Elin:Warmage

From Ylvapedia
Jump to navigation Jump to search


Warmages represent an intermediate class between warriors and mages, with a focus on melee combat. To master magic, they must strike a balance and grow in both areas.

Class Stats and Feats

Class Str Con Dex Per Lea Will Mag Cha Total Domains Skills Weapon Skills Feat Feat Effect
Warmage 6+30 6+30 2+10 0 0 4+20 7+35 0 25+125 Fire

Cold

Nether

Evasion(140)

Tactics(130)

Literacy(130)

Casting(140)

Symbiosis(130)

Long Sword(140)

Staff(140)

Mace(140)

Polearm(140)

Weapon Mastery 1

Magic Mastery 1

Increased Effectiveness of Melee Weapons

+1 Specialized domain

Overview

Not really wizards, not really warriors, warmages believe that stabbing things that are on fire is better than just stabbing them or setting them on fire. Proficient in melee and magic alike, their only weakness is that without specialisation, they won't truly​​ excel in a field.

While somewhat weak at the beginning, warmages do not suffer the same frailness as wizards, allowing them to slash and bash at enemies whenever magic isn't available. Once into mid-game, they will prove themselves versatile combatants with varied options against threats.

Strategy

Warmages can build both their physical and magical combat skills from early-game. They're proficient in a variety of weapons, and a wand gives them an outlet for their magic while spellbooks are still too expensive for the fledgling warmage. As spells become more readily available later on, the wand may be replaced with a bow, crossbow or gun for higher damage dice, or it may be kept for the utility of having cheap elemental damage on demand.

Warmages have benefited greatly from Elin's new spellcasting mechanics. Now that casting penalties from equipment no longer cap spells' cast chance, warmages are free to don equipment as they please as long as their casting skill and spell levels are able to surmount the penalties for doing so.

Having symbiosis from the get-go keeps the starting little girl from wandering off into dangerous situations and improves the survivability of both warmage and pet.

Intonations and talismans help warmages get the most out of their melee attacks by targeting resistances instead of PV. Even a monster with no particular weakness to an element will take full damage as the attack deals elemental damage instead of physical.

Suggested Races

  • Eulderna
  • Elea
  • Juere
  • Nefu
  • Demigod

Suggested Gods

  • Horome is a strong pick for any hybrid class because of her bonuses and the ability to drain MP through attacking, allowing for recovery without needing to spend stamina and a turn with Itzpalt's absorb magic.
  • Itzpalt is a potential pick not just because of absorb mana and meditation, but the resistances to common elements can be useful past early game as elemental attacks from monsters becomes more common.
  • Opatos is a potential pick for warmages who prefer to get up close and personal, with the 10% damage resistance always welcome.

Starting Equipment

  • Spellbook of fire touch
  • Spellbook of ice arrow
  • Spellbook of teleport

Lore and Trivia