Difference between revisions of "Category:Sorcerers"

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''Think of power. Think of domination. Think of accomplishing these things with blood, pain, and consorting with demons. Like to dabble in the undead? Sorcery is for you, then. Only the most greedy and black hearted souls walk down the Path of Sorcery, but that's just how they like it. Their [[Prime Requisite |Prime Statistic]] is [[Intelligence |Intelligence]], giving them an advantage in regards to knowledge and magic. Sorcery is a highly specialized field, however, so they will never be said to be good at wielding a sword.''
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''Think of power. Think of domination. Think of accomplishing these things with blood, pain, and consorting with demons. Like to dabble in the undead? Sorcery is for you, then. Only the most greedy and black hearted souls walk down the Path of Sorcery, but that's just how they like it.''
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''Their Prime Statistic is Intelligence, giving them an advantage in regards to knowledge and magic. Sorcery is a highly specialized field, however, so they will never be said to be good at wielding a sword.''
  
 
'''Abbreviation:''' Sor.
 
'''Abbreviation:''' Sor.
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== Sorcerers in General ==
 
== Sorcerers in General ==
  
While Sorcerers lack in area spelling, they have single target damage, and a few spells like [[Tainted Genius]] and [[Death Shroud]] to help them out. It can be a struggle to get to 101 and gain [[Torment]] but with [[Vampire Touch]] Sorcerers can tank surprisingly well.
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Sorcerers are comparable to wizards in terms of hp and mana gains; they recieve much more mana but also much less (around half) the hp than a mage. Sorcerers specialize in single-target spells and don't gain many area-damage spells. Akin to wizards, sorcerers receive very little of the melee-related skills, so they rely purely on spell damage. They also lose out on some protective spells, the most important of which are [[sanctuary]], as well as the entire [[Awen|awen]] stack.
  
See [[:Category: Mages |Mages]] for an example.
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There are various utility spells to help them survive: [[Flash]], [[Vampire Touch]], [[Tainted Genius]] and [[Death Shroud]] are the most important of them. However, for learning many of their spells, they have to practice [[Demonic Intent|demonic intent]], which makes their alignment irrevocably evil. This has a few major side-effects:
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# They will not be able to receive [[Awen]] from nor cast [[Frenzy]] on good aligned party members,
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# They cannot wear good-aligned enchanted gear without [[Violation|violating]] it first (a process that rises item level) or [[Harmonize|harmonising]] it with an evil cleric/druid.
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# They make use of [[Protection Good]] instead of [[Protection Evil]], so they are more vulnerable to evil mobs than good-aligned characters.
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They do, however possess an array of defensive spells/skills that render their battles easier than a Wizard or Mage. One of these it is [[Unrest |unrest]], which can be cast mid-battle and drastically lowers an enemy's ability to regenerate hit points, opening up the possibility of taking down enormous hero mobs such as the horsemen of apocalypse and The Pretender. Their flash is also in-class, unlike Wizard, which reduces the lag from about 10 seconds to 4-5 (depending on worship). If fleeing from a fight, the [[Cloak Of Pain]] skill generally allows them to flee without being followed by the enraged mobs they were fighting.
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Overall, sorcerers are usually less useful than mages and wizards at hero tier in the context of grouping but are very powerful at lord tier, where they typically have twice the mana of a mage and much better spell damage (in fact, the highest spell damage period). However, due to the inability to sanc themselves, sorcerers must hoard sanctuary-furnishing items or run with someone who can sanc them. In addition, their lower hp rolls make soloing (particularly lord shifts) difficult and therefore they are less efficient at soloing than a large mage with a magically-inclined race at this higher tier. Like all other classes except mage, their shield charges do fail about 50% of the time, and they do not get charged shield.
  
 
== Sorcerer Creation ==
 
== Sorcerer Creation ==
Only [[:Category: Mages|Mages]], [[:Category: Psionicists|Psionicists]] and [[:Category: Mindbenders|Mindbenders]] can become a Sorcerer. It is a [[remort]] class that is only available at Lord level 100  (to become a Human Sorcerer) or Lord level 200 to maintain the current race for Mages and Mindbenders, and levels 150/300 for Psionicists.
 
  
Occasionally, Sorcerers may be available as a special gift, prize for a special quest, or offered as part of an [http://www.Ubercon.com Ubercon] contest. This has been offered in the past, but there are no guarantees that it will be offered in the future.
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Only [[:Category: Mages|Mages]], [[:Category: Psionicists|Psionicists]], [[:Category: Rippers|Rippers]] and [[:Category: Mindbenders|Mindbenders]] can become a Sorcerer. It is a [[remort]] class that is only available at Lord level 100  (to become a Human Sorcerer) or Lord level 200 to maintain the current race for Mages and Mindbenders, and levels 150/300 for Psionicists. Various [[Rebirth|rebirth]] options also exist. It is also now possible to remort to a createable race at Lord 125 if you are already a Sorcerer.
  
 
== Sorcerers at Lowmort Tier ==
 
== Sorcerers at Lowmort Tier ==
  
 
=== Training ===
 
=== Training ===
Similar to a [[:Category: Mages |mage]], a new sorcerer's first priority should be to [[Train |train]] [[Wisdom |wisdom]], either as much as is possible or enough that it may be maximized using [[:Category: Level Gear |level gear]], so as to gain as many [[Practice Points |practice-points]] per [[Level |level]] as possible.
 
  
Sorcerers should next [[Train |train]] both their [[Intelligence |intelligence]], which will (1) give them larger average [[Mana Points |mana]] gains and (2) increase their spell damage and (3) allow them to become adept at [[:Category: Skills And Spells |skills]] using fewer [[Practice Points |practice points]], and their [[Constitution |constitution]], which will increase their average [[Hit Points |hit-point]] gains per [[Level |level]]. Sorcerers generally have fewer hit points than mages of a similar race and level, so every hit point is crucial.
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Similar to a [[:Category: Mages |mage]], a new sorcerer's first priority should be to train [[Wisdom |wis]], [[Intelligence |int]], and [[Constitution |con]].
  
Sorcerers should then consider [[Train |training]] both their [[Dexterity |dexterity]], which may help them avoid combat damage, and their [[Strength |strength]], which will increase both their [[Carrying Capacity |carrying capacity]] and their melee damage, although [[Train |training]] these two [[:Category: Statistics |statistics]] is less urgent and may be postponed if desired.
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To sorcerers [[Dexterity |Dex]] is only useful for the [[Armor Class|AC]] bonus, and [[Strength |str]] for carry capacity.
  
See [[:Category: Statistics |Statistics]] for more detail about each of these five [[:Category: Statistics |statistics]] and their effects.
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=== Practicing ===
  
=== Practicing ===
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Skills critical to a sorcerer, especially if soloing or tanking are:
Some of the skills and spells of the sorcerer are useless or less important, such as [[infravision]], [[Container_Lore|container lore]] and [[weaken]]. Others are needed only because they are prerequesites for other, more important spells. [[Lore]], [[Detect_Evil|detect evil]] and [[corruption]], for example.
 
  
Other skills are critical for a sorcerer, especially if the player plans on soloing or tanking. [[Vampire_Touch|Vampire touch]], [[flash]], [[Tainted_Genius|tainted genius]] and [[leech]] fall among these.
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* [[Leech]] and later [[Vampire Touch|Vampire touch]] - to maintain health while doing damage,  
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* [[Flash]] - to blind mobs (thus reducing their HR),  
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* [[Tainted Genius]] - to occasionally receive a great boost in XP gain,
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* [[Death Shroud]] - to greatly reduce XP loss upon death.
  
A player will have to analyze the number of practice points available, costs and need to train stats before selecting spells and skills.
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Depending on gameplay style, some sorcerers delay practicing [[Demonic Intent]] (and all related skills/spells) until Hero 101, so they can use regular gear and benefit from [[Protection Evil]].
  
 
=== Worshipping ===
 
=== Worshipping ===
  
Sorcerers often find the rigors of [[worship]] to be too demanding, taking away from their dedication to the dark arts. However, other sorcerers find [[worship|benefit]] in worshiping one of the gods of the realm.
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Similarly to mages and wizards, popular deities at hero are [[Shizaga]] and [[Quixoltan]]. Quixoltan is even more common among sorcerers at hero tier due to their inherently low HP gains, which benefit greatly from Qxl worship.
  
Many sorcerers worship and eventually [[devotion|devote]] to [[Bhyss]], enjoying the bonuses to casting damage, while others find comfort in the benefits of [[Shizaga]]. Players should also consider that sorcerers are known to die more frequently than others, and consider the costs of experience point losses during death.
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At lord, [[Bhyss]] is popular, due to large damage bonus it provides (which overshadows the flaws of worshipping Bhyss).
  
[[Kra]], [[Tul-Sith]], and [[Roixa]] offer few advantages to sorcerers and do not reward them for their dedication to the dark arts like other gods do.
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See the [[:Category:Mages#Worshipping|mage worship section]] for more information.
  
 
=== Fighting ===
 
=== Fighting ===
  
'''Soloing:'''
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'''Soloing:''' Same as any other caster - sorcerers rely on two sets of gear, mana and tank, and gear aliases to switch them before combat. During combat a lowmort sorcerer uses [[Leech]] and [[Vampire Touch]], and will also benefit from a charged shield.
  
'''Tanking:'''
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'''Tanking:''' Sorcerers make poor tanks since they cannot rescue group mates. They also do not learn [[Dodge|dodge]] until hero, and they never learn [[Shield Block|shield block]] nor [[Parry|parry]].
  
'''Hitting:'''
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'''Hitting:''' Sorcerer melee is, similar to wizards, marginal.
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'''Healing:''' Outside of healing self through life-leaching spells, sorcerers are not in the healing business.
  
 
== Sorcerer Prestige Options ==
 
== Sorcerer Prestige Options ==
none
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There are none.
  
 
== Sorcerers at Hero Tier ==
 
== Sorcerers at Hero Tier ==
  
 
=== Training ===
 
=== Training ===
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Identical to lowmort, see above.
  
 
=== Practicing ===
 
=== Practicing ===
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Until hero level 101, [[Vampire Touch]] is the primary offensive spell, replaced at that point with [[Torment]]. Other useful spells are:
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* [[Immolation]] - upon immolating a lowmort mob (up to lvl 26), sorcerers receive a short boost in damage
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* [[Defiled Flesh]] - grants a significant boost (500 at hero, 1500 at lord) in hp for a short duration, but when active all healing is halved.
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Other spells and skills like [[Sphere Of Silence]], [[Pillar Of Flame]], [[Funeral Lore]], [[Cloak Of Pain]] are of dubious usefulness or downright useless.
  
 
=== Devoting ===
 
=== Devoting ===
Lowmort and Hero-level Sorcerers generally worship Shizaga or Quixoltan. The benefits of the former are lower spellcost, less spell lag, a slight xp bonus and better gains than atheist; the latter offers a noticeable hp bonus and slightly higher average mana gains, but also engenders many negatives (higher spellcost/spell-lag, high death xp loss, no xp bonus, etc.). Lord Sorcerers virtually always devote to Bhyss for the spell damage bonus.
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Identical to other casters. See [[:Category:Mages#Devoting|devoting as a mage]] for more information.
  
 
=== Fighting ===
 
=== Fighting ===
  
'''Soloing:''' Sorcerers solo well, and are possibly the only class than can continue to do so at the Lord tier.
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'''Soloing:''' Sorcerers solo well, and can continue to do so in selected lord areas (though not without risk, particularly if handling shifts alone). A charged shield helps immensely, even without shield block (particularly at low hero). Remember to get the shield to level 54 for the best effect. While lord mobs are of course susceptible to the significant damage associated with surged brimstone, they are less affected by spells such as flash or unrest than hero mobs, and can generally hit hard even through full ac and spells. Accordingly, the best route for a Lord sor to get experience is a duo or a small group with larger groupies, or conventional bigger-sized grouping.
  
'''Tanking:''' Sorcerers with good AC gear and hp make acceptable tanks, but the lack of shield block and parry can affect their ability to last without a healer.
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Since sorcerers are universally evil after 101, soloing in good-aligned areas is preferred where they can benefit from their [[Protection Good]] spell. Some examples are:
  
'''Hitting:''' Sorcerers, like Wizards, are bereft of the hitting skills mages receive. Therefore, they do not make good hitters.
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* Low Hero: [[:Category:Greed's Gallows|Greed's Gallows]] - the upper level is exclusively good,
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* Super Hero: [[:Category:Rhuien Forest|Rhuien Forest]] - all mobs are saintly, but it requires self-spelling.
  
== Sorcerers at Lord Tier ==
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'''Tanking:''' Sorcerers with enchanted AC gear make acceptable tanks, however they lack [[rescue]]. This makes it nice to have a large group mate to rescue other groupies. They also lack [[Shield Block|shield block]] and [[Parry|parry]]. While tanking, their [[Dodge|dodge]], [[Vampire Touch]] and in-class [[Flash]] all directly and significantly help. As always, a charged shield grants further assistance.
Sorcerers are a welcome addition to any Lord group due to their significant advantage in terms of mana in comparison with mages, psionicists, mindbenders and even wizards. Their spell damage is also the highest of any spellcasting class on AVATAR, particularly while immolated. Moreover, they are arguably the only class capable of soloing or duoing (with a larger partner, or another sorcerer) at the Lord tier and actually gaining meaningful experience.
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'''Hitting:''' Sorcerers, like wizards, are bereft of the hitting skills mages receive. Therefore, they do not make for even mediocre melee hitters. However, as [[hitters]] is defined in the in-game help files ("The role of the hitter(s) in the group is to inflict damage onto the mob"), as long as a Sorcerer has sufficient mana, they should be able to cause significant damage casting [[torment]].
  
== Sorcerer Remort Options ==
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'''Healing:''' As any caster, sorcerers can brandish or zap healing staves and wands, some of which need to be violated prior to use. Otherwise, they lack any healing spells. While they do not get [[Cure Poison |cure poison]] they do get (the psi equivalent) [[Cell Adjustment |cell adjustment]]; although they never get [[bio empathy]], so can only cast it on themselves. They also have in-class [[Remove Curse |remove curse]].
  
[[Category: Remort Classes]]
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== Sorcerers at Lord Tier ==
Sorcerers are a [[remort]] class, so there is no "next" class to remort to. However, there are several options for remort races that work well for a sorcerer. [[Sprites]], [[Demonseeds| demonseeds]], [[Dragons| dragons]], [[Tuataurs| tuataurs]], and [[High_Elves|high elves]] are well-suited to be a sorcerer. Other remort races such as [[Golems| golems]], [[Minotaurs| minotaurs]], and [[Trolls| trolls]] are ill-suited to be a sorcerer. If you are concerned about the time it takes to double remort, think carefully and do the math, analyzing whether it is more efficient to remort the race first or the class. For example, it takes less total lord xp to run an elf to 200, and then remort from elf sor to hie sor, even though it's more total lord levels.
 
  
as an alternative, which perhaps someone can correct, my little math experiment regarding double remort for drw/hie sor:
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Sorcerers are a welcome addition to any Lord group due to their significant advantage in terms of mana in comparison with mages. Their single-target spell damage is also the highest of any spellcasting class, particularly while immolated.
  
assumptions:
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== Sorcerer Remort Options ==
drw tnl 1176
 
hie tnl 2000
 
50 mortal levels + 800 hero levels to reach lord
 
levels from all 3 tiers treated equally
 
  
drw mag > hie mag > hie sor
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There are several options for remort races that work well for a sorcerer - but these generally work well for any spellcasting class.
850 + 25 + 200 = 1075
 
(875 * 1176) + (200 * 2000) = 1,429,000
 
  
drw mag > drw sor > hie sor
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* [[Sprites]] are terrific casters with huge mana pools but they have miserable hp further decreased by the sorcerer class (and thus almost always require [[Quixoltan]] devotion throughout hero tier).
850 + 200 + 125 = 1175
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* [[Demonseeds]] are similar to the [[Drow]],
(1050 * 1176) + (125 * 2000) = 1,484,800
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* [[Dragons]] have identical mana as sprites (somewhat higher than tuataur) and are a fairly large race in terms of HP, as well as protected by excellent racial armor,
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* [[Tuataurs]] are well rounded in terms of both HP and mana, and make potent spellcasters,
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* [[High Elves]] are good with anything that deals with spells.
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* [[Trolls]] which accept smaller mana gains and higher spell costs in exchange for higher HP and survivability via [[Racial_Revival|revival]].
  
conclusion: going hie and then sor saves 56k xp. however, it is arguably easier to lord a sor than a mag, so it might be worth the 56k extra xp...
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[[Category: Remort Classes]]

Revision as of 14:36, 3 September 2022

Think of power. Think of domination. Think of accomplishing these things with blood, pain, and consorting with demons. Like to dabble in the undead? Sorcery is for you, then. Only the most greedy and black hearted souls walk down the Path of Sorcery, but that's just how they like it.

Their Prime Statistic is Intelligence, giving them an advantage in regards to knowledge and magic. Sorcery is a highly specialized field, however, so they will never be said to be good at wielding a sword.

Abbreviation: Sor.

Prime Requisite: Intelligence.

Sorcerers in General

Sorcerers are comparable to wizards in terms of hp and mana gains; they recieve much more mana but also much less (around half) the hp than a mage. Sorcerers specialize in single-target spells and don't gain many area-damage spells. Akin to wizards, sorcerers receive very little of the melee-related skills, so they rely purely on spell damage. They also lose out on some protective spells, the most important of which are sanctuary, as well as the entire awen stack.

There are various utility spells to help them survive: Flash, Vampire Touch, Tainted Genius and Death Shroud are the most important of them. However, for learning many of their spells, they have to practice demonic intent, which makes their alignment irrevocably evil. This has a few major side-effects:

  1. They will not be able to receive Awen from nor cast Frenzy on good aligned party members,
  2. They cannot wear good-aligned enchanted gear without violating it first (a process that rises item level) or harmonising it with an evil cleric/druid.
  3. They make use of Protection Good instead of Protection Evil, so they are more vulnerable to evil mobs than good-aligned characters.

They do, however possess an array of defensive spells/skills that render their battles easier than a Wizard or Mage. One of these it is unrest, which can be cast mid-battle and drastically lowers an enemy's ability to regenerate hit points, opening up the possibility of taking down enormous hero mobs such as the horsemen of apocalypse and The Pretender. Their flash is also in-class, unlike Wizard, which reduces the lag from about 10 seconds to 4-5 (depending on worship). If fleeing from a fight, the Cloak Of Pain skill generally allows them to flee without being followed by the enraged mobs they were fighting.

Overall, sorcerers are usually less useful than mages and wizards at hero tier in the context of grouping but are very powerful at lord tier, where they typically have twice the mana of a mage and much better spell damage (in fact, the highest spell damage period). However, due to the inability to sanc themselves, sorcerers must hoard sanctuary-furnishing items or run with someone who can sanc them. In addition, their lower hp rolls make soloing (particularly lord shifts) difficult and therefore they are less efficient at soloing than a large mage with a magically-inclined race at this higher tier. Like all other classes except mage, their shield charges do fail about 50% of the time, and they do not get charged shield.

Sorcerer Creation

Only Mages, Psionicists, Rippers and Mindbenders can become a Sorcerer. It is a remort class that is only available at Lord level 100 (to become a Human Sorcerer) or Lord level 200 to maintain the current race for Mages and Mindbenders, and levels 150/300 for Psionicists. Various rebirth options also exist. It is also now possible to remort to a createable race at Lord 125 if you are already a Sorcerer.

Sorcerers at Lowmort Tier

Training

Similar to a mage, a new sorcerer's first priority should be to train wis, int, and con.

To sorcerers Dex is only useful for the AC bonus, and str for carry capacity.

Practicing

Skills critical to a sorcerer, especially if soloing or tanking are:

Depending on gameplay style, some sorcerers delay practicing Demonic Intent (and all related skills/spells) until Hero 101, so they can use regular gear and benefit from Protection Evil.

Worshipping

Similarly to mages and wizards, popular deities at hero are Shizaga and Quixoltan. Quixoltan is even more common among sorcerers at hero tier due to their inherently low HP gains, which benefit greatly from Qxl worship.

At lord, Bhyss is popular, due to large damage bonus it provides (which overshadows the flaws of worshipping Bhyss).

See the mage worship section for more information.

Fighting

Soloing: Same as any other caster - sorcerers rely on two sets of gear, mana and tank, and gear aliases to switch them before combat. During combat a lowmort sorcerer uses Leech and Vampire Touch, and will also benefit from a charged shield.

Tanking: Sorcerers make poor tanks since they cannot rescue group mates. They also do not learn dodge until hero, and they never learn shield block nor parry.

Hitting: Sorcerer melee is, similar to wizards, marginal.

Healing: Outside of healing self through life-leaching spells, sorcerers are not in the healing business.

Sorcerer Prestige Options

There are none.

Sorcerers at Hero Tier

Training

Identical to lowmort, see above.

Practicing

Until hero level 101, Vampire Touch is the primary offensive spell, replaced at that point with Torment. Other useful spells are:

  • Immolation - upon immolating a lowmort mob (up to lvl 26), sorcerers receive a short boost in damage
  • Defiled Flesh - grants a significant boost (500 at hero, 1500 at lord) in hp for a short duration, but when active all healing is halved.

Other spells and skills like Sphere Of Silence, Pillar Of Flame, Funeral Lore, Cloak Of Pain are of dubious usefulness or downright useless.

Devoting

Identical to other casters. See devoting as a mage for more information.

Fighting

Soloing: Sorcerers solo well, and can continue to do so in selected lord areas (though not without risk, particularly if handling shifts alone). A charged shield helps immensely, even without shield block (particularly at low hero). Remember to get the shield to level 54 for the best effect. While lord mobs are of course susceptible to the significant damage associated with surged brimstone, they are less affected by spells such as flash or unrest than hero mobs, and can generally hit hard even through full ac and spells. Accordingly, the best route for a Lord sor to get experience is a duo or a small group with larger groupies, or conventional bigger-sized grouping.

Since sorcerers are universally evil after 101, soloing in good-aligned areas is preferred where they can benefit from their Protection Good spell. Some examples are:

  • Low Hero: Greed's Gallows - the upper level is exclusively good,
  • Super Hero: Rhuien Forest - all mobs are saintly, but it requires self-spelling.

Tanking: Sorcerers with enchanted AC gear make acceptable tanks, however they lack rescue. This makes it nice to have a large group mate to rescue other groupies. They also lack shield block and parry. While tanking, their dodge, Vampire Touch and in-class Flash all directly and significantly help. As always, a charged shield grants further assistance.

Hitting: Sorcerers, like wizards, are bereft of the hitting skills mages receive. Therefore, they do not make for even mediocre melee hitters. However, as hitters is defined in the in-game help files ("The role of the hitter(s) in the group is to inflict damage onto the mob"), as long as a Sorcerer has sufficient mana, they should be able to cause significant damage casting torment.

Healing: As any caster, sorcerers can brandish or zap healing staves and wands, some of which need to be violated prior to use. Otherwise, they lack any healing spells. While they do not get cure poison they do get (the psi equivalent) cell adjustment; although they never get bio empathy, so can only cast it on themselves. They also have in-class remove curse.

Sorcerers at Lord Tier

Sorcerers are a welcome addition to any Lord group due to their significant advantage in terms of mana in comparison with mages. Their single-target spell damage is also the highest of any spellcasting class, particularly while immolated.

Sorcerer Remort Options

There are several options for remort races that work well for a sorcerer - but these generally work well for any spellcasting class.

  • Sprites are terrific casters with huge mana pools but they have miserable hp further decreased by the sorcerer class (and thus almost always require Quixoltan devotion throughout hero tier).
  • Demonseeds are similar to the Drow,
  • Dragons have identical mana as sprites (somewhat higher than tuataur) and are a fairly large race in terms of HP, as well as protected by excellent racial armor,
  • Tuataurs are well rounded in terms of both HP and mana, and make potent spellcasters,
  • High Elves are good with anything that deals with spells.
  • Trolls which accept smaller mana gains and higher spell costs in exchange for higher HP and survivability via revival.

Subcategories

This category has the following 2 subcategories, out of 2 total.