Conjurer
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 (such as the Wizard), they begin the game with a lower general Spellcasting skill, but have a higher Conjurations skill to compensate.
Contents
Preferred Races
Deep Elf, Naga, Tengu, Draconian, Djinni 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.
- +0 robe
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 recieve a variety of strong, reliable, and irresistable spells to inflict damage on their foes. This puts them in stark contrast to elementalists and Venom Mages.
The Conjurations skill is very flexible; contributing to the power and failure of many elemental spells, if/when you get them.
Spell Details
Searing Ray is an excellent follow up to never-missing Magic Dart, and is very MP-efficient. Both are somewhat plain, though the former can be recast for only 1 MP by waiting (pressing '.', also automatically done with autofight).
Cj provides a few ways to branch into Hexes. Dazzling Flash blinds nearby enemies, significantly reducing their ability to fight or track you. Fulminant Prism can deal heavy damage to multiple enemies at a greater distance. Putting a prism one space ahead, but out of the way of, a (normal speed) monster insures that you escape and they get hurt. Both of them are pretty good spells on their own. But Hexes aren't a priority; you want Searing Ray to have sufficent kill power, first.
Iskenderun's Mystic Blast deals damage to multiple enemies at once, shoving monsters out of melee (or staircase) range. The spell requires even more skill, into Translocations this time. Like with the Hexes, you'll likely want the other spells up first; IMB isn't the best at ealing damage.
History
- Prior to 0.27, Conjurers started with the Book of Conjurations, which had the spells Conjurers do now.
- Prior to 0.26, their starting intelligence was increased from +6 to +10, dexterity reduced from +4 to +3, and strength reduced from +2 to -1. Aptitudes 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 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 |