xoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxoxo
This helpfile is outdated: Silbago Jan 2011
Guild helpfiles are in massive rework, check the print date on each helpfile
for fact assessment. Better details and better descriptions is being made.
Final Realms Mage Class
If warriors are among the easiest to play, mages are among the hardest.
Mages offer a great challenge and reward for those willing to endure their
difficult path. Mages will never do much damage with weapons and wear very
little powerful armours.
What they will do is the highest damage possible, if they so choose to study
damage dealing schools. But mages are not just magical cannons. With the
variety of schools available, mages are able to affect many changes, some
defensive, some utilitarian. Mages with time and effort, are able to make
amazing things happen.
Example: 'help sorcere', 'help academy', 'help circle',
'help brotherhood', 'help red', 'help lainathion'
Sorcere
Location: Banefall
Races: Drow
Minimum Primary Stat: Intelligence (16)
Guild Points Based Off Of: Intelligence
Primary Guild Skills:
Fire, Cold, Earth, Poison, Electrical, Air, Acid, Lore,
Language, Concentration, Ritual
Armour Restrictions: Padded Leather, Leather, Hide
Weapon Restrictions: Bludgeoning or Small Weapons
Alignment Restriction: None
Schools:
Major: Necromancy, Evocation
Neutral: None
Minor: Illusion, Alteration, Warding, Conjuration
Daggerford Academy of Magic
Location: Daggerford
Races: Elf, Drow, Gnome, Half-elf, Human
Minimum Primary Stat: Intelligence (16)
Guild Points Based Off Of: Intelligence
Primary Guild Skills:
Fire, Cold, Earth, Poison, Electrical, Air, Acid, Lore,
Language, Concentration, Ritual
Armour Restrictions: Padded Leather, Leather, Hide
Weapon Restrictions: Bludgeoning or Small Weapons
Alignment Restriction: None
Schools:
Major: Warding, Alteration
Neutral: None
Minor: Necromancy, Evocation, Illusion, Conjuration
The Circle of the New Moon
Location: Oceania
Races: Elf, Drow, Gnome, Half-elf, Human
Minimum Primary Stat: Intelligence (16)
Guild Points Based Off Of: Intelligence
Primary Guild Skills:
Fire, Cold, Earth, Poison, Electrical, Air, Acid, Lore,
Language, Concentration, Ritual
Armour Restrictions: Padded Leather, Leather, Hide
Weapon Restrictions: Bludgeoning or Small Weapons
Alignment Restriction: None
Schools:
Major: Evocation
Neutral: Alteration, Conjuration
Minor: Warding
Brotherhood of the Shifting Sands
Location: North of Stormfront
Races: Elf, Drow, Gnome, Half-elf, Human
Minimum Primary Stat: Intelligence (16)
Guild Points Based Off Of: Intelligence
Primary Guild Skills:
Fire, Cold, Earth, Poison, Electrical, Air, Acid, Lore,
Language, Concentration, Ritual
Armour Restrictions: Padded Leather, Leather, Hide
Weapon Restrictions: Bludgeoning or Small Weapons
Alignment Restriction: None
Schools:
Major: Warding
Neutral: Evocation
Minor: Illusion, Alteration
The Red Circle
Location: Wardens Island
Races: Elf, Drow, Gnome, Half-elf, Human
Minimum Primary Stat: Intelligence (16)
Guild Points Based Off Of: Intelligence
Primary Guild Skills:
Fire, Cold, Earth, Poison, Electrical, Air, Acid, Lore,
Language, Concentration, Ritual
Armour Restrictions: Padded Leather, Leather, Hide
Weapon Restrictions: Bludgeoning or Small Weapons
Alignment Restriction: None
Schools:
Major: Evocation, Alteration
Neutral: None
Minor: Illusion, Warding
Tower of Lainathion
Location: Dragaera
Races: Elf, Drow, Gnome, Half-elf, Human
Minimum Primary Stat: Intelligence (16)
Guild Points Based Off Of: Intelligence
Primary Guild Skills:
Fire, Cold, Earth, Poison, Electrical, Air, Acid, Lore,
Language, Concentration, Ritual
Armour Restrictions: Padded Leather, Leather, Hide
Weapon Restrictions: Bludgeoning or Small Weapons
Alignment Restriction: None
Schools:
Major: Conjuration
Neutral: Alteration, Warding
Minor: Evocation, Illusion
See also
schools
... evocation, illusion ...