Conjurer

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Revision as of 13:42, 12 September 2008 by ROWiki>Torg Snowflake
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A Conjurer from the realm of Syrtis.

Conjurers are a subclass of the Mage. Altough their standar role is as doctors and supporters in the backlines, taking one lightly is a huge mistake. Conjurers like all mages lack defense, evation, 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, constantly freezing, dizzyng and knocking down as they please. Not only that, but they get many damage reduction skills, not to mention it's well know healing magic. A final touch to this class is the abillity 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 it's his lack of decent damage. It has much more endurance than the Warlock, but in terms of offensive power it'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 barbs, evasion for archers, defensive auras, etc, can help an outnumbered group come victorious. This makes the conjurer a favorite target, but blindly charging against the white mages is always expected and every army is ready to protect their doctors.


Disciplines

The Conjurer subclass has 3 subclass specific disciplines:

  • Life: All sorts of healing spells, including revive and also some protecion buffs for allies.
  • Summon: Different creatures to call upon, plus some improvements for them.
  • Sorcery: Strong defensive spells for self and allies.

Skills

As with all classes, each discipline of the Conjurer contains 10 skills. The skills for each discipline in order of lowest to highest level required are:

Life

Summon

Sorcery