Ordo Ignis Aeternis
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[[Category: Initiate (affiliation types)]] | [[Category: Initiate (affiliation types)]] | ||
[[Category: Magician (affiliation types)]] | [[Category: Magician (affiliation types)]] | ||
[[Category: Scholar (affiliation types)]] | [[Category: Scholar (affiliation types)]] |
Revision as of 13:40, 19 November 2009
Contents |
The Ordo Ignis Aeternis
You are a member of Ordo Ignis Aeternis, a cabal of magi attuned to fire and heat energies.
Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power stores unique to an initiate of Ordo Ignis Aeternis.
Your primary aspect of spell usage is fire. Fire has many uses and functions, and with further understanding of the ways of pyromancy, a mage can learn of the different forms of fire. Fire, and its derivatives, are the basis for all of an initiate's powers. Elemental fire energy is thus of great value to any member of the Order.
While the predominant effect of fire is destruction, there are many more aspects to the element. It can be used for warmth, to shed light, to cook with, and as fuel for a multitude of other processes. Despite its many uses, fire is also dangerous, as are those who wield it. Great care must be taken when handling fire, and great respect for its power is necessary to ensure your own safety. A reckless initiate can easily be burned by the power that he seeks to control or find himself the victim of an angry mob of peasants who will tie him to a stake and give him a very direct access to the power he seeks to control.
While Ordo Ignis Aeternis are reformists from a Mage Conclave, they still maintain a certain hierarchy concerning guild matters. This hierarchy is treated with the same respect shown towards the flames that power the guild spells. Many Ordo Ignis Aeternis take on a personality that reflects the power of fire, being highly volatile, highly reactive, and demanding a certain amount of respect when dealing with them. Should the members of Ordo Ignis Aeternis show open disrespect for each other, it is only a matter of time until beings from outside the guild begin showing their disrespect, and the only feasible result of this would be for Ordo Ignis Aeternis to burn everyone around them. This would not be good for the image of a guild powered by a force that easily instills fear in the minds of lesser beings. That being said, mutual respect among practitioners is highly encouraged, lest we all be consumed in our own flames.
Part of the hierarchical structure within Ordo Ignis Aeternis is the Board of Spellcrafting, whose responsibility is to ensure that spell study is performed according to certain standards, and that these newly researched spells are thoroughly tested to ensure adequate safety measures are instilled. Once a spell has been sufficiently researched, formulated, and passed the Board, it is made available for all other members of the guild to study. This ensures that we continue our studies, and that certain spells are not horded away in some dusty old library where they serve no purpose to anyone. Any member of the guild can do spell research in attempts to formulate a new spell, and such spells can be submitted to the Board at any time, though the review process may be lengthy. The more complex the spell, the more time is needed to ensure all aspects of the spell are suitable for the guild.
When Ordo Ignis Aeternis was known only as the Red Order, they were figuratively burned by the other factions of their 'Conclave'. Because of this, Ordo Ignis Aeternis as a whole is very wary of those who are of extreme alignments. Fire is very neutral, caring not for the whims of the so-called battle between good and evil, nor of order and chaos. No matter which side of a war you are on, your corpse burns just as well on a funeral pyre. An initiate's energies are better suited towards furthering their own abilities at using fire energies than trying to promote some ethical cause. Let the others have their little wars, and when the smoke clears, Ordo Ignis Aeternis will be there controlling things from their neutral vantage point.
Read 'help spells' for information on Ordo Ignis Aeternis spells and spellcasting. See 'help spell summary' for a quick display of your spell information.
Joining Ordo Ignis Aeternis
The tanned-skinned male anthrope intones, ((= An Order initiate must be sufficiently literate as to be able to read scrolls and spells, and especially to document their spell research. You do not meet this requirement. =)) to you.
Literacy >60
Max level to join is 300.
Members of the Pantarchic Church are not welcome in the guild.
Requirements and Bonus Specialties
Min Bonus Literacy 2 2 Pyromancy 2 1 Centering 3 1 Channeling 3 1 Legerdemain 1 Prestidigitation 1 Arcane Lore 1 Enochian 1 Heat Tolerance 1 Introspection 1 Memory 1 Scholarship 1
Total of 4 willpower, 1 intelligence, and 2 dexterity
NPCs and Facilities
Schola Fervitus contains a few services inside, including trainers Aedryl, Flizera and Thalos. Thalos is also a banker. Farachat is running a "bookstore", which is actually general purpose magick shop, similar to the one run by Lucanius.
There is also a cafetery. The "dark gray stone menu" is actually either a sign, or can also be checked with the standard "list" command. The meal choices aren't that wondrous, unless one counts an "iron helm" on the list as a wondrous meal.
Apparently the banker shares the account with other banks, so the maximum account balance is still same, and it is just better to deposit here, withdraw anywhere. Losthaven bank has also 10% deposit fee, and the cheapest finance/ownership training among the three banks of Discordia, Losthaven and OIA guildhall.
Spells
Ordo Ignis Aeternis Spells
The spells of Ordo Ignis Aeternis 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 environ with a specific fuel for the spell. 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.
You may see a summary of the spell list by typing 'help spell summary'.
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, pyromancy, 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.
Being Interrupted
Taking even one point of damage while casting a spell will interrupt the casting. This means certain spells like Purging Flame are not very usable, in that they take sufficiently long to cast that being interrupted approaches certainty. While there may be some combination of skills that makes this less likely, it is not immediately obvious (clarification would be welcome).
List
The numbers here are from some player(s) list(s) at some point(s) in time. The base values can be found in the spell descriptions on the spell details page.
/------------------------------ Ordo Ignis Aeternis Spell Summary ------------------------------\ | Spell rating (%) Description s f h n | >-----------------------------------------------------------------------------------------------< | angel fire directed angelic flame attack 40 50 0 0 | | blaze of the Exoma chaotic flame attack 60 60 0 0 | | blazing twister 770 (42%) heat and fire cyclone attack 52 52 52 0 | | burning fever 400 (100%) disease remedy 29 29 0 0 | | burnt offerings 165 (0%) sacrifice to sentient flame 10 10 0 0 | | calm heartfires 722 (85%) soothe the inner fire of anger and rage 33 46 3 0 | | candlelight 600 (100%) light production 10 13 0 0 | | comforting warmth 375 (100%) soothing heat 15 12 24 0 | | dancing flame 676 (88%) conjure fire spirit 56 56 56 0 | | dancing needle 700 (100%) inerrant phosphorous attack 42 31 31 0 | | deplete phlogiston 635 (70%) phlogiston depletion 36 22 18 0 | | desiccate remains 350 (100%) corpse preservation 5 13 15 0 | | enhance phlogiston 632 (60%) phlogiston replenishment 38 53 19 0 | | fan of flames 710 (91%) fan-shaped fire attack 15 30 30 0 | | fire barrage 734 (89%) exploding fire area attack 162 298 0 0 | | fire bolt 750 (100%) basic fire attack 13 13 0 0 | | fire rain 717 (67%) raining fire attack 194 93 47 0 | | fire spikes 450 (100%) basic fire attack 5 5 0 0 | | fire web 600 (100%) ensnaring web of flame 28 53 6 0 | | fireball 600 (100%) caustic fire area attack 27 33 17 0 | | flame of knowledge 626 (62%) identification 36 40 0 0 | | flame shield 600 (100%) multipurpose protection spell 25 140 10 0 | | flamra armour 600 (100%) armour conjuration 63 75 13 0 | | flamra bolt 604 (34%) bolt 4 5 0 0 | | flamra crossbow 666 (39%) crossbow weapon 105 101 0 0 | | flamra staff 659 (38%) staff weapon 105 169 0 0 | | flare 500 (100%) photonic blind attack 15 13 0 0 | | frostfire bolt 636 (53%) cold flame attack 20 16 0 0 | | funeral pyre 350 (100%) rejuvenation and cold protection 1 1 0 0 | | heat ball 795 (74%) heat attack 35 0 42 0 | | heat vent 691 (98%) modified heat attack 27 24 0 0 | | immolate 753 (44%) fiery shroud 0 225 0 0 | | incinerate magick 687 (0%) magick consuming attack 200 200 100 0 | | inferno 701 (0%) intense directed fire attack 175 350 150 0 | | internal warmth 350 (100%) cold and frost protection 12 26 26 0 | | magick embers 736 (80%) detect magick 12 0 0 0 | | mark of the phoenix 600 (100%) phoenix protection charm 88 147 0 0 | | obscuring smoke 621 (56%) scrying protection 102 41 0 0 | | phoenix claws 400 (100%) clawed slashing attack 30 35 0 0 | | phoenix fire 671 (28%) resurrect the fallen 24 24 0 0 | | piercing flame 666 (67%) flaming weapon enhancement 54 127 0 0 | | protection from fire 375 (100%) fire and heat resistance 10 1 1 0 | | purging flame 400 (100%) antidote 12 12 0 0 | | pyrotechnic surge 300 (100%) 45 30 0 0 | | raging fire 600 (100%) clinging fire attack 89 130 33 0 | | scrying flame 450 (100%) scry person 37 19 0 0 | | searing heat 325 (100%) searing heat attack 13 0 25 0 | | smoke and mirrors 607 (62%) conjure smoke image 69 69 69 0 | | smoke bolt 650 (100%) solidified smoke attack 23 13 8 0 | | sunbeam 550 (100%) photonic pillar attack 17 17 17 0 | | torrid tempest 657 (0%) fire and heat attack 60 55 55 0 | | triad of fire 600 (100%) triple fire bolt attack 16 13 4 0 | | withdraw heat 747 (53%) decrease thermal acceleration 0 0 150 0 | | wraith fire 691 (97%) spiritual fire attack 10 1 1 0 | \-----------------------------------------------------------------------------------------------/
- Rating = current absolute effective rating in the spell, and percentual share of that rating between the minimun and maximum ratings.
- s = base spiritual energy cost
- f = base elemental fire energy cost
- h = base heat energy cost
- n = base endurance enegry cost
Spell details are on their own page.
Specialty Details
[min..]max bonus REQUIREMENTS AND BONUSES Centering 3..25 +1 Channeling 3..25 +1 Legerdemain 1..12 (+2 max than adventurers) Literacy 2..18 +2 (+8 max than adventurers) Prestidigitation 1..12 Pyromancy 2..20 +1 Arcane Lore 10 +1 (same max as in adventurers) Enochian 10 +1 (to not mess up too much with casting, a skill of 78 is a good target) Heat Tolerance 10 +1 Introspection 10 +1 Memory 10 +1 (same max as in adventurers) Scholarship 10 +1 (same max as in adventurers) NOT IN ADVENTURERS Abjuration 6 Alchemy 2 Artillery 2 Conjuration 15 Daemonology 5 Divination 10 Enchantment 6 Eructant Weapon 10 Evocation 10 Latin 6 Law 3 Meditation 8 Metaphysics 10 Siege Engineering 3 Summoning 6 Symbology 6 Tenacity 4 MORE THAN IN ADVENTURERS Concentration 25 SAME AS IN ADVENTURERS Telesmatic Weapon 10 LESS THAN IN ADVENTURERS Anatomy 6 Anglic 8 Animal Lore 3 Archery 2 Armour Adaptation 2 Armour Lore 4 Awareness 3 Biofeedback 4 Brewing 3 Calligraphy 3 Cartography 3 Combat Reflexes 3 Cooking 3 Cosmology 3 Courage 2 Crossbow 8 (one of the few weapon skills) Dagger 8 (one of the few weapon skills) Demolition 5 Desert Fieldcraft 3 Diplomacy 2 Discipline 8 Dodge 8 Eavesdropping 2 Elude Pursuit 3 Fast Talk 3 Finance 2 Find Weakness 6 First Aid 4 Fletching 4 Gambling 2 Gem Lore 3 Haggling 2 History 4 Imagination 4 Insect Lore 3 Intimidation 3 Killer Instinct 5 Leadership 3 Legend Lore 6 Linguistics 5 Lockpicking 2 Logic 5 Logistics 2 Manipulation 3 Massive Blow 2 Mathematics 5 Metallurgy 2 Mortuary 3 Ownership 3 Pain Tolerance 2 Philosophy 5 Physics 5 Plant Lore 3 Politics 5 Precision Strike 5 Psychology 5 Resilience 5 Rhetoric 3 Rune Lore 6 Savoir Faire 2 Sculpture 3 Shield 3 Smithing 2 Staff 8 (one of the few weapon skills) Stamina 3 Steadiness 8 Strategy 4 Tactics 4 Teaching 5 Throwing 4 Traps 4 Unarmed Combat 5 (one of the few weap.. erm, combat skills) Vocalization 4 Weapon Lore 4
Skills adventurers have, OIA does not
Acting, Angrak, Arctic Fieldcraft, Assarith, Axe, Balance, Blindfighting, Bludgeon, Break Fall, Breath Control, Cargo Handling, Carousing, Carpentry, Carving, Climbing, Dancing, Dethek, Digging, Disguise, Drawing, Driving, Equestrian, Farming, Fishing, Flail, Fletching, Foraging, Hammer, Heraldry, Hithal, Impact Absorption, Instant Stand, Intelligence Analysis, Jumping, Jungle Fieldcraft, Lack of Weakness, Livestock Breeding, Load Bearing, Locksmithing, Masonry, Mimicry, Mineral Lore, Mountaineering, Mounted Combat, Musical Composition, Nanomi, Navigation, Painting, Percussion Instruments, Picking Pockets, Plains Fieldcraft, Poetry, Pole Arm, Practice, Prose, Riding, Running, Sewing, Shorelands Fieldcraft, Showmanship, Singing, Sling, Spear, Spelunking, Sperethiel, Stealth, Storytelling, Streetwise, Stringed Instruments, Subordination, Swamp Fieldcraft, Swimming, Sword, Takargu, Tanning, Theology, Torture, Tracking, Training, Tumbling Underwater Fieldcraft, Ventriloquism, Weaving, Wind Instruments, Xhax
Notable missing ones: Lack of Weakness, Load Bearing, Mineral Lore, Practice.