Elin:Class/Wizard: Difference between revisions

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→‎Strategy: Removed fake information. Enemies do not gain resistances just for void scaling, because resistances do not work the same way they do in Elona. Magic as a domain does not penetrate resistances.
m (→‎Strategy: Added warning to train spells rather than save stock)
m (→‎Strategy: Removed fake information. Enemies do not gain resistances just for void scaling, because resistances do not work the same way they do in Elona. Magic as a domain does not penetrate resistances.)
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Most domains have a [[Elin:Status|status]] associated with the damage they deal.  Fire can cause burning (damage over time), cold causes wet (reduced lightning resist and raised fire resist) or chills (-25 speed), and lightning can cause paralysis for a short period of time (often less than a turn).  Domains like darkness or chaos can blind an enemy and thus dramatically reduce enemy accuracy, while sound or chaos can dim the target, rendering them virtually unable to cast spells, reducing accuracy, and increasing chances to critical hit them, which can mean your allies do significantly more damage while reducing the chances your enemy damages your side.  Some domains like nether and magic are special and have no associated status, but have other benefits, such as nether returning a portion of the damage dealt as health to you while magic domain spells penetrate resistances.
Most domains have a [[Elin:Status|status]] associated with the damage they deal.  Fire can cause burning (damage over time), cold causes wet (reduced lightning resist and raised fire resist) or chills (-25 speed), and lightning can cause paralysis for a short period of time (often less than a turn).  Domains like darkness or chaos can blind an enemy and thus dramatically reduce enemy accuracy, while sound or chaos can dim the target, rendering them virtually unable to cast spells, reducing accuracy, and increasing chances to critical hit them, which can mean your allies do significantly more damage while reducing the chances your enemy damages your side.  Some domains like nether and magic are special and have no associated status, but have other benefits, such as nether returning a portion of the damage dealt as health to you while magic domain spells penetrate resistances.


In the long run, resistances are the greatest bane of a wizard. High level enemies, especially in [[Elin:The Void|The Void]], start gaining across-the-board resistances that drastically reduce magic damage and can result in enemies that take no damage at all from most elements.  Element scar is a spell that reduces the "elemental domains" (fire, cold, and lightning), while the nightmare spell reduces mind, nether, and darkness resistance.  Together with magic, which already partially penetrates resistances, those domains will be your primary attack spells in the late game, as most other domains will lose effectiveness, and you will need to start any battle with element scar, nightmare, or solely cast magic domain spells to get damage through.  Even relatively early in the game, a [[Elin:Bestiary/Machinegod/Big Daddy|『Big Daddy』]]<nowiki/>can be virtually invincible unless you can use element scar (or toss a potion of weaken resistance) to make your lightning bolts more effective.
In the long run, resistances are the greatest bane of a wizard.   Element scar is a spell that reduces the "elemental domains" (fire, cold, and lightning), while the nightmare spell reduces mind, nether, and darkness resistance.  


Allies substantially increase a wizard's survivability. A mount or parasite can absorb blows meant for a wizard, while pets that taunt like the little girl can pull aggro off the wizard.  Players can move diagonally past an ally, but enemies have to move orthogonally around your ally, taking two turns instead of one, and giving a melee ally like the little girl a few free shots at the enemy if they are chasing you that gives them more reason to focus on the little girl.  Trying to outrun an enemy while riding to maintain range may be possible against slower enemies, but some enemies are faster - the short teleport spell sends you to a random valid location within 2-5 tiles of your current position for the same one turn that simply moving one tile will.  Using Short Teleport to get out of melee is a vital tactic for wizards unable to survive the front lines, but as it is random, it's also possible it will send you directly next to a different enemy.  In nefia crowded with enemies, using the full Teleport (possibly several times if you land near enemies) to open up space and gain time to heal may be the only way to survive.
Allies substantially increase a wizard's survivability. A mount or parasite can absorb blows meant for a wizard, while pets that taunt like the little girl can pull aggro off the wizard.  Players can move diagonally past an ally, but enemies have to move orthogonally around your ally, taking two turns instead of one, and giving a melee ally like the little girl a few free shots at the enemy if they are chasing you that gives them more reason to focus on the little girl.  Trying to outrun an enemy while riding to maintain range may be possible against slower enemies, but some enemies are faster - the short teleport spell sends you to a random valid location within 2-5 tiles of your current position for the same one turn that simply moving one tile will.  Using Short Teleport to get out of melee is a vital tactic for wizards unable to survive the front lines, but as it is random, it's also possible it will send you directly next to a different enemy.  In nefia crowded with enemies, using the full Teleport (possibly several times if you land near enemies) to open up space and gain time to heal may be the only way to survive.
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