Difference between revisions of "Conjurer"
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==Strategy== | ==Strategy== | ||
− | The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. Once they get to [[XL]] 2, Conjurers receive a variety of strong, reliable, and irresistible spells to inflict damage on their foes. This puts them in stark contrast to elementalists and | + | The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. Once they get to [[XL]] 2, Conjurers receive a variety of strong, reliable, and irresistible spells to inflict damage on their foes. This puts them in stark contrast to elementalists and Alchemists, who may face enemies that resist their spells. |
The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them. | The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them. | ||
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Conjurers have access to [[Searing Ray]] at XL2, a strong overall spell, if a bit plain. It can be recast for only 1 MP by waiting (pressing '.', also automatically done with autofight). Their starting spell, [[Magic Dart]] is somewhat weaker. Magic Dart has a few benefits; it never misses and has a full-screen range. | Conjurers have access to [[Searing Ray]] at XL2, a strong overall spell, if a bit plain. It can be recast for only 1 MP by waiting (pressing '.', also automatically done with autofight). Their starting spell, [[Magic Dart]] is somewhat weaker. Magic Dart has a few benefits; it never misses and has a full-screen range. | ||
− | + | Both [[Fulminant Prism]] and [[Iskenderun's Mystic Blast]] are very useful, though you should generally get Prism first (since it deals more damage). Prism creates a stationary summon; after 2 turns, it explodes in a 3×3 area. Against a 100% speed monster, you should put a prism one space ahead - but not in the direct path of - the monster. That way, you don't get hurt and the monster does. | |
− | + | Iskenderun's Mystic Blast is a support spell great for knocking enemies back, or damaging multiple enemies. Surrounded? Say no more; it's just as potent as, and more reliable than, [[Blink]] for this purpose. | |
==History== | ==History== |
Latest revision as of 09:21, 15 January 2024
The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations. |
Conjurers are offensive spellcasters who specialize in violent and volatile non-elemental Conjurations. Relative to other magical backgrounds, they begin the game with a great Conjurations skill, and the most Intelligence of any background.
Contents
Preferred Species
Deep Elf, Naga, Tengu, Draconian, Djinni, and Demigod are the recommended species if you pick a Conjurer Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
Available Spells:
Conjurers start with the Magic Dart spell already memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Conjurations: 4
Choosing Conjurer adds 10 to your starting Intelligence, 3 to your starting Dexterity, but reduces starting Strength by 1.
Strategy
The Conjurer starting book contains a variety of pure Conjurations attack spells. Once they get to XL 2, Conjurers receive a variety of strong, reliable, and irresistible spells to inflict damage on their foes. This puts them in stark contrast to elementalists and Alchemists, who may face enemies that resist their spells.
The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them.
Spell Details
Conjurers have access to Searing Ray at XL2, a strong overall spell, if a bit plain. It can be recast for only 1 MP by waiting (pressing '.', also automatically done with autofight). Their starting spell, Magic Dart is somewhat weaker. Magic Dart has a few benefits; it never misses and has a full-screen range.
Both Fulminant Prism and Iskenderun's Mystic Blast are very useful, though you should generally get Prism first (since it deals more damage). Prism creates a stationary summon; after 2 turns, it explodes in a 3×3 area. Against a 100% speed monster, you should put a prism one space ahead - but not in the direct path of - the monster. That way, you don't get hurt and the monster does.
Iskenderun's Mystic Blast is a support spell great for knocking enemies back, or damaging multiple enemies. Surrounded? Say no more; it's just as potent as, and more reliable than, Blink for this purpose.
History
- Prior to 0.31, Conjurers also started with Dazzling Flash.
- In 0.29, most backgrounds were buffed; all Mage backgrounds gained a potion of magic.
- Prior to 0.27, Conjurers started with the Book of Conjurations, which had the spells Conjurers do now.
- Prior to 0.26, their starting stats were +6 Int / +4 Dex / +2 Str. They were swapped with the newly named Hedge Wizard.
- Prior to 0.25, the Book of Conjurations had Dazzling Spray instead of Dazzling Flash and also contained Force Lance.
- Prior to 0.20, the Book of Conjurations had Iskenderun's Battlesphere instead of Force Lance.
- Prior to 0.14, they started with 20 gold and 1 Spellcasting instead of 2.
- Prior to 0.12, their starting spell book included a variety of Ice/Air elemental spells, plus Magic Dart.
- Prior to 0.9, Conjurers could pick between a Fire/Earth and Ice/Air book; Conjurers now receive the latter, with the notable addition of Mephitic Cloud.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |