Difference between revisions of "Conjurer"
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{{flavour|Conjurers confront problems with damaging spells from the book of Conjurations.}} | {{flavour|Conjurers confront problems with damaging spells from the book of Conjurations.}} | ||
'''Conjurer'''s are offensive spellcasters who specialize in violent and volatile non-elemental [[Conjurations]]. Relative to other magical backgrounds (such as the [[Wizard]]), they begin the game with a lower general [[Spellcasting]] skill, but have a higher Conjurations skill to compensate. | '''Conjurer'''s are offensive spellcasters who specialize in violent and volatile non-elemental [[Conjurations]]. Relative to other magical backgrounds (such as the [[Wizard]]), they begin the game with a lower general [[Spellcasting]] skill, but have a higher Conjurations skill to compensate. | ||
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Conjurers start with the [[Magic Dart]] spell memorised. | Conjurers start with the [[Magic Dart]] spell memorised. | ||
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==Starting Skills and Stats== | ==Starting Skills and Stats== | ||
These are adjusted by your species' [[aptitude]]s. | These are adjusted by your species' [[aptitude]]s. | ||
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==Strategy== | ==Strategy== | ||
− | The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. [[Searing Ray]] is an excellent follow up to [[Magic Dart]] | + | The Conjurer starting book contains a variety of pure [[Conjurations]] attack spells. [[Searing Ray]] is an excellent follow up to [[Magic Dart]] and is very MP-efficient. [[Dazzling Flash]] [[blind]]s nearby enemies, significantly reducing their ability to fight or track you; it also provides a way to branch into [[Hexes]]. [[Iskenderun's Mystic Blast]] deals damage to multiple enemies at once and can shove enemies out of melee range, while [[Fulminant Prism]] can deal heavy damage to multiple enemies at a greater distance. |
− | While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents | + | While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents regardless of resistances makes them reliable and saves you from suddenly encountering a foe you just can't deal with. When you ''do'' find some elemental magic sources, your early training in Conjurations will help you get those spells online quickly. |
==History== | ==History== | ||
− | Prior to [[0. | + | *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 [[0.14]], they started with 20 gold and 1 Spellcasting instead of 2. |
− | + | *Prior to [[0.12]], their starting spell book included a variety of elemental spells, plus [[Magic Dart]]. | |
− | Prior to [[0.12]], their starting spell book included a variety of elemental spells, plus [[Magic Dart]]. | + | *Prior to [[0.9]], their starting spell book was different, most notably lacking Mephitic Cloud. |
− | |||
− | Prior to [[0.9]], their starting spell book was different, most notably lacking Mephitic Cloud. | ||
{{backgrounds}} | {{backgrounds}} | ||
[[Category:Backgrounds]] | [[Category:Backgrounds]] |
Revision as of 21:21, 11 September 2020
Conjurers confront problems with damaging spells from the book of Conjurations. |
Conjurers are offensive spellcasters who specialize in violent and volatile non-elemental Conjurations. Relative to other magical backgrounds (such as the Wizard), they begin the game with a lower general Spellcasting skill, but have a higher Conjurations skill to compensate.
Preferred Races
Deep Elf, Naga, Tengu, Draconian, and Demigod are the recommended races if you pick a Conjurer Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
Conjurers start with the Magic Dart spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Conjurations: 4
Choosing Conjurer adds 7 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
The Conjurer starting book contains a variety of pure Conjurations attack spells. Searing Ray is an excellent follow up to Magic Dart and is very MP-efficient. Dazzling Flash blinds nearby enemies, significantly reducing their ability to fight or track you; it also provides a way to branch into Hexes. Iskenderun's Mystic Blast deals damage to multiple enemies at once and can shove enemies out of melee range, while Fulminant Prism can deal heavy damage to multiple enemies at a greater distance.
While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents regardless of resistances makes them reliable and saves you from suddenly encountering a foe you just can't deal with. When you do find some elemental magic sources, your early training in Conjurations will help you get those spells online quickly.
History
- 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 elemental spells, plus Magic Dart.
- Prior to 0.9, their starting spell book was different, most notably lacking 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 |