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| <td style=" text-align:middle"> [[File:Spell Ignite.png|link=|x96px]] <br> Ignite </td> | | <td style=" text-align:middle"> [[File:Spell Ignite.png|link=|x96px]] <br> Ignite </td> |
| <td> Set the target's weapon on fire, dealing 5 additional magic damage and burning enemies 1 second to deal 1 magic damage when they hit.<br> </td> | | <td> Set the target's weapon on fire, dealing 5 additional magic damage and burning enemies 1 second to deal 1 magic damage when they hit.<br> </td> |
| <td> 6 Casts </td> | | <td> 5 Casts </td> |
| </tr> | | </tr> |
| </table> | | </table> |
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| <tr> | | <tr> |
| <td style=" text-align:middle"> [[File:Spell Fireball.png|link=|x96px]] <br> Fireball </td> | | <td style=" text-align:middle"> [[File:Spell Fireball.png|link=|x96px]] <br> Fireball </td> |
| <td> Shoots a fireball that causes 30 direct damage to a target and 10 splash damage and a knock back effect to nearby targets. (Also applies a burn to damaged targets, deals 3 magic damage over 3.5 seconds.)</td> | | <td> Shoots a fireball that causes 30 direct damage to a target and 10 splash damage and a knock back effect to nearby targets. (Also applies a burn to damaged targets, deals 3 magic damage over 3 seconds.)</td> |
| <td> 5 Casts </td> | | <td> 5 Casts </td> |
| </tr> | | </tr> |
Revision as of 04:28, 27 February 2023
Description
The Wizard calls forth the immense powers of magic to suit its needs. Whether that means summoning a powerful fireball to cast asunder its foes or to temporarily vanishing into thin air, its incantations are a sight to behold.
Class Info
Weapon of choice: Wizard Staff or Spellbook.
+Cast powerful spells.
+Meditate to self-refresh spells.
+Wield magical weapons.
-Slow interaction speed.
-Low physical damage.
-Low Health.
You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Arcane Feedback |
Each time you do damage with an arcane spell your spell casting speed and base magic damage increases by 1% per stack. Arcane Feedback can stack up to 5 times at once. The bonus duration lasts for 7 seconds and resets with each successful stack. |
Arcane Mastery |
Increases the magic damage of arcane spells by 5% and reduces the casting time of arcane spells by 1 second. |
Fire Mastery |
Increases the magic damage of the fire spells damage by 5% and increases the duration of burn status by 2 seconds.(Only increases Fireball burn status seconds.) |
Ice Shield |
Increases Armor Rating by 20 and inflicts Frostbite on melee attack targets for 0.5 seconds. |
Mana Surge |
Increases your magic damage bonus by 5%. |
Melt |
If you deal magical fire damage to a target, the target's physical reduction bonus is reduced by -10% for 5 seconds. |
Quick Chant |
Increases your spell casting speed by 10%. |
Reactive Shield |
Activates an arcane reactive shield that lasts for 3 seconds when you take damage. The arcane shield can absorb 10 total damage. The shield will only reactivate after a cooldown period. |
Sage |
Increases knowledge by 10%. |
You can equip a total of 2 skills.
Intense Focus |
Reduce the casting time of the next spell you cast to 0.1 seconds. |
18s |
Meditation |
Enter a meditative state and revive spells at a rate of 40 spell costs over 10 seconds.
(Revive 80 spell costs at Knowledge 20, reviving amount increases when Knowledge increases, and meditative state duration is affected by Spell Casting Speed.) |
45s |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
/ |
Spell Memory 2 |
Allows you to memorize spells to use in the dungeon. |
/ |
The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.
Spell Types:
Tier 1
Zap |
If hit, deals 20 magic damage and burns the target for 1 second deals 1 magic damage. |
5 Casts |
Light Orb |
Blows up spheres of floating light to brightly illuminate the surroundings.
(Reveals Rogues hidden with "Hide" skill) |
6 Casts |
Ignite |
Set the target's weapon on fire, dealing 5 additional magic damage and burning enemies 1 second to deal 1 magic damage when they hit. |
5 Casts |
Tier 2
Slow |
Slows the target's movement speed by -40% for 2.5 seconds. |
5 Casts |
Ice Bolt |
On hit, it deals 20 magic damage and reduces the target's movement speed by -15% for 1 seconds. |
5 Casts |
Tier 3
Magic Missile |
Fires up to 10 homing missile that each deal 12 damage. Stops firing when you move.
(The speed that the missiles fire at is determined by your Spell Casting Speed.) |
5 Casts |
Haste |
Target gains a 14% Action and Move Speed bonus for 8 seconds. Casts to self if no target is found. |
4 Casts |
Tier 4
Lightning Strike |
After 4 seconds, a bolt of lightning falls in the targeted area, dealing 35 magic damage. |
5 Casts |
Invisibility |
Target becomes invisible and gains a 10% Move Speed bonus for 3 seconds. Casts to self if no target is found. |
4 Casts |
Fireball |
Shoots a fireball that causes 30 direct damage to a target and 10 splash damage and a knock back effect to nearby targets. (Also applies a burn to damaged targets, deals 3 magic damage over 3 seconds.) |
5 Casts |
Tier 6
Chain Lightning |
Electrocutes the target, inflicts 35 magic damage, and fires lightning that is transferred to a being within 4 meters and shocks up to 3 times. It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.
(Lightning transfer effect also applies to corpses.) |
3 Casts |
Weapons
2-Handed |
Crossbow, Crystal Sword, Spellbook, Wizard Staff |
1-Handed |
Crystal Ball, Rondel Dagger |
Utility |
Throwing Knife |
Armors
Head |
Leather Cap, Wizard Hat |
Chest |
Frock, Mystic Vestments, Oracle Robe, Padded Tunic, Regal Gambeson |
Legs |
Cloth Pants, Heavy Leather Leggings, Leather Leggings, Loose Trousers, Padded Leggings |
Hands |
Leather Gloves, Rawhide Gloves, Reinforced Gloves, Riveted Gloves |
Feet |
Adventurer Boots, Heavy Boots, Laced Turn Shoe, Lightfoot Boots, Old Shoes, Rugged Boots, Wizard Shoes |
These stats do not include the starting armor
Stat Name |
Base Stats
|
Strength |
5
|
Agility |
20
|
Will |
25
|
Knowledge |
20
|
Resourcefulness |
5
|
Health |
75
|
Weight Limit |
0
|
Spell Memory |
* / 20
|
Utility Effectiveness |
0
|
Move Speed |
315 (105%)
|
Action Speed |
5%
|
Spell Casting Speed |
0%
|
Equip Speed |
25%
|
Regular Interaction Speed |
-20%
|
Magical Interaction Speed |
-15%
|
Buff Duration |
10%
|
Debuff Duration |
-9.1%
|
Armor Penetration |
0%
|
Magic Penetration |
0%
|
Headshot Reduction |
0%
|
Projectile Damage Reduction |
0%
|
Physical Damage Reduction |
-10%
|
From Armor Rating |
0 (-10%)
|
From Bonuses |
0%
|
Magic Resist |
18.4%
|
From Resist Rating |
95 (18.4%)
|
From Bonuses |
0%
|
Physical Power Bonus |
-30%
|
From Physical Power |
5 (-30%)
|
From Bonuses |
0%
|
Magic Power Bonus |
30%
|
From Magic Power |
25 (30%)
|
From Bonuses |
0%
|
Primary Weapon |
0
|
Attack 1 |
(0) + 0(Blunt)
|
Attack 2 |
(0) + 0(Blunt)
|
Secondary Weapon |
0
|
Impact Power |
0
|
Primary Weapon Impact Power |
1
|
Secondary Weapon Impact Power |
0
|
- Try to meditate after every 2 uses of Arcane missiles, Invisibility, and Fireball, because all your spells regenerate at the same time.
- When enemies are interacting with doors, shoot a fire spell at them.
- Use door windows to shoot at unsuspecting enemies on the other side of the door.
- Use invisibility to get out of sticky situations and re-position. You can use the Haste ability beforehand to further boost your movement speed.
- While meditating, your camera is locked and you character looks down at the ground, to increase your visibility, meditate on an elevated position to increase your field of view and spot incoming enemies.
- Alternatively, you can also rest at campfire to replenish spell casts.
13/02/2023 Alpha Playtest #4 Hotfix #5
- Haste duration changed from 11 to 8 seconds.
2023/02/09 Alpha #4 Playtest Hotfix - #3
- Wizard Light’s Spell Count 8 -> 6
- Wizard Ignite’s Spell Count 6 -> 5
- Wizard Zap’s Spell Count 6 -> 5
- Wizard Ice Bolt’s Spell Count 6 -> 5
- Wizard Haste’s Spell Count 5 -> 4
- Wizard Invisibility’s Spell Count 5 -> 4
- Wizard Chain Lightning’s Spell Count 4 -> 3
- Wizard Fireball Splash Damage 20 -> 10
2022/12/22 Alpha Playtest #3 Hotfix #5
- Fixed an issue where the Savage Roar's fear effect would not disappear.
2022/12/20 Alpha Playtest #3 Hotfix #4
- Fixed an issue where Ignite could malfunction.
2022/12/16 Alpha Playtest #3 Hotfix #1
- Wizard's Fireball cast time changed from 1.5 seconds to 1.25 seconds.
- Wizard's Lightning Strike cast time changed from 1.5 seconds to 1.25 seconds.
- Wizard's Chain Lightning cast time changed from 2 seconds to 1.5 seconds.
- Wizard's Magic Missile damage per projectile changed from 10 to 12.
2022/12/16 Alpha Playtest #3 Changelog
New Magic System -
- All spells have a specific memory cost associated with them.
- Magic users can customize which spells they wish to memorize through the spell capacity system.
- Your ‘Knowledge’ determines which spells are at your disposal during the game. The order of the spell memorization is important because if your ‘Knowledge’ or ‘Spell Capacity’ stat dynamically changes during the game, the last memorized spells may become available/unavailable.
- Lots of new spells added to the game including – Ice bolt, Zap, Lightning Strike, Bind, Cleanse, and more.
Guides
Are you just doing +2 base dmg more on your Burns? Aside from that and having the debuff on the target longer(for the -50% healing and Melt pdr debuffs) is there any other benefit/positve from using it?
Does Melt fall under the Armor Penetration category or is it "other", like Pulverizing Prayer? I was told the "other" does apply to mobs(pve) but the stat armor penetration itself does not
Of spells in general? Also, does Will influence that, or other stats? Thanks!
-And if yes, do you need to reapply it on each projectile used?
If the shild absorbs the intital damage from things like barb achiles or rouge rupture WITHOUT breaking, will you still gain the effect?
What about the knockback form forceful shot or fireball?
So I'm just going to go straight into an example with zap and how I think it works, someone please tell me if it's right or wrong :
So Zap has a base damage (Base) of 20 on the hit and Base = 1 on burn; the scaling for the hit = 1.0, burn = 0.5.
So say I have a blue book (5 MD), +4 AddMD in jewelry, and 0.3 MPBonus.
So the hit damage would be: (Base + 5MD*SCL)*(1+MPB(SCL)) + AddMD*SCL ? =>
=> (20+5*(1.0))*(1 + 0.3*(1.0)) + 4*(1.0) = 36.5 damage before enemy MR; burn = (1+2.5)*(1+0.15) + 2 = 6.025 in 1 sec.
But is +trueMD still subject to scaling and the "modified/scaled" damage just then ignores the MR of enemy?
like if I had the previous formulas and damage numbers with +4 trueMD and not addMD. Assume enemy MR is 0.2.
Would I just have (on direct hit of opponent) 32.5*(1-0.2) + 4 ; and (4.025*(1-0.2) + 2) or (4.025*(1-0.2) + 4) for burn?
I just wanna know if mainly my calculations are correct and if trueMD is subject to scaling or if it always deals flat +x damage.
Can explosion stick to warlock when they phantomize? I'm curious if it's coded as a projectile or not
Will chain lightning transfer off of a friendly druid treant to enemies?
Wish it was better. Is a cool weapon and i like the concept of battlemage, but weak af early
Ignite is kind for "Buff" Weapon Damage or "N Magical Damage" ?
why does light orb list 6 possible casts? chain lightning no longer can be transferred to corpses. clarity potions can no longer be used.
What does spell counts refer to with the spell overload perk
Am I correct in assuming that Ice Mastery does NOT proc off Ice Shield (since the latter does not do any damage)?
What is the range of the slow spell and whare can I find the range of the other spells
If I have plus 10 magic damage will ignite add 15 magic damage to my weapon instead of 5 and will it add the damage to each magic missile so if I have the plus 5 from ignite and each missile dose 12 now it dose 17 and if I have plus 10 magic damage it dose the 15 (5+10) from ignite and 22(12+10) from each missile? (Sorry for such a long question)
Would reactive shield absorb poison damage, Achilles strike damage, curse of pain, or any other dots after hit? Or would it just be other incoming damage after the hit
Do they just mean all wizard spells??
like if i had a staff w/ +8 damage on it, used ignite then switched to a 0 damage dagger, does it do the dagger's spell damage or the staff?