9,866
edits
Sakumashiki (talk | contribs) m (→Starting Equipment: The Ice Spellbook has been changed from an arrow to a touch.) |
Sakumashiki (talk | contribs) m (→Strategy: Bit→Funnel) |
||
| (4 intermediate revisions by 2 users not shown) | |||
| Line 61: | Line 61: | ||
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. | 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 | 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. | |||
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. | |||
A wizard should carry several potions and rods to deal with being silenced or dimmed, which prevent spellcasting. | 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 Races== | ||
| Line 80: | Line 84: | ||
*[[Elin:Itzpalt_of_Element|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. | ||
*[[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. | |||
*[[Elin:Opatos_of_Earth|Opatos]] can help shore up wizards' weaknesses. | *[[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. | *[[Elin:Jure_of_Healing|Jure]] provides bonuses to meditation, magic device, and magic capacity. | ||