"This guild is the master of the element of the
air. Long ago the gods bequeathed
the power to manipulate the winds to a mere mortal named Nimbus.
He
was a peaceful man, yet the world was chaos. Overrun by warwizards
and pyromancers, there was no match to the power of the earth or fire.
Seeing this, the gods gave Nimbus control of the air. Under his power
the winds swept through the land and lightning struck the earth
eliminating the wars. He used the power of the winds to defend
those unable to defend themselves.
Many moons later, Nimbus died and his powers were passed on to his only
son, Djinn. Djinn was a young man at the time and began to teach
others
how to manipulate the air. He began the Sorcerer's guild and granted
its members the powers he possessed as he knew his father would
have wished. Djinn married one of his students and together they
had a beautiful daughter, Shandrala. She was raised in the ways of
the
air and became her father's apprentice. As Djinn grew old, he
retired to the shop, using his nimble, magical fingers to create
items for the guild. Shandrala took over her father's work and now
teaches the new seekers of air their spells."
The Guild..
The Demands..
The Abilities..
The Guild Shop..
The Guild of the Sorcerers is located near the Strand, which is just south of Valeris, facing the sea. It is the ideal place to study the wind, as the howling sea gusts blow on the stone structure relentlessly. From there, the Sorcerers of the Realms start their journeys, in its caverned halls they sit and chatter, on its board they post senseless drivel or important notices. The GM's and AGM's rooms are also there, a haven to those that seek a more solitary form of idling.
There is an annex to the main Guild of the Sorcerers, located in the Elven forest, as the winds blow equally strong there. To find it one must search deeply into the forest, for the annex is safely hidden withing the thick brush of the trees' branches. Wether you're returning from a long experience-point run, or hiding from some obscure or specific enemy, it is the ideal place to visit when in the neighbourhood..
Directions:
Up
from cliff face, then 5 times south, then twice northwest, then twice south,
then southeast, east, southeast, east and twice in..
You are now inside the Sorcerers guild.
And for those interested in an alias:
u;s;s;s;s;s;nw;nw;s;s;se;e;se;e;in;in
The aerial arcane demands great skill in intelligence and dexterity on the part of the Sorcerer applicant. One must forget the uselessness of such attributes as strength or constitution, as magic is generous to those that decide to learn its secrets. Thus, one must try to achieve the following statistics:
Apart from the numerous spells, the Sorcerers posess an array of commands that help them in their dodging abilites and provide them with the sneaking skills of a thief. Numerous uses can be found for those skills, from the dexterity boosting that elude provides, to the many practical jokes, to the supreme stealthy way of oving around. Together with the magical means of the Sorcerers, they draw the image of a spellcasting guild that has a wide variety of attributes, uniquely put together.
Elude
Level at covert: 50
With the implementation of the new system, your dexterity WILL be the same.
However, a player's dodging abilites are still multiplied with the help of this
command, that has a time limit relevant to the level of covert. Use it always,
as it is most helpful in experience-points gathering. The bonus stands for dodging
and guild points regeneration, while the old dexterity bonus has been removed
due to the new stats system.
Hide
The hiding abilites go with the elevated dexterity and the swiftness the Sorcerer
posesses. Very useful up to the point that one learns how to become invisible.
Sneak
Walking around unnoticed is every free individual's dream.
Palm
Allows you to withdraw items from the ground without being seen. Someone with
a high perception might understand what you're trying to do. Provided those
items do not belong to someone that wants them back, it is an ideal tool to
pick something up without being noticed.
Slip
A prankster's toy, slip allows you to give something to someone without being
noticed as well.
The Guildshop offers many items to the Sorcerer, including weapons and armour (see section WEAPONS and EQ). Uniquely designed for everyday use, they are handy at every given situation.
Pouch
This pouch cannot be stolen , nor dropped. It remains with the spellcaster even
after his/her death. You can use it to store neccessary components for the defensive
spells, such as wolfen hairs. Its capacity is average, but the fact that it
can't be removed from you makes it a perfect holder of valuables. Many use it
to store coins during their experience-gathering runs. Be warned that logging
out with coins in this pouch leads to loss of the currency. That is why one
should remember to remove the coins from the pouch upon leaving the Realms.
Blue dragon Scale
This component is used to augment the power of Talons of Air. It is normally
a quest item, but after popular demand the old man running the store decided
to supply it through the guild shop. Unfortunately Cadgawn, the dragon that
holds these scales, has only a limited amount of them to offer, and thus only
one such scale exists in the shop's stores at any given time. The scale can
be used only once. Moreover, the scale weighs nothing, enabling the Sorcerer
to hold an almost infinite number of them in his/her pouch, to be used in times
of hardship.
Moreover, the
shop provides Aerial Staves, Rods of Lightning, Stormmails, Storm Boots, Gauntlets
of Electrum, and a spellbook, where one may enlighten him/herself to the secrets
of the aerial arcane. The Sorcerer's Spellbook is recommended as the thing one
must buy before even starting to advance. It contains valuable information as
to the various spells, their level of acquisition, and the commands a Sorcerer
can execute.