Paths
Path of balance
- NEUTRAL ALIGN ONLY
- Adhere at: Master of Neutrality in High Tower of Sorcery
- Spells:
- Focus: fixes caster's mental state
- Inner Balance: increases caster's hit roll and damage roll
- Immobilize: prevents target from acting for a short time, like
stun
- Voice of Reason: gives resist holy/unholy
- Overview of Path: immobilize is a useful spell for those mobs that are
vulnerable to it, similar to a mini version of the warrior's stun. Also
interesting in PK if it hits.
Path of countermagick
- Adhere at: Spellcraft in Halls of Knowledge
- Spells:
- Mute: makes target unable to cast spells for a short
amount of time
- Inviola Magicka: makes caster IMMUNE to magic for
duration
- Runebind: allows caster to bind two scribed scrolls to
him/herself, one each for attack/defend, that will be cast upon
the mage being attacked
- Overview of Path: makes PK interesting... Inviola Magicka has as many
drawbacks as benefits, but can be useful against gas attacks, with flee
killing.
Path of destruction
- Adhere at: Spellcraft in Halls of Knowledge
- Spells:
- Abolition: powerful area attack spell
- Acidmist: acid-based elemental shield
- Paradox Flux: attack spell that is cheaper/more powerful than
both acetum primus and quantum spike
- Overview of Path: Paradox flux is the mage's most powerful attack.
Useful for a running mage.
Path of the elder school
- Adhere at: Ravenhill in High Tower of Sorcery
- Spells:
- Beacon: sets a permanent beacon in the current room, used with
traverse
- Exsurgo: sets caster's strength cap at 20, must still be
raised to max with other spells/equipment
- Lightning Breath: exactly like the old mage spell that was
removed
- Traverse: will astral the caster to the room in which the
beacon was placed, if it was in an astrallable room
- Overview of Path: basically gives certain things back to Mages that
they had prior to the Shattering, plus beacon/traverse is a nice twist to
astral walk
Path of defense
- All spells are castable on others
- Adhere at: Spellcraft in Halls of Knowledge
- Spells:
- Confidence: gives 5% res blunt/pierce/slash
- Elemental Mastery: gives 5% res cold/fire/elec
- Prismatic Shield: casts iceshield/fireshield/shockshield
- Overview of Path: this path seems best suited for a bot that can cast
the
- spells on others. Also useful as a support mage when running.
Path of prowess
- Adhere at: Spellcraft in Halls of Knowledge
- Spells:
- Avoid: gives +95% to dodge skill
- Deflect: gives +95% to parry skill
- Skirmish: gives +50% to second attack and +30% to third
attack
- Overview of Path: perfect if you want better melee skills on a
mage
Path of the quill
- Adhere at: Master Scribe in High Tower of Sorcery
- Spells:
- Flow of Ink: creates a quill
- Spellbind: allows caster to bind up to three spells into a
spellbook (20 weight, can be purchased at Xygian in DH), but can
only be recited by a mage on the Quill path
- Transfixion: trances twice as fast (time between trances is
cut in half)
- Overview of Path: great if you brew/scribe a lot, but if that isn't
the main activity on your mage, then you're likely better off with one of
the other paths.