Elin:Wizard
Some of the text on this page is from the Beta build of the game. |
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 |
Literacy(130)
Memorization(130) Casting(150) Magic Device(130) Control Magic(140) |
Staff(130)Short Sword(120) | Magic Mastery 2 | +2 Specialized Domain |
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 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.
Elemental domains need to be carefully considered, as not only do they increase the damage dice of spells in that domain, but also 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.
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.
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.
A wizard should carry several potions and rods to deal with being silenced or dimmed, which prevent spellcasting.
Suggested Races
Suggested Gods
- 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.
- Jure provides bonuses to meditation, magic device, and magic capacity.
Starting Equipment
- Spellbook of fire touch
- Spellbook of ice arrow
- Spellbook of teleport