Witch

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Witches manipulate the secrets of alchemy and make a living by concocting mysterious potions. They are also rich in magical knowledge, making them quite troublesome adversaries with their penchant for throwing poisons, casting curses, and using magical artifacts. They lead carefree lives with their black cats, selling potions to the townsfolk and travelling the world on their brooms.

Class Stats and Feats

Class Str Con Dex Per Lea Will Mag Cha Total Domains Skills Weapon Skills Feat Feat Effect
Witch 0 0 0 5+25 8+40 4+20 7+35 4+20 28+140 Fire

Poison

Chaos

Magic[1]

Throwing(140)

Riding(130)

Alchemy(150)

Casting(130)

Magic Device(140)

Staff(130)

Short Sword(140)

Magic Mastery 1

Way of Witch

+1 Specialized Domain

Can brew more potions

Skilled at broom riding

  1. NPC only, additional domain earned by Magic Mastery, presumably

Overview

While fully capable of spellcasting, witches prefer to resort to a variety of tools to get them out of sticky situations. With an array of potions, rods, wands, scrolls and other magical knick-knacks at their disposal, witches harness the power and versatility of a full backpack, always having just the right item for the job. If a warmage is a split between a wizard and a warrior, a witch is a split between a wizard and a crafting-focused class.

Strategy

Witches are a specialized type of Wizard who utilize items like magical tools and alchemy skills. By actively honing these skills and maximizing their effects, they can achieve astonishing power rivaling that of pure magic.

Among the most potent are the short-term buffs provided by the Blessed Potion of Body and Mind Revival (its Charm is invaluable for recruitment and cannot be replaced by any other buff) and the Blessed Rod's Holy Shield, Speed, and Earthquake.

Witches can create twice as many potions thanks to their unique feat, and standard potions are inexpensive to produce, making them easy to mass-produce and duplicate. More importantly, the ability to double-craft extremely valuable potions like Genetic Potion and Spawn Potion is crucial. This proves invaluable for party building and securing skilled residents. If materials are abundant, they can also be sold for profit.

The Throwing skill is more flavor-based; if you want to fight primarily by throwing, the Executioner is a better choice. A minor benefit is that Throwing skill still increases when throwing potions.

Another defining feature of the Witch is her high aptitude for riding. Not only does she possess excellent Riding skill, but when mounted on a character under the effect of Broom Transfiguration, she gains a significant Riding bonus (skill multiplied by 1.25 and +25). To maximize this, choose mounts with high speed.

The Broom Transformation spellbook is sold exclusively at Rodwin's Bakery in Mysilia. Since transformation turns aren't consumed while mounted, you'll rarely need to use stock, and purchasing it once or twice should suffice. Note that while the riding bonus isn't available, the Broom Transformation spellbook itself isn't exclusive to witches and can be used by other classes.

Witches possess the distinctive domains of Fire and Poison, Chaos, and can select one additional domain. Among these, Chaos is an exceptionally powerful attribute; if uncertain, focus your strategy around it. Both Fire and Poison inflict status ailments that deal slip damage, but these are too weak to be considered a viable tactic beyond the early game.

For the additional domain, choosing Cold or Darkness—attributes that rely on magic power and include arrow spells—offers greater flexibility.

Suggested Races

  • Eulderna has the highest magic device skill.
  • Mifu can enjoy a playstyle focused on buffs and debuffs more than other races.

Additionally, races that have magical potential do well as witches.

Suggested Gods

  • Itzpalt is a strong recommendation for any magic-focused class.
  • Ehekatol reduces the MP and SP consumption frequently used in spellcasting and potion brewing as a bonus. The Apostle Black Cat is perfect for players who prioritize witch role-playing.
  • Kumiromi is great to start out on even if you switch away later, because he boosts crafting skills like alchemy, literacy, boosts Ler for crafting and MP, boosts Dex and Per for throwing and evasion, and farming gets those all-important bonuses to your potion ingredients, covering nearly everything you'll do early-game besides actual spellcasting.
  • Jure provides bonuses to meditation, magic capacity and magic device, all of which are useful to witches.
  • Kizuami's artifact prohibits players from inflicting damage, but does not cover damage over time caused by state abnormalities. This makes it a good match for witches who have fire and poison as their domain and fight mainly against interference by potions.

Starting Equipment

  • A book titled "Introduction to Magic"
  • Spellbook of broomification
  • Spellbook of fire touch
  • Spellbook of poison arrow
  • Spellbook of teleport

Lore and Trivia

The Witch is a backer class.