Moon Mage Guide


~ Dispelling the Illusion ~
A beginner's guide to playing a Moon Mage character in DragonRealms.


Contents:

INTRODUCTION (What is a Moon Mage?)
A brief definition of a Moon Mage
Explanation of Primary/Secondary/Tertiary skills
How to become a Moon Mage
Required stats
Finding the Moon Mage Guild
Joining the Moon Mage Guild
The mythos of Elanthia's solar system
About Elanthia
About the moons
About the planets
About constellations
Moon Mage Magic
Introduction to lunar magic
Magical Attunement
Skills in the Magic skill set
How to learn about Moon Mage spells
Choosing your spells
Moon Mage Abilities
About Guild specific abilities
Predicting the future
Time sense
Back trace
Enchanting
Advancing in the Moon Mage Guild
Required skills
Useful non-required skills
How to practice and train skills
Role Playing a Moon Mage Character
Developing a character history
Bringing your character to life
Information every new Moon Mage should read



INTRODUCTION
(What is a Moon Mage?)

A brief definition of a Moon Mage
Taken from the official DragonRealms web site - "Moon Mages are an esoteric collective of magicians, scholars and soothsayers from several different sects. Known for the versatile and powerful magic that flows from their fingertips and their ability to foretell the future, Moon Mages are among the most potent spellcasters on Elanthia.
Their abilities are tied closely to the rising and setting of the three moons Xibar, Yavash and Katamba, as well as the motions of other heavenly bodies. Thus when the skies smile down upon a Moon Mage, his powers are strong; yet when all the moons have set, he is considerably weaker."

Looking at this definition we can determine several things about Moon Mages.
1. The Moon Mage Guild is comprised of people with varied backgrounds and rich cultural diversity.
2. Moon Mages are seen as different things by different people. We are known as scholars, fortune tellers, mysterious occultists, tenacious survivalists, astronomers, and magicians. This varied perception of us allows for a great deal of freedom in developing a persona for a Moon Mage character.
3. Moon Mages wield powerful magic. In fact they are one of three Guilds who have the Magic skill set as their primary skill set. More on skills sets shortly.
4. Moon Mages are quite often at the mercy of the moons when it comes to using their magic and skills. This is especially true for beginning low level Moon Mages.


Explanation of Primary/Secondary/Tertiary skills
Well, if you are still reading this guide I assume it is because you are considering starting a Moon Mage character. That being the case lets get down to business.

As you may already be aware of, DragonRealms is a 'skill based' role playing game. By skill based I mean that most actions that you take in the game are checked against one of your character's skills to see if you succeed in that action. This 'skill check' can be against a static object, like a tree when your character tries to climb it for example, or it can be against creatures, and sometimes even other players.
There are 5 different skill sets in DragonRealms, each comprised of a number of different skills. Those skill sets are Weapons, Lore, Armor, Survival, and Magic. For a detailed listing of what skills are in each skill set, and what their purpose is, read the Skills section on the official DragonRealms web site.
Depending on what Guild you are in, you will learn skills in a particular skill set faster than skills in other skill sets. This is because of your Primary, Secondary, and Tertiary arrangement. Skills in your Guild's Primary skill set are quickly and easily learned, with Secondary skills being next in line. Any skill set that isn't Primary or Secondary for your Guild is Tertiary. Tertiary skills move the slowest.
This arrangement of Primary, Secondary, and Tertiary learning rates is to reflect your Guild's natural aptitude for certain skills. For example, a Barbarian will learn Weapon skills faster than a Moon Mage. While a Moon Mage being somewhat of a book worm, will learn Lore skills faster than the Barbarian, who is most likely out sharpening his sword anyway.
Now all of this isn't to say that a Moon Mage can't be more skilled with a certain weapon than a Barbarian, just that it will take longer for the Moon Mage to become so.
This is because in our example Barbarians have the Weapons skill set as their Primary skill set, while Moon Mages have the Magic skill set as their Primary skill set.

Lets look at the Moon Mage Guild's skill setup.

Magic skill set - Primary skill set
Lore skill set - Secondary skill set
Survival skill set - Secondary skill set
Weapons skill set - Tertiary skill set
Armor skill set - Tertiary skill set

Knowing this you can expect your Magic skills to increase more rapidly than any of your other skills. Your Lore and Survival skills will increase at a slightly slower pace, with Weapons and Armor being the slowest/hardest skills to increase.
As you can see this means most Moon Mages will be very skilled in Magic, Lore, and Survival. This goes a long ways in explaining most of the perceptions of what Moon Mages are. After all, you didn't see me list blacksmiths or weapon masters as a typical Moon Mage definition earlier did you? That's because those two skills are the lowest for Moon Mages to learn.

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How to become a Moon Mage

Required stats
Before you can join the Moon Mage Guild, your character will need to have the following stats:
Strength - 6
Reflexes - 5
Agility - 7
Charisma - 7
Wisdom - 9
Intelligence - 8
Stamina - 6

If your character does not have these stats when you leave the Character Manager, you will have to increase your stats to meet these requirements by spending Time Development Points (TDPs) at the various stat training locations scattered about the town you start in.
If you do not train your stats before you join, then the Guild leader at the Guild you join at will train your stats up enough to meet those requirements. Be warned, having the Guild Leader train you uses more TDP's than training the skills yourself!

Finding the Moon Mage Guild
In order to join the Moon Mage Guild, you have to find and speak to a Moon Mage Guild Leader, usually residing in a Moon Mage Guild Hall. In the case of the Moon Mage Guild there are several scattered about the Provinces of Kermoria. The following cities/towns have a Moon Mage Guild: The Crossing, Riverhaven, Shard, Taisgath Island, and the Lesser Fist (a volcano located in between the towns of Riverhaven and The Crossing).
A few important notes on the locations of these Guild Halls:
1. The towns of Crossing and Riverhaven are possible starting points for new characters. In either of these two towns, and only in these two towns, you can get directions for finding places in that town with the DIR (short for Direction) command. This is true for the Moon Mage Guild as well. To get directions for the Moon Mage Guild use the command DIR MOON MAGE.
2. The Moon Mage Guild in The Crossing is actually located on the third floor of The Great Observatory, and requires that you solve a simple in-game puzzle to reach. If you absolutely can't figure out the puzzle, you may ask for help from one of the Moon Mages who are probably gathered outside the entrance to the Observatory.
3. The Moon Mage Guild in Riverhaven is inside the tall obsidian spire a few rooms outside the North gate.

Joining the Moon Mage Guild
Once you find a Moon Mage Guild Leader joining the guild is very easy. Simply stand in the same room as the Guild Leader and type JOIN.
Once you do this he will tell you lots of information, be sure to read it all. He also gives raises some of your skills a little bit, to reflect your status as a new student of the Moon Mage Guild.

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The mythos of Elanthia's solar system

About Elanthia
Elanthia is the name of the planet our characters live on. More specifically, our characters live on a continent called Kermoria. In game lore tells us that a huge dragon known only as the World Dragon slumbers deep in the center of Elanthia.

About the moons
Three moons orbit Elanthia. By name they are Xibar, Yavash, and Katamba. They are different colored. Xibar is blue, Yavash is red, and Katamba is black, though in-game history tells us it was once gold. In-game history also tells us there was once a fourth moon, a pearly-white moon called Grazhir. However, a huge black dragon hatched from Grazhir, thus destroying it. In the process, the dragon's fiery breath scorched Katamba black. The dragon now sleeps deep in the center of Elanthia.
The moons are very important to Moon Mages, as should be apparent. They affect many of our spells and some spells can't even be cast if certain moons aren't in the sky. Also, until your character is skilled enough to sense planets, the moons are the main source of lunar mana for your spells. This means you are at their mercy. When moons are below the horizon, they contribute less lunar mana. This is also true for when they are further away in their orbit, and for when they are in any phase besides a 'full moon', although to varying degrees depending on how much of the moon is visible. The moons are the simplest celestial bodies to observe for predicting the future, and as soon as you join the Moon Mage Guild you will be able to observe any of the three moons. More on this under Moon Mage Abilities.

About the planets
Besides Elanthia, there are 12 other planets in the in game solar system. By name, in order of proximity to the sun, they are: Verena, Estrilda, Durgaulda, Yoakena, Penhetia, Szeldia, Merewalda, Ismenia, Morleena, Amlothi, Dawgolesh, and Er'qutra.
High level Moon Mage characters can observe planets in order to predict the future, as well as draw off of them as an additional source of lunar mana. More on this under Moon Mage Magic.

About constellations
Although there are most likely thousands of stars in the night skies of Elanthia, there are currently only 47 named constellations in DragonRealms. This is important because only named constellations can be interacted with via our skills and magic. Other stars simply don't exist for our purposes.
Constellations, like planets and moons, can be observed by a Moon Mage in order to predict the future. In the case of constellations though, some are easier than others. As you progress through the Guild you will be taught how to observe more and more constellations.

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Moon Mage Magic

Introduction to lunar magic
Besides the Moon Mage Guild, there are several other Guilds in DragonRealms that use magic, but of those Guilds, the Moon Mage Guild stands out, using a unique system of mana. Mana is the energy that powers spells in DragonRealms. When you prepare a spell for casting in DragonRealms you almost always have to follow it with a number, this represents how much mana you want to use to power the spell. There are 4 different known types of mana, they are: Lunar Mana, Elemental Mana, Life Mana, and Holy Mana.
Magic using Guilds have the ability to sense mana and attune themselves to a certain type of mana. As they cast spells or harness energy off of mana streams, they become magically fatigued and eventually will lose their attunement. As a magic user becomes less attuned to the mana streams it becomes more difficult to cast spells.

All mana except Lunar mana is concentrated in differing amounts in differing areas. So while there may be a lot of mana in one area, the same mana could be quite low just a few rooms away. This layout of mana concentration is permanent and will not change unless an outside force acts upon the mana to increase or decrease it, like a magical spell for instance.
Using their skills of perceiving power, magic users can 'see' how concentrated the streams of mana are in a given area. The more skilled you are, the more accurate your sensing of mana streams will be. The more abundant the mana is in an area, the brighter the mana streams will appear to your magical senses. These streams of mana are invisible to anyone who has not been trained to attune themselves to that particular variety of mana.

Unlike the other forms of mana, Lunar mana is constant in all locations at once, the only variance is that it changes in overall concentration over time. This fluctuation of available lunar mana is mostly attributed to the movement of the moons. This is both good and bad, depending on how much mana is available at any given time. When the mana is concentrated and glowing brightly, then the mana will be plentiful no matter where you are, but the same is true for when the mana is dim and scarce. Such is the life of a Moon Mage.
Eventually, once your Power Perceive skill gets high enough, you will be able to sense additional lunar mana from the movement of the planets. This additional mana helps to supplement the available mana from the moons, that way if all the moons are below the horizon and far away in their orbital cycle (a scenario that would cripple a low level Moon Mage), you will still have a decent amount of lunar mana to draw upon.

Magical Attunement
I've mentioned that magic using characters have an 'attunement' to the particular mana streams their Guild teaches them to perceive, and that when they lose that attunement they can no longer cast magical spells. Now let me clarify what attunement is by putting it in simple terms. Attunement can be thought of as a character's personal energy supply for powering their spells. Sort of like a battery. When the energy is low you won't be able to cast spells that require a lot of mana. When the energy is gone you won't be able to cast a spell at all. Remember, this is just a rough example to help you get the feel for attunement, and not what attunement actually is.
A characters attunement slowly recovers over time, but it is a fairly slow process.

Now let us examine what factors affect this attunement level when you are casting a spell.

First we have the Power Perceive skill which determines how much lunar mana you can sense, compared to the actual level of lunar mana. To clarify I'll put it in terms of numbers. Lets say that the lunar mana available has a value of 20. A low level Moon Mage who is not very skilled in Power Perceive might only sense a lunar mana value of 5, while a high level Moon Mage may sense the lunar mana at a value of 17. This is important because when you cast spells, the amount of attunement you lose is dependent on how much mana you put into the spell vs. your 'perceived' amount of lunar mana, not the actual amount of lunar mana. So if the low level Moon Mage and the high level Moon Mage both cast a spell at 10 mana, the low level Moon Mage will lose a lot more attunement than the high level Moon Mage. After all, how can you draw upon something you can't even sense.
This amount of available mana you can sense actually varies depending on what type of spell you are going to cast. More on this shortly.
It is important to note that for other Guilds mana is constant in a particular area for all spells that Guild has. However, in the case of Lunar mana, not all spells 'see' this available mana the same. In the case of Moon Mages there are 5 different categories, or Books of spells. Each of these Books of spells interacts with the available mana differently. Every Guild has different Books of spells, but only the Moon Mage Guild's spells draw upon differing levels of mana when cast. More on this under Perceiving Lunar Mana.

The second important factor is your Harness Ability. This skill effects how well you can draw upon the lunar mana you perceive available. The more skillfully you draw upon mana the less attunement you lose. Again, to illustrate this lets put in terms of numbers. Lets say that you are casting a spell at 10 mana and you are currently 100% attuned to the streams of lunar mana. When a low level Moon Mage who isn't very skilled in their Harness Ability casts the spell, they may drop to 50% attunement, while a skilled high level Moon Mage may only drop to 80% attunement.

Lastly, the amount of mana you attempt to harness, or try to cast a spell at is very significant.
You see, a character's loss of attunement is not linear. Let me again illustrate with number values. Lets say that your attunement has a value of 100. If you cast a spell at 1 mana, your attunement might drop to a value of 99, but if you cast the spell at 5 mana, your attunement would drop to a value of 93, not 95 like you might expect. Casting that same spell at 20 mana would drop your attunement to a value of 60. Note the non linear progression. The higher the amount of mana you cast the spell at or harness, the more extreme the attunement loss will be.

Skills in the Magic skill set
The Magic skill set has the fewest skills of all the skills sets at only 5 skills, they are:
Primary Magic, Harness Ability, Power Perceive, Magical Devices, and Targeted Magic.
I briefly touched on Harness and Power Perceive above, but now I will describe the function of all 5 magic skills, as well as list all the commands associated with casting spells.

*PRIMARY MAGIC - This skill allows you increasingly cast more difficult spells, as well as increasingly higher mana levels. It also allows you use mana more effectively when casting, without wasting it. Finally, it also determines how powerful the effect of your spell is, and how soon you can attempt to cast a spell before it is fully prepared.
The verb to start casting a spell in DragonRealms is PREPARE, or PREP for short. Type PREPARE /HELP in game to find out more.
You must follow the prepare verb with the spell name, and the amount of mana you want to prepare the spell at. For example: PREP CLEAR VISION 5. This tells the game to start preparing the Clear Vision spell at 5 mana. Almost every spell has a minimum amount of mana requirement in order for the spell to be successfully prepared. If you don't use a high enough number, then the game will automatically increase the amount for you. In our example the minimum mana needed to prepare Clear Vision is actually 4 mana, but we went with 5 just for the sake of this example. You can experiment in game to determine what a spells minimum needed mana is.
The command to cast a spell is CAST, or often times CAST <target/item/moon>. Once the spell is successfully cast you will lose some attunement.
If your Primary Magic skill isn't high enough to cast a spell at a certain amount of mana, or if you try to cast the spell too soon, you may backfire the spell. This has the potential of damaging your nervous system. You will know you damaged your nerves if you backfire and you feel a tingling sensation.

*HARNESS ABILITY - This skill is used passively when ever you cast spell, but it can be used actively.

The passive use of this skill is what determines how effectively you use available mana when you cast a spell, or charge a cambrinth item with energy.

The active use of this spell makes use of the HARNESS command. In this case, your Harness Ability determines how well you harness and hold mana. The higher your skill, the less attunement you will lose. Type HARNESS HELP in game to find out more.

Using the Harness command:
If you want to cast a spell at 20 mana, you can do it several ways. You could prepare the spell at 20 mana, like so: PREPARE CLEAR VISION 20. However, after reading the section on attunement, you should realize that this method will drastically drop your character's attunement.
An alternate method is to prepare the spell at it's minimum required amount of mana, and then use the HARNESS command to gather and hold energy into your body that will be added with the amount you are preparing the spell at. For example you might prepare the Clear Vision spell at 4 mana (the minimum needed), and then harness 4 mana four times like so: HARNESS 4.

This system will not cause you to lose as much attunement, but you will have to spend some extra time harnessing, and holding energy in your body can damage your nerves if you hold too much.
Having a lot of skill in the Harness Ability lets you hold more energy in your body without damaging your nerves, and lets you hold that energy longer before it slips away.

*POWER PERCEIVE - This skill determines how well you can sense the available mana, thus determining how much effective mana you have to work with. Moon Mages are renown for their Power Perception skills.

Moon Mages can perceive the following things:

Moonbeams - To sense who created them.
Self - To sense any spells on your character and how long they will last.
Area - To sense any spells in effect in the area.
Planets - To sense if there are any planets in your range of perception.
Transduction Book - To sense the available mana for spells from the Transduction Book.
Perception Book - To sense the available mana for spells from the Perception Book.
Psychic Projection Book - To sense the available mana for spells from the Psychis Projection Book.
Moonlight Manipulation Book - To sense the available mana for spells from the Moonlight Manipulation Book.
Stellar Book - To sense the available mana for spells from the Stellar Book, a special book of spells for high level Moon Mages.
Xibar - To sense how much mana Xibar is contributing, and what it's current position is in the sky.
Yavash - To sense how much mana Yavash is contributing and what it's current position is in the sky.
Katamba - To sense how much mana Katamba is contributing and what it's current position is in the sky.
All - Acts as a combination of Perceive Self and Perceive Area.
A general perceive - Accomplished just by typing POWER or PERCEIVE.

*MAGICAL DEVICES - As implied by the name, this skill determines how well your character can interact with magical devices. As a beginning character you probably won't have too much interaction with magical devices at first. Instead, you will probably need to learn this skill by listening to someone else TEACH the skill to you. Common commands associated with simple magical devices are FOCUS, RUB, WAVE, and CHARGE.
The FOCUS command is by far the most commonly used command. It lets your character do several things with magical devices, the most important being determining what a magical device is, and what it does. For example, FOCUS <magical item>.
You can also focus on cambrinth items to form a special link with them.
Cambrinth is a special mineral in DragonRealms that can store energy. If you CHARGE a cambrinth item with energy, and then FOCUS on it before casting a spell, it will contribute that energy to your spell and that will at like you prepared the spell with more mana.
On some magical items, like runes for instance, you can put a number after the focus <item> command to attempt to adjust how much energy is flowing through the magical device. For example: FOCUS RUNE 30.
Think of this like adjusting a dimmer on a light in your house. Whenever you RUB the rune now the spell will be prepared at higher amount than if you would have focused the rune at 10.

*TARGETED MAGIC - This skill is what generally determines how accurate and damaging your targeted magical attack spells are.

How to learn about Moon Mage spells
There are two ways you can learn about what spells are available for Moon Mages. You can either ask a Guild Leader about them while you are logged into the game, or you can read about them on the official DragonRealms web site.
To ask a Guild Leader about spells use this command: ASK <Guild Leader's Name> ABOUT MAGIC. For example, "Ask Kssarh about magic". This will tell you about what books of magic are available to Moon Mages, and what spells are in each book. This will also tell you if you are currently eligible to learn a new spell.
You may also ask about specific spells by name to find out what they do. The command to do this is: ASK <Guild Leader's Name> ABOUT <Spell Name> SPELL. For example, "Ask Kssarh about Shadows spell".

Choosing your spells
Once you have decided that you are ready to learn a spell for your character's use, you will need to have the Guild Leader teach you that spell. The command to learn a new spell from the Guild Leader is: CHOOSE <Spell Name> SPELL. For example, "Choose Clear Vision spell".


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Moon Mage Abilities

About Guild specific abilities
To set Guilds apart in DragonRealms, each Guild has a number of special tricks/powers/abilities that only members of their Guild can do. Moon Mages are no different. In addition to being able to learn and use magical spells, Moon Mages can learn the following special abilities.

Predicting the future
There are 2 types of predictions that a Moon Mage can do.

The first, and simplest, is for you to simply predict the weather. This will give you a brief listing of upcoming weather conditions. Each one of these represents the most likely possibility for the weather over the next 10-11 minutes. That is the time interval that weather has the possibility of changing on. A Moon Mage may predict the weather at any time they are outside, and as often as they like. You will learn a small amount of Astrology doing so, but there is a timer on the experience gain.

The command to make a weather prediction is: PREDICT WEATHER.

Secondly, and by far more complicated, is for you to predict the future. Predicting the future actually alters your 'effective' ranks in a skill, like Evasion or Primary Magic for example. This alteration can be positive, or negative. It can also range from a couple of ranks, to dozens of ranks.

To predict the future you have to observe a celestial body like the sun or one of the three moons for example. The command to do this is: OBSERVE <object>.
Once you make your observation you will either learn something of the future, or you won't. If you don't, then keep trying. This is somewhat hard for low level Moon Mages. Using the Clear Vision spell can help.
Once you do learn something of the future, you are ready to try a prediction.

A Moon Mage may attempt to predict the future at any time, but the prediction will not work if you have not made a successful observation of a celestial body at some point, and stored a skill set in your observation pool.
The syntax to make a prediction is: PREDICT FUTURE <NAME> <SKILL SET>
For example: Predict future Joe offense

Type PREDICT USAGE in game to view all of your prediction options.

There are 5 predictable skill sets, but they differ slightly from the 5 skills sets your character has.
Lore - All possible lore skills (excluding other Guild's specific skills when predicting on yourself).
Magic - Your magical skills.
Survival - Your survival skills.
Offense - All of the possible weapons, plus the Brawling skill.
Defense - All of the possible armor types, plus the Parry and Multi-Opponent skills even though they are technically under Offensive skill set when you do an EXP OFFENSE command.

You will either have to experiment on your own to figure out what celestial bodies have what skill sets, or you can visit a player's fan site. Visit the Links section on the DragonRealms web site to see a listing of player ran fan sites.

Time sense
Due to a Moon Mage's strong tie to the rise and fall of the sun and moons, they have the ability to roughly gauge what time it is while they somewhere you can't see the sky, like underground, or indoors without a window. To see if you are ready to learn this skill, ask a Guild Leader about SKILLS.

Back trace
Back trace is the ability to determine who has located you, or someone else in your area. Locate is a Moon Mage spell that tells its caster where someone is in the game.
When you see the messaging that says you feel like you are being watch, type POWER or PERCEIVE to perform the back trace. Depending on your skill you might be able to sense you performed the locate, where they are at, and eventually you will gain the passive ability to sense if someone back traces your locate spell. Ask a Guild Leader about SKILLS to see if you are ready to learn this ability.

Enchanting
I will only briefly touch on this subject since this is a high level ability.
Enchanting is the process of creating a magical item. Once your character gets to around 30th circle you might want to journey to Old Throne City and find the Enchanter's Shop there. You can speak to Xathvier, the owner of the shop, and he will see if you are ready to start down the path to becoming an enchanter.


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Advancing in the Moon Mage Guild

Required skills
As a Moon Mage you will need to train certain skills in order to advance in the Guild.
You have some degree of freedom in this however, because the Guild Leaders don't require specific skills for the most part. The exception to this is that you will always need a few certain skills that are extremely important to being a Moon Mage.

The Following skills are needed to circle as a Moon Mage up until 10th circle (after that it changes slightly):

General Magic (an average of all your Magic skills) - 20 ranks per circle
Power Perception - 4 ranks per circle
Scholarship - 3 ranks per circle
Astrology - 2 ranks per circle
Teaching - 2 ranks per circle
Lore 1 *(any lore skill other than Scholarship, Astrology or Teaching) - 2 ranks per circle
Lore 2 *(any lore skill that isn't Lore 1 or Scholarship, Astrology or Teaching) - 0 ranks per circle
Survival 1 *(Any survival skill that isn't one of the other survival skills. The same is true for the other survival skills) - 2 ranks per circle
Survival 2 - 2 ranks per circle
Survival 3 - 2 ranks per circle
Survival 4 - 2 ranks per circle
Survival 5 - 2 ranks per circle
Survival 6 - 2 ranks per circle
Survival 7 - 2 ranks per circle
Survival 8 - 2 ranks per circle


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Role Playing a Moon Mage Character

Developing a character history
While this is not required to play a Moon Mage, or any character for that matter, if you are truly interested in role-playing a character well, you should consider at least thinking up a character history. You need not write it down or make it public knowledge, but having an idea of where your character comes from and what their personality is, will help you bring your character to life in the eyes of other players.

Bringing your character to life
Like I mentioned above, a character history can go a long way to breathing life into your character, but that is not the only thing you can do to make your character stand out in a crowd.
1. Consistent Personality - This is a big one. If you role play that you hate small children, love the color orange and talk with an accent, then make sure that is how you always role play your character. Nothing will kill the atmosphere faster than talking to someone in game and getting the impression that they can't make up their mind how they want to behave.
2. Put yourself in your character's shoes - What do I mean by this? Well, if you are standing in a room with a character when they die for example, don't just sit there, or say something like "Wow, that sucks". Act like you would if that happened to you in real life. Another example, you are trying to open a trapped treasure box and it sprays acid on you. Don't just sit there and visit with people and have a good old time while the acid eats into your flesh. Role play that you are in pain and suffering from your wounds.
3. Don't abbreviate words in your speech - If you are talking on your phone to your friend and they tell you they are coming over to your house to visit, do they say "Hey John, I'm omw", or do they say "Hey John, I'm on my way"? This makes your character seem fake and turns the game into a chat room. Other people are paying to play the game just like you and if you are speaking to them in this manner you will be ruining the atmosphere of the game for them.
4. Don't speak out of character (OOC) words - This goes along with abbreviating words. No one wants to be listening to your character speak in-game and you decide to tell them that a really loud airplane just flew over your house in real life. This goes back to putting yourself in your character's shoes. Don't say things that your character wouldn't say.
Other than those 4 rules, you are pretty much free to play a Moon Mage character however you wish thanks to our Guilds diverse background. Some popular styles of play for playing a Moon Mage are a scholarly pacifist, disciplined monk warrior, stealthy spy, all powerful mage, political adviser, fortune teller, fanatical occultist, nomadic warrior, and care free gypsy.
You need not follow any of these playing styles for your Moon Mage but they do illustrate the vast range of role playing options open for Moon Mages. The important thing is to play your character in a manner that you enjoy.

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Information every new Moon Mage should read
First off, the most important material you should read is the official Dragon Realms web site. The most useful sections for a beginning Moon Mage character are the Moon Mage Guild page, the Magic page, the Skills page, and the Stats page.
After that there are several in-game books that you should read, they are:

A Brief History of the Guild of Moon Magic (found in the Moon Mage Guild)
The Study of Omens and Celestial Portents


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