Home

 

-Welcome to the Assembly

          Circles within Circles

 

-Guild Information

          Joining the Assembly

          Scroll Library

          Newsletter Archive

 

-Latest News

 

-Library Index

          Magic Scrolls (A - L)

          Magic Scrolls (M - Z)

          Guildhouses

          Safe Haven

          Little Helpers

          Wisps

          Other Arcane Guilds

          Schools of Magic

          Enchanter Paths

          

-About this site

Some enchanters wish to progress into a new related area of magic, and follow a direction to advanced abilities. These are called "Paths". Once an enchanter has taken a path it cannot be reversed, and only one path can ever be taken. Paths reflect an extremely advanced and experienced enchanter who has the knowledge and ability to reach beyond their boundaries. This extreme level of experience is reflected in the gold and experience cost to learn the path. Unlike skills, paths do not have pre-levels or a learning curve, once you have them, you have them.

Paths for an enchanter may be learnt from an Enchanter Path House, of which there is one located in most dungeon courtyards.

There are three paths available to Enchanters.

Sorceror
Cost to learn: 8000 XP, 4000 GP
Order To Take Path: L 50
A Sorceror is an enchanter who can craft magical weapon, armour and devices with
sufficient study and material expense. A very popular fellow to have around!

Battlemage
Cost to learn: 4000 XP, 2000 GP
Order To Take Path: L 51
A Battlemage is an enchanter who has learned the skills of a fighter. They are powerful in combat as well as in magic.

The path appears to provide the following benefits:
+27 health
+17 attack
+9 normal defence
+4 fire and cold defence
+3 alchemical defence
+2 boost to damage (which also affects spells, thus a Fire Sprite does 3-8 damage rather than 1-6)
However being a Battlemage does not appear to allow you to equip fighter gear such as armour (in contrast to the equivalent Fighter path of Warlock).

Seer
Cost to learn: 2000 XP, 1000 GP
Order To Take Path: L 52
A Seer is an enchanter who has gained a limited magical telepathic ability. They gain the ability to send out non-corporeal 'Spectral Eyes' to look at places far distant and events normally unseen.

It costs 50 XP and 50 GP to create a Spectral Eye. It can teleport to the location of any other character, but its only ability is to observe. There is said to be a 10% chance that the spectral eye will fade away at the end of each turn, but experience suggests this is more like 50%.

ASSEMBLY LIBRARY
ENCHANTER PATHS