Difference between revisions of "Category:Sorcerers"

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== Sorcerers in General ==
 
== Sorcerers in General ==
  
Sorcerers gain much more mana than mages (and a bit more mana than wizards). They receive much less (around half) the hp of a mage. They specialize in single-target spells and don't gain many area-damage spells. They receive very little of the melee-related skills that mages have, so they rely purely on spell damage. They also lose out on some protective spells, the most important of which is [[sanctuary]].
+
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.
  
They receive various utility spells to help them out. [[Flash]], [[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. Thus one may need to get a new set of gear for them.
+
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:
  
Overall, they are usually less useful than mages and wizards at hero but are very powerful at lord, where they typically have twice the mana of a mage and much better spell damage.
+
# They will not be able to receive [[Awen]] nor cast [[Frenzy]] on good aligned party members,
 +
# 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.
 +
# They make use of [[Protection Good]] instead of [[Protection Evil]], so they are more vulnerable to evil mobs than good-aligned characters.
 +
 
 +
Overall, sorcerers are usually less useful than mages and wizards at hero tier but are very powerful at lord tier, where they typically have twice the mana of a mage and much better spell damage.
  
 
== 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 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]] 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.
  
 
== 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.
+
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.
+
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.
+
* [[Leech]] and later [[Vampire Touch|Vampire touch]] - to maintain health while doing damage,  
 +
* [[Flash]] - to blind mobs (thus reducing their HR),  
 +
* [[Tainted Genius]] - to occasionally receive a great boost in XP gain,
 +
* [[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.
+
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.
+
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.
  
Similarly to mages and wizards, popular deities at hero are [[Shizaga]] and [[Quixoltan]]. At lord, [[Bhyss]] is popular, 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.
+
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.
 +
 
 +
'''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 ===
 +
 +
Identical to lowmort, see above.
  
 
=== Practicing ===
 
=== 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 ===
 
=== 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. A charged shield helps quite a bit, even without shield block (particularly at low hero). Remember to get the shield to level 54 for the best effect.
+
'''Soloing:''' Sorcerers solo well, and are possibly the only class than can continue to do so at the Lord tier. 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.
  
'''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. Unlike Wizards they do learn dodge however. It can be a struggle to get to 101 and gain [[Torment]] but with [[Vampire Touch]] & [[Flash]] Sorcerers can tank surprisingly well, although they don't learn rescue (or trip). Despite not learning shield block a charged shield will still go off fairly often for Sorcerers, if they can get a Mage or Wizard to charge the shield for them.
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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,
 +
* Super Hero: [[:Category:Rhuien Forest|Rhuien Forest]] - all mobs are saintly, but it requires self-spelling.
 +
 
 +
'''Tanking:''' Sorcerers with enchanted AC gear make acceptable tanks, but they lack [[Shield Block|shield block]] and [[Parry|parry]]. This means they might require a healer as well as a large group mate to rescue other groupies.
 +
 
 +
While tanking, their [[Dodge|dodge]], [[Vampire Touch]] and [[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 hitters.
 +
 
 +
'''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.
  
 
== Sorcerers at Lord Tier ==
 
== 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, 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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 +
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 ==
 
== 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 (and almost always require [[Quixoltan]] worship throughout hero tier).
 +
* [[Demonseeds]] are similar to the [[Drow]],
 +
* [[Dragons]] have identical mana as Sprites but are many times larger in HP,
 +
* [[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.
  
 
[[Category: Remort Classes]]
 
[[Category: Remort Classes]]
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.
 
 
For a double-remort sorcerer, like a hie or tua sor, it's better to remort sor first, then remort race. For a spr sor, either way is fine.
 

Revision as of 06:08, 25 January 2013

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 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.

Overall, sorcerers are usually less useful than mages and wizards at hero tier but are very powerful at lord tier, where they typically have twice the mana of a mage and much better spell damage.

Sorcerer Creation

Only Mages, Psionicists 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.

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 are possibly the only class than can continue to do so at the Lord tier. 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.

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, but they lack shield block and parry. This means they might require a healer as well as a large group mate to rescue other groupies.

While tanking, their dodge, Vampire Touch and 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 hitters.

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.

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 (and almost always require Quixoltan worship throughout hero tier).
  • Demonseeds are similar to the Drow,
  • Dragons have identical mana as Sprites but are many times larger in HP,
  • 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.

Subcategories

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