~a scroll for new members~
:: A pigeon flies out from the Mages Guild and delivers a scroll. The scroll bears the Mages Guild's official seal,
and as you open it, colors sparkle in the appearing dust, casting a cloud on which you sit, relax and start to read. ::
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Welcome to the greatest guild in all of Legends of Cosrin! This is a beginners' guide to introduce you to some basic training tips. The information contained within has been gleaned from a variety of sources from the land of Legends of Cosrin. If you have questions, ask a current guild official (use the guild status command GS for more information) for help or Guildshout (use the GSH command) your question. The Mages Guild has developed the reputation for being one of the most helpful guilds in the land.
Be sure to watch out for Guild events such as hunts, contests, and classes. Participate in the Guild community and its events! Always feel free to ask Mages Mentors (MM) or Guild Officers (GOs) for assistance. Also for the latest guild information use the GNOTICES command to read the guild notices.
Good luck and enjoy your life in Legends Of Cosrin!
Scroll scribed by Eris and Sodagayo; revised by Clio
Mages
The Mentor Program
The Magestaff
Guild Ranks, Guildtithing and Titles
Guildrank Portals
The Sub-Guilds
Basic Training
Guild Commands
Character and Roleplay
More Information
We mages are rather weak and vulnerable in body strength, but we are spiritually very strong. Our spells can make us powerful creatures. A mage with good defense spells and blasting offense spells proves to be quite independent. However, at early stages we have a hard time, as we need time to build up our powers. So we often find hunting and traveling in groups with people from other guilds enjoyable, safer, and more reliable. Every guild provides different abilities to learn, thus teams of different guilds prove to be more capable than one-guild-only teams.
There are three schools of magic: naturalism, sorcery and magical spells are the specialties of these schools. Shamans do best in naturalist magic and gain access to the most advanced spells of this school. Naturalist spells affect the body – they have effects such as healing, increasing strength, and protecting us from physical harm. Sorcerers master sorcery spells, used to hunt and slay evil creatures. Wizards use quite advanced magical spells. Magical spells mostly affect items, such as unlock or enchant item. Other magical spells are fly and recall. When the first magi in Moorgate built the guild, all three schools were accessible to every spellcaster. But the Immortal of Magic, Valtera, cast a powerful rift through Legends of Cosrin's magic, so today each class only masters its own school to its full potential. Through the tutors of the guild, however, a mage of one class can learn some spells and skills of all three types of magic.
When a new mage joins our guild, he or she will be officially welcomed by a mages' mentor, someone who has been trained in guiding those just discovering all the wonders of magehood. The mentor will tour the guild with the new member and help him or her discover the tools essential to progressing within our grand institution.
Also be sure to soon ask about the Elder Mentor Program. It has been designed to offer progressed mages the opportunity to take new mages as apprentice. You should consider seeking an Elder Mentor's (EM) tutelage when you reach Guild Rank (GR) 10.
Upon entry of our guild you were entrusted a magestaff. This is the main sign and mark of a mage, so treat it well. You should examine your staff, break it, activate the rune and mix it to find the different staves contained in the magestaff. Thus your staff contains four different spells. You can find more on your magestaff in a scroll written by our guild's first GM, Shaman Seal.
You will need to tithe some of the experience you gain to the guild. You do so by the guildtithe command. You can tithe anywhere between 0 and 75% of your experience to the guild. This way the guild grows in power, for the collective tithe as displayed in GS determines the guild's strength to buy guildluck or guild expansions. By tithing you will also gather guild levels or guildranks (GR) over time. Everytime you gain a guildrank until GR 25 your guildtitle will change. At GR 25 you will be a fully developped Magus and bear the title of a Magus. After GR 25 the guildtitles do not change any more. You can look at the different guildtitles by the GUILDTITLES command. Guildranks also determine how much training is available to you, as training is split in progressing guildrank portals.
Some people recommend you guildtithe 10 percent or less until you are about 2/3 to 3/4 of the way to the land status enabling the next guild portal. Then, guildtithe 75 percent until you achieve the guild portal. This will allow you to first become powerful enough to survive, and then allow you to quickly rise in guild status when you are ready to seek entering that next guild portal.
At guildrank 5, mages will be assigned the prefix "Apprentice Mage," and at guildrank 10, this will be changed to "Novice Mage". All guild members will be allowed to pick a personal prefix, a title that precedes your name, at guildlevel 15, and a suffix title, one to follow one's name, at guildlevel 20. A mage's title should reflect his or her character or nature, and the guildmaster reserves the right to assign a quest for a title and to give titles of his or her own selection based on behavior or character.
The current Guildrank portals within the Mages' Guild are as follows: 1, 10, 15, 20, 26, 30, 32, 42, 52, 62, 75, 90, 110, 130, and 150.
In the main hall, TURN STAFF to gain access to the first level of tutors. Look around and learn! At the Guild portal 10 you will have access to the arcana items necessary to create runes. At Guild portal 20 you will have the opportunity to prove your merit to earn the Greater Magestaff, which contains four more spells, and at Guildrank 26, you will be able to join one of the subguilds.
At GR 26 you will be allowed to choose one of our guild's three subguilds. Make this choice very carefully, as a choice made cannot be redone. Choosing the subguild may be the most important decision you ever make in our guild!
Serenity Subguild is a home for mages who believe in the natural uses of magic and protecting innocents. Serenites are often of a good alignment or light path. The Subguild is located in Timberwood.
The Covenhouse is a home for warlocks and other mages who believe in the power gained by using spells. The Subguild is located next to the Graveyard. The members of the Covenhouse practice the dark arts of magic; thus, they often are of an evil alignment.
The Labyrinth is a home for those who value the pursuit of knowledge. The Subguild is located in the Mages' Library. Many Labyrinth members walk paths considered neither dark nor light.
What you learn early on will affect your progress as a mage. Your class -- wizard, sorcerer, shaman, or ranger, for example -- also plays a part. However, Spiritual Karma is the single most important skill to any mage. The greater your Spiritual Karma, the more your capacity to use magic will grow as you increase in experience and status and the faster you will be able to replenish the magical energies you have expended. Second, the Sorcery Spell Use skill allows you to cast offensive sorcery spells and has a direct effect on how powerful the spell you cast will be. It also helps reduce the time between casts, along with improving the chance of a correct casting.
Other important skills for any mage are Naturalism Spell Use (NSU) and Magical Spell Use (MSU). NSU will allow you to scribe the spell Heal, very important for survival, and MSU will allow you to study the spells of Lurk, helpful in mapping the land while hidden, and Unlock, for those bountiful treasure chests and pesky locked doors. You should also give the Physical Training taught by Zorsican in the Adventurers Guild a look. This skill can help your health a considerable bit, as it will help build your body when you progress.
HELP SKILL LEVELS will show you the different levels of each skill that you may achieve. SK, NSU and SSU need to be maxed all the time; that is, studied as far as the tutors at your latest Guild portal will teach you. The mix of the spell level and its corresponding Spell Use Skill (i.e. heal/NSU, ensnare/SSU) will determine the time you need to cast a spell.
As a young mage, you will need one offensive spell – fireflames, chill, or zap. Later you can expand your repertoire of sorcery spells, but for now, choose one and scribe it well. Spells that relate to each other can be referred to as spell circles. For example, Fireflames leads to Inferno, which leads to Dragon Fire. These three spells together make up a spell circle. More advanced spells have a prerequisite spell or spells that must be learned to a novice understanding first, before the more advanced spell within the spell circle can be learned. As you grow and hunt in a wider variety of places, encountering creatures that are resistant to certain spells, you will eventually need more than one offensive spell. Before you learn a second offensive spell though, scribe a holding spell such as ensnare or web (available at GR 10), or entrap (GR 15). These will immobilize your enemies means so that they cannot strike you back during combat. It is recommended that you wait to learn the second-level offensive spells (inferno, ice balls, lightning bolts) until you reach a Subguild, and the third-level spells (dragon fire, blizzard, gigawatt death) when you gain the rank of a bellower (LL 35). The advanced spells cost more spellpoints to be cast, and don't cause more damage until about then.
You cast a spell by CAST SPELL NAME like Cast Fireflames. You can also cast using the spell number, which you can find in your spells list in SPELLS. There you will find that fireflames has the number 1, ensnare number 10 and heal number 31. Use CAST 1, CAST 10 and CAST 31 to cast these spells. You target offense spells by TARGET or by T. Heal is targetted by TARGET NAME like Target Eris or T Eris. You can target yourself by T. If there is more than one monster in a room you can also target them by T, T 2, T 3 etc, thus casting the first, second or third monster, etc.
If you are of a different class than Wizard, Shaman or Sorcerer, and joined the Mages' Guild for your true dedication to Magic and Spells, but fight with weapons or your bare hands, be sure to seek out the special advice available to you from your mentor or Guild Officer. He or she can put you in touch with others to advise you as well.
The riding skill is needed to mount a mule or a pony (which provides better protection than fighting on foot) or even the guildmount, dragons. Dragons were created by Valtera to cast powerful spells. At the subguilds, special subguild mounts are available. Every mage can be proud to ride a guildmount, as they reflect their power. However, riding is very difficult to learn for mages. Thus, it is recommended that you wait some time, and learn it once you have studied your core spells and skills.
GUILDSHOUT: (GSH) Helps you communicate with your fellow guild members.
GWHO: Lets you see who else is in land from the same guild.
GUILDTITHE (amount 0-75%): Tithes a percentage of your experience to the guild.
GUILDSTATUS: (GS) Shows you your status in the guild, and your current leaders.
GUILDVOTE: Allows you to see a current item up for voting and to cast your vote.
GUILDRANK: Shows the rankings within your guild.
GNOTICES: Shows you information posted in land by your guild leaders.
GUILDLOCKER: Places an item inside the guild locker.
SHOW GUILDLOCKER: Once you have lockered an item only a Guild Officer can
remove it. Do not place anything inside unless asked by an officer to do so.
GUILDTITLES: This will show you the different guildtitles mages get when gaining guildranks.
Roleplay is very important to this game. If you're new to the idea, it can basically be explained like this. You are an actor or an actress. You have chosen a name, class, race and gender for who you will be in the realm of Cosrin. You will be expected, from time to time, to act out what your character wants to do, or to put it another way, to play the role you have chosen. The easiest way to roleplay is to simply ask yourself, "What would I do in this situation if it were really happening to me?"
Building a history for your character can be very helpful. That tale would consist of where your character came from, who your family is, what your character believes. All these questions factor into how your character acts and reacts in different situations.
You are expected to stay IC (In Character) as much as possible in game. Staying IC in virtually every situation will perfect your roleplay.
OOC (Out Of Character) must be confined to tells or chats. Sometimes it isn't avoidable (when dealing with game bugs, problems , etc.). Do your best to stay IC in difficult situations. You will find that many OOC concepts have been included in the IC environment, such as lag, which is referred to as Lag beasts, Lag demons, or fog. Don't feel bad if you have problems at the beginning. Just keep trying, and look for role models to be your guide.
Rewards, known as roleplay points, are given out to those who demonstrate excellent roleplay. Depending upon the number of points you achieve during one level, you will receive certain bonuses when you do, finally, gain a new level of experience. These bonuses are given in terms of hit points (the amount of damage your character can take), spell points (the amount of points you have to spend on spells) and build points. Build points are crucial to the game of Legends of Cosrin. You spend them to learn higher levels of skills and spells that you choose for your character.
For more detailed information on specific classes of magi, check out diverse HELP FILES in the land, such as; "HELP MAGES GUILD", "HELP SPELLS", "HELP HEAL SPELL."
Also look at the training advice scrolls you can find in the menu to the right. You also find a lot of other topics covered there.
Also be sure to check out two online must-reads for mages. These are Cassandra's Library on the Isle of Cosrin and Elanthius' Tower. The latter one keeps moving, so ask your fellow mages for the last location it was seen.
Finally allow us to point you to the message boards of our guild. You find them here. We also have private boards that can only be seen by members of our guild. To access those you need to register as mage first, which can be done on the BOARDS - USER MENU - EDIT YOUR PROFILE - click MAGES; after that you find the private boards here. Finally, we also have subguild boards for our three subguilds. Here you find information on our Elder Mentors and the subguild activities.
We cannot wait to read about you on our message boards. Welcome to the greatest guild in all of Cosrin!
Alley back to the library foyer.
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