Elin:Class/Wizard: Difference between revisions

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Lightning
Lightning
Mind<ref name=":1">NPC only, additional domain earned by Magic Mastery, presumably</ref>
Magic<ref name=":1" />
|Literacy<sup>(130)</sup>
|Literacy<sup>(130)</sup>


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Control Magic<sup>(140)</sup>
Control Magic<sup>(140)</sup>
|Staff<sup>(130)</sup>Short Sword<sup>(120)</sup>
|Staff<sup>(130)</sup>
Short Sword<sup>(120)</sup>
|Magic Mastery 2
|Magic Mastery 2
| +2 Specialized Domain
| +2 Specialized Domain
|}
|}
 
<references />
==Overview==
==Overview==
Frail and weak to begin with, wizards eventually become powerful and versatile to the point of raining meteors on their enemies and summoning monsters to fight for them. While a spellcaster's early game is easier than it used to be in Elona, it's nevertheless considerably less forgiving than that of a warrior's and requires some foreknowledge of the game's mechanics in order to perform well. With the more complex spellcasting mechanics of Elin, it takes more knowledge and effort for a wizard to achieve peak power than in Elona.  
Frail and weak to begin with, wizards eventually become powerful and versatile to the point of raining meteors on their enemies and summoning monsters to fight for them. While a spellcaster's early game is easier than it used to be in Elona, it's nevertheless considerably less forgiving than that of a warrior's and requires some foreknowledge of the game's mechanics in order to perform well. With the more complex spellcasting mechanics of Elin, it takes more knowledge and effort for a wizard to achieve peak power than in Elona.  
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Several notable changes have happened from Elona to Elin: while wizards have terrible durability and should still avoid melee as much as possible, cast chance is no longer capped while equipping heavy armour, shields, dual-wielding, and the like. While cast chance penalties are still imposed for equipping these items, they can be surmounted with enough casting skill and spell level. This means that wizards can substantially increase their durability through equipment and still remain effective. While staves offer defense at the cost of offense, wizards who intend to rely on magic can dual-wield shields and turtle up.
Several notable changes have happened from Elona to Elin: while wizards have terrible durability and should still avoid melee as much as possible, cast chance is no longer capped while equipping heavy armour, shields, dual-wielding, and the like. While cast chance penalties are still imposed for equipping these items, they can be surmounted with enough casting skill and spell level. This means that wizards can substantially increase their durability through equipment and still remain effective. While staves offer defense at the cost of offense, wizards who intend to rely on magic can dual-wield shields and turtle up.


Early-game wizards now can readily craft a simple wand at the carpentry table. Wands 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 wands, it's possible for a wizard to completely rely on spells.
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 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.


Elemental domains need to be carefully considered, as heavily weight the chance of spells of that domain spawning. 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.
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.


Gone are the days of wizards hyper-focusing on learning, will and magic. With each elemental domain now based on a different stat, a wizard wishing to be truly versatile must have a well-rounded stat spread. Wizards wishing to be summoners must invest into charisma, as summoning spells are of the mind domain; wizards wishing to exsanguinate their foes must build their strength, as spells of the cut domain are rooted in it.
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 prevent the wizard from becoming a target to begin with.
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.


A wizard should carry several potions and rods to deal with being silenced or dimmed, which prevent spellcasting.
A wizard should carry several potions and rods to deal with being silenced or dimmed, which prevent spellcasting.  Silence is a hex, so holy light will remove it, while dimmed is a mental status, so a potion of restore mind will clear it.  Casting holy veil ahead of time will also protect against hexes unless the hex has more power than your veil.


==Suggested Races==
==Suggested Races==


*
*[[Elin:Fairy|Fairy]]
[[Elin:Fairy|Fairy]]
*[[Elin:Lich|Lich]]
*
*[[Elin:Elea|Elea]]
[[Elin:Lich|Lich]]
*[[Elin:Nefu|Nefu]]
*
*[[Elin:Eulderna|Eulderna]]
[[Elin:Elea|Elea]]
*
[[Elin:Nefu|Nefu]]
*
[[Elin:Eulderna|Eulderna]]


==Suggested Gods==
==Suggested Gods==


*Itzpalt is the designated choice for spellcasters, offering bonuses to magic, meditation and the absorb mana divine action.
*[[Elin:Itzpalt_of_Element|Itzpalt]] is the designated choice for spellcasters, offering bonuses to magic, meditation and the absorb mana divine action.
*Opatos can help shore up wizards' weaknesses.
*[[Elin:Kizuami of Trickery|Kizuami]] is an alternative for "control" and "petmancer" wizards that use allies or summons to kill their enemies, increasing the power of both hexes on enemies and blessings on allies.
*Jure provides bonuses to meditation, magic device, and magic capacity.
*[[Elin:Opatos_of_Earth|Opatos]] can help shore up wizards' weaknesses.
*[[Elin:Jure_of_Healing|Jure]] provides bonuses to meditation, magic device, and magic capacity.


==Starting Equipment==
==Starting Equipment==
*A book titled "Introduction to Magic"
*Spellbook of fire touch
*Spellbook of fire touch
*Spellbook of ice arrow
*Spellbook of ice touch
*Spellbook of teleport
*Spellbook of teleport
==Lore and Trivia==
==Lore and Trivia==

Latest revision as of 09:28, 29 September 2025


As the name suggests, wizards are well-versed in the art of magic. Their survival hinges on obtaining and managing their spellbooks.

Class Stats and Feats

Class Str Con Dex Per Lea Will Mag Cha Total Domains Skills Weapon Skills Feat Feat Effect
Wizard 0 0 0 4+20 3+15 8+40 10+50 0 25+125 Fire

Cold

Lightning

Mind[1]

Magic[1]

Literacy(130)

Memorization(130)

Casting(150)

Magic Device(130)

Control Magic(140)

Staff(130)

Short Sword(120)

Magic Mastery 2 +2 Specialized Domain
  1. 1.0 1.1 NPC only, additional domain earned by Magic Mastery, presumably

Overview

Frail and weak to begin with, wizards eventually become powerful and versatile to the point of raining meteors on their enemies and summoning monsters to fight for them. While a spellcaster's early game is easier than it used to be in Elona, it's nevertheless considerably less forgiving than that of a warrior's and requires some foreknowledge of the game's mechanics in order to perform well. With the more complex spellcasting mechanics of Elin, it takes more knowledge and effort for a wizard to achieve peak power than in Elona.

Strategy

Several notable changes have happened from Elona to Elin: while wizards have terrible durability and should still avoid melee as much as possible, cast chance is no longer capped while equipping heavy armour, shields, dual-wielding, and the like. While cast chance penalties are still imposed for equipping these items, they can be surmounted with enough casting skill and spell level. This means that wizards can substantially increase their durability through equipment and still remain effective. While staves offer defense at the cost of offense, wizards who intend to rely on magic can dual-wield shields and turtle up.

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 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 the attribute page. Note that not all domain choices (such as cut or holy) are available as a domain choice for a wizard.

Most domains have a 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. 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.

A wizard should carry several potions and rods to deal with being silenced or dimmed, which prevent spellcasting. Silence is a hex, so holy light will remove it, while dimmed is a mental status, so a potion of restore mind will clear it. Casting holy veil ahead of time will also protect against hexes unless the hex has more power than your veil.

Suggested Races

Suggested Gods

  • Itzpalt is the designated choice for spellcasters, offering bonuses to magic, meditation and the absorb mana divine action.
  • Kizuami is an alternative for "control" and "petmancer" wizards that use allies or summons to kill their enemies, increasing the power of both hexes on enemies and blessings on allies.
  • Opatos can help shore up wizards' weaknesses.
  • Jure provides bonuses to meditation, magic device, and magic capacity.

Starting Equipment

  • A book titled "Introduction to Magic"
  • Spellbook of fire touch
  • Spellbook of ice touch
  • Spellbook of teleport

Lore and Trivia