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Elin:Class/Witch: Difference between revisions

Mirroring info from JP side. Revised comprehensively based on current specifications and actual gameplay information (Translated by machine. Please make appropriate corrections.)
(Expanded the strategy section, adding actual numbers and updating to reflect how their "more potions" bonus now works)
(Mirroring info from JP side. Revised comprehensively based on current specifications and actual gameplay information (Translated by machine. Please make appropriate corrections.))
 
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{{DISPLAYTITLE:Witch}}
{{EA}}<blockquote>''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.''</blockquote>
{{EA}}<blockquote>''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.''</blockquote>


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==Strategy ==
==Strategy ==
Witches are a class specialized in the alchemy and magic device skills. Witches have slightly less focus on standard spellcasting than wizards, but in the long run, only the lack of +30 base potential on memorization, +20 more base potential for casting, and one less domain differentiate them.  Witches are roughly as capable of pure spellcasting as warmages, but by default lack the melee skills to fall back on.  Witches are well-suited to a support role for a party of more direct-fighting allies and/or using spells like Summon Animal, throwing potions to either heal and buff allies or damage and debuff enemies. Alternatively, they can choose to blast away with more offensive canes and rods, leveraging their magic device skill into damage.  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 MP; rods do not. Canes do not cast a specific spell; rods do. Canes do not have limited charges; rods do.  Canes are especially useful early on and can save spell stock, but in the long run, they scale poorly, enemies will have resistances that render them ineffective, and spells like Element Scar are vital for reducing resistances, so you'll still want to learn spellcasting.   
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.   


Witches can brew twice as many potions per ingredient when using alchemy to make up for the number they will be tossing around, and they have a floor on their alchemy potential 50% higher than normal.  (Meaning their skill is much easier to train.) Having potions as backup "spells" makes witches resilient to statuses like silence and dim that make it impossible or nearly impossible to cast normal spells, at the expense of needing to carry around large quantities of items.
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 also have the throw skill and a decent dexterity, so throwing may be more effective than using melee weapons if their MP and potion supply is exhausted. Purchasing an iron mic from Mysilia's church with furniture tickets can make a surprisingly strong backup weapon for witches.
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.


Broomification transforms any ally into a broom until the spell is cast again; while transformed, a creature will gain 45 speed and 20 DV at the cost of -10 Str, End, Dex, and fire resistance, which can be a significant penalty at early game when stats are only in the teens, but drops off significantly in effect over the long term.  (With -10 resistance being equivalent to +50% damage.A witch's broom-riding feat will multiply a witch's riding skill by 1.25x, then add an additional 25 riding skill on top of that when riding a broomified mount. Witches start with one spellbook of broomification, but further spellbooks of broomification are only sold at Rodwyn's bakery in Mysilia; a witch should make it a priority to recruit her as soon as possible.
The Throwing skill is more flavor-based; if you want to fight primarily by throwing, the [[Elin:Class/Executioner|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.


Chaos-element damage randomly inflicts statuses, while the fire and poison elements can afflict the enemy with damage over time. Of these elements, only poison has an arrow-type spell for cost-efficient single-target ranged damage, and until you unlock control magic, bolts have high MP cost and can be problematic while you probably want to avoid melee where hand spells come into play.
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.


For a domain, you may want to consider lightning because potions can inflict "wet" [[Elin:Status|status]] that reduces electric resistance yet increases fire resistance, and lightning can paralyze for (''very'') short periods of time. Darkness and nerve have arrow spells that blind or paralyze, respectively, and nerve is keyed on learning.  Mind has no arrow spell, but can inflict confusion or sleep to keep enemy crowds at bay with a bolt spell, and training charisma may be useful for a witch who relies on allies or summons to keep the enemy at arm's length.
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.


The first thing early-game witches should do is either craft a wand and boomerang at the carpentry table, the former granting them a ranged attack based in magic device.  Using canes trains magic device, casting, and magic all at the same time.  Magic devices cost MP, so a boomerang provides a no-MP option when you're in negative MP. The starting little girl can be transformed into a broom and ridden for a large speed boost, but a horse from Yowyn (unsurprisingly) makes a better mount as it has nearly twice as much starting speed and strength.  Consider a horse worth being one of your first big purchases, especially as the leaving the little girl free to handle enemies in melee takes pressure off you.  Even with a class-based boost, riding initially comes with a notable speed penalty overcome by high riding skill, so ride as much as possible in the meadow to train it early.  Since a witch has few defensive abilities at the outset, keeping distance and pelting enemies with wands is a strategy made more viable by the speed from riding a broom, and if a mount isn't fast enough to open some distance, short teleports can gain more distance at the cost of randomness. Witches should also unlock the weightlifting skill in the Tinker's Camp as early as possible and exercise strength in order to increase their carrying capacity, given all the items they will be expected to carry around.
For the additional domain, choosing Cold or Darkness—attributes that rely on magic power and include arrow spells—offers greater flexibility.


==Suggested Races ==
==Suggested Races ==
Races that have magical potential do well as witches.
 
*[[Elin:Race/Eulderna|Eulderna]]
* [[Elin:Race/Eulderna|Eulderna]] has the highest magic device skill.
* [[Elin:Race/Mifu|Mifu]] can enjoy a playstyle focused on buffs and debuffs more than other races.
 
Additionally, races that have magical potential do well as witches.
*[[Elin:Race/Elea|Elea]]
*[[Elin:Race/Elea|Elea]]
* [[Elin:Race/Fairy|Fairy]]
* [[Elin:Race/Fairy|Fairy]]
*[[Elin:Race/Lich|Lich]]
*[[Elin:Race/Lich|Lich]]
*[[Elin:Race/Mifu|Mifu]]
*[[Elin:Nefu|Nefu]]
*[[Elin:Nefu|Nefu]]
*[[Elin:Race/Succubus|Succubus]]
*[[Elin:Race/Succubus|Succubus]]
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*[[Elin:Itzpalt_of_Element|Itzpalt]] is a strong recommendation for any magic-focused class.
*[[Elin:Itzpalt_of_Element|Itzpalt]] is a strong recommendation for any magic-focused class.
* [[Elin:Ehekatl of Luck|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.
*[[Elin:Kumiromi of Harvest|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.
*[[Elin:Kumiromi of Harvest|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.
*[[Elin:Jure_of_Healing|Jure]] provides bonuses to meditation, magic capacity and magic device, all of which are useful to witches.
*[[Elin:Jure_of_Healing|Jure]] provides bonuses to meditation, magic capacity and magic device, all of which are useful to witches.
*[[Elin:Opatos_of_Earth|Opatos]] can cover for a witch's physical fragility and helps inventory management with bonuses to weightlifting.
*[[Elin:Kizuami of Trickery|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.
*[[Elin:Kizuami of Trickery|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.