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The Observer (talk | contribs) 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.) |
Sakumashiki (talk | contribs) m (→Strategy: Bit→Funnel) |
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Early-game wizards now can readily craft a simple cane at the carpentry table. Canes allow wizards to leverage their casting and magic device skills to deal damage without having to spend precious spell stock on trivial enemies; this is extremely useful for early-game wizards, but remains relevant even for an established wizard. With the addition of canes, it's possible for a wizard to completely rely on spells. Note that in the patch note translations, both canes and rods are often translated to English as "wand," even though rod and cane are the names used in game. Which one is being referenced can typically be determined by context. Canes can be crafted; rods cannot. Canes use mana; rods do not. Canes do not cast a specific spell; rods do. Canes do not have limited charges; rods do. | Early-game wizards now can readily craft a simple cane at the carpentry table. Canes allow wizards to leverage their casting and magic device skills to deal damage without having to spend precious spell stock on trivial enemies; this is extremely useful for early-game wizards, but remains relevant even for an established wizard. With the addition of canes, it's possible for a wizard to completely rely on spells. Note that in the patch note translations, both canes and rods are often translated to English as "wand," even though rod and cane are the names used in game. Which one is being referenced can typically be determined by context. Canes can be crafted; rods cannot. Canes use mana; rods do not. Canes do not cast a specific spell; rods do. Canes do not have limited charges; rods do. | ||
Elemental domains need to be carefully considered, as they heavily weight the chance of spells of that domain spawning. The [[Elin:Feats|dream waker feat]] can be vital for wizards to take early, as taking even one rank in the feat allows wizards to gain spell stocks in the basic attack spells of their domains every time they sleep. A few days spent traveling or gardening can mean dozens more stocks to cast without having to pick up a spellbook. Three ranks in dream waker gives them more advanced attack spells like | Elemental domains need to be carefully considered, as they heavily weight the chance of spells of that domain spawning. The [[Elin:Feats|dream waker feat]] can be vital for wizards to take early, as taking even one rank in the feat allows wizards to gain spell stocks in the basic attack spells of their domains every time they sleep. A few days spent traveling or gardening can mean dozens more stocks to cast without having to pick up a spellbook. Three ranks in dream waker gives them more advanced attack spells like funnel and miasma spells. Note that domains do not have every type of attack spell, so fire has touch and bolt but not arrow among the basic attack spells. Arrow spells are ideal for wizards early on, as they are cheap, plentiful, relatively potent, ranged, and don't cause collateral damage when you haven't yet leveled up your control magic skill. Dreams only give direct attack spells, so even if you play a priest and have holy as a domain, you won't get free healing or buffing magic in dreams. A wizard can pick up to two extra domains, and while they can be changed at the mage's guild, constant trips to Lumiest can be annoying. Also, every spell is it's own "skill" that itself can be leveled and has powerful benefits for doing so. Depending upon how much your magic attribute grows alongside the spell level, your lightning arrow spell might only do 1d12+1 damage (~7.5 damage per cast) at level 1, but training lightning arrow to level 7 can see it doing 3d17+4 damage (~31 damage per cast, over four times as much). Both number and size of dice increase with levels, resulting in dramatic increases in damage. Wizards should not "save their spell stock until they really need it" - if you do not cast spells to train them now, they won't be strong enough to help you when you really need them. You should focus on recruiting magic vendors to your town and money-making town businesses so you can afford to purchase, read, and burn through many, many spellbooks. Casting spells as often as possible (including just casting buff spells in camp when they aren't helpful ''just'' to train the spell) can dramatically improve your spellcasting, so having a domain whose stock restores every time you sleep can make it dramatically easier to train the attack spells in that domain. | ||
It is no longer necessary for wizards to hyper-focus on learning, will and magic. Each domain is associated with an attribute, but most (including the fire, cold, and lightning all wizards take, plus magic the domain) are still associated with the magic attribute. Wizards wishing to be summoners should train their charisma, as summoning spells partly scale upon that attribute; wizards wishing to exsanguinate their foes must build their strength, as spells of the cut domain are rooted in it. Spells of a domain associated with an attribute both train that attribute when you cast that spell and also have power partly derived from that attribute, so a nerve arrow spell will deal more damage (roll a larger damage die) when you have more learning. Which domains are associated with which element is detailed in [[Elin:Attributes|the attribute page]]. Note that not all domain choices (such as cut or holy) are available as a domain choice for a wizard. | It is no longer necessary for wizards to hyper-focus on learning, will and magic. Each domain is associated with an attribute, but most (including the fire, cold, and lightning all wizards take, plus magic the domain) are still associated with the magic attribute. Wizards wishing to be summoners should train their charisma, as summoning spells partly scale upon that attribute; wizards wishing to exsanguinate their foes must build their strength, as spells of the cut domain are rooted in it. Spells of a domain associated with an attribute both train that attribute when you cast that spell and also have power partly derived from that attribute, so a nerve arrow spell will deal more damage (roll a larger damage die) when you have more learning. Which domains are associated with which element is detailed in [[Elin:Attributes|the attribute page]]. Note that not all domain choices (such as cut or holy) are available as a domain choice for a wizard. | ||