Ordo Ignis Aeternis

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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

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

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.


End of spoiler information.