)
   glass cone, flame shield (fireprot)
   highsteel disc, armour of aether (physprot)
   iron rod, lightning shield (elecprot)
   leather bag, aura of wind (asphyxprot)
   quartz prism, repulsor aura (manaprot)
   stone cube, acid shield (acidprot)


Mage 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, 1 of three needed for storing/releasing spells)
   a shiny dark-green oval shaped amethyst (1 of three 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 - ??


Mage staff

The mage staff is created with the create staff skill. Basically the skill turns any staff/wand into a mage staff, keeping the original staff's stats but not specials. The staff gets lighter and gains specials over use of mage blasts (main blasts only? / gain of essence). Staff also gains resistance to types based on the essence of the type. With roughly 25% essence resistance is divine. Possible to have multiple staffs?

Description: Weight: Specials:
Basic white 5.1 kg
Basic gray 4.9 kg Grants Ceremony periodically
Basic dark 4.6 kg Power flows from your staff to spell.
Shimmering white 4.1 kg Can name staff. Shoots glowing fireball. ~6k blasts
Shimmering gray 3.1 kg Sometimes halves sp cost of casts. Helps against burden. ~21k
Shimmering black 2.1 kg Shoots small fireball. Shoots bolt of lightning. BRIGHT ray of power flows to spell. ~32k
Radiating white 0.1 kg Drains sp from mobs. Shoots bolt of ice. ~47k
Radiating gray 0.1 kg Drains more sp from mobs. Shoots ray of acid. Holds 5 gems.
Radiating black 0.1 kg Drains even more sp from mobs. See invisible. Holds 6 gems.
Glowing white 0.1 kg Shoots ray of fire
White mage staff of Power 0.1kg