The nukers of the game, designed for massive spell
damage but quite fragile. These classes
need to learn to stay out of the way, letting their skill
in magery do the trick while letting better suited warriors hold off
their targets.
|
Special Skill |
- Druidry (for druids) or Necromancy (for
necromancers)
|
|
Primary
Skills |
- Wrestling
- Magic Resistance
- Magery
- Meditation
- Evaluating Intelligence
- Poisoning
|
|
Secondary
Skills |
- Macefighting / Fencing /
Swordsmanship
- Tactics
- Anatomy
- Camping
- Alchemy
|
|
Weapon
Restrictions (when casting) |
|
|
Maximum Base AR |
|
|
Spells
Available |
- All Druid or All Necromancer Spells
- 1st Circle
- Create Food
- Heal
- Magic Arrow
- Nightsight
- Reactive Armor
- 2nd Circle
- Cure
- Harm
- Magic Trap
- Magic Untrap
- 3rd Circle
- Fireball
- Magic Lock
- Teleport
- Unlock
- 4th Circle
- Fire Field
- Greater Heal
- Lightning
- Mana Drain
- Recall
- 5th Circle
- Blade Spirits
- Dispel Field
- Incognito
- Magic Reflection
- Mind Blast
- Paralyze
- Poison Field
- 6th Circle
- Dispel
- Energy Bolt
- Explosion
- Invisibility
- Mark
- Paralyze Field
- 7th Circle
- Chain Lightning
- Energy Field
- Flame Strike
- Gate Travel
- Mana Vampire
- Mass Dispel
- Polymorph
- 8th Circle
- Resurrection
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