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Wizard Guilds
Wizards may remain generalists (called Mages), or specialize into one of seven specialist schools. If a wizard chooses to specialize, they will become more powerful with the spells of their chosen school, but at a cost: they will find themselves unable to learn any of the spells of their opposed schools, as listed in the table below: Specialist Guild Specializes In Barred from Spells of ================ ============== ============================== Invoker Evocation Conjuration/Enchantment Transmuter Transmutation Abjuration/Necromancy Illusionist Illusion Necromancy Enchanter Enchantment Evocation Necromancer Necromancy Illusion Conjurer Conjuration Evocation Abjurer Abjuration Transmutation * Please note that we do not offer Diviners (specialization in divination) as a guild option in FK, because the spells of that school are quite limited, a result of the coded nature of the game. * Specialized wizards gain one additional spell slot for each level of spell they are able to cast, usable only for a spell in their specialty.
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