Ordo Zephyrius Mutatoris

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=Guild Help Files= =Guild Help Files=
- You are a member of the Azure Magi of Lost Souls, a guild of powerful+ The Azure Magi
- aeromancers dedicated to serving chaotic neutrality and all it stands for.+
- The Azure Magi, or wind magi, use wind as a medium for their magickal art.+
- +
- Azure Magi have very powerful spells, but they tend to take a bit+
- longer to cast than other guilds, due to the fact that it takes time for+
- that power to build up in the mage.+
- +
- Due to the delicate magickal field needed for magi to weave their+
- spells, they may only wear non-encumbering armour and overarmour (rings,+
- amulets, robes, etc...). Also, magi may only wield daggers and staffs,+
- as it is unbecoming of a mage to wield any other type of weapon.+
- +
- Those of the Azure Order also receive a special magickal robe. This robe+
- will protect the mage in combat to a larger degree than+
- any mundane robe and even most magickal ones.+
- +
- A mage may know up to eight spells at any given time. These spells can+
- be changed for other spells at the Azure Magi Guildhall, for a price.+
- There are many spells to choose from, for a list of spells type 'help spells'.+
- +
- Being a Azure Mage, you now have several new skills that affect how well+
- your spells will function. Type 'help azure magi skills' for more+
- information.+
- +
-For detailed information on casting spells, type 'help casting'.+
- +
-The Azure Magi also have their own channel for communicating with one+
-another. This channel is accessed via the commands 'azuremage' or 'guild'.+
- +
- +
- +
- +
- +
-==Skill List==+
-<pre>+
- As a Red Magi you have been imbued with several new skills. Each of+
- which affects how well you can cast certain spells. The skills are as+
- follows:+
- +
- Pyromancy affects how the mage can affect and manipulate flames of any+
- type.+
- +
- The Conjuring skill affects how well the mage can bring forth the power+
- to drive hir spells.+
- +
- The skill of Enchanting affects how well the mage can imbue non-magical+
- items, such as an ordinary flame, with magical properties.+
- +
- The Symbology skill deals with how well the mage understands symbols and+
- the thought patterns accompanying them.+
- Evocation affects how the mage can bring forth material objects+ You are a member of the Azure Magi of Lost Souls, a guild of powerful aeromancers dedicated to serving chaotic neutrality and all it stands for.
- where there once were none.+The Azure Magi, or wind magi, use wind as a medium for their magickal art.
- The importance of each skill varies from spell to spell, while one spell+ The Azure Magi study and harness chaos the chaos of the weather by reflecting that chaos within themselves. Each Azure Magi much strive to
- may rely heavily on Pyromancy, another may rely mostly on Symbology. The+maintain his independence and spontaneity, and his spellcasting will be hindered if he does not do so.
- more spells are cast by the mage, the faster the respective skills will+
- increase.+
-<pre>+ Despite this, the Azure Magi are a dedicated cabal, and it is only by strict perseverance and disciplined study of nature that he can advance in
 +his arcane abilities. While there is no official hierarchy in the Azure Magi, members are expected to be, at the very least, civil to one another.
 + Read 'help spells' for information on Azure Magi spells and spellcasting.
=== Trainers === === Trainers ===
==== Aerina the Learned ==== ==== Aerina the Learned ====
Line 139: Line 89:
She is in good shape. Frosty-black mists surround her. She wears a robe around her body. She is in good shape. Frosty-black mists surround her. She wears a robe around her body.
- Commands to say:+ Aerina's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand,
- +
- teach me <spell>+
- rescind <spell>+
- +
- Aerina's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand,+
left hand, right leg,left leg, right foot and left foot. left hand, right leg,left leg, right foot and left foot.
Line 168: Line 113:
-Azure Magi Spell Table- -Azure Magi Spell Table-
 + The spells of the Azure Magi involve evocation processes of varying sorts, but they all begin by incanting the spell's name, followed by the
 +target (if any), in the Enochian tongue. Some spells have additional requirements, such as material components or an environs with respirable air.
 +These will be noted in each spells help file.
 +
 + Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file. You must have a certain
 +minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the
 +energy cost of the spell. Exactly how much it's decreased depends on the difficulty of the spell -- ordinary spells will go down to about half of the
 +base rating, while more difficult spells will go down by only a small fraction.
 +
 + The available spells, and your ratings in them, are as follows. (Spells not castable are deemphasized.)
 +
 + breath of air (350) breath of life (342) channel currents (313) chaoswind (324)
 + dephlogisticate air (327) direction of the winds (150) drift (369) essence of the wind (323)
 + fog (300) lightning bolt (330) ride the winds (350) shrieking gale (376)
 + summon (302) thunderclap (338) tornado (357) torrential rain (321)
 + wall of wind (305) wind blast (300) wind speed (335) zephyr (318)
 +
 + Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your
 +telesmatic weapon, aeromancy, and their mother attributes.
 +
 + Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat spell is determined by one's
 +skill at legerdemain.
 +More: [document 1 of 2] [return to continue]
 +Spells and other special abilities your character can use may be obtained
 +by joining one of the guilds, associations or offices available in various
 +locations throughout Lost Souls
- = Spell = Minimum Level Required = Type = 
- ==================================================================== 
- = Detect Magic = 1 = Utility = 
- = Direction of the Winds = 2 = Utility = 
- = Wind Blast = 2 = Offensive = 
- = Fog = 4 = Defensive = 
- = Breath of Life = 5 = Utility = 
- = Tempest = 5 = Offensive = 
- = Ride the Winds = 5 = Utility = 
- = Channel Currents = 10 = Utility = 
- = Windsong = 10 = Defensive = 
- = Wind Slow = 13 = Utility = 
- = Wind Storm = 15 = Utility = 
- = Shrieking Gale = 15 = Offensive = 
- = Wall of Wind = 18 = Defensive = 
- = Tornado = 20 = Offensive = 
- = Air Bind = 23 = Offensive = 
- = Wind Speed = 25 = Utility = 
- = Thunderclap = 26 = Offensive = 
- = Lightning = 29 = Offensive = 
- = Essence of the Wind = 30 = Defensive = 
- = Torrential Rain = 30 = Offensive = 
- = Winds of Change = 40 = Utility = 
- = Electrical Storm = 50 = Offensive = 
- ==================================================================== 
Individual help is available for each spell. Individual help is available for each spell.

Revision as of 04:35, 16 April 2008

Contents

Joining the Azure Magi

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.


On the main Almerian map, at coordinates 19, -33 there is an exit eastup into the Azure Magi guildhall. Presumably the Azure Magi live high in the mountains as it is close to the chaotic winds of the world -- otherwise I have no clue why they live up there.


the Azure Magi guildhall [n, wd]
You see a wooden-framed white wooden bulletin board and Torlira the Master of the Wind.
This relatively large room is where the Azure Magi make their home.  The walls are
all painted  bright azure, and give off a warm glow.  To the north is another 
section of the guildhall, while westdown leads out.  Obvious exits are north and 
westdown. You see a wooden-framed white wooden bulletin board and Torlira the Master
of the Wind.
Torlira is a middle aged aviar of approximately forty years.  Her proud face bears the
marks of intelligence, experience and power.  She is the leader of the Azure Magi, a 
guild of powerful aeromancers.  She looks about nineteen and a half dimins tall, five and
two fifths dimins wide and one and seven twentieths dimins long.  She is in good shape
and is resting.  Snowy-white mists surround her.  She wields an iron-banded oak 
quarterstaff in her hands.  She wears a robe around her body.
If you are not a member of a guild, you may receive information on the Azure Magi by typing
'help guild'.  If you wish to join the Order of the Azure Magi, say 'pledge me to the Azure
 Magi'.  To leave them, say 'I renounce the Azure Magi'.  Azure Magi may say the command 
'advance'.  
Torlira's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand,
left hand, right leg, left leg, right foot and left foot.  Torlira was created by Rand; 
The source code was last updated Wed Mar 07 11:05:29 2007.  
The aviar race was created by Chaos and Nightmare; 
the source code was last updated Fri Jun 15 17:48:01 2007.
Torlira is a middle aged aviar with vast amounts of intelligence, experience, and power.
She is the leader of the Azure Magi and has been given the title of Master of the Wind.


You say, "pledge me to the Azure Magi" in lyrically-accented Anglic.
&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Azure Magi News &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
&                                                                          &
&  Welcome to the Azure Magi guild;       a group of dangerous aeromancers &
&  serving chaotic neutrality.                                             &
&                                                                          &
&  All the help files have been written.          Type 'help spells' for a &
&  complete listing of all the spells,   the minimum level required to use &
&  that spell and also what type of spell it is (Offensive,  Defensive, or &
&  Utility).                                                               &
&                                                                          &
&  We're always open to suggestions, comments, ideas and the like, so      &
&  don't hesitate to mud-mail us, or talk to  me  if I'm online.           &
&                                                                          &
&                                                --Fixy & Rand (95/07/18)  &
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
You begin to float in the air.
You wear your robe around your body.
You are now a first-degree specialist in aeromancy, arcane lore, chaos affinity, Enochian,
introspection, legerdemain,memory, prestidigitation, scholarship and telesmatic weapon.
You are now a second-degree specialist in literacy.
You are now a third-degree specialist in centering and channeling.


End of spoiler information.

Guild Help Files

The Azure Magi
   You are a member of the Azure Magi of Lost Souls, a guild of powerful aeromancers dedicated to serving chaotic neutrality and all it stands for. 

The Azure Magi, or wind magi, use wind as a medium for their magickal art.

   The Azure Magi study and harness chaos the chaos of the weather by reflecting that chaos within themselves.  Each Azure Magi much strive to

maintain his independence and spontaneity, and his spellcasting will be hindered if he does not do so.

   Despite this, the Azure Magi are a dedicated cabal, and it is only by strict perseverance and disciplined study of nature that he can advance in

his arcane abilities. While there is no official hierarchy in the Azure Magi, members are expected to be, at the very least, civil to one another.

   Read 'help spells' for information on Azure Magi spells and spellcasting.

Trainers

Aerina the Learned

  • Location: Azure Magi Guild Hall
Aerina is a simple aviar woman, of about fifty years of age, but behind her eyes, 
you sense great  knowledge and experience.  She works here, in the Azure Magi study,
to teach aeromancers things they need for casting spells.  She looks about eighteen
dimins tall, five and a twentieth dimins wide and one and a quarter dimins long.
She is in good shape.  Frosty-black mists surround her.  She wears a robe around her body.
 Aerina's limbs are named head, chest, right wing, left wing, right arm, left arm, right hand,
left hand, right leg,left leg, right foot and left foot.
Aerina is an instructor and responds to the following verbal commands:
   Availability inquiry: Aerina, what do you teach?
   Cost inquiry:         Aerina, what would a lesson in <subject> cost?
   Instruction request:  Aerina, teach me <subject(s)>.
Aerina was created by Rand; the source code was last updated Sat Jun 02 09:32:09 2007.
The aviar race was created by Chaos and Nightmare; 
the source code was last updated Fri Jun 15 17:48:01 2007.
Aerina the Learned is a simple woman with great knowledge and experience.
She works in the Azure Magi study teaching aeromancers things they need for 
casting spells.
Aerina intones, ~* I can provide instruction in aeromancy, arcane lore, centering, channeling,
conjuring, enchanting, the Enochian language, evocation, legerdemain, linguistics, literacy,
meditation, memory, metaphysics, prestidigitation, scholarship, symbology and the use of 
telesmatic weapons. *~ to you in Anglic.

-Azure Magi Spell Table-

The spells of the Azure Magi involve evocation processes of varying sorts, but they all begin by incanting the spell's name, followed by the 

target (if any), in the Enochian tongue. Some spells have additional requirements, such as material components or an environs with respirable air. These will be noted in each spells help file.

   Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file.  You must have a certain

minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased depends on the difficulty of the spell -- ordinary spells will go down to about half of the base rating, while more difficult spells will go down by only a small fraction.

   The available spells, and your ratings in them, are as follows.  (Spells not castable are deemphasized.)
     breath of air (350)             breath of life (342)            channel currents (313)          chaoswind (324)
     dephlogisticate air (327)       direction of the winds (150)    drift (369)                     essence of the wind (323)
     fog (300)                       lightning bolt (330)            ride the winds (350)            shrieking gale (376)
     summon (302)                    thunderclap (338)               tornado (357)                   torrential rain (321)
     wall of wind (305)              wind blast (300)                wind speed (335)                zephyr (318)
   Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your

telesmatic weapon, aeromancy, and their mother attributes.

   Spells do not have endurance cost, except when cast in combat.  The amount of extra energy it takes to cast a combat spell is determined by one's

skill at legerdemain. More: [document 1 of 2] [return to continue] Spells and other special abilities your character can use may be obtained by joining one of the guilds, associations or offices available in various locations throughout Lost Souls


Individual help is available for each spell.

You may also type 'spells' to see a list of your current spells. Incidentally, 'spells' command can take an argument of what type of spells you wish to list. For instance, 'spells utility' would list all utility spells which you currently have in use; whereas 'spells offensive' would list all offensive spells. Valid types are: offensive, defensive and utility. If you give no argument, or specify an unknown type, 'spells' will default to listing all spells.

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