Wizards Guild

Patron: Raislin
Hero: Tayrah
Guild Master: Aoveron
Guild Officers: Jasra, Miercole
Guild Boards

Return to the Guild Halls

The wizards guild is the home of magic and the magical arts . It is a collection of spell casters that strive to improve the world.  Wizards can wield the most powerful spells. The guild is based in the city of Devardec. Wizards gain the realms of spell casting as their primary skill. Wizards who rise to sufficient levels gain the ability to ride the huge dragons that roam the land. The wizards guild accepts Mages, Sorcerers and shaman into their order.

Upon completing the quest to join, you will receive a Magical Staff of Power and the following skills:

Magic Spell Use, Magical Dexterity, Cabalistic Ability, Spell Resistance and Lore

Sentinel Program

Sentinel Parts

  • Flawless Bronze Head
  • Neck of Copper Rods
  • Massive Iron Shoulder Plates
  • Coiled Steel Upper Arms (Left)
  • Coiled Steel Upper Arms (Right)
  • Adamantine Elbow Joint (Left)
  • Adamantine Elbow Joint (Right)
  • Plated Steel Lower Arm (Left)
  • Plated Steel Lower Arm (Right)
  • Jewel Encrusted Hand (Left)
  • Jewel Encrusted Hand (Right)
  • Mithril Chest Casting
  • Silver Sculpted Body
  • Dark Green Mithril Upper Leg (Left)
  • Dark Green Mithril Upper Leg (Right)
  • White Crystal Knee Joint (Left)
  • White Crystal Knee Joint (Right)
  • Lead Plated Lower Leg (Left)
  • Lead Plated Lower Leg (Right)
  • Spiked Black Marble Foot (Left)
  • Spiked Black Marble Foot (Right)
  • Spirit Blessed Cogs and Gears
  • Ancient Scroll of Assembly
  • Peculiar Tools
  • Mysterious Object

Option 1 - Powered Sentinel

Choice of:

  • Jinni Mount
  • 1,000,000 Gold
  • Ring of the Vortex

Parts Required

  • 1 Flawless Bronze Head

  • 1 Neck of Copper Rods

  • 1 Massive Iron Shoulder Plates

  • 2 Coiled Steel Upper Arm

  • 2 Adamantine Elbow Joint

  • 2 Jewel Encrusted Hand

  • 2 Plated Steel Lower Arm

  • 1 Mithril Chest Casing

  • 1 Sculpted Silver Body

  • 2 Spiked Black Marble Foot

  • 2 Lead Plated Lower Leg

  • 2 White Crystal Knee Joint

  • 2 Dark Green Mithril Upper Leg

  • 1 Spirit Blessed Cogs & Gears

  • 1 Ancient Scrolls of Assembly

  • 1 Peculiar Ancient Tools

  • 1 Mysterious Object

    Option 2

    Choice of

  • Stunning Cape

  • Silver Robe

  • Satin Cape

  • Armored Cape

  • Willow Cape

Parts Required

  • 1 Flawless Bronze Head

  • 1 Neck of Copper Rods

  • 1 Massive Iron Shoulder Plates

  • 2 Coiled Steel Upper Arm

  • 2 Adamantine Elbow Joint

  • 2 Plated Steel Lower Arm

  • 2 Jewel Encrusted Hands

    Option 3

    Choice of

  • Pounded Armor

  • Rough Hair Shirt

  • Black Ash Robes

  • Shielf of Bezels

  • Wizard’s Rune

Parts Required

  • 1 Neck of Copper Rods

  • 1 Massive Iron Shoulder Plates

  • 1 Mithril Chest Casing

  • 1 Sculpted Silver Body

  • 2 Coiled Steel Upper Arm

  • 2 Adamantine Elbow Joint

  • 2 Plated Steel Lower Arm

  • 2 Jewel Encrusted Hands

  • 1 Spirit Blessed Cogs & Gears

    Option 4

    Choice of

  • Golden Leggings

  • Fine Plaid Kilt

  • Brilliant Red Skirt

Parts Required

  • 1 Mithril Chest Casing

  • 1 Silver Sclupted Body

  • 2 Lead Plated Lower Leg

  • 2 White Crystal Knee Joint

  • 2 Dark Green Mithril Upper Leg

  • 2 Spiked Black Marble Feet

    Option 5

    Choice of

  • Helm of the Ancients

  • Pounded Helm

  • Black Hat

  • Runic Bracelet

Parts Required

  • 1 Flawless Bronze Head

  • 1 Neck of Copper Rods

  • 1 Massive Iron Shoulder Plates

  • 1 Mithril Chest Casing

  • 1 Spirit Blessed cogs and Gears

  • 1 Peculiar Ancient Tools

  • 1 Ancient Scroll of Assembly

    Option 6

    Choice of

  • Black Ash Gloves

  • Glowing Gauntlets

Parts Required

  • 2 Massive Iron Shoulder Plates

  • 2 Jewel Encrusted Hand

  • 2 Coiled Steel Upper Arm

  • 2 Adamantine Elbow Joint

  • 2 Plated Steel Lower Arm

    Option 7

    Choice of

  • Knee High Leather Boots

  • Silver Slippers

  • Spiked Boots

  • Darchin’s Boots

Parts Required

  • 2 Dark Green Mithril Upper Leg

  • 2 Spiked Black Marble Foot

  • 2 Lead Plated Lower Leg

  • 2 White Crystal Knee Joint

    Option 8

    Choice of

  • Charm/Ring with 1st Charge of a non-Druid Spell

Parts Required

  • 1 Coiled Steel Upper arm

  • 1 Adamantine Elbow Joint

  • 1 Steel Plated Lower Arm

  • 1 Jewel Encrusted Hand

    Option 9

    Choice of

  • Charm Enchanted with your choice of a non-Druid Spell

Parts Required

  • 1 Coiled Steel Upper Arm
  • 1 Adamantine Elbow Joint
  • 1 Jewel Encrusted Hand
  • 1 Plated Steel Lower Arm
  • 1 Dark Green Mithril Upper Leg
  • 1 White Crystal Knee Joint
  • 1 Lead Plated Lower Leg
  • 1 Spiked Black Marble Foot

Single Part Rewards

Any single part, up to a maximum of 10 in any one OOC month

Dragon Legacy

Background

The original four founding members of the Guild had their own specialties, in Magic as well as in their contribution to the group, and in doing so they inspired and shaped the Guild, its teachings and their core values, as we know them today. In a sense, this can be considered their Legacy to the Guild. The Legacies provided by the Curriculum seek to reflect these principles and teachings as well as create a tradition by which these skills are passed down to future generations of Wizards.

Illuin’s Legacy

The leader of the four founding members of the Wizards’ Guild, Illuin mastered the art of Magic, and then sought others who could do the same as well as to share what he learned. He also partnered with the Golden Dragon, considered to be the Leader of the four assigned to the Wizards. Those undergoing this Legacy can be expected to lead a group in some fashion.

Solon’s Legacy

Known for his ability to conjure the elements from out of thin air, Solon became partners with the Red Dragon, considered to be the most powerful fighter. Those seeking to undergo this Legacy can expect to see combat of some sort, either firsthand or in support of a group, depending on the preferences of the Wizard.

Malanor’s Legacy

Known for his ability to teleport himself and others to different locations, Malanor put his magical skills to great use, as exemplified by the great feat of teleporting his guildmates out of harm’s way. He was paired with the Yellow Dragon, known for their calm demeanor and natural ability to explore. To undergo this Legacy a Wizard must call upon their knowledge of the lands.

Carla’s Legacy

Skilled in illusion magic, Carla was able to successfully communicate with the Dragons with her abilities, by conjuring exact images of her own experiences of events. She was paired with a Green Dragon, also skilled in illusion Magic. Those seeking to undergo this Legacy can expect to prepare a demonstration of their knowledge and history of the lands.

How to Participate

Pre-requisites are determined by the Guild Master, although one can expect to be eligible for a Legacy once they reach guild level 25, and can elect to participate once per Terris year (roughly three weeks IRL). To start a Legacy, contact the Guild Master either directly, by message, or by pigeon.

Email Requests:

  • Name
  • Land Level
  • Guild Level
  • The Terrisian Date
  • Which Legacy you would like to participate in

Landwide Message Requests:

  • Land Level
  • Guild Level
  • Which Legacy you would like to participate in

Rewards

Upon the completion of a Legacy, the rewards are at the Guild Master’s discretion and may include:

  • Sentinel Parts
  • Eligibility to Interview for a First Circle Dragon
  • Eligibility to Interview for a Dragon Alliance/Second Circle Dragon

Wizard Trials

Trial of Arcana I

This trial is to assess your basic understanding of Arcana, how to find and recognise Arcana items and how to make new items with them.

Requirements

Minimum Guild Level: Magic Wielder

Minimum Arcana Level: Accomplished

Find the below items without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Broken Rune
  2. Sword Rune Armband
  3. Heart Rune Armband
  4. Ring of the Demon
  5. Ring of the Snake
  6. Ring of Fire
  7. Ring of the Spider
  8. Ring of Ice
  9. Ring of Health

Reward

Guild Prefix: Student of Alchemy

Sentinel Part: 1

Trial of Herbalisim I

This trial is to assess your basic understanding of Herb lore, how to find and recognise herbalism items and how to make new items with them.

Requirements

Minimum Guild Level: Magic Wielder

Minimum Herbalism Level: Accomplished

Find the below items without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Black Paste
  2. White Paste
  3. Blue Paste
  4. Glowing Paste
  5. Pink Paste
  6. Green Paste
  7. Brown Paste

Reward

Guild Prefix: Student Herbalist

Sentinel Part: 1

Trial of Enchantment I

This trial is to assess you understanding of weapon and ring enchantment.

Requirements

Minimum Guild Level: Magic Wielder

Minimum Enchant Item Level: Accomplished

Minimum Other: 2 Weapon Enchantments to Maximata

Complete the tasks without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Enchant 3 different rings with 3 different spells
  2. Enchant 5 weapons with different levels of at least 2 enchantment spells
  3. Demonstrate an understanding of the limitations of enchanting
  4. Demonstrate the knowledge of where rings can be found and made
  5. Explain what spells are most useful to be placed in rings

Reward

Sentinel Part: 1

Trial of Combat I

This trial is to test your fighting skills.

Requirements

Minimum Guild Level: None

Find the below monsters and kill them without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Troll Champion
  2. Greater Bladed Devil
  3. Vampire
  4. Ghoul
  5. Wraith
  6. Troll Elder
  7. Deep One
  8. Lord Haylich
  9. Kobold King
  10. Lesser Kraken

Reward

Guild Prefix: Student of Combat

Sentinel Part: 1

Trial of Exploration I

This trial is to assess you understanding of the land and her secrets. Your ability to find you way around the land, and your ability to search out what is hidden.

Requirements

Minimum Guild Level: Magic Wielder

Minimum Awareness Level: Novice

Find the below locations without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Devardec Town Center
  2. Tranos Town Center
  3. Goldcroft Town Center
  4. Frostfall Town Center
  5. Before the Halls of the Fallen in Illiyarn
  6. The Whispering Wall in Hellegost
  7. The Innkeeper in Wintertown
  8. By the Candlemakers Hut in Tri-Dale’s Ford
  9. The Flag Pole in Pippin Fort
  10. The Oracle of Woodtop

Reward

Guild Prefix: Student Explorer

Sentinel Part: 1

Trial of Arcana II

This trial is to assess your understanding of Arcana, how to find and recognise.

Requirements

Minimum Guild Level: Incandescent Mage

Minimum Arcana Level: Accomplished

Find the below items without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Greater Mage Staff
  2. Staff of Fiery Burning
  3. Staff of Winter Frost
  4. Staff of Lightning
  5. Staff of the Eagle
  6. Staff of Healing
  7. Unfinished Staff

Reward

Guild Prefix: Mage Archanist

Sentinel Part: 2

Trial of Herbalism II

This trial is to assess your basic understanding of Herb lore, how to find and recognise herbalism items and how to make new items with them.

Requirements

Minimum Guild Level: Incandescent Mage

Minimum Herbalism Level: Accomplished

Find the below items without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Methas Paste
  2. Athalis Paste
  3. Femfendar Paste
  4. Kar’Larane Paste
  5. Keres Paste
  6. Larharch Paste
  7. Robel Paste
  8. Shale Paste
  9. Tarat Paste
  10. Ugate Paste

Reward

Guild Prefix: Master Herbalist

Sentinel Part: 2

Trial of Enchantment II

This trial is to assess you understanding of weapon and ring enchanting.

Requirements

Minimum Guild Level: Incandescent Mage

Minimum Enchant Item Level: Outstanding

Minimum Other: 4 Weapon Enchantments to Maximata

Complete the below tasks without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Find 6 items with useful enchantments naturally in them
  2. Make any 6 items that contain a useful enchantment
  3. Explain what spells should never be put in an item and why

Reward

Guild Prefix: Master Enchanter

Sentinel Part: 2

Trial of Combat II

This trial is to test your fighting skills.

Requirements

Minimum Guild Level: None

Find the below monsters and kill them without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Ancient Giant
  2. Fog Giant Ambassador
  3. Mountain Giant Ambassador
  4. Hill Giant Ambassador
  5. Spiked Giant Ambassador

Reward

Guild Prefix: Wizard Guardian

Sentinel Part: 2<

Trial of Exploration II

This trial is to assess you understanding of the land and her secrets. Your ability to find you way around the land, and your ability to search out what is hidden.

Requirements

Minimum Guild Level: Incandescent Mage

Minimum Awareness Level: Novice

Find the below locations without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Oakholm
  2. Lunra
  3. Woodtop
  4. Zir’s Island
  5. Demon Citidal
  6. Theras
  7. Twillight
  8. Whispering Wood Forest
  9. Cave Cove Forest
  10. The Chasm

Reward

Guild Prefix: Wizard Explorer

Sentinel Part: 2

Trial of Arcana III

This trial is to assess your understanding of Arcana, how to find and recognise.

Requirements

Minimum Guild Level: Arch Mage

Minimum Arcana Level: Accomplished

Find the below items without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Rose Pendant
  2. Stag Knife
  3. Grappling Hook
  4. Earrings of the Dragon
  5. Babies Bottle of Milk

Reward

Guild Prefix: Master Archanist

Sentinel Part: 3

Trial of Combat III

This trial is to test your fighting skills.

Requirements

Minimum Guild Level: None

Find the below monsters and kill them without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Erenon Dream Caster
  2. Azaal Draon Warlock
  3. Undead Dragon
  4. Baal Dracon Spell Leech
  5. Battle Fury
  6. Blood Clan Orc
  7. Absorbtion Beast
  8. Black Moon Guard
  9. Black Moon Priest
  10. Maggot Queen
  11. Doomagan Fire Dragon
  12. Electric Eel
  13. Lupius, the Gargoyle King
  14. Goblin King
  15. Greater Earth Elemental
  16. Hell Fury
  17. Hell Hag
  18. Marsh Hag
  19. Infernal Wyvern
  20. Water Whorl

Reward

Guild Prefix: Master of Combat

Sentinel Part: 3

Trial of Exploration III

This trial is to assess you understanding of the land and her secrets. Your ability to find you way around the land, and your ability to search out what is hidden.

Requirements

Minimum Guild Level: Arch Mage

Minimum Awareness Level: Novice

Find the below items without assistance under the eye of a Guild Officer, Hero, or Patron:

  1. Bathing Suit
  2. Soiled Dove
  3. Magic Mirror
  4. Torch
  5. Silky Veil
  6. Night Shirt
  7. Silver Trowel
  8. Crumb of Bread
  9. Cow Bell
  10. Tiny Portrait
  11. Tiny Golden Key
  12. Harness
  13. Yummy Chocolate
  14. Wine Skin
  15. Mug of Ale
  16. Black Cloak
  17. Glass Wand
  18. Wad of Tar
  19. Side of Beef
  20. Salt Crystal

Reward

Guild Prefix: Master Explorer

Sentinel Part: 3