The Wanderer's Guild

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Continent: Furnachia more precicely at GoogleMap


Command: wanderers

Creator: Melemkor

Maximum level: 3

Description:

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:

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:

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.
May train skill Absorb magic to 25%
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:

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:
 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