Guide for a Young Sorcerer

Ok, before we start, lets talk about what a sorcerer is. A sorcerer fights unlike any other class in Elanthia. Warrior types use their swords, wizard types shoot bolts of fire and ice, so what do sorcs do? Sorcerer spells are spells that are not aimed, but the target has to ward against them. Sorcerers start out weak, but become the strongest class in Elanthia.

Rolling

Now, as a sorcerer you automatically get a +10 to Aura and Wisdom. They will also grow faster. I would tell you to place your stats something like this:

DI, ST,AU,WI,RE,LO,IN,CO,CH,DE

Here is why:

Discipline gets no bonus so it will grow more slowly. 90+
Strength will determine your AS early in life so will help make the early levels easier.80+
Aura and Wisdom will get a +10 and grow quickly. They will probably both be about 100 by the time you title.80+
Reflex determines your DS, but there are many spells to help too so it doesn't need to be too high. 55+
Logic determines how much exp you can hold and it gives MTPs. Also grows slowly.50+
Intelligence determines the rate at which you absorb that exp. Gives MTPs.50+
Constitution helps give HPs and ward against disease. 35+
Charisma gives MTPs.35+
Dexeterity has no uses to a sorcerer.30+(try try try)

Training:

Now, this is one of the most important parts of being a sorcerer. If your stats are where I told you to put em, you should have plenty of TPs for these skills:

2x spell- Not only do you get the spell, each sorcerer spell adds 1 to your CS(Cast Strength), which I'll talk about later. Traing once in the sorc list every year no matter what. Aside from that, get 101-103,401-420, and you decide after that. Remember, never ever skip the sorc list.

1x edged/blunt weapons- This is something a lot of sorc guides forget to mention. Since your spells are not aimed, you have the ability to cast them in stance GUARDED with no CS reduction. Now, holding a weapon in your right hand will add to your DS in GUARDED a great deal. This is because you are using the weapon to fend off your attacker's blows. However, a weapon does not add to your elemental defense. It will be the same in stance OFFENSIVE as it is in GUARDED. Train in this once a year forever.

1x shield- Adds a bit to DS and adds to elemental defense. Forever.

1x mana share- Some people day to double in this. Singling will make you 100% effective in share by level 23 or so. You will start using DC as a main weapon around level 26 when the prep goes down to 0. Training over 102 skill does nothing except being able to share fully with someone less than 100%. It does not incerease DC mana return.

1x magic item use- A lot of sorcs hold a weapon in their right hand and a wand in their left. They get the full DS from the weapon, which is probably more than the shield. This really only happens on things which can be hurt a lot with Mana Disrupt. Don't try it in things that cast elemental spells.

1x physical training- Do this every year until you have about 100-120 HP. At higher levels, you don't die from HP. You die from crits that hit for 60 points of damage.

Other skills:

You won't need to do these skills every year, but they're nice to have.

Climbing/Swiming- Try to have about 40 ranks by the time you're level 30. You'll never be climbing the Graveyard gate, but it'll get you around.

Scroll Reading- Lets you read scrolls. Try to be an effective scroll reader by about level 40.

First Aid- Allows you to tend your bleeding wounds. However, if you always keep a good supply of herbs, there's no point really. The other thing this does is allow you to skin. In my opinion, it's not worth the points, since you'll never skin THAT well and the TPs could be much better used somewhere else.

Armor- Try to have 4 ranks eventually to wear full leather. Don't try too hard for this one.

Perception- Get a little here and there, helps spot thieves and such. Not too many other purposes for a sorc. It helps rogues see traps.

Race:

I'm not even going to post the bonuses of the races. You know why? I think people are far to obsessed with the bonuses for their race. They need to think more about the role-playing potential. Do you honestly believe anyone would be a giantman sorc for the bonuses? No, but people are and that's good. I'm sure you know that a dark elf sorc would be the most powerful. However, think about what you are. The oldest sorc in the lands, Karhl, is a human. There are sorcs of every race.

Levels 0-3:

Level 1 is a snap. Type DIR and go to all the places on that list. Unless you put a higher roll in strength, hunt rats and run messages until level 4. Mountain snowcats, cave gnomes, lesser mummies, revenants, lessers orcs, leapers, and the easy undead outside the crypt are also options, but most stick with rats and messages.

Levels 4-7:

At level 4, you can no longer run messages and it may be getting hard to get fried off of rats. I suggest you try the things I listed above, in addition to hobgoblins, forest trolls, greater ghouls, and fire phantoms. These are the hardest years of a sorc's life because of the lack of things to hunt.

Levels 8-15:

This is when we sorcs start to show those warriors what we're made of. At level 8, you get MD with no prep time. A great hunting strategy that always worked for me, is to go out to manticores and thraks and MD every one you see. Then, leave them for other people to finish off and you get full exp. Don't do this with intelligent creatures or they will turtle and become inpossible for other people to hit. However, mants and thraks don't do this so they are always good. grey and darc Orcs are fairly good hunting and dark orcs are very rich. Hill trolls are one of my favorites too just because they fall apart so pretty. For undead, lessers mummies, death dirges, snow spectres, and wraiths are good.

Levels 15 on:

By now, you will know what is good to hunt. Always be nice to fellow hunters and don't kill them, no matter what they do to you. If someone will not leave you alone, limb break them until you get a leg and ask someone to drag them away. Tips empaths, clerics, pickers and such well and always treat them respectfully.

Hunting Strategies:

Now, sorcerer hunting is unlike any other class. We use two main attack spells: Mana Disrupt and Dark Catalyst. You will use MD for much of your early life. It is cheap(2 mana) and hits very hard, often killing weaker things with one blow. MD will be your main weapon on lightly armored and non-magical creatures. DC is a 10 times as powerful as MD and you will be downright amazed how hard it will hit some critters. DC costs 19 mana. Sounds expensive, right? Well, not quite. You see, what DC does is rip the magical power out of the creature and redirect it as put elemental power. Some of the magic also comes back to you in the form of mana. Different creatures give back different amounts. Tree spirits give back about 12. Stone giants give back about 13. Everything is different. One thing to be careful of is to make sure your friends do not send mana while you're DCing. It is not fun to cast DC, have a friend refill your mana, then get a hefty mana return. Fried sorcerer. Another sorc spell that is used to attack some it torment. Torment is a little expensive and you have to be in stance OFFENSE or ADVANCING to succesfully cast it. I wouldn't use it because it doesn't hit as hard as DC and can be redirected at you.

Formulas:

These are just a few formulas for the number aspects of the game.

CS=3x level + sorc spells x1 + elemental/spiritual spells x0.5 + Average or Aura and Wisdom bonus
TD= 3x level + sorc spells x1 + elemental spiritual spells x0.5 + TD increasing spell bonuses + Average of Aura and Wisdom bonus
AS= Strength bonus + CM bonus + spells + weapon training
DS(OFF)= Reflex bonus + shield bonus + spells
Stat Bonus= Stat number-50 /2 + racial bonus (NOTE: Do not follow the mathamatical order of operations with this one. Do it in the order I marked)
Physical Training Points(PTPs)= Aura+Discipline+Strength+Reflex+Constitution+Dexterity
Mental Training Points(MTPs)= Aura+Discipline+Wisdom+Logic+Intelligence+Charisma
Warding attack: CS(Cast Strength) vs. TD(target Defense) with CvA(Cast vs. Armor) and d100(roll off a 100 sided dice) = final (must be more than 101)

Final Notes:

ROLE-PLAY! Don't go around talking about AS, DS, CS, TD, exp and the like except in whispers. Be your character. Just because you are a sorc, doesn't mean you have to be evil. Be what you want. Being evil doesn't mean killing people. You can be evil to critters or people, just as long as your follow game policy. That's about all I have to say about being a sorcerer and I hope you enjoy it.




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