Artis Mystiklan

Volume I

Secrets of the Mystic Arts

Xilan Horidre in Dark Ages

 

Acknowledgement: Korda - for being a great guy and helping me compile this lore.

 

Section 1

Mileth Research

Speakin’ with the great dark wizard of Mileth, Dar, ye will discover there are many different types o’ research ye can study. Dar only allows ye to research alchemy, sorcery, and enchantment, at the lab he has set up on-site in his shop. Ye can research up ta’ four times every six Temuairan days. Our minds can only take so much though, therefore ye must rest them every six Temuarian days ((18 real-life hours)) after research. Be aware, ye should always perform research with an assistant. Ye assistant improves the chance of ye completing the research properly, as well as stayin’ alive. Ye can die from the strain which research causes, so be wary.

Alchemy

First, there’s Alchemy. Alchemy is the ancient art of bringing together different materia into one useful whole. Apparently, we as wizards ‘ave the ability to create things once thought to be exclusive to other classes. Due to our quest for knowledge and everlasting diligence, this however, is no longer the case. With the aid of a viper’s gland, ye can create a red potion, known as a "beothaich deum," normally created by priests. First, place the viper’s gland in the vices in the lab. Then, proceed to squeeze the extract into a potion bottle. It will be a bright-green color, similar to that of the viper. Then, find a reactant on the table called "beovapaid." Place 3 drops of this into the potion bottle with the viper gland extract. If the potion becomes distinctively red, ye ‘ave successfully created a beothaich deum. These can be used to revive your group members when they are in the clutches of Sgrios in the middle o’ heated battle. To use these potions, when ye partner is unconscious ((there’s a little skull/crossbones floating over their head)), ye must stand next to them and pour the potion down their throat ((double-click to use the potion)). It will revive them, with lil’ health, but alive nonetheless. Another way ye can research alchemy is through the creation of Smokey Spheres, once thought to be crafted solely by rogues. To craft these, ye must ‘ave blue powder. Wizards are the only ones that can make blue powder, with the ‘elp of Cian the alchemist. He is right across the way from Dar’s, and all he asks to make the powders are either wolf’s teeth, spider’s eyes, mantis’ eyes, kobold or goblin skulls, or bat’s wings. The easiest of all ta’ get would be the spider’s eyes, for those who are not yet strong enough to kill a kobold or goblin. All ye must do is use the grinding tool Cian keeps behind his counter to grind ye materia into a fine powder. After it is able to be sifted through a sheet with many pinholes, add a bit of dried hemloch root, which Cian keeps a large supply of because ‘e needs it for ‘is pipe. From this, ye get blue powder. Take the blue powders over to Dar’s immediately and pack it tightly into the hollow black balls he keeps under the table. Seal it with fire and there ye ‘ave ye Smokey Sphere. Ye know ye ‘ave performed the task correctly if inside there is smoke swirling in a definitive clockwise pattern. These smokey spheres can only be used by rogues, however, they turn a nice profit at the higglers in Rucesion and Undine. They sell for a hefty 2500 gold and are a nice way to make some easy money.

Sorcery

Sorcery is the art of making magical connections. There is no money to be made from sorcery, but very useful tools can be created. These tools are songs of home. With them, ye can transport to the entrances of every town in Temuair, if ye are lucky enough to correctly scribe the magical incantations upon a parchment scroll. These scrolls can only be purchased from Dar, for 500 gold a scroll. After ye attain a scroll, there will be a pen on the lab table. It looks ordinary, but dip it into the contents of the test tube filled with a red liquid. Write where ye wish to go onto the scroll, then utter the words "Transportan daichaidi van" over the scroll. When correctly done, they become arcane scrolls and the magic which is written upon them causes them to change to a greyish color instead of orange. Wizards, however, cannot identify these scrolls. This makes absolutely no sense to me, but I ‘spose the gods know best. Ye must seek out a priest with perish lore to get them identified. Otherwise, when ye use an arcane scroll, ye will ‘ave no idea where ye are goin’ which is not always a good thing.

Enchantment

Lastly, there is Enchantment, the art of leaving a magical mark on something from the natural world. This is the simplest of all the types of research ye can do. Dar makes it a point ta’ tell ye that ye need a perfect item to enchant before ye even attempt it. Firstly, we apparently are skilled in jewelry, so we can research earrings. To make the earrings ye wish to make, ye must have the proper materia to do so. To make coral earrings, ye must have a piece of raw coral to work with. Coral earrings raise ye intelligence a bit and are very useful to those of our profession. Then, ye ‘ave beryl, the less powerful version of coral, for which ye need a raw beryl gem. Then there are ruby earrings, for which, you need a raw ruby. We can also make silver and gold earrings. All ye need to make these is the sufficient amount of gold in your inventory. For gold, ‘tis 500 gold at least, for silver, I believe ‘tis 250. All the earrings ‘ave molds on the lab table. Use the candle to melt down the materia ye wish to make into a pair of earrings, place into the mold and allow to cool for 1 Temuairan Day. Ye can also enchant gauntlets. The enchantment done at Dar’s is but a small taste of the possible enchantments ye can do, which will be later referred to in section 2. To enchant gauntlets, ye need a unenchanted leather or iron gauntlet. Speak the words "Blessan armano accuvan" over the gauntlets. If successful, the gauntlet will become "blessed," giving +5 to your hit percentage.

 

Section 2

Enchantment

‘Ere we ‘ave real enchanting. Not to put down Dar’s or anything, but ‘ere ye get to experience a variety of different types of enchanting. There are four different types: magic, blessed, might, and abundance. For all of these enchantments, ye will need an assistant of another class, and a specific item. Items which ye can enchant include: greaves, gauntlets, earrings, boots, and shields. Similar to Mileth Research, ye must rest ye mind before and after ye perform these enchantments for a total of 6 Temuairan Days. I will list the enchantments ye are capable of in order of increasin’ difficulty.

Blessed Enchantments

Blessed enchantments make ye aim more accurate ((+5 to your to hit percentage)). This is useful to monks, warriors, and rogues, for they are the ones that are dependent on their physical prowess and battle skills to prosper. Ye must be of the 2nd circle of insight, the 20th at least. Ye must ‘ave a rogue of the 11th insight or greater ta’ assist ye in ye enchantment. Also, ye must ‘ave a tuft of wolf’s fur, which can be gained in the Eastern Woodlands from wolves. To perform the enchantment, ye must go to the alchemist in Abel. All 3 of ye must say, while all touching the item ye wish to enchant, " Blessan armano accuvan". If all goes well, ye will ‘ave a blessed item ta’ do whatever ye wish.

Abundance Enchantments

Abundance enchantments are valuable to those who depend on their melee skills as well, because it increases the strength of your attack ((adds 1 point of damage)). Ye must be the 28th insight and bring along a monk ta’ assist in the deed. Also, ye need a scorpion’s sting from a scorpion in the crypt. The legendary strength of the scorpion makes it apparent why ye may need such a gland. Ye should ‘ead to the Undine wizard. ‘Ere, ‘e may ‘ave an extraction mechanism similar to the one at Cian’s. Extract the essence from the scorpion sting, and rub it all over the item ye wish ta’ enchant. Then, similar ta’ the others, all 3 of the participants must lay hands on the item, and chant the incantation "Itemos abunduzi." As always, if ye all do it in sync, the item will be enchanted with the magical properties of abundance.

Might Enchantments

Might enchantments ‘ave the ability to make ye a bit ‘ealthier ((give ye 100 more vitality points)). This is useful to all classes, as always is with health. Ye must be 35th insight to perform this feat, and a warrior must assist ye in doin’ so. Also, ye must ‘ave a bat’s wing, which can be attained from bats in the crypt anywhere below the 2nd level. To perform this enchantment, ye must go to Piet, to the alchemist in the south-east corner of town, near the Piet Dungeons. Once inside, ye must use the warrior’s blade to slice up the bat’s wing finely. Then, using resin from the alchemist, apply pieces of it sparingly to the item ye wish to enchant. After doin’ so, all 3 of ye must hold the item and say over it "Durabliz fas spinemra," hopin’ ye said it correctly; of course if ye did, then ye ‘ave yeself a item enchanted with might.

Magic Enchantments

Perhaps the most difficult of all to perform, the magic enchantment requires that ye be in touch with the mystic arts beyond ye average wizard. Properly enchanting an item with magic allows the wearer ta’ ‘ave more will, depending on the item. For example, Magic Boots give ye a small amount of will ((50 more mana points)). Ye must be of the 60th insight to perform this miracle upon an item, as well as ‘ave a finished ruby to work wit’. Ye must also ‘ave a priest or priestess ta’ assist ye. The ruby ‘tis needed because of the magical beauty it possesses, especially when properly polished. To enchant the item, ye must take the ruby and imbed it into the item, not only for decorative purposes, but also to imbue the item with the magical properties of the ruby. Then, ye, the priest/ess, and the alchemist all chant over the item with ruby in mind, "Mystiklan inchlan endowus." If properly focused, all of ye magic energies will be focused into the item, enchanting it with magic.

 

Section 3

Elementalism

Recently, the grand wizards of Temuair discovered that by collecting the essence of the elements they studied, they could harness them, allowing them to recover will from their use. In Undine, ye can go speak with Kiril, the dark wizard. He sells somethin’ ye need ta’ even sense these nodes of elemental power: the Nadurra necklace. This necklace is sold for a mere 500 gold, and allows ye to sense all elemental nodes. Kiril will also offer ta’ teach ye leasaich spells if ye are great enough insight. Ye learn the spell which coincides with ye element of study of course. So, the respective elements are :sal, athar, srad, and creag. ‘ere is an idea of what ye need ta’ learn these leasaich spells. Be aware that ye can only attempt ta’ collect elements 18 times every 6 Temuairan Days, and it does take up ye efforts so ye cannot do anything else which requires them.

       SalAtharSradCreag
      Strength754210
      Intelligence77710
      Wisdom52757
      Constitution75750
      Dexterity305257

After ye learn ye leasaich spell and equip ye Nadurra necklace, ye are on ye way to creating fiors, the bottled element. These fiors give ye a random amount of will, anywhere from 1000 to 5000. ‘ere is a listin’ of the places ye can find ye elemental nodes.

Creag: Ye can find ye element outside of crypts, and at large rocks.

Sal: The best place to find ye element is in the wells of Temuair.

Srad: There are flames to be found near torches as well as hearths.

Athar: Ye can find ye athar elements a few paces back from trees. We all know that lightnin’ ‘as a ‘abit of strikin’ trees, hence the ability to locate it here.

Miscellaneous Information

Some things are rarely put out there ta’ ‘elp a young wizard with their decisions. I will tell ye of a few things ye usually do not discover until ye ‘ave gained great amount of insight. First, sal is the hardest element ta’ master, as srad is the easiest. Sal, however, gives ye wisdom which is a bit more useful ta’ a wizard than strength is. In decreasing order of difficulty ta’ master, it goes like this: sal, creag, athar, then srad. Secondly, there is a spell that is unknown ta’ most wizards, including meself. Strioch bais, a spell which uses all ye will at once, but supposedly strikes a fatal blow ta’ anything ye cast it upon is a spell most Aislings do not know of. Ye must train hard in every possible category of ye being ta’ learn it. ((You need 40 in str/int/wis/con/dex, all of them.)) Thirdly, we as wizards can learn ‘erbal Lore, but it takes a master ta’ learn it. ((The stats are 5 str, 40 int, 30 wis, 20 con, 10 dex.)) ‘tis all I ‘ave ta’ share with ye of most things that go unknown in the brethren of wizardry.

Conclusion

‘Tis the end of the first volume of "Artis Mystiklan." ‘tis only a sampling of what wizards are capable of, but ‘tis more than has been offered in a long while. Ta’ discover the basics of wizardry, read master wizard Kedian’s guide. ‘tis all I ‘ave to offer up now young Aislings; may the "Artis Mystiklan" ‘elp ye in ye journeys, and may Deoch find favor with ye.

 

 

~ Xilan Horidre

Summer of Deoch 6