Nierth
Your bane, your curse
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« on: November 30, 2005, 04:58:26 am » |
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(Originally by Kontis)
Alignment: any Ethos: any Races: gnome, elf, dark elf, half-elf, human, draconian, wild elf, half-kender, kender(?) Clans accepting invokers: Tower, Takhisis, Warders, Guardians
Requirements: patience(!), stable connection, some game experience (recommended).
Patience is necessary because you need to spend at least tens of hours mastering your spells (some of them you probably won't use ever after), and then to look for, get, and master spells from the books. Losing connection in battle almost inevitably leads to death. Game experience includes, but is not limited to: - knowledge of the basic preparations - knowledge of damage type names (needed to use proper shields) - ability to recognize the class of your opponent and knowledge of damage types, optimal against that class and race - knowledge of some places where you can relatively safely master your spells (when guilds aren't good enough).
Pros: 1. This is probably the least equipment-dependent class in the game. Good stuff makes your life better, but usually you don't need it. Sometimes you need the preparations (mostly easily obtainable), sometimes spell saves become very important, but your best means to offend and defend always stay with you. 2. It is one of the most dangerous classes in PvP, and at the same time relatively well-defended. If you have decent spell protection and do not forget to use the preparations, you can be really hard to kill. 3. While usually being helpful for a team that accepts you, you can easily live on your own, almost no matter what you do.
Cons: The character costs much time, but you still won't be at the top of your power until much later, when you have the most important books (10-15). (On the other hand, you're pretty good even with just a couple of those books.)
Details: 1. Lots of damaging spells, covering 6+ damage types and including targeted, area, randomly switching targets, or hitting the whole group. Additional effects include blinding, stunning, and throwing flying opponent to the ground. 2. Six elemental shields (fire, ice, lightning, energy, air, and earth; up to 3 may be used simultaneously) protecting you from physical damages and giving complete immunity from the respective element (this includes most of additional effects brought with the damage, like blindness from fire breath). 3. Wall of ice, one of the most dangerous offensive abilities (which might as well serve defensive purposes, and sometimes can be used for training). 4. A number of unique and spells which aren't very useful in general but on some occasions can help you a lot. 5. Alarm spell, warning you when someone enters the predetermined place. 6. Transfer object spell, allowing you to send items to other players. 7. Very limited means of magical transportation and hiding, no abilities defending against maledictions.
List of spells gained by mastering of simpler spells can be found here:
(Originally by Masni)
A very handy tool for those new to invokers, shows you the various spells you can obtain, including what elemental branch they belong to (and therefore how to gain them).
Level 1: armor 5 mana read magic 5 mana detect magic 5 mana magic missile 15 mana ventriloquate 5 mana Level 3: faerie fire 5 mana Level 4: detect invis 5 mana Level 5: icicle 20 mana Level 6: create spring 20 mana invisibility 5 mana Level 7: infravision 5 mana alarm 50 mana Level 8: brew 35 mana lightning bolt 15 mana Level 9: earthquake 15 mana identify 12 mana shield 12 mana Level 10: locate object 20 mana blink 25 mana Level 11: protective shield 50 mana frostbolt 15 mana Level 12: dispel magic 15 mana teleport 25 mana earthmaw 20 mana Level 13: fireball 15 mana fly 10 mana wizard watch 30 mana Level 14: shatterstone 15 mana faerie fog 12 mana Level 15: pass door 20 mana windwall 20 mana trace teleport 20 mana Level 16: heat metal 25 mana transfer object 30 mana Level 17: mana leech 30 mana Level 18: fork lightning 30 mana Level 19: ignite 50 mana Level 20: cancellation 20 mana tsunami 30 mana cone of cold 30 mana Level 21: chain lightning 25 mana word of recall 5 mana wall of ice 25 mana Level 23: vapour chain 40 mana Level 24: interposing hand 60 mana incendiary cloud 55 mana meteor swarm 40 mana magnetise 45 mana
Level 26: animate object 100 mana
Level 30: fireshield 30 mana iceshield 30 mana lightning shield 30 mana earthshield 30 mana airshield 30 mana energyshield 30 mana
Level 32: ring of lightning 30 mana ring of fire 30 mana ring of energy 30 mana ring of ice 30 mana ring of air 30 mana ring of earth 30 mana
And more than 20 spells from spellbooks and manuals...
You have to improve the most recent elemental (coloured in the list above) spell to 90%-98% (usually about 93%, for some very simple 80% may be enough) to gain the next spell of the same element. ***************************************************************
(Originally by Kontis)
Guide part
Levels 1-4: same as everybody else. Levels 5-15: you gain first few insights: magic missile -> transfer object, icicle -> frostbolt -> cone of cold. At these levels you need no team. Buy maps and brew haste and word of recall potions. Levels 16-18: you still can live without a team. Kill lower level mobs (not too much lower) that don't hurt you (not the trolls), raise frostbolt to 100%, then switch to lightning bolt ( -> fork lightning). Levels 19-23: try to find a team. Preferably one which won't rely on your damages so you can spend your time improving expensive spells like fork lightning ( -> chain lightning) or weak like earthquake ( -> earthmaw), chain lightning ( -> magnetise), or just calmly learn non-damaging spells like fly ( -> windwall), transfer object ( -> interposing hand). If you could not find a team, don't worry, just take your time and gain the insights you'll need later. In order of importance/appearance: fly -> windwall, invisibility->100%, fork lightning->100%, cone of cold -> wall of ice, word of recall->100%, windwall->100% -> tsunami -> vapour chain, chain lightning -> magnetise, fireball -> hit metal -> ignite, transfer object -> interposing hand, earthquake -> earthmaw -> shatterstone -> meteor swarm. At the same time you can also make quests, and should equip yourself (you can get most of good non-limited items easily at that stage). Even if you don't ever find a team, 15-25 hours of running for quests and mastering spells should bring you to level 24. Levels 24-29: choose the feats (or postpone it till later). If you have not gained interposing hand and mastered word of recall yet, do it. If you are going to join the clan, master the spells and skills you'll need in battles (riding, mounted spellcasting, faerie fire, vapour chain and/or meteor swarm, anything else you can think of). After level 24 it is possible (though not recommended until level 30) to grow alone, damaging multiple targets with fireballs/cones of cold/windwalls. Levels 30-35+20: gain all the shields you haven't got yet. ... you can live without a team again.
Some additional advices:
1. Some spells (invisibility, frostbolt, fork lightning, word of recall) should be mastered as soon as practical (if the spell will cost 15 or 5 mana but now costs 40 postponing does make sense).
2. Spells you don't need at 100%: icicle earthquake, earthmaw*, shatterstone heat metal*, ignite, incendiary cloud** fly, tsunami* lightning bolt, magnetise transfer object, interposing hand, animate object all of the rings * - on rare occasions could be useful though, ** - seems useless now, but this might be changed.
3. Most useful damaging spells: frostbolt - easy to get, cheap (15 mana), does decent damage (very good with spellcraft), best one against some very tough mobs. Not very useful in PK due to common damtype, but sometimes is pretty nice. fork lightning - has a chance to stun the enemy, but costs much (30 mana) and seems to be useless against good spell defense. Damtype is relatively common as well. fireball - cheap (15 mana) area spell (with all the usual pros and cons: danger of hurting someone you didn't want to, attacking the hidden enemies, damaging multiple enemies, cannot be turned against you), common damtype, good damage (especially with spellcraft). windwall - inexpensive (20 mana) area spell with a chance to throw a flying enemy down and (in the right place) blind him/her for 2 ticks. Does moderate damage, but has an uncommon damtype. vapour chain, meteor swarm - expensive (2 rounds lag, 40 mana) spells with high (and highly varying) damage and uncommon damtypes. Meteor swarm has a chance to stun the target. Very good against mobs protected from the common damtypes. Against players it iss usually inconvenient even when the damage/time ratio is the best, due to the lag, but is very good to finish the enemy off. Also they do become useful if you choose the Improved Alacrity feat, which is probably the best option if you aren't convinced you will find the gold-lettered spellbooks with better spells. cone of cold - relatively expensive (30 mana) area spell, common damtype, average damage against zero resistances is just a bit more than that of fireball, but more stable (better than fireball without spellcraft, worse than one with). + a few spells from spellbooks.
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