Although this may seem pretty obvious, joining the guild can often be a rather painful process, given where the guild is located. Your best bet is to use the in game DIR system in order to find it, since it's on the outside of town, past the Middens. Simply do a DIR MOON and you'll get to the front door. Now, in order to actually become a guilded moon mage, you must find the guildleader Kssarh, who is actually on the third level of the Moon Mage Guild. Since it's considered an in game secret, I won't give it entirely away, but you will need to use some stairs and there will be a pedestal which will help get you in to see Kssarh. Once you're all joined up, follow the reverse path and you ought to be fine in getting out.
Moon mages are a magic primary with survival and lore secondary
guild, meaning that a good deal of your time will be spent
practicing the various magics, particularly power perception,
primary magic and harness, with lesser emphasis on magical devices
and targeted magic. There is a pretty hard survival requirement,
though it's not particularly daunting in comparison to some other
guilds, as you do have control over which of the survival skills you
want to train and the requirements are more plentiful than
particularly challenging. The lore requirements are mostly stuck on
teaching, scholarship and the Moon Mage only skill, astrology, with
an optional lore skill of your choice. It's usually a good idea to
choose a relatively easy and useful skill as your option, such as
appraisal or mechanical lore, but using an instrument should also be
acceptable.
Perhaps a boon to being a moon mage is that there is no hunting
requirement, which means that you needn't train weapons or armor if
you do not want to. This doesn't mean that you can't be an extremely
successful hunter, it just means that you aren't required to hunt if
you don't want to and that you're given more flexibility for
circling. Given that moon mages do have a number of very potent
offensive spells and that they are able to learn evasion at least
fairly well, hunting can be fun, but be forewarned that armor and
parry and weapon skills will move very slowly after a while.
Moon mages, being armor tertiary, do not have a lot of flexibility
with respect to working down hindrance in armors. While many moon
mages may decide to work their strength up considerably, a majority
of them will keep fairly low strength, meaning that choosing a
lighter, less encumbering armor is the best choice. Also, being
survival secondary, evasion tends to be the primary defense and
having an armor which has low hindrance is a substantial benefit.
Heavy or Light Plate would be best
avoided, as they do provide good protection, but at substantial
hindrance and weight costs.
Heavy or Light Chain seems to be
the best bet. Light Chain will tend to have slightly less hindrance
and so is a better choice than Heavy Chain, but both are suitable
for moon mages, due to their relatively low weights, high protection
values and low hindrance.
Leather is another good choice for
moonies, due to its fairly low weights and very low hindrances. If
you're not going to hunt most of your time and just want something
to protect you while sit back at missile rang slinging spells, this
may indeed be the best choice.
Weapons are an optional thing for moon mages and, as always, a very
personal choice on what's best for you.
Edges probably provide the best
all around value as a weapon. Light edge is probably the least favorite,
since its damage is usually quite low and it's possible to get low RT
on bigger, more damaging weapons, in a short amount of time. Medium edge is arguably
the best choice for a moon mage, as the Moonblade spell creates a magical
medium edged type weapon which can be useful for several things. Also,
medium edged comes in both jabbing and a slicing models. Heavy and two-handed
edged also make good choices. If you're looking for more damage at the
cost of RT, then these might be the best for you.
Ranged weapons are a little redundant
for a moon mage, since spells often take care of needing to damage
from afar, but there is always room for doing damage from long range
when your mana runs out. Currently, longbow offers the best of all
worlds when it comes to ranged weapons; manageable RT, cheap and
plentiful ammunition, lots of damage. This may change in the future,
however, so the longbow may not always remain the end-all be-all of
ranged weaponry. Heavy or Light Crossbow can be a nice choice in an
emergency, since you're able to get off a quick shot while your mana
replenishes, hopefully long enough to stall your enemy.
Multiple opponent and parry are useful
skill for all guilds, but will be difficult for moon mages to learn. A
moon mage's best defense is a good offense, so while learning parry
will naturally come from hunting, it's doubtful that you'll need
to pay special attention to training these.
Six to eight survival skills are required to advance as a moon mage and
so should be chosen wisely while young.
Evasion is a very useful survival skill
to train and crucial if you intend to hunt. Should your choice as a
moon mage be to hunt often, you can't go wrong choosing this as one
of your survival skills.
Climbing is an easy to learn skill as well
as a useful utility while moving about the realms. Given its ease of
learning and that it doesn't require you to enter combat, one should train
this skill, even if it's not one of the primaries.
Perception would probably be considered by
most moon mages to be their most important survival skill, since it can
help a great deal in observations. It's highly recommended that you
train perception as one of your circling requirements. JUGGLE
is a good way to learn this, as is foraging and disarming.
Hiding and stalking ostensibly seem like
skills which don't require hunting, but after a short while, methods of
learning these skills out of combat will diminish. If you intend to learn
one of these, you may as well learn both, and if you intend to hunt a
fair amount, you may as well choose both of these. Learning hiding by
hiding from critters at missile range, pole range or even at melee if
they're otherwise engaged is a splendid way of learning the hiding skill. Stalking
is learning by the approach from missile to melee while being hiding and
by using the stalk verb while in hiding.
Disarm and lockpicking again require that
you spend a fair amount of your time hunting and often require that you move
around between provinces a lot in order to find critters which are dropping
boxes that are in your skill range. These are fairly finicky skills and
will require a fair amount of patience and tolerance on your part to try
and learn.
First Aid is a very helpful skill and it would
be a mistake to completely ignore it, even if it isn't one of your top skills.
The best way to learn is to tend someone else's bleeder, or to keep one yourself,
with the latter method being risky due to disease. Blood worms will also teach
a fair amount of first aid, but you should have at least 100 ranks before you
deal with those.
Foraging was, for a long time, one of the worst
skills in game due to its completely painful learning process. Thankfully this
has changed and it has become a very learnable and useful skill, as it allows
one to find healing herbs as well as items for learning other skills. Many would
argue that this is not a good choice for moon mages to learn, but given how
simple it is to lock and that it doesn't require combat, it should be given
consideration. Moon mages, being survival secondary, are given access to
FORAGE CAREFUL, opening up learning and potency of herb potential
that not many others have.
Skinning requires you to hunt. A lot. If you
intend to be a hunter, chose this and skin everything you hunt that's skinnable,
then take their hides or skins or pelts back and scrape them for both skinning
and mech lore experience.
Swimming is a skill somewhat similar to foraging,
in that it was once a fairly difficult skill to learn, but is now quite the
opposite. It doesn't require one to hunt, doesn't require any special gear or
time, but may require the moon mage to move in order to find better swimming
spots.
With a hard astrology, teaching and scholarship requirement, a good deal of a
moon mage's time will be spent in scholarly pursuits.
Teaching is accomplished through the one tried
and true method; teaching. Basically, you're stuck listening to classes or
teaching others in order to learn this skill. It's time consuming, but it's
pretty easy.
Scholarship is primarily learned through
listening to classes on any subject, including scholarship itself. In addition
to just listening to classes in order to learn it, one can STUDY
embroidery patterns or spellbooks. Origami is also a good, though not outstanding,
method of learning.
Astrology is the moon mage's unique skill and
is integral to circling and using most moon mage abilities. While young,
learning astrology is most easily accomplished by using OBSERVE
on all of the constellations in the sky, which is determined by using
OBSERVE SKY and using the PREDICT WEATHER ability. It's
a little slow going, but it gets there.
Mechanical Lore should be trained if you
intend to do enchanting later on, like making gweths or celestial jewelry. Easy
ways of learning this are to CARVE branches and to BRAID
grass or vines. Those methods will teach you to at least 100 ranks of mech,
at which point you can start to worry about whether or not you should be
using origami.
Appraisal can be learned by appraising just
about everything. Appraising armor and weapons tends to work a bit better
than fluff and appraising gem pouches, tilting toward full, teaches even
better. Appraising creatures in combat, once you have enough skill, is
also an excellent way of learning. Appraisal is a nice all around skill
to have and it's best to train this in addition to mechanical lore.
Instruments don't have much use and if you
want to train them, be prepared to spend a lot of time, money and effort
in keeping your skill going.
Well, here it is, the moon mage's ultimate skill set. You must train
magic in general as well as power perception in specific. Early on,
you're best of learning most of your general magic through primary magic
and harnessing and supplementing it more and more with targeted and
devices.
Primary Magic is easy to learn at almost
any level and just requires time be spent in casting spells over and over.
Some spells teach better than others, but when you're young, picking shadows
and clear vision is a good idea, since they're pretty easy to cast and
teach reasonably at low levels.
Harness Ability is learned along with
primary magic simply by casting spells. You can also get harness going by
using cambrinth while trying to learn magical devices. Basically this skill
is learned in conjunction with learning those two other skills and you shouldn't
worry too much about trying to raise this skill specifically.
Power Perception is supposedly the moon mage's
hallmark magic skill, but is indeed mostly just a pain and not useful for
moonies yet. Even at high ranks, power perception is less useful for a moon
mage than for any other guild, but it is required and it does help a little,
so check out the moon mage power perception page for
more detail.
Magical Devices can be a frustrating to learn
until you get 20 or so ranks under your belt. Using FOCUS on runestones and
CHARGE and FOCUS on cambrinth are really the only ways to go
about it. Using runestones is concentration dependent and so it may require that
you have a decent disciple stat and a couple of circles under your belt in order
to work how you'd like. Another good way of learning it is if you choose the
moonblade spell, you can FOCUS MY MOONBLADE repeatedly and lock
magical devices in pretty short order.
Targeted Magic is used in combat and so will probably
only be of use to you if you're going to be a combat moonie. If this is your intention,
the telekinetic throw (tkt) spell is recommended, as it's easy to cast and teaches
some targeting.