You are not currently logged in. Please login, or join if you are not already a member!
[ Login ]
[ Application ]
Beginner's Guidebook
This introductory guide will familiarize you with the Enchanted Hills at a brief
glance. If you have no idea where to begin, then this is your answer.
Donations Store
Like what you see? You can donate to support the game's continued growth.
Everything in the Enchanted Hills is magical in some way. Potent enchantments drift
through the air, and can be found in the grass, trees, even stones. Beasts carry
it within them, and after prolonged exposure so do the characters.
Magic is learned through study and research. Even experienced mages who enter the
Enchanted Hills will discover that many of the rudimentary facts of magic do not
hold entirely true. The ether will respond with random chaos and almost arbitrary
surges. Learning a spell, whether you are an aged arch mage or a budding student,
is the art of gaining relative control of it within the aura of the Enchanted Hills.
Upon learning a spell, a character is considered marginally proficient with it.
Please see the section on spell casting for more details about how to cast and the consequences of miscasting.
Many spells will have pre-requisites in order to learn them. This
exists in order to ensure both game balance and proper translation of the intention
of spells. For example, you must take a lower-level version of the spell Summon
Magical Weapon before taking the higher level one. These restrictions
are fairly flexible and there is a good deal of personal customization that you
can have to your spell selection.
Unless otherwise stated, spells have no level requirement to cast provided you can
accrue the appropriate research and have the mana to cast it.
Licenses are available to mages that work hard at the Academy of Arcane Arts.
Each class that a character attends will award Credits, as well
as Research. As a character accumulates credits, they will eventually be granted
a license. Over time, this license becomes higher and higher level.
An Arcane License is both prestigous and useful; Each time a character gains a higher
level license, its effect is cumulative with previous accomplishments. Each license
grants a bonus to the mage's mana pool, and they slowly begin to enable the mage
to do more with their spells.
More than just granting bonuses, Licensing legalizes a mage's abilities. It is entirely
possible for a rogue mage to be arrested for abuse of the arcane, if they are caught
without a license. This does not mean characters cannot use high level spells unlicensed,
but it does mean they might wish to reconsider it in the presence of the Arcane
Academy authorities, for instance.