Conjurer
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.
Advantages & Disadvantages of a Conjurer
Advantages
- The only healing class
- Can supply mana to allies
- Can ressurect dead allies
- Levels very fast compared to other classes
- Can have a summon that fights for them
Disadvantages
- Usually top priority target of enemies
- Low movement speed
- Relies on allies for taking down enemies
- Low base damage
Disciplines
As well as the Mage disciplines, the Conjurer 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
- Template:NewSkillLink: Heals the caster.
- Template:NewSkillLink: Heals an ally.
- Template:NewSkillLink: Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
- Template:NewSkillLink: Heals the caster over time.
- Template:NewSkillLink: Heals an ally over time.
- Template:NewSkillLink: The ally becomes invulnerable to curses, sorcery and enchantments. He remains vulnerable to damaging spells, even those that have negative side effects.
- Template:NewSkillLink: Gives physical resistance to the target.
- Template:NewSkillLink: The conjurer revives in area but automatically respawns at save.
- Template:NewSkillLink: Gives magic resistance to the target.
- Template:NewSkillLink: Aura that heals all allies nearby the caster over time.
Summon
- Template:NewSkillLink: Summons a zombie that fights for the conjurer.
- Template:NewSkillLink: Summons a skeleton that fights for the conjurer.
- Template:NewSkillLink: Summons a mummy that fights for the conjurer.
- Template:NewSkillLink: Passive. Increases the summon's hp.
- Template:NewSkillLink: Summons an incorporeal entity that fights for the conjurer.
- Template:NewSkillLink: Summons a lich that fights for the conjurer.
- Template:NewSkillLink: Summons a stone golem that fights for the conjurer.
- Template:NewSkillLink: The conjurer magically bonds to its summoning. Part of the received damage is redirected to it.
- Template:NewSkillLink: Summons a demon that fights for the conjurer.
- Template:NewSkillLink: Summoning earns life draining attacks. Part of the inflicted damage is taken as health for the current creature.
Sorcery
- Template:NewSkillLink: A force field is created that grants the conjurer extra protection.
- Template:NewSkillLink: Increases the target's evade chance.[bugged]
- Template:NewSkillLink: A force field is created surrounding an ally, it provides extra armor.
- Template:NewSkillLink: The conjurer gets resistance to crowd control effects.
- Template:NewSkillLink: Improves the conjurer's know down resistance.
- Template:NewSkillLink: Reflects part of the damage received while the spell is active.
- Template:NewSkillLink: The conjurer creates an invulnerability zone. He will not be able to attack or be attacked, but he will be able to move, heal and cast defensive spells.(Removes any positive effect that is active on the caster)
- Template:NewSkillLink: The caster gains a duration bonus to all powers received from allies or himself.
- Template:NewSkillLink: The opponents in the tremor area become dizzy and can't use spells.
- Template:NewSkillLink: The conjurer creates a magic mantle that significantly reduces slashing, piercing and blunt damage.