12/10/2010 Added information about Alchemy: Create Golem, Golem Mastery, SP: Regeneration, and Standing Endurance
11/24/2010 Added information about Double Talon and Talon Combo
11/15/2010 Added information about Alchemy: Mercury Trap
11/08/2010 Added a recommended ability ranking path
11/08/2010 Added information about the Sweetie Bear Set, the Broken Ash Set, and Vampire Knight Seals
11/08/2010 Added Information about SP: Blind Arrow and Revive
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[size="1"]Disclaimer: This is an RP Guide. If you are having trouble understanding, I would like to direct you to the 2nd post, by PandaSong, which translates this into simpler terms =)[/size]
[SIZE="4"]Introduction~[/SIZE]
SSWe here at the Colhen Institute of Ether welcome you! If you wish to get in touch with your inner Spirit and wield ether with ease, then look no further. For 20 easy payments of 90,000 gold each, we can tea... *Gets beaten up by Rynn*
SSSorry about that everyone. I am very pleased to inform you that the fee has been waived and you can learn the secrets of shaping and wielding ether with no cost to your person!
SSThis guide will provide the basics in training your ability to shape ether, providing you detailed information about each spell, as well as providing a firm foundation from which you can grow. It will also explain in detail which equipment will be most beneficial to your growth as a magician. Furthermore, it will provide some tips in dealing with any fomors that you may encounter in your quest.
[SIZE="4"]
Abilities
[/SIZE]SSOne of the most important principles for being a magician is knowing what spells to use and when to use them. Equally as important, however, is how you train your mental and physical prowess, as well as your proficiency with the equipment you will be using. Some of the most important abilities are listed here, along with a recommendation of the level of proficiency you should attempt to achieve.
[size="3"]
The Abilities and What They Do
[/size][Image: http://img225.imageshack.us/img225/9996/legendx.png]
[size="2"]Level 1[/size]
[size="2"]Stamina Recovery[/size]
[size="2"]Stamina Recovery[/size]
[Image: http://img209.imageshack.us/img209/3056/staminarecovery.jpg]
In addition to ether, your stamina governs your ability to cast spells, as well as physical activities such as sprinting. Normally, your body will slowly recover stamina, and gather ether from your surroundings. By using Stamina Recovery, it allows you to recover your stamina and ether all at once through intense concentration. By doing this, your body will feel refreshed, and your supply of ether will be recharged (allowing you to use Firebolt once again, if you've used it before), but your mind will be fatigued, and thus you will be unable to use this spell again for a while.
Properly preparing your mind for this skill will allow you to cast more spells consecutively, whether offensive or defensive.
If you train your mind, however, you can reduce the duration of your mental fatigue. Early in your career, you must achieve rank D. This will allow you to Later on, after you have attained the recommended levels in your other abilities, you should strive to achieve rank 9, and finally rank 6 when you've become familiar enough with your abilities.
[SIZE="2"]Magic Arrow[/SIZE]
[Image: http://img577.imageshack.us/img577/885/magicarrow.png]
This spell is a staple in dealing with weaker fomors. By infusing your staff with mana, you condense the ether within you and produce a focused arrow of force to throw at your opponents. The amount of ether required to produce such arrows is small, so it allows for greater maneuverability when facing tougher fomors. If you can reach rank 9 with this spell, you can obtain a fine gem with which you can conjure three arrows at once, allowing you to deal with larger numbers of fomors more easily. Despite what officials have said about this spell, if one can achieve a high level of focus, the spell can critically wound opponents as well.
It is recommended that you become proficient with Magic Arrow in order to deal quick hits in between the more damaging, and exhausting Firebolts.
Early in your career, you should attempt to achieve rank E. After you've gained a better knowledge of the basics, this will be the first spell you will want to master.
[SIZE="2"]Firebolt[/SIZE]
[Image: http://img18.imageshack.us/img18/5122/firebolt.png]
Firebolt is a spell with a large radius of effect, but a very short range compared to Magic Arrow. The amount of ether required to produce this spell is very large. As a result, it will take some time to gather it all, and afterward will also require a period of time in order to re-accumulate the ether.
Another interesting feature of Firebolt is the heat's consistency. No matter which part of the conjured bolt a fomor touches, it will still produce devastating effects. If you are facing one of the tougher fomors, it is best not to conjure a Firebolt at its face, but to find a good opening, perhaps behind it, and stand a small bit away from it to allow ample time for escape if the occasion arises. If you are assisting others, it may be a good idea to try not to engulf them in the flame. While it may not hurt them in any way, the brilliant light may render them unable to read their foes movements for the duration of the Firebolt, and thus inadvertently cause them harm.
Because of the large amount of ether required to conjure a Firebolt, it is best to achieve rank E early in your career and wait until you have trained your mind sufficiently for Stamina Recovery. At this point reaching rank A will be very beneficial, allowing you to conjure three Firebolts a minute.
[size="2"]Level 6[/size]
[SIZE="2"]Standing Endurance[/SIZE]
[SIZE="2"]Standing Endurance[/SIZE]
[Image: http://img254.imageshack.us/img254/5338/standingendurance.png]
While this is not a spell, per say, it is always a good idea to have a good stance. If you do not have proper footing, you will get knocked down, which will often put even the most seasoned fighters in a daze. As a result, it is a good idea to train your Standing Endurance. While it may not be the most important thing to focus on right away, you may want to consider training your stance for some of the more difficult battles ahead. A side effect of training your stance is the ability to recover more quickly when you are overweight, from carrying too much equipment (not from overeating. That is a different story altogether!). It is, however, not a good idea to carry more equipment than you can handle, since you will undoubtedly run much slower than usual, as well as recover your stamina much slower.
Once you've sufficiently trained your other skills, you should think about training your Standing Endurance to rank 9. When you've done this, you will be able to use quick reflexes to instantly roll back onto your feet when you've been knocked down.
[size="2"]Level 8[/size]
[SIZE="2"]Healing[/SIZE]
[SIZE="2"]Healing[/SIZE]
[Image: http://img249.imageshack.us/img249/2396/healing.png]
Healing allows you to transform ether into life force, which you can use to heal wounds. It works faster than potions, and the runes themselves take up less room. It should also be noted that each rune can be used up to four times before deteriorating.
There are two types of Healing Runes. The ones Brynn can craft for you are of a higher quality. The other types, Resenlian Healing Runes, are crafted with a machine, and will be 20% less effective than the ones Brynn can make for you.
Unless you wish only to support others, reaching rank E will be sufficient. If the amount of life force you can generate feels lacking at any point, it may be useful to achieve a higher rank, but for the most part rank E will be enough for a more aggressive magician.
[size="2"]Level 10[/size]
[SIZE="2"]Cloth Armor Proficiency[/SIZE]
[SIZE="2"]Cloth Armor Proficiency[/SIZE]
[Image: http://img811.imageshack.us/img811/3401/clotharmorproficiency.jpg]
This... is exactly what you think it is. It appears that some designers are very picky about who is allowed to wear their clothing. If you don't get the ruffle just right, they won't let you wear it, so only train yourself to a high enough rank to wear all of your lovely clothes.
Rank D proficiency is required for the Sweetie Bear armor, and C for the White Tyrant Set.
[SIZE="2"]Staff Mastery[/SIZE]
[Image: http://img522.imageshack.us/img522/7589/staffmastery.jpg]
Staves can be very complicated. You must know how to channel your mana through the one you are using, otherwise the effect can be disastrous. As a result, you must train your proficiency in wielding, and channeling mana through your staves. Only train as needed, since it provides little bonus besides making them feel lighter and allowing you to use some of the more complicated staves.
[size="2"]Level 12[/size]
[SIZE="2"]Magic Mastery[/SIZE]
[SIZE="2"]Magic Mastery[/SIZE]
[Image: http://img638.imageshack.us/img638/9710/magicmastery.png]
Magic Mastery governs your overall magical efficiency and proficiency. By training your mastery in magic, you will strain your body less when conjuring bolts, thus reducing the amount of stamina you expend with each cast. It will also increase the power and force of all of your magic.
At first, reaching rank E will provide a stable foundation for your abilities, but it is best not to focus too much on this until you've mastered at least one offensive spell. Afterward, it will be a great investment.
[size="2"]Level 14[/size]
[SIZE="2"]Intelligence Mastery[/SIZE]
[SIZE="2"]Intelligence Mastery[/SIZE]
[Image: http://img560.imageshack.us/img560/2914/intelligencemastery.png]
Expanding your mind will allow you to be more proficient at casting spells. It will also allow you to pick up heavier objects with your telekinetic abilities. Earlier, it is recommended to reach rank E. this will provide a good boost in your mental capabilities, and cause less strain on your body when you do lift heavy objects through telekinesis.
[SIZE="2"]Magic Critical Hits[/SIZE]
[Image: http://img441.imageshack.us/img441/6563/magiccriticalhits.png]
Much like physical attacks, magical ones are able to critically wound opponents as well. Unlike physical hits, which can be enhanced through sheer willpower, magical hits are governed by mental acuity, and one's ability to pinpoint the flow of ether. By training yourself, you can change the flow of ether after it has taken a physical form, allowing you to cause devastating damage to an opponent's weakpoints.
Early in your career, it is best to reach rank E. Only after mastering an offensive spell should one focus on this.
[size="2"]Level 20[/size]
[SIZE="2"]Revive[/SIZE]
[SIZE="2"]Revive[/SIZE]
[Image: http://img217.imageshack.us/img217/6135/revive.png]
After defeating the Giant Polar Bear for Kirstie, Brynn will teach you the Revive spell once you revive 7 incapacitated party members with Phoenix Feathers. This skill will use a large amount of your Stamina in order to revive an incapacitated companion. It is not, however, recommended that you use this spell, since it will leave you helpless afterward. Phoenix Feathers can do the job much better, and much more quickly as well. If you must use Revive, it is best to save it as a last resort.
Do not bother with training this spell because phoenix feathers provide the same effects more quickly, and safely. Even at best, it will only be on par with a Phoenix Feather, but with greater repercussions.
[size="2"]Level 22[/size]
[SIZE="2"]Agility Mastery[/SIZE]
[SIZE="2"]Agility Mastery[/SIZE]
[Image: http://img574.imageshack.us/img574/6656/agilitymastery.jpg]
By training your agility, your body can recover stamina more quickly. Doing so will also increase your ability to take damage. Your agility also includes your mental acuity, giving you better control of the flow of ether after it has assumed a physical form, letting you target your opponents' weak points to critically wound them.
It is recommended that you wait until your other abilities have reached a comfortable level before focusing on your agility. Early on, however, reaching rank E is plausible.
[size="2"]Level 24[/size]
[SIZE="2"]Eagle Talon[/SIZE]
[SIZE="2"]Eagle Talon[/SIZE]
[Image: http://img577.imageshack.us/img577/6373/eagletalon.png]
While sprinting, you can ease the strain on your body by focusing some of your ether into your hand. By doing so, the ether can slowly fuel your ability to sprint long distances, allowing you to use less stamina while sprinting. Using Eagle Talon, however, does require a bit of concentration, so it will take a bit of time. Eagle Talon also serves another function: you can then use the concentrated energy to attack your foes. You must, however, maintain a high velocity or the ether will dissipate. As you train this ability, you can form the ether more quickly, and eventually be able to convert it into a Magic Fire Mine.
It is recommended that you rank this after you've completed training in some of the more important skills.
When you've mastered this skill, you can use the concentrated energy in nifty ways. Ordinarily, a magician will be able to use either an Eagle Talon, or condense it into a Magic Fire Mine, but if you focus your mind enough, it is possible to change the formula a little bit, creating two variations of techniques:
Double Talon:
If you can concentrate your energy and amplify the ether as you condense it to create a Magic Fire Mine, you can actually release an Eagle Talon and a Magic Fire Mine about 1 second later. To do so, you must begin by sprinting, and as soon as you've begun to collect your ether, amplify it, and produce a second, equal amount. ((OOC: In order to do this, you must begin by sprinting. As soon as you hear Evy begin her audible shout, use your smash button, release it, and press and hold it. If done correctly, she will release an Eagle Talon, and then charge to full for a Magic Fire Mine, and release that as well. Note: This can ONLY be used if you've just begun your sprint. If you wait too long, you'll only be able to use a normal Eagle Talon, Magic Fire Mine, or the next trick listed below.))
Talon Combo:
Normally, in order to use Eagle Talon, you must use your momentum to keep the ether condensed. With this technique, you will be able to transfer that momentum into one or two staff attacks, before releasing a Magic Fire Mine. This is quite useful since it will allow you to regain stamina as you swing your staff. ((OOC: In order to perform this, you begin by sprinting. When the Eagle Talon forms, hold down smash as if you were going to release a magic fire mine, but while the cast bar is filling up, quickly hit the normal attack button while smash is still held down. If done correctly, Evy will stop running and start attacking, but the orb is still in her hand. As soon as the cast bar finishes, she will release a Magic Fire Mine. If you are quick enough, you can squeeze in 2 normal attacks before the Mine is released.))
[size="2"]Level 30[/size]
[SIZE="2"]SP: Blind Arrow[/SIZE]
[SIZE="2"]SP: Blind Arrow[/SIZE]
[Image: http://img443.imageshack.us/img443/4053/spblindarrow.png]
For every spell you cast, and attack you inflict upon an enemy, you will build up a special kind of ether which can be used towards special abilities. Blind Arrow is one of these spells. It allows you to cast 9 Magic Arrows at once, providing a very devastating attack. It will take some time to build up, however, since this ability requires charging, if you will. It is often best to reserve this for attacking strong foes. Blind Arrow is also very adept at breaking parts off of a tough fomor if aimed well. It also has the ability to automatically seek out its target, making it useful to use on the fly.
At first it is recommended to train this skill until rank E. Afterward, it will be best to wait until you have mastered the Firebolt spell, since it will be used more often than this due to its lack of need for charging special ether.
[SIZE="2"]Alchemy: Mercury Trap[/SIZE]
[Image: http://img51.imageshack.us/img51/7820/alchemymercurytrap.png]
This spell uses alchemy to create a ward using a bottle of mercury as a catalyst. By Infusing mana into the mercury, and throwing the bottle at a desired location, fomors that walk into the resulting splash of mercury will be unable to leave the area for a short time. This trap is only effective against fomors who are unable to fly. It is also impossible to use it against those who are exceedingly powerful. It does work wonders against quick fomors, as well as ones who are prone to evading your attacks.
The spell is already good enough for use as soon as you learn it. Training your alchemical ability will only increase the duration of your trap. As such, there is no need to focus on it right away.
[size="2"]Level 32[/size]
[SIZE="2"]SP: Regeneration[/SIZE]
[SIZE="2"]SP: Regeneration[/SIZE]
[Image: http://img375.imageshack.us/img375/2765/spregeneration.png]
Regeneration is another special ability that you will have access to. It allows you to heal your team's life force slowly over a certain interval. It is, however, not as potent as the Healing spell, and therefore should not be trained unless you have already completed most of the core spells, and masteries. In terms of special ether, it uses the same amount as Blind Arrow. If you ask me, I'd say ignore Regeneration in favor of Blind Arrow since Healing can do the job just fine. It is useful for emergencies, though, since it affects the entire team.
Leave this spell alone until you've reached a comfortable level with your core abilities.
[size="2"]Level 42[/size]
[SIZE="2"]Alchemy: Create Golem[/SIZE]
[SIZE="2"]Alchemy: Create Golem[/SIZE]
[Image: http://img602.imageshack.us/img602/2324/alchemycreategolem.png]
Through the use of Alchemy and a Golem kit, you are able to materialize ether, and give it a conscious mind. When you first summon it, however, the golem will only consist of energy, with very little use. You must bind this energy to objects that are lying around on the battlefield. The more objects you gather, the greater your golem's strength will be. There is, however, a limit to the amount of items the energy can bind. The golem is only able to follow simple commands, since its mind only consists of the ether that you use. These commands are as follows:
- Attack!: This commands your golem to attack enemies.
- Follow!: This commands your golem to follow behind you, but it will not attack enemies.
- Wait!: This commands your golem to stand where he is. It will not attack enemies.
- Disappear!: This tells the golem to dissipate, releasing the objects it has been bound to.
- Get Up!: This tells the golem to reappear, in its ethereal form. You must rebind it to objects.
There are some things you should know about the golem. It can be a double edged sword. On one hand, the golem provides a nice distraction, and has a good chance of knocking down enemies. It can, however, also become an obstacle to your own team since even the ethereal form of the golem can feel as solid as a wall. As a result, it may sometimes trap your own party mates, as well as push them away from or into an enemy. The golem, if not fully formed, will steal any objects thrown in its general direction. This poses a problem when your party is attempting to use objects to aid themselves in knocking down an enemy. It can also get knocked down by the party's own spears, which is a waste since they could be put to better use keeping your foe down. In short, assess the situation before summoning a golem. It provides better support when there are few people around. An interesting thing to note about the golem is, it is unable to finish off enemies. This makes it extremely useful for those times you wish to weaken an enemy to the brink of death and torture it in some vile, gruesome way, such as piercing its heart with a spear, or even something as simple as kicking its head in.
Training your alchemy towards golem usage should be left for after you have completed the core abilities. If you wish to be a better supporter for your team, however, it is a good idea to train this to rank A. For those who prefer to focus on offensive spells, it is better trained only until rank E. Improving this skill will increase the golem's health, and attack power.
[SIZE="2"]Golem Mastery[/SIZE]
[Image: http://img190.imageshack.us/img190/8947/golemmastery.png]
In order to fully utilize a golem, you must be able to master your ability to control it, as well as your ability to keep it in the physical realm. By mastering your control over the golem, you can summon it for longer periods of time. You will also be able to make it move and attack faster.
While this skill may sound extremely useful, there is often not much use for a golem over an extended period of time. Therefore, training the skill to rank E is sufficient. Once you've reached a comfortable skill level in your core abilities, however, it may be a good idea to train your mastery a little more.
[size="3"]Recommended Training Regimen[/size]
When you first set foot into the Perilous Ruins, you will be armed with little more than Firebolt, Magic Arrow, and Stamina Recovery. At this point it is somewhat easy to train your abilities, so start by getting each to Rank E. If time allows, attempt to reach Rank D with Stamina Recovery.
Once you learn Heal, after defeating the Gnoll Chieftain, you can rank that to E as well.
Afterward, you will gain Magic Mastery, Magical Critical Hits, and Intelligence Mastery, in around the same period of time. Train all of these to rank E. Once these basics are completed, you will need to train seriously, with a few breaks in between to acquire Proficiency for your equipment, Cloth Armor and Staff.
The first spell you should devote your time to is Magic Arrow. Attempt to reach rank 9 with it. Afterward it would be best to increase your general Magic Mastery to rank A, for the boost in spell force, as well as reduction in Stamina usage. Once this is completed, Eagle Talon is a good candidate for training. If you can reach rank 9, you will be able to utilize Magic Fire Mines.
After this, it is up to you how you wish to proceed. A few suggestions are:
- Passive Route: Intelligence Mastery, Agility Mastery, and Magical Critical Hits earlier to provide greater spell damage overall.
- Active Route: Stamina Recovery and Firebolt to provide an extra oomph to the ever explosive Firebolt, while allowing you to cast more of them consecutively.
- Support Route: Healing, Agility Mastery, and Stamina Recovery to provide extra support to your teammates.
[size="4"]Equipment, Practicality vs. Looking Fabulous[/size]
[size="3"]Cloth Armor[/size]
[size="3"]Cloth Armor[/size]
Early on, due to a magician's inability to carry a lot of equipment, you will have to settle for cloth armor. One thing to note about this type of equipment is that it will break very often in battle, but at the same time provides very little in the way of defense. Interestingly enough, wearing certain pieces of equipment will often make you feel stronger, smarter, more accurate, and more daring. Perhaps looking good has that effect on one's character.
Veteran Cloth
This is standard issue from the mercenaries. You will receive your very own set once you've completed a few missions within their ranks. It is the best set of equipment available to you until you can obtain the recipes for creating the next set, Scarlet Witch. If it were possible to quantify how much smarter it makes you feel, I would say you'd have gained a whole 14 points towards your intelligence. The ring offered in this set will also invigorate your body, allowing you to cast one more Magic Arrow, assuming you're not fatigued at all. If this could be quantified, it would be 10 points toward your stamina.
Scarlet Witch
After defeating the Gnoll Chieftain, you will find the recipe for this set. It will make you feel a lot more intelligent, 125 points if you were to quantify it. Just bring the recipe to Clodagh, along with the materials and some gold, to have her craft it for you. She takes pride in her work, so don't forget to thank her, and maybe give her some encouragement. She doubts her ability.
Malachite Rings
When you are able to wear these, you will be faced with a choice: Either wear two of these, or wear one and keep your Dawn Ring. They will make you feel much more intelligent, quantified to 25 per ring, allowing your magical attacks to increase substantially. Wearing two, however, will require you to forgo the Dawn Ring, which allows you to cast 1 more Magic Arrow consecutively.
Spider Cloth
This outfit is actually quite expensive. The set requires a number of Crimson Spiderwebs, which can run up to 25,000 gold on the current marketplace. It will make you feel more intelligent, by 125 points quantified, and more agile, by 95 points quantified. If you have gold to spare, it may be a useful investment, since increase your chances to critically wound enemies with them. If you are unable to afford this, however, the Scarlet Witch set will do fine until you are able to equip the next set, the Sweetie Bear. The reason for this is both Scarlet Witch and Spider Cloth will make you feel just as intelligent, 125 points quantified.
Sweetie Bear
This next outfit is quite cute, as some will likely tell you. It will make you feel more intelligent by 138 points quantified, more agile by 50 points quantified, and stronger by 34 points quantified. You will also feel as if your willpower is boosted by 29 points quantified. It can be quite daunting to create, however, because of the 5 Savage Eyes and the many Life Spirit and Spirit Remnants. Clodagh may ask you what you think of her outfit. No matter how much you are freezing, don't hurt her feelings and say it to her face.
If you'd like to get the Savage Eyes more easily, you can try to take on the Giant Polar Bear with some trusted friends, or guild members. If you are to run out of spears before obtaining a Savage Eye, you can retreat, and try again once you've brought more spears, in order to save precious Silver Tokens.
Broken Ash
The Broken Ash outfit is quite stylish. It will make you feel more intelligent by 172 points quantified, and more agile by 43 points quantified. It provides less defense than the Sweetie Bear outfit, but since cloth armor is not exactly the sturdiest material on the field, it is all really down to preference. Would you rather feel more intelligent, and a little less agile?
It also comes down to preference on appearance. Perhaps you like the Sweetie Bear set, or perhaps you like the Broken Ash set. If you ask me, though, I'd have to say that a mix of the two would make the best combination. The Broken Ash Pants compliments the Sweetie Bear Shirt and hood very nicely.
Vampire Knight Seal
This is a ring you will be able to obtain when you defeat The Knight. It will make you feel stronger by 26 points quantified and more intelligent by 26 points quantified. This is a small boost over the Malachite rings, but still a promising ring. It will allow you to hit harder with your staff if you so wish. The debate of an increase in your stamina versus an increase in your intellect still comes into question here. Do you wish to cast more spells in a short period or would you like your spells to inflict greater mayhem?
[size="4"]Tough Fomors and some strategies for dealing with them[/size]
[size="3"]Gnoll Chieftain[/size]
[size="3"]Gnoll Chieftain[/size]
[video=youtube;ucNSxhNs2uE]http://www.youtube.com/watch?v=ucNSxhNs2uE[/video]
The Gnoll Chieftain is one of the first challenges for an aspiring magician. Wielding his large hammer, he can pack quite the punch. If one wishes to challenge him alone, here are some tips to dealing with him:
Make sure you stay well a good distance away from him. Your Magic Arrow should have enough range to reach beyond his hammer. Most importantly, watch his legs. If both legs are firmly planted in the ground, he will attempt to attack you with an overhead smash. It is quite slow, so you can circle strafe around him to dodge it. If he lifts one leg, he will spin his hammer around. This attack can be quite devastating, but if you can dodge it, you will have enough time to conjure a firebolt if you are standing behind him. When you finally knock him down, do not delay, because he will only stay down long enough for one full staff sequence or a firebolt.
[size="3"]Sturdy Emuloch[/size]
[video=youtube;KVf9_TKzaN4]http://www.youtube.com/watch?v=KVf9_TKzaN4[/video]
Sturdy Emuloch is considered the Kobold Chief. He wears a read spiked armor, and can often be daunting to fight because of his ability to cause bleeding. He is, however, extremely slow. It is very plausible to lure him into a firebolt by pre-casting it a certain distance ahead of him. Once you know the distance he is able to cover, it is possible to lure him into a firebolt, hop back and begin a staff assault or Magic Arrow barrage on him, while staying relatively unscathed.
More to come~