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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 | 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. 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. | Elemental domains need to be carefully considered, as they 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. | ||