Brotherhood of Sorcery
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
- -
- + Con & Int
- -
- + Con & Int
- -
- + Con & Int
- -
- + Con & Int
- -
- + 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
- Must pass 1 out of the following:
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 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.)
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). 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. |
Radiating black | 0.1 kg | Drains even more sp from mobs. See invisible. |
Glowing white | 0.1 kg |
- Analysis of magic lore
- Attack
- Aura detection
- Cast acid
- Cast asphyxiation
- Cast cold
- Cast control
- Cast electricity
- Cast fire
- Cast generic
- Cast heal
- Cast information
- Cast magical
- Cast poison
- Cast protection
- Cast teleportation
- Ceremony
- Chill touch
- Consider
- Create food
- Create staff
- Darkness
- Disruption
- Essence eye
- Flame arrow
- Floating
- Floating letters
- Force absorption
- Heal self
- Identify
- Invisibility
- Light
- Magic missile
- Mana control
- Mastery of shielding
- Mirror image
- Moon sense
- Prismatic burst
- Quick chant
- Relocate
- See invisible
- See magic
- Shocking grasp
- Short blades
- Teleport with error
- Teleport without error
- Thorn spray
- Vacuumbolt
- Water walking
- Word of recall
- Guild
- Magical