Sorcerer: Difference between revisions
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;[[Spiritual Mana Control]] and [[Elemental Mana Control]] |
;[[Spiritual Mana Control]] and [[Elemental Mana Control]] |
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:For almost all purposes when concerned with Sorcerers, the two mana controls are virtually the same. Each will allow effective mana transfer to other corresponding professions. Additionally, they both increase the Sorcerer's mana regeneration rate. Both Mana controls benefit a number of Sorcery spells, including the [[Scroll Infusion (714)]], [[Dark Catalyst (719)]], focused [[Implosion (720)]], [[Minor Summoning (725)]], [[Animate Dead (730)]] and [[Planar Shift (740)]]. They also offer relatively cheap ways to increase [[Runestaff]] defense. |
:For almost all purposes when concerned with Sorcerers, the two mana controls are virtually the same. Each will allow effective mana transfer to other corresponding professions. Additionally, they both increase the Sorcerer's mana regeneration rate. Both Mana controls benefit a number of Sorcery spells, including the [[Scroll Infusion (714)]], [[Dark Catalyst (719)]], focused [[Implosion (720)]], [[Minor Summoning (725)]], [[Animate Dead (730)]] and [[Planar Shift (740)]]. They also offer relatively cheap ways to increase [[Runestaff]] defense. |
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;[[Harness Power]] |
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:Harness Power provides three mana for each time it is trained in, up to the characters current level. For each additional level after that, it provides one mana. Most sorcerers simply single this skill, though those who want more mana can train in it for more. |
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;[[Sorcerous Lore, Demonology]] |
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:Demonology lore gives benefits to five spells in the Sorcerer Circle. It increases weight limit with [[Phase (704)]], increases retribution success with [[Cloak of Shadows (712)]], reduces spell preparation restriction on [[Torment (718)]], increases chance of success and other various factors in [[Minor Summoning (725)]], and increases interrealm success rates and intrarealm group transport in [[Planar Shift (740)]]. |
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;[[Sorcerous Lore, Necromancy]] |
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:Necromancy Lore gives benefits to four spells in the Sorcerer Circle. It gives and enhances a blood stealing factor with [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases overall potential and damage with [[Pain Infliction (711)]], and increases MAL along with other factors in [[Animate Dead (730)]]. [[Disease (716)]] is expected to recieve some Necromancy benefit in the future. |
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== Spell and Ability Highlights == |
== Spell and Ability Highlights == |
Revision as of 12:56, 12 April 2006
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Sorcerers are pure spell casters affluent in both elemental and spiritual magic. They also possess knowledge of an ancient, arcane circle of magic which can only be explained as a 'hybrid' of both types. The two primary foci of sorcerous magic are Demonology and Necromancy, though it also commands the manipulation of essence and a number of illusions. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on combat-oriented magic. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.
Related Essays
Relevant Statistics
Relevant Skills
- Arcane Symbols
- Arcane Symbols is usually a staple skill that is singled for life, if not higher, by most sorcerers. Aside from the standard scroll use benefits, it benefits Scroll Infusion (714) as well. It is also a cheap way to increase Runestaff defense.
- Magic Item Use
- Similarly to Arcane Symbols, Magic Item Use is usually singled for life. It is particularly useful at lower levels, where it benefits wand users. It also has benefits for Scroll Infusion (714). It is a cheap way to increase Runestaff defense
- Spell Aiming
- While the Sorcerer profession has only one bolt spell, which is not even found in the Sorcery Circle, Spell Aiming is often trained in, sometimes as much as doubled for life. This is due to the fact that Spell Aiming benefits a number of Sorcery spells, including Limb Disruption (708), Energy Maelstrom (710), and Implosion (720). Due to its higher physical training point costs, it is rather easy to train in, as most sorcerers have an excess of physical training points.
- Spiritual Mana Control and Elemental Mana Control
- For almost all purposes when concerned with Sorcerers, the two mana controls are virtually the same. Each will allow effective mana transfer to other corresponding professions. Additionally, they both increase the Sorcerer's mana regeneration rate. Both Mana controls benefit a number of Sorcery spells, including the Scroll Infusion (714), Dark Catalyst (719), focused Implosion (720), Minor Summoning (725), Animate Dead (730) and Planar Shift (740). They also offer relatively cheap ways to increase Runestaff defense.
- Harness Power
- Harness Power provides three mana for each time it is trained in, up to the characters current level. For each additional level after that, it provides one mana. Most sorcerers simply single this skill, though those who want more mana can train in it for more.
- Sorcerous Lore, Demonology
- Demonology lore gives benefits to five spells in the Sorcerer Circle. It increases weight limit with Phase (704), increases retribution success with Cloak of Shadows (712), reduces spell preparation restriction on Torment (718), increases chance of success and other various factors in Minor Summoning (725), and increases interrealm success rates and intrarealm group transport in Planar Shift (740).
- Sorcerous Lore, Necromancy
- Necromancy Lore gives benefits to four spells in the Sorcerer Circle. It gives and enhances a blood stealing factor with Blood Burst (701), increases chance of limb animation in Limb Disruption (708), increases overall potential and damage with Pain Infliction (711), and increases MAL along with other factors in Animate Dead (730). Disease (716) is expected to recieve some Necromancy benefit in the future.
Spell and Ability Highlights
Turn the life force of your enemies into usable mana.
A guild skill teaching visual manipulation of essence.
A standard defensive spell with the ability to retailiate against an attacker when its wearer is incapacitated. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer's favor.
The unique ability to unlock and recharge scrolls. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by other magical professions.
Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.
One of the most destructive magics known to all of Elanthia, a miniature singularity is created, causing widespread destruction and a general sucking effect.
Historically, the art of summoning extraplanar creatures is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of minor demons which can perform a myriad of utility functions for their master.
Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of undead creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one's foes for attack or utility purposes, as well as fallen comrades to expedite rescues.
By sensing the surrounding flows and recording their unique pattern into a book, a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective runes and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveller great distances.