Conjurer: Difference between revisions

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A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group become victorious. This makes the conjurer a favorite target, blindly charging against the white mages should be always expected and every army must be ready to protect their doctors.
A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group become victorious. This makes the conjurer a favorite target, blindly charging against the white mages should be always expected and every army must be ready to protect their doctors.


==Powers==
As well as the [[Mage]] disciplines, the Conjurer has 3 subclass-specific disciplines:
*[[#Life|Life]]: All sorts of healing spells, including revive and also some protection buffs for allies.
*[[#Summon|Summon]]: Different creatures to call upon, plus some improvements for them.
*[[#Sorcery|Sorcery]]: Strong defensive spells for self and allies.


===Life===
[[File:Life Discipline Icon.png|left]] ''Allows healing and regenerating wounds, and bringing the dead back to life.''
{{Life Powers}}
===Summon===
[[File:Summon Discipline Icon.png|left]] ''Allows summoning different types of creatures to fight next to the caster.''
{{Summon Powers}}
===Sorcery===
[[File:Sorcery Discipline Icon.png|left]] ''Allows using magical energies for casting different forms of protection.''
{{Sorcery Powers}}
[[Category:Subclasses]]
[[Category:Subclasses]]
[[Category:Changing Class]]
[[Category:Changing Class]]

Revision as of 11:35, 4 January 2010

A Conjurer from the realm of Syrtis.

Conjurers are a subclass of the Mage. Although their standard role is as doctors and supporters in the backlines, taking one lightly is a huge mistake. Conjurers like all mages lack defense, evasion, and health, but they have a big menu of crowd control to use as they please. A skilled conjurer can play with his opponent for a long time, dizzying and knocking down as they please. Not only that, but they get many damage reduction skills, not to mention their well known healing magic. A final touch to this class is the ability to summon a creature to aid him in battle. Conjurers commanding ghosts, golems, lichs and even demons, are a common sight. The main problem a conjurer faces is his lack of decent damage. He has much more endurance than the Warlock, but in terms of offensive power he's way weaker and relies on the mental discipline as his main damage output. A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group become victorious. This makes the conjurer a favorite target, blindly charging against the white mages should be always expected and every army must be ready to protect their doctors.