Title: Arcanists Tome of Knowledge Post by: Pickles on May 11, 2009, 08:01:45 am Basic Guide to Reagents:
Black Pearl Black pearl is a common reagent in spells that involve travel, distance, propulsion or projection. Alchemical Uses: A hobbyist alchemist may be able to manufacture a potion of refreshment using three black pearls. With additional skill, he or she may also be able to make a potion of total refreshment using five black pearls. Magery Uses: Black pearl is used frequently in spells involving magical travel, and also in combat spells. Third Circle: Fireball Fourth Circle: Mana Drain, and Recall Fifth Circle: Blade Spirits, Mind Blast Sixth Circle: Energy Bolt, Mark Seventh Circle: Energy Field, Gate Travel, Mana Vampire Blood Moss This reddish fungus is found mainly in marshlands and swamps. It is known to focus the qualities of speed, animation and locomotion. Alchemical Uses: Blood Moss is used to increase dexterity and stamina. A hobbyist may produce an agility potion using a single blood moss, and a novice alchemist can make a stronger version using three blood moss. Magery Uses: First Circle: Clumsiness Second Circle: Agility and Magic Untrap Third Circle: Magic Lock, Telekinesis, Teleport, Unlock Fourth Circle: Recall Fifth Circle: Incognito and Summon Creature Sixth Circle: Explosion, Invisibility, Mark, and Reveal Hidden Seventh Circle: Mana Vampire Garlic Few kitchens in Britannia are without this humble allium. Legends of its protective powers extend back through the mists of time, and in modern magical practice it is used in spells which protect the caster or a target and ward off or dispel a danger or evil. For purposes of magic, the bulb of the plant is washed, peeled and ground into a paste. Alchemical Uses: Potions made of garlic are used to cure poison. Anyone can create a lesser cure potion with a single bulb of garlic, which is capable of curing lesser poison. A serious hobbyist can create a stronger version using three bulbs of garlic, which is capable of curing regular poison. It takes an expert alchemist, and five bulbs of garlic, to produce a greater cure potion capable of curing any poison. Magery Uses: Garlic is used in most spells involving someone's health. First Circle: Create Food, Heal, Reactive Armor, and Weaken Second Circle: Cure, Magic Trap, and Protection Third Circle: Bless, Magic Lock Fourth Circle: Arch Cure, Arch Protection, Curse, and Greater Heal Fifth Circle: Incognito, Magic Reflection, and Paralyze Sixth Circle: Dispel Eighth Circle: Resurrection Ginseng As a magical reagent, ginseng focuses the powers of healing and enhancement. However, its bitterness belies its restorative nature. Before it can be used in magic ritual, the root of the plant should be boiled in the freshest water, cooled and brought back to a boil in fresh water no less than forty times. With the last boiling, it is transformed into a heavy, strong-smelling syrup. Alchemical Uses: Ginseng potions are used to magically heal a person's wounds. A lesser-healing potion using a single ginseng root is easy enough to be produced by anyone. An alchemy hobbyist can make a stronger version using three ginseng, and a journeyman alchemist can make the strongest known healing potion using seven ginseng roots. Magery Uses: First Circle: Create Food, Feeblemind, and Heal Second Circle: Cure and Protection Fourth Circle: Arch Cure, Arch Protection, and Greater Heal Eighth Circle: Resurrection Mandrake Root The powerful mandrake inhabits the dimmest groves of dankest swamps. Once found, great care must be taken in uprooting it in order to keep the taproot intact, for the taproot is its locus of power. The exposed root is then carefully boiled and dried. Mandrake is used in spells involving strength, power and energy. Alchemical Uses: Mandrake root is used to create potions that give one great strength. A serious hobbist can use two mandrake roots to create a potion of strength. An apprentice alchemist can create a greater strength potion using five mandrake roots. Magery Uses: Many of the known magical spells use mandrake root to power their effects. First Circle: Create Food Second Circle: Agility, Cunning, and Strength Third Circle: Bless, Telekinesis, and Teleport Fourth Circle: Arch Cure, Arch Protection, Greater Heal, Lightening, Mana Drain, and Recall Fifth Circle: Magic Reflection, Mind Blast, Paralyze, and Summon Creature Sixth Circle: Dispel, Explosion, Mark Seventh Circle: Energy Field, Gate Travel, Mana Vampire Nightshade The deadly nightshade, another denizen of the swamps, was christened for its strange, waxen flowers, which only bloom at night. It should be carefully handled and prepared, for it is poisonous to the touch. For magical preparations, it is either crushed or brewed into a tea. As a reagent, nightshade focuses the powers of death, damage, poison and illusion. Alchemical Uses: All forms of poison use nightshade in one way or another, and poisons are the most varied potions in Britannia. A weak poison potion is easy enough for anyone to make with a single nightshade. A hobbyist can produce a normal-strength poison potion with two nightshade, and a journeyman alchemist can use four nightshade to make a strong poison. Finally, a master alchemist is capable of producing the deadliest of poisons (save the touch of the poison elemental) using eight nightshade. Magery Uses: Nightshade is used primarily in spells that are intended to cause death. First Circle: Clumsy, Feeblemind and Weaken Second Circle: Cunning, Harm, and Strength Third Circle: Poison Fourth Circle: Curse Fifth Circle: Incognito, Mind Blast Sixth Circle: Energy Bolt, Invisibility, Spider's Silk Spider's silk is as common as spiders are, but as fine and light as air. Because of this, at least one ounce of it is required for a simple spell. The spider's silk concentrates the power to summon, conjure and bind. Alchemical Uses: Anyone can make a potion of nightsight from a single ounce of spider's silk. Magery Uses: First Circle: Heal, Nightsight, and Reactive Armor Second Circle: Harm and Magic Trap Fourth Circle: Greater Heal, and Mana Drain Fifth Circle: Magic Reflection, Paralyze, and Summon Creature Seventh Circle: Energy Field, Flamestrike, Mana Vampire Sulphurous Ash This pungent ash, created by violent volcanic disturbances, recalls the fiery and explosive energies of its origin. It is uses in spells which create explosions, fire or light. Alchemical Uses: Sulphurous ash as a alchemical agent produces an explosive compound. A weak explosion potion requiring three sulphurous ash can be produced by by just about anyone. A novice alchemist can use five sulphurous ash to produce a slightly stronger explosion. An expert alchemist can make the strongest explosion potion using ten sulphurous ash. Magery Uses: First Circle: Magic Arrow, Nightsight and Reactive Armor Second Circle: Magic Trap and Untrap, and Protection Third Circle: Magic Lock, and Magic Unlock Fourth Circle: Arch Protection, Curse, and Lightening Fifth Circle: Mind Blast Sixth Circle: Dispel and Reveal Seventh Circle: Energy Field, Flamestrike, Gate Travel *Signed* Elizabeth "Pickles" Martin Officer Cadet Title: Guide to Arcane Words Post by: Pickles on May 11, 2009, 08:23:04 am Listed below are syllables a mage utters to accomplish spells. These are syllables of an ancient language, which bind and release etheric energy. A basic understanding of these should give you insight into the nature of the spells you control. Usng these words of power help bring forth the action you are trying to create. A total a full understanding of these words are essential for any Arcanist to succeed.
Though these words are extremely important, any true Arcanist knows that it takes more than just muttering a few words to produce the effect or spell you were trying to create. These words are only a stepping stone to create your magic, magic can be done without uttering these words. But an in depth knowledge of the use and power of these words will increase your abilities ten fold. I highly recomend that any aspiring Arcanist should take the time to study these words. *Signed* Elizabeth "Pickles" Martin Officer Cadet Title: A guide to Inscription, Poisoning and Alchemy Post by: Celuvian on May 14, 2009, 01:45:39 am (http://img850.imageshack.us/img850/6941/flaginscription.gif)Inscription adds 10% bonus damage to the following (RoE)spells at Grandmaster level:
Magery: Magic Arrow Harm Fireball Lightning Energy Bolt Explosion Flamestrike Mysticism: Bombard Eagle Strike Nether Bolt Spell Plague (http://www.uoguide.com/Spell_Plague) The potency of the following spells mainly depends on the caster's inscription skill: (http://img64.imageshack.us/img64/5357/reactivearmoricon.gif)Reactive Armor: Increases caster's Physical Resistance by ((Inscription / 20) + 15) points, decreases caster's Fire, Cold, Energy and Poison Resistance by 5 points each. (http://img716.imageshack.us/img716/3999/protectionicon.gif)Protection: Characters under the Protection spell effect can no longer have their spells "disrupted" when hit. As a result, those affected by the spell will experience: decreased physical resistance (-15%), a reduction of their Resisting Spells skill value by -35%, and a slower casting speed modifier of 2 points. However, this penalty can lower neither Resisting Spells nor the casting speed below 0. At GM Inscription your physical resist is only lowered by 10% and your Resisting Spells skill is only lowered by 30%. (http://img3.imageshack.us/img3/5229/magicreflectionicon.gif)Magic Reflect: Decreases caster's Physical Resistance by (20 - (Inscription / 20)) points, increases caster's Fire, Cold, Energy and Poison Resistance by 10 points each. Maximum physical resistance cap of 65. Also When a player casts magic reflect they will receive a Pool of Reflection power which is based off of their Magery, Inscription and scaled by their Magic Resistance. Note that the Pool of Reflection is rounded down to the nearest integer and is capped at 100% while the formula's maximum value is 110%. Because of this, not all skill values need to be maximum: 120 Magery, 100 Inscription and 108 Magic Resistance will yield 100% reflection pool. The level of the spell cast on a target will remove power for the targets reflection pool. The more powerful the spell you cast, the better chance you have of defeating the magic reflection(a level 3 spell will remove 30% of the pool and a 5th level spell will remove 50% of the pool). If the spell is not successful in bringing down the magic reflect, the spell will be reflected back to the caster. Once a spell is cast that succeeds in depleting the pool of reflection's power, it will damage the target. This is true even if the first spell cast successfully breaks the reflect. Once a reflect is broken, there is a 30 second delay before the target can cast reflect again to replenish their pool. The Magic Reflection spell has an indefinite duration, becoming active when cast, and deactivated only when re-cast. Along with Reactive Armor and Protection, this spell will stay on -- even after logging out -- until you “turn it off” by casting it again, or until you die. Hope this enlightens at least someone on the greatness of having GM inscription skill on your Mageling. (http://img849.imageshack.us/img849/59/flagpoisoning.gif)Poisoning skill is capable of enhancing the level of poison you cast within two tiles of the target, or with poison fields. How high a level of poison you cast is based on how much combined poisoning skill and magery you have on your template (magery + poisoning)/2; if that's equal or greater than 65, you will cast normal poison instead of the standard lesser poison. If it's greater or equal to 85, you'll cast greater poison, and lastly, if it's greater or equal to 100, you will cast deadly poison without fail. (Example: 120 magery + 80 poisoning skill = Deadly poison inflicted with In Nox spell) (http://img5.imageshack.us/img5/4779/flagalchemy.gif)Alchemy: If the user of explosion potions has any alchemy skill the damage will be increased by 1 for every 5 points of alchemy skill the user has. If the user of conflagration potions has any alchemy skill the damage will be increased by 1 for every 13 points of alchemy skill the user has. If the user of invisibility potions has any alchemy skill the duration will be increased by 1 for every 10 points of alchemy skill the user has. As your skill improves you gain a Enhance Potions bonus of 10% for every 33 skill points achieved (30% at GM). - Signed brilliantly, Celuvian Haap Title: A Guide to Arcane Spells, by Thomas Aylmer Post by: Hoagie on August 18, 2009, 01:12:52 am First Circle
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Title: Essay ~ The B.A.S.I.C.S Post by: Kas Valentine on August 23, 2009, 06:03:00 pm S'been a good long while since we had a battle to the magnitude of what we had in Minoc the other night and I was really inspired by the whole affair. While I chewed on some toast earlier this morning I began to break the battle down into components such as what went well, why things went wrong and so forth. Having said that I was only considering these elements from a purely personal perspective but I like to think I've formulated my musings into something that will be helpful to everyone. This is by no means what you should do, this is simply a constructive look at my own approach to battles in general.
The B.A.S.I.C.S (Brains, Avoid, Skirmish, Improvise, Collaborate, Survive) BRAINS; Use them. It is crucial that you know your opponents on the battlefield. Knowing them can be the difference between administering a coup d'grâce and being thoroughly trounced. It is imperative that you learn to recognise the veteran fighters in each force we find ourselves fighting. I always find it very useful to know about enemy characteristics. Knowing why they have whatever reputation, knowing whether it applies or is just rumour, knowing what they're likely to do and so on. From the accumulation of this knowledge you can judge your fights better. For example you can determine whether a salvo of certain spells is going to send them running or keep them coming undeterred. Or learn which targets they're likely to persue, whether they focus on goals or become prey to distractions. And so on and so forth. You can ascertain many useful things from a simple study of your opponent. But a wealth of knowledge is not always possible. Sometimes new threats will come into the field of war and you have no research to cover them. In situations such as these you have to resort to simple evaluation. What are they wearing? How do they carry themselves? Are they following the orders issued to them? Are they adhering to the tactics of their side? Are they straying off on their own? Do they seem to handle their weapon of choice confidently? Do they hesitate before engaging? Is their talent at what they do greater than yours? How can you combat this deficiency? Et cetera. You're basically looking for any flaw you can capitalise on and use to your advantage. If you know the potential outcome before you've even begun the fight you will perform better and be on a firmer footing to respond to problems. When I keep this in mind I find the the old axiom of "knowledge is power" to be a massive understatement. AVOID; Avoid. Trouble. Completely. As Arcanists we define the term "glass cannon", we can blow people to kingdom come but it only requires a small effort to eliminate us from the fight. Try to avoid front line encounters at all times, if you're noticed running amongst the main block of guardsman you will be removed in a very short space of time (we're assuming our enemy knows what they're doing). With either spellbooks or empty hands we scream "TARGET" and that's long before we've even begun to chant our power words. Accept that you're sought after and act like it, stay out of the firing line. Does the fox cavort among the hounds...? No, he is wily and runs for safety, returning to murder chickens when the coast is clear. It is very tempting to trust the healing ability of your fellow Covian's when standing in formation with arms at the ready, to imagine yourself invincible. Unfortunately this is not the case in practice, nothing short of divine intervention can stop a focused takedown. It doesn't matter if you're Buttons Q. Mouse, if the enemy want you on your back and devote themselves to achieving it, they will. Staying in a group may be effective and viable for our melee fighters but I disagree with anyone that claims the Arcanists also benefit. The nature of our destructive power is that we have to keep moving, a spellcaster's greatest ally is his range from the target. You don't want your spells interrupted, and your certainly don't want to be caught by people you've been roasting from far away. They WILL be angry and they WILL want to show you through the medium of ultraviolence. I always endeavour to stay away from groups and fight from the fringes. Avoid the clamour, bring the noise. SKIRMISH; In close partnership with the letter A for Avoid is my good friend S for Skirmish. When I say I steer clear of any concentration of troops I'm not advocating hiding, oh no no no, I potshot like a professional. One of the best things about keeping to the fringe is finding opportunities to jump in and demolish a target. Chances are you'll find some poor unfortunate being chased down by a single foe or a group of them. With such bloodlust in clear attendance it's easy to step in and latch onto someone. Most of them are so dead set on their current goal that they'll simply refuse to change gear. Nine times out of ten your new found friend will desperately begin to address what you're doing to them just as you administer the finishing spells. If your victim immediately switches their attentions, use your Brains to assess the situation and your chance of success. If it's too low go back to Avoiding, simple. By far the best thing about skirmishing is the fact that the battle as a whole is always in the background. You're simply jumping in and out, assisting your side with a timely flamestrike here and there or sly victories one on one. I also find that restricting spells are a great compliment to skirmishing. Due to your absence from the theatre of war you're distinctly unexpected. Why not be distinctly unexpected with an outgoing curse or paralyse spell? The opposition is sure to appreciate it, albeit from the comfort of a hospital bed. On top of all this, skirmishing is even good for you mana conservation. If you're only firing from time to time and not casting into exhaustion then you're more useful, more often. An efficient Arcanist is an esteemed Arcanist. IMPROVISE; Do NOT stick to a formula. Even Momo [the gorilla] can outwit an Arcanist that rarely steps outside their comfort spells, be they energy bolt or the entire Sixth Circle. Although certain enchantments are more effective than others I always try to remember that I have sixty four at my disposal. Naturally my offensive palette consists of energy bolt, explosion, flamestrike, fireball, lightning and so forth. The favourites will always have a place in someone else's face. But this doesn't mean that the other applications of magic are pointless. The scholars that originally researched the spells that now form the cornerstones of modern Magery did so to cover all the angles. Of course Baronship law rules out a lot of the spells we see used by various adversaries. We'll never receive elemental assistance or fielded blockades, whether poisonous or preventative. Despite this there is still a large repertoire of magical magnificence to call upon. Is your dance partner showing a strong resistance to fire and energy? Don't stubbornly continue, switch to cold and poison themed trickery. Are you running into a dead end? Don't push through heavily armed thugs you dummy, teleport past them. Feeling a little worn out...? Forget finding a quiet corner, leech the mental strength of another with mana vampire. S'a selection of spells for every situation, dust them off as much as possible. Improvising applies to your general behaviour as well as your offensive actions. Don't run to the same spots all the time, keep it fresh and know your territory. Use line of sight to frustrate the effort of archers and enemy Arcanists. If you're proficient in wrestling throw the odd punch, knock people for six or attempt to disarm their weapons. If you've been authorized by Command to utilise skill as a chemist then chuck explosive concoctions like theres no tomorrow. To make a long story short, keep it surprising. Think unpredictable stallion, not one trick pony. COLLABORATE; You're not alone out there. During your journeys into the danger zone you will bump into troubled compatriots. Throw them some refreshment in the form of a greater or lesser healing spell. Inhibit their attackers, hell, attack some of them if the area is safe enough. If you can't stop long enough to perform an attack then throw a few quick fireballs and hope to scare off the bullies. If the Covian is winning the fight I always jump in and assist with the victory, streamline our performance as a whole. The faster one of our opponents is out, the faster we can go after his friends. You'll also come across people resting in the same places you are. This communal relaxation will give you ample time to come up with a partnered plan of action, skirmishing as a twosome is absolutely lethal. But this is not the only method of covering the Baronship's back. Keep an ear out for orders, listen to your communication crystal and keep track of what's happening. Try and work some collaboration into your moonlighting. Picking targets at random is effective, but don't give it exclusivity, if your fellows are in trouble do whatever you can. Arcanist's are exceptional solo fighters but at the end of the day we fight for Cove and if they're dropping like flies our skill counts for very little. You're priority one, but two comes directly after one, find the time for both. SURVIVE; DO - NOT - FALL - OVER. As an Arcanist you can reinforce yourself with a single spell, heal and cure yourself and others. You should not be on your back regardless of whatever threat we're facing. As covered in other essays there are certain supplies that you should not be without. Personally I carry a fat sack stuffed with greater heal potions, greater cure potions, total refreshment potions, orange petals, purple petals and specially treated apples. Each of these can prove to be absolutely essential when you're suffering at the hands of several aggressive nutcases. If you cannot carry these due to the weight or you simply run out, seek refuge or friendly company, ideally both. We are a cut above every other fighter in Cove, we are Arcanist, we are power condensed into fingertips. As a result of this we should be setting an example for the rest of the Baronship to admire, we cannot do this with our faces in the dirt. You should be as fast as lightning, tougher than iron and as stylish as a velveteen cloak. The longer we remain on our feet the longer the enemy remain harried. Our rivals are much easier to take down if they're furiously trying to stave off Arcanist attention. Look after yourself, you're valuable. S'what I take into battle. S'what I refer to mentally when I'm in trouble. I know the B.A.S.I.C.S. Signed with a pronounced flamboyancy to his signature, Senior Arcanist Kas Valentine. Title: Anatomy and Evaluating Intelligence Post by: Leanne Martin on June 17, 2011, 03:28:18 am (http://i52.tinypic.com/2w6gi6g.gif)Anatomy combined with (http://i52.tinypic.com/ed73q.gif)Evaluating Intelligence, these two skills can be used to replace Wrestling or other melee skills for defense. At 100 in both you will have the equivalent of 110 in defensive wrestling skill. Defensive Wrestling means the ability to dodge attacks, but not using the special skills known as disarm and paralyze strike. The Formula is ( Evaluating Intelligence + Anatomy + 20 ) / 2.
Ilyana Drachen, Arcanist Corporal Title: Elements Post by: Leanne Martin on September 28, 2018, 12:08:57 pm It is important to know the weakness and strength of our very own spells, but also of the enemy we face. Too many times have I've seen young mages trying to poison a venomous snake or igniting a fire elemental. This will not work and rethinking your strategy will do wonders, and most importantly, save some of your mana pool in cases. Below are all the elements listed, each with their strength and their associated spells.
Fire (https://thumb1.shutterstock.com/mosaic_250/376831/135059156/stock-photo-fire-flames-background-135059156.jpg) "Bringing both, warmth, comfort and light, fire also brings destruction, pain and death if not controlled. A small spark can cause a forest to burn and with it, end many lives and form complete new landscapes. There is a reason why Arcanists are called Flamethrowers, as most of our spells are from this particular element." Spells: Magic Arrow, Fireball, Explosion, Flamestrike Fiends resisting this element: Ancient Wyrms, Bake Kitsunes, Balrons, Dragons, Hell cats and hounds, Fire Elementals, Efreets, Daemons Fiends weak to this element: Liches, White Wyrms, Undeads, Ice and Snow Elementals Cold (https://www.pictorem.com/collection/thumb250/600_Jer-A-Lyman_Art%20of%20the%20Cristal%20Dimensional%20ice.jpg) "Accompanied by an aura of calmness, it is the opposite of wild fires. However, as peaceful as it may look, a death by cold can be slow and painful. Slowing enemies and freezing them where they stand, the sheer presence of something so cold will damage you." Spells: Harm, Mind Blast Fiends resisting this element: Liches, White Wyrms, Undeads, Ice and Snow Elementals Fiends weak to this element: Ancient Wyrms, Bake Kitsunes, Balrons, Dragons, Hell cats and hounds, Fire Elementals, Efreets, Daemons Poison (https://www.listlabs.com/blog/wp-content/uploads/2018/07/Staph-250.jpg) "While poisonous spells are more up the alley of necromancers, the one spell used by Arcanists is a very important one to weaken an enemy over time., especially for Nox mages. While there are many fiends that can be poisoned, there are also equally as many that can not." Spells: Poison Fiends resisting this element: Liches, Undeads, Poison Elementals, Spiders, Snakes, Golems, Arctic Ogre Lords, Balrons Fiends weak to this element: There is no known fiend particular weak to poison Energy (https://vignette.wikia.nocookie.net/lichdom-battlemage/images/0/0f/Lightning_Sigil.jpg/revision/latest?cb=20141230202744) "One of the most powerful and used element will leave more than just bruises on an enemy's skin. Increasing the heartbeat and causing severe internal damage to organs, energy is by far the most dangerous element." Spells: Lightning, Energy Bolt Fiends resisting this element: There is no known fiend particular resistant to energy Fiends weak to this element: Balrons, Golems, Daemons, Dragons, Gargoyles Ilyana Drachen, Senior Arcanist |