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What is a Warrior Mage, you may ask yourself? Warrior
Mages are both Warriors and Mages combining steel and magic
together to form a formidable offensive power. The life
of a Warrior Mage is challenging and not for the faint
of heart. The requirements placed on Warrior Mages are
strenuous. While some might question the validity of this
statement, I may point out that they are strenuous in different
ways, requiring a bit of patience and intelligence. As
a Warrior Mage one must master aspects of combat which
can, and frequently does, place one in a great deal of
danger, whether it be from marauding brigands to fierce
wild creatures. One must also have a good deal of patience
to learn about the various lores and crafts of Elanthia.
Most of the training of the Warrior Mage is quite flexible,
allowing them to choose their own paths. If they wish to
learn combat with a halberd they may do so, they may also
learn which ever lores (so long as they fulfill the minimum
guild requirements) they so choose. Many guilds do not
offer the same versatility found within the Warrior Mages.
While Traders may focus on Trading and making money, Barbarians
will seldom be outside of combat, and Rangers seldom inside
the city, a Warrior Mage may be found almost anywhere.
Warrior Mages have the benefits of powerful spells to aid
them in combat. Calling upon the Elemental Magics of Elanthia,
using fireballs and lightning bolts to bring down foes.
Or, if they so wish, the cold steel of a blade will suffice
as well. Additionally, Warrior Mages have the ability to
summon a familiar, a magical creature which does the bidding
of the Warrior Mage. They may become the best of companions
or the worst of slaves, should the Warrior Mage desire.
The first, and probably foremost, tool of the Warrior
Mage is a Warrior Mage's magic. Warrior Mages draw
upon the Elements in their magic and have a wide variety
of spells that are geared for combat. Few Warrior Mage
spells are
have utility outside of combat. Each spell comes from one
of six different books of magic, and in turn,
each book of magic is made up of spells of a particular
element. The books are the Fire
Manipulation, Water
Manipulation,
Air
Manipulation, Earth
Manipulation, Electricity
Manipulation,
and Aether
Manipulation. The Fire
Book contains spells such as Fire Shard and Fireball, while
the Earth Book has spells such as Fist of Stone and Earth
Sense. No guild wields the sheer destructive power or number
of ways to kill, as a Warrior Mage does.
Spells can be used by preparing them first. The
correct syntax for this would be PREPARE Fire
Shard 10 (or prep fs 10). Where Fire Shard
would be the spell name.
The number 10 represents the amount of harness you are
trying to put into a spell. To see how much harness is
available to you you must type PERCEIVE (or PERC or POW).
The more mana streams that flow through an area the more
power you will be able to put into a spell. Blinding streams
of mana means that you would be able to put much more harness
into your spell than say a room with only vague streams
of mana. The more skill you have in Primary Magic, the
greater your ability to put more mana into a spell, thereby
increasing it's effectiveness and likeliness that it will
penetrate a person or creature's natural magical resistance
and hit that target. A person casting a beneficial spell
on themselves has no resistance to that spell and reap
the full rewards if they are able to cast it without backfiring.
Backfiring, means that you are unable to cast that spell
using the amount of harness you are putting into it. Simply
put, you're trying to do too much. If you have trouble
with backfiring you may wish trying to cast the spell with
a lesser amount of harness. Each spell has a minimum amount
of harness that must be utilized, but you will be notified
if that is the case. You will also be notified if the spell
backfires on you.
Once the spell is fully prepared, one may CAST<target>.
Targeted spells such as Fire Shard can be cast as such,
but are extremely more effective if
you TARGET your victim first and then a simple CAST (without
including the name of the target) will do. Note: Spells
may be cast before they are fully prepared or targetted,
however, they are not as effective as fully prepared or
targetted spells. This is known as snap casting. Also,
targeted spells teach the Targeted Magic skill which aids
in hitting and doing more damage to your victim. Other
spells may teach this skill, but not as well as a Targeted
spell.
The various levels of mana, from lowest amount to highest,
are as follows:None,
Slight Trace,
Barely Pulsating,
Slightest,
Vague,
Hazy,
Dimly Flickering,
Flickering, Rapidly Flickering,
Shimmering,
Slowly Pulsating,
Pulsating,
Quickly Pulsating,
Faintly Glowing, Glowing,
Powerfully Glowing,
Softly Shining,
Shining,
Brilliant,
Luminous,
Flaring,
Burning,
Brightly Burning,
Blazing,
Blinding.
Cantrips are magical spells that require no preparation
time and cost no harness, but have only limited,
if any, use. Cantrips can be gained when one has learned
two
spells from one book of magic. To learn it, ask
your guild leader
about cantrips. PREP
CANTRIP BURNING TOUCH would prepare the
cantrip
burning touch (one may also abbreviate the words
burning
touch
for expediency). To cast a cantrip one must GESTURE
<target>. There is a brief period of rest
that one must wait through
between casting of the same cantrip, which gradually
begins to disappear as one becomes skilled in the
use
of magic.
Familiars are a useful tool for Warrior Mages. The first
familiar type may be gained at first circle. To gain a
familiar one must first obtain a talisman (in the case
of young mages just beginning, this would be a small talisman,
which costs approximately a gold at the Artificers shop).
To properly carve a talisman one should have a few ranks
of Mechanical lore under their belts, the more ranks, the
more likely your success in carving it. Consult fellow
Mages as necessary. Once the talisman is in your hands
and you feel you are ready to carve it you must prepare
the talisman. To prepare the talisman properly you must
bond to it, this can be accomplished through the act of
RUBbing the talisman. Once you feel you have properly bonded
to it you must carve the talisman until you have brought
out the finer details in your endeavor. Once you feel that
you have done so you must SUMMON your familiar. Example:
SUMMON GERBIL, or SUMMON FAMILIAR, both will work. Congratulations,
you now have a familiar. To actually get it to do anything
one must TELL your familiar what to do. Example: TELL
GERBIL TO SAY Hi, I'm Squeeky! or TELL GERBIL
TO PERFORM. To summon
or make your familiar do anything, one must have the correct
talisman in hand, otherwise, dejected, the familiar will
leave. As one grows more skilled in manipulating magical
devices the roundtime associated with making a familiar
speak grows smaller. Also, as one grows in circles one
will be able to make their familiars travel farther.
Finally, as a Warrior Mage one will be able to use abilities
called Aethereal Pathways. These abilities help increase
one's skill with Targetted spells. To see what Pathway
abilities you have you can type: PATHWAY LIST. However,
you do not gain the first ability until 4th circle and
in order to gain it you must first complete a quest (which,
unfortunately for you, I will not go into). To actually
use the Pathway abilities one must type PATHWAY FOCUS and
the name of the ability. Example: PATHWAY FOCUS DAMAGE,
would activate the Pathway Damage ability. You can type
PATHWAY for more information. Once activated it is used
automatically when one casts a spell. However, be warned,
the Pathway abilities only last for a short while, as long
as you are able to hold it for, which at a young age, will
most likely be enough to get one spell off. However, it
does grow with a mage as their abilities grow. How it grows
is left up to you.