Conjurer

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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.

Powers

As well as the Mage disciplines, the Conjurer has 3 subclass-specific disciplines:

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

Life

Allows healing and regenerating wounds, and bringing the dead back to life.

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  Name Pos. Type Casting Cooldown Duration Range Area
Heal Ally 1 Direct 0.5 5 25
Heals an ally.
Heal Self 2 Direct 1 15
Heals the caster.
Resurrect 3 Constant 6 120 0,0,30 8
Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
Regenerate Ally 4 Constant 0.5 20 30 25
Heals an ally over time.
Regenerate Self 5 Constant 1 30 30
Heals the caster over time.
Divine Intervention 6 Constant 1 110 10,20,35,50,70 25
Makes the ally immune to non-damaging powers.
Life Savior 7 Direct 1.5 60 20
Heals an ally to a large extent.
Greater Regeneration 8 Constant 1.5 180 30 10
Power that heals all allies near the caster over time.
Greater Healing 9 Direct 1.5 120 6
Power that heals all allies in an area.
Mass Resurrection 10 Direct 5 300 6
Revives the allies near the conjurer.

Summon

Allows summoning different types of creatures to fight next to the caster.

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  Name Pos. Type Casting Cooldown Duration Range Area
Summon Imps 1 Constant 1.5 60 13
Summons imps that attack the selected target.
Extraplanar Bond 2 Constant 0.5 60 60
The conjurer magically bonds to its summoning. Part of the received damage is redirected to it.
Summon Demon 3 Constant 3 50 30
Summons a demon that fights for the conjurer.
Material Bond 4 Passive
Passive. Increases the summon's hp.
Summon Zombies 5 Constant 2 60 18
Summons zombies that attack the selected target.
Demonic Rage 6 Constant 1.5 60 15
Summoned creatures become aggressive, causing additional damage but losing all their armor.
Summon Golem 7 Constant 10 120 240
Summons a stone golem that fights for the conjurer.
Magical Armor 8 Passive
Passive Increases the summon's armor.
Blood Drinker 9 Constant 4 180 60
Summoning earns life draining attacks. Part of the inflicted damage is taken as health for the current creature.
Summon Lich 10 Constant 3 60 40
Summons a lich that fights for the conjurer.

Sorcery

Allows using magical energies for casting different forms of protection.

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  Name Pos. Type Casting Cooldown Duration Range Area
Force Armor 1 Constant 2 70 60
A force field is created that grants the conjurer extra protection.
Shifting Silhouette 2 Constant 3 50 40 20
Increases the target's evade chance.
Friendly Shielding 3 Constant 1.5 25 60 25
Gives an ally additional protection.
Mind Blank 4 Activable 1 60
The conjurer gets resistance to crowd control effects.
Karma Mirror 5 Constant 1 60 30
Reflects part of the damage received while the spell is active.
Magic Barrier 6 Constant 2 120 120 25
Gives magic resistance to the target.
Material Wall 7 Constant 2 120 120 25
Gives physical resistance to the target.
Sanctuary 8 Constant 1.5 70 10,12,14,16,20
Makes the conjurer invulnerable, but unable to attack.
Insightful 9 Passive
The caster gains a duration bonus to all powers received from allies or himself.
Steel Skin 10 Constant 1 180 20,25,30,35,40
The conjurer creates a magic mantle that significantly reduces slashing, piercing and blunt damage.