The Guild of Riftwalkers
From BatWiki
Name: The Guild of Riftwalkers
Command: riftwalker
Creator: Moss<analytics uacct="UA-3466433-3" ></analytics>
Maximum level: 15
Description:
A riftwalker can create a rift into an inhospitable plane of existence. Although the riftwalkers body cannot survive in the harsh environment, they can project their mind through the rift for a brief period of time. Primal entities which inhabit the rift world can be enslaved by a riftwalker, and bought back to serve. In their native habitat they exist as pure energy, in this realm they manifest as one the following elements; fire, earth, water, and air.
Long info
Joining requirements: Background must be magical Abilities gained when joining: A black gem is infused into the back of your hand You are now a riftwalker May study spell Spark birth to 10% May study spell Rift pulse to 20% May train skill Entity control to 10% May train skill Cast rift to 10% May train skill Attack to 20% May train skill Cast generic to 30% May train skill Consider to 25% May study spell Darkness to 25% May study spell Light to 25% Abilities and requirements at each level: Level 2: Requirements: Has studied spell Spark birth to at least 6% (passed) Has studied spell Rift pulse to at least 12% (passed) Has trained skill Cast rift to at least 4% (passed) Has trained skill Cast generic to at least 18% (passed) Has trained skill Consider to at least 15% (passed) Abilities: May study spell Create rift to 10% May study spell Spark birth to 32% May study spell Rift pulse to 33% May train skill Entity control to 19% May train skill Cast rift to 32% May train skill Attack to 26% May train skill Cast generic to 40% May train skill Consider to 50% May train skill Mana control to 10% May study spell Darkness to 40% May study spell Light to 40% May study spell Floating to 20% Level 3: Requirements: Has studied spell Create rift to at least 6% (passed) Has studied spell Spark birth to at least 19% (passed) Has studied spell Rift pulse to at least 19% (passed) Has trained skill Cast rift to at least 12% (passed) Has trained skill Cast generic to at least 24% (passed) Has trained skill Consider to at least 30% (passed) Has trained skill Mana control to at least 6% (passed) Has studied spell Floating to at least 8% (passed) Abilities: May study spell Beckon rift entity to 30% May study spell Create rift to 28% May study spell Dismiss rift entity to 30% May study spell Establish entity control to 20% May study spell Spark birth to 55% May study spell Summon rift entity to 20% May study spell Rift pulse to 46% May train skill Entity control to 28% May train skill Cast rift to 55% May train skill Attack to 33% May train skill Cast generic to 50% May train skill Consider to 75% May train skill Essence eye to 20% May train skill Mana control to 17% May study spell Darkness to 55% May study spell Light to 55% May study spell Floating to 36% May study spell Mirror image to 20% Level 4: Requirements: Has studied spell Beckon rift entity to at least 12% (passed) Has studied spell Create rift to at least 16% (passed) Has studied spell Dismiss rift entity to at least 12% (passed) Has studied spell Establish entity control to at least 8% (passed) Has studied spell Spark birth to at least 33% (passed) Has studied spell Summon rift entity to at least 8% (passed) Has studied spell Rift pulse to at least 27% (passed) Has trained skill Cast rift to at least 22% (passed) Has trained skill Cast generic to at least 30% (passed) Has trained skill Consider to at least 45% (passed) Has trained skill Essence eye to at least 4% (passed) Has trained skill Mana control to at least 10% (passed) Has studied spell Floating to at least 14% (passed) Abilities: May study spell Beckon rift entity to 65% May study spell Create rift to 46% May study spell Dismiss rift entity to 47% May study spell Establish entity control to 40% May study spell Spark birth to 77% May study spell Summon rift entity to 60% May study spell Rift pulse to 59% May train skill Entity control to 37% May train skill Cast rift to 77% May train skill Attack to 40% May train skill Cast generic to 60% May train skill Consider to 100% May train skill Essence eye to 40% May train skill Mana control to 24% May study spell Darkness to 70% May study spell Light to 70% May study spell Floating to 53% May study spell Mirror image to 36% May study spell Heal self to 20% Level 5: Requirements: Has studied spell Beckon rift entity to at least 26% (passed) Has studied spell Create rift to at least 27% (passed) Has studied spell Dismiss rift entity to at least 18% (passed) Has studied spell Establish entity control to at least 16% (passed) Has studied spell Spark birth to at least 46% (passed) Has studied spell Summon rift entity to at least 24% (passed) Has studied spell Rift pulse to at least 35% (passed) Has trained skill Cast rift to at least 30% (passed) Has trained skill Cast generic to at least 36% (passed) Has trained skill Essence eye to at least 8% (passed) Has trained skill Mana control to at least 14% (passed) Has studied spell Floating to at least 21% (passed) Has studied spell Heal self to at least 12% (passed) Abilities: May study spell Beckon rift entity to 100% May study spell Consume weapon to 10% May study spell Create rift to 64% May study spell Dismiss rift entity to 65% May study spell Establish entity control to 60% May study spell Regenerate rift entity to 10% May study spell Spark birth to 100% May study spell Summon rift entity to 100% May study spell Rift pulse to 73% May train skill Entity control to 46% May train skill Rift energy flow to 30% May train skill Rift world resistance to 10% May train skill Cast rift to 100% May train skill Cast generic to 70% May train skill Cast heal to 10% May train skill Essence eye to 60% May train skill Mana control to 31% May study spell Floating to 70% May study spell Mirror image to 53% May study spell Heal self to 40% Level 6: Requirements: Has studied spell Create rift to at least 38% (passed) Has studied spell Dismiss rift entity to at least 26% (passed) Has studied spell Establish entity control to at least 24% (passed) Has studied spell Regenerate rift entity to at least 4% (passed) Has studied spell Rift pulse to at least 43% (passed) Has trained skill Rift world resistance to at least 6% (passed) Has trained skill Cast generic to at least 42% (passed) Has trained skill Cast heal to at least 4% (passed) Has trained skill Essence eye to at least 12% (passed) Has trained skill Mana control to at least 18% (passed) Has studied spell Heal self to at least 24% (passed) Abilities: May study spell Consume weapon to 21% May study spell Create rift to 82% May study spell Dismiss rift entity to 82% May study spell Establish entity control to 80% May study spell Regenerate rift entity to 28% May study spell Rift pulse to 86% May train skill Entity control to 55% May train skill Rift energy flow to 37% May train skill Rift world resistance to 20% May train skill Cast generic to 80% May train skill Cast heal to 20% May train skill Essence eye to 80% May train skill Ceremony to 10% May train skill Mana control to 38% May study spell Mirror image to 70% May study spell Heal self to 60% Level 7: Requirements: Has studied spell Create rift to at least 49% (passed) Has studied spell Dismiss rift entity to at least 32% (passed) Has studied spell Establish entity control to at least 32% (passed) Has studied spell Regenerate rift entity to at least 11% (passed) Has studied spell Rift pulse to at least 51% (passed) Has trained skill Rift world resistance to at least 12% (passed) Has trained skill Cast generic to at least 48% (passed) Has trained skill Cast heal to at least 8% (passed) Has trained skill Essence eye to at least 16% (passed) Has trained skill Mana control to at least 22% (passed) Has studied spell Heal self to at least 36% (passed) Abilities: May study spell Consume weapon to 32% May study spell Create rift to 100% May study spell Dismiss rift entity to 100% May study spell Establish entity control to 100% May study spell Regenerate rift entity to 46% May study spell Absorbing meld to 20% May study spell Rift pulse to 100% May train skill Entity control to 64% May train skill Rift energy flow to 44% May train skill Rift world resistance to 30% May train skill Cast generic to 90% May train skill Cast heal to 30% May train skill Cast protection to 20% May train skill Essence eye to 100% May train skill Quick chant to 10% May train skill Ceremony to 20% May train skill Mana control to 45% May study spell Heal self to 80% May study spell Invisibility to 10% Level 8: Requirements: Has studied spell Regenerate rift entity to at least 18% (passed) Has trained skill Rift world resistance to at least 18% (passed) Has trained skill Cast generic to at least 54% (passed) Has trained skill Cast heal to at least 12% (passed) Has trained skill Cast protection to at least 8% (passed) Has trained skill Quick chant to at least 4% (passed) Has trained skill Mana control to at least 27% (passed) Has studied spell Heal self to at least 48% (passed) Abilities: May study spell Consume weapon to 43% May study spell Regenerate rift entity to 64% May study spell Absorbing meld to 36% May train skill Entity control to 73% May train skill Rift energy flow to 51% May train skill Rift world resistance to 40% May train skill Cast generic to 100% May train skill Cast heal to 40% May train skill Cast protection to 32% May train skill Quick chant to 18% May train skill Ceremony to 30% May train skill Mana control to 52% May study spell Heal self to 100% May study spell Invisibility to 26% May study spell Force absorption to 20% May study spell Floating disc to 20% Level 9: Requirements: Has studied spell Regenerate rift entity to at least 25% (passed) Has trained skill Rift world resistance to at least 24% (passed) Has trained skill Cast heal to at least 16% (passed) Has trained skill Cast protection to at least 12% (passed) Has trained skill Quick chant to at least 7% (passed) Has trained skill Mana control to at least 31% (passed) Has studied spell Force absorption to at least 12% (passed) Has studied spell Floating disc to at least 6% (passed) Abilities: May study spell Consume weapon to 55% May study spell Regenerate rift entity to 82% May study spell Absorbing meld to 52% May train skill Entity control to 82% May train skill Rift energy flow to 58% May train skill Rift world resistance to 50% May train skill Cast heal to 50% May train skill Cast protection to 44% May train skill Quick chant to 26% May train skill Ceremony to 40% May train skill Mana control to 60% May study spell Invisibility to 43% May study spell Force absorption to 40% May study spell Floating disc to 35% Level 10: Requirements: Has studied spell Regenerate rift entity to at least 32% (passed) Has trained skill Rift world resistance to at least 30% (passed) Has trained skill Cast heal to at least 20% (passed) Has trained skill Cast protection to at least 17% (passed) Has trained skill Quick chant to at least 10% (passed) Has studied spell Force absorption to at least 24% (passed) Has studied spell Floating disc to at least 10% (passed) Abilities: May study spell Consume weapon to 66% May study spell Create rift vortex to 10% May study spell Regenerate rift entity to 100% May study spell Absorbing meld to 68% May study spell Dimensional leech to 20% May train skill Entity control to 91% May train skill Rift energy flow to 65% May train skill Rift world resistance to 60% May train skill Cast heal to 60% May train skill Cast protection to 56% May train skill Quick chant to 34% May train skill Ceremony to 50% May study spell Invisibility to 60% May study spell Force absorption to 60% May study spell Iron will to 20% May study spell Floating disc to 50% Level 11: Requirements: Has trained skill Rift world resistance to at least 36% (passed) Has trained skill Cast heal to at least 24% (passed) Has trained skill Cast protection to at least 22% (passed) Has trained skill Quick chant to at least 13% (passed) Has studied spell Force absorption to at least 36% (passed) Abilities: May study spell Consume weapon to 77% May study spell Create rift vortex to 28% May study spell Absorbing meld to 84% May study spell Dimensional leech to 36% May train skill Entity control to 100% May train skill Rift energy flow to 72% May train skill Rift world resistance to 70% May train skill Cast heal to 70% May train skill Cast protection to 68% May train skill Quick chant to 43% May train skill Mastery of shielding to 10% May study spell Force absorption to 80% May study spell Iron will to 50% Level 12: Requirements: Has trained skill Rift world resistance to at least 42% (passed) Has trained skill Cast heal to at least 28% (passed) Has trained skill Cast protection to at least 27% (passed) Has trained skill Quick chant to at least 17% (passed) Abilities: May study spell Bind rift entity to 30% May study spell Consume weapon to 88% May study spell Create rift vortex to 46% May study spell Transform rift entity to 20% May study spell Absorbing meld to 100% May study spell Dimensional leech to 52% May train skill Mastery of rift entities to 10% May train skill Rift energy flow to 79% May train skill Rift world resistance to 80% May train skill Cast heal to 80% May train skill Cast protection to 80% May train skill Quick chant to 51% May train skill Mastery of shielding to 20% May train skill Analysis of magic lore to 20% May study spell Iron will to 80% May study spell Teleport with error to 20% Level 13: Requirements: Has trained skill Rift world resistance to at least 48% (passed) Has trained skill Quick chant to at least 20% (passed) Has studied spell Teleport with error to at least 6% (passed) Abilities: May study spell Bind rift entity to 53% May study spell Consume weapon to 100% May study spell Create rift vortex to 64% May study spell Transform rift entity to 46% May study spell Rift scramble to 50% May study spell Dimensional leech to 68% May train skill Mastery of rift entities to 40% May train skill Rift energy flow to 86% May train skill Rift world resistance to 90% May train skill Quick chant to 60% May train skill Mastery of shielding to 30% May train skill Analysis of magic lore to 30% May study spell Teleport with error to 35% Level 14: Requirements: Has trained skill Rift world resistance to at least 54% (passed) Has studied spell Teleport with error to at least 10% (passed) Abilities: May study spell Bind rift entity to 76% May study spell Create rift vortex to 82% May study spell Transform rift entity to 73% May study spell Rift scramble to 75% May study spell Dimensional leech to 84% May train skill Mastery of rift entities to 70% May train skill Rift energy flow to 93% May train skill Rift world resistance to 100% May train skill Mastery of shielding to 40% May train skill Analysis of magic lore to 40% May study spell Teleport with error to 50% Level 15: Abilities: May study spell Bind rift entity to 100% May study spell Create rift vortex to 100% May study spell Transform rift entity to 100% May study spell Rift scramble to 100% May study spell Dimensional leech to 100% May train skill Mastery of rift entities to 100% May train skill Rift energy flow to 100% May train skill Analysis of magic lore to 50% Allows joining to the following guild: The Guild of Riftwalkers
Ancient Law of The Guild of Riftwalkers
The knowledge contained in these pages is a testament to the guilds struggle with the powerful energies of the rift. There are six pages, each of which you should 'read': Page one - The Hunt Page two - Sparks of Life Page three - Combat and Control Page four - The Arsenal Page five - Folly of Demise Page six - Shamanic Helper Page one - The Hunt ------------------- There is one particular dimension which is inhabited by powerful beings of pure energy. You can venture to their home world by using the 'create rift' spell, but unfortunately we have only mastered the art of sending your mind there. Your physical form will remain in this realm, so be careful where you create the rift. Once inside the rift you will be able to search for a suitable creature using 'seek', which will tell you if you're on the right path. Once you have found your target you should be able to 'ensnare' it, then 'escape' once the entity is under your control. Nothing could be simpler, good luck! Your minion starts off its existance with a full energy supply. Once this reaches zero you won't be able to summon it, therefore you'll need to feed it on the energy of other captured rift world beings. There are four known creature types, each of which adopt one of the four primal elements: air, water, fire, and earth. Each rift entity has its strengths and weaknesses. If you are a rookie member then you should probably capture air, or water for your first minion. More powerful guild members should try their hand at fire, and earth however the benefits of air, and water should not be dismissed. The two damage spells 'rift pulse' and 'dimensional leech' are boosted by the power of your entities. Capturing and then increasing the power of all four entity types is a quick way of increasing the damage of these spells. Page two - Sparks of Life ------------------------- We use powerful magic to control forces in two dimensions, therefore certain spells need an extra boost in the form of a rift spark. Channeling the spell 'spark birth' at the moment an adversary dies will yield a rift spark, which can then be kept for later use. Some say it's wise to create a large quantity of rift sparks before venturing forth to confront more desirable enemies, other members swear they can create sparks as and when they need them. You must find the approach which best suits you. Some strong adversaries generate special rift sparks, which the cave shaman might find useful. Go ask him about 'tasks' and he'll be able to point you in the right direction. The black gem on the back of your hand will automatically store a limited number of rift sparks, which will save over reboots. The number of rift sparks stored is shown when you type 'eq' or if you 'look at black gem'. Page three - Combat and Control ------------------------------- Precise commands can be given to an entity using the black gem which is embedded in the back of your hand. Rift entities stand alongside their master as long as their master stays at the front of a party, otherwise the entity will no longer be useful and will vanish. A rift entity is fairly weak while in this plane of existance. Therefore you need to connect with your entity to revive a large part of its original power. We can do this by using the spell 'establish entity control', which allows us not only to support the entity with our own life energy, but command it to use certain skills. The skills available depend on the type of entity you are using. The entities begin with a basic understanding of these skills. To improve them the entity must make repeated use of the skills at its disposal. The link you have with your entity will break when you cast anything which is considered offensive. The entities and their skills hold the key to the stability of the link. Top solo kills are listed on the different plaques in the shaman cave. Being top on any of the plaques will give all of your entities a boost in power specific to the plaque you're top of. Page four - The Arsenal ----------------------- An entity is nothing without a good piece of steel to make its enemies bleed! You can add weapons to an entity weapon store using the spell 'consume weapon', but be warned, you'll not see the weapon again... ever. As an entity grows in strength, experience, and most importantly size, it will be able to wield bigger weapons. There is talk of other rift worlds which are home to powerful entity weaponry but you'll have to ask for some shamanic insight into the subject. Members can compel their entity to focus on its offensive might, offensive prowess, defensive valour, defensive talent, or energy revival. Simply summon a rift entity of your choosing, touch cube and think about that which you want to improve. Be warned, this can only be undone at great expense so choose wisely. Page five - Folly of Demise --------------------------- Rift entities dislike dying like anyone else, and with each death they become angrier. Even the most skilled riftwalker will have trouble summoning an angry entity, so it's seen as a very wise move to not get them too mad. Your entities death will also have very detrimental effects on your well being, so try and keep your entity alive at all costs. Upon its death it will also loose a precious amount of experience. If however your minion does get upset with you, you can request the aid of the shaman in his cave, but it will cost you some hard earned gold. Page six - Shamanic Helper --------------------------- A shaman has settled in a cave to the southeast. It is said he has made quite a home for himself there. No one knows where he came from but he seems to know a great deal about rifts. The guild has offered him a position as a researcher but he declined, instead offering his help whenever a guild member should need it. His services are not cheap but without his aid we would struggle with our endeavours. The shaman can 'pacify' your entity if it gets too angry. He also collects pieces of paper, we hope in an attempt to further his research into locations for new rift worlds. He can 'sacrifice' items for you which will help to increase the power of your entity. He'll be able to tell you more about it, go ask him. It is also told that the shaman can perform a ritual called 'resurgence', but it has the potential to hurt him greatly so be prepared to pay him a considerable fee. The shaman tells of some ancient Riftwalker lore which suggests that getting all entity types to a large size will uncover a magical entity. The magical entity is a formidable minion, however its power is derived from the power of all the other rift entities, and as such it does not gain any power itself.