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doctor-warlord 05-24-2008 01:31 PM

Spell Caster and Gem Guide
 
Quick and Dirty Damage Dealing Guide:
1. Buy a staff at the Castille magic shop and equip it
2. Get a skill point in Mind Bending by sacrificing spirit trophies to the altar of dementia inside the church
3. Buy a Krozzixes gem from the Castille magic shop and put it in your FIRST gem slot in your gem pouch. DONE!

Using the above method you will always start with the Krozzixes gem in play which happens to be a gem you can cast multiple times without it being discarded back into your pouch. A greater understanding of the magic system will be necessary for becoming a true caster, however, such as the use of flare-up gems to increase direct damage or using damage over time gems repeatedly because they stack just like everything else in the game except for auras of the same effect.


Older info:
this is a guide to how you can build a fairly good spell caster easily

as a spell caster you should always have a staff equipped as it lowers cost of spells and increases the rate with which you can draw them

you start by getting lvl 1 passive advancement and then use it to lvl the magic types you want to use

as for trophies you should use the combat trophies on protection skills and petmanship under beast mastery and the spirit trophies should be used on wizardry staves and mental conservation since these are required to get spells cost down

now to explain the 3 magic types life magic is primarily heal spells this is green and white gems death magic is primarily damage spells this is red and black gems and psych magic is primarily aura spells this is blue and grey gems

in order to put gems in pouch you need to lvl a skill to the amount of that magic types gems you want to use for life magic its sorcery for death magic its diabolism and for psych magic its mind bending just as an example say you have lvl 3 sorcery then you can equip 3 gems in total that are white or green

also you use spells or gems as they are called in the game by putting them in your gem pouch and then drawing them during combat but always keep 1-3 slots in pouch empty so you can draw escape gems to reduce risk of dying unnessecarily

when starting as new player and being a spell caster the first thing you should do is get green and white magic to lvl 2 and buy the heal spells as they will be usefull untill you get some good damage spells

if i think of anything more ill add it later also if others have anything to add please do

Archer of Crosis 05-24-2008 08:32 PM

another helpful tip is this:

get grey magic to a skill of 5 so you can purchase free escapes(in stronhad), they dont require mana or energy and still give 50% escape, just buy 3 of those instead, that way you can burn all your mana and energy and still get away.

get green magic and white magic both to a skill of 2 so you can purchase the lower end continuous heals (in castille). these help out drastically as you can have 3 of each kind. they only heal 1 (for green) every 5 secs, and 2 (for white) every 10 secs. it's not much, but every little bit helps.

while you're at it get white magic to 8 so you can purchase Thick skin auras (stronhad) , grants party a damage shield reducing all DD and attack dmg taken by 2 every 9 secs.

~Chandra~

ISetFlysOnFire 05-25-2008 01:58 AM

because you can replace gems that are already in play,
you can put your first 5 gems into play (should always do this)
and as you pull better gems, replace the ones currently being used with the better ones.

when you replace a gem, do it right after it casts, and you dont have to wait for it to cool down before you play the new gem

Glitchless 05-25-2008 07:21 AM

For damage dealing casters:

Your best friend is Flare Up Aura available at the second town (Stronhad). It adds 5 damage to the maximum damge of all your direct damage gems. If you can get this gem out in a fight it will greatly increase the effect and efficiency or low level damage spells. One strategy is to purposefully not cast - just put them into play - your spells until you have this aura out. It gets risky as your level increases and you get more gem slots, however.

doctor-warlord 05-25-2008 07:49 AM

well as your lvl improves you will also be able to have more of them in pouch as i expect they come in stronger versions later on also like all the other spells so thats a way to deal with the problem later on

also it would be wise for spell casters over lvl 15 to start using mana and energy heal gems as they can be usefull in long fights espicially boss fights

and while talking about spells the most powerfull damage spells are red and black but if you want consistent damage it should be blue damage spells you use

and lastly i got a question about staves if anyone knows the answer please tell me are all staffs 2handed or are there also 1handed staffs if both exist how do you see which your staff is

doctor-warlord 06-23-2008 03:36 AM

due to all the new skills now available to spell casters its much easier to become a powerfull healer or damage dealer with gems or perhaps a combination of both which should be favorable later on as pouch size increases so you always can either heal or deal damage

if your a spell caster you have to have a staff equipped as it gives massive bonuses to magical ablities you get all these bonuses just by equipping a staff 10% magic crit 35% mana cost reduction 25% energy cost reduction first gem in pouch in play from start and 10% to regeneration rate of mana and energy in combat

also now its become a lot easier to get second gem pouch at lvl 10 wizardry second gem pouch is available which means you can fill up the first gem pouch with gems you use in combat and just switch to 2nd pouch if you need escape gems

also note that all staff are 2handed as far as i know so if your a spellcaster then blocking is a waste to lvl as you wont be using shield also note that if you plan on using a spell caster to hunt only equip archery set while hunting as delay is increased when bow and staff are both equipped other then that i dont think i need to add more now

Charles raven 08-24-2008 12:43 AM

ok just a question i am a white magic caster does mental conservation only affect mana and if so is there a stat that conserves energy?

Kellisa 08-24-2008 01:31 AM

Yes, that stat is staves. Just read the mouseover available.

Xeros 08-27-2008 04:03 AM

Quote:

Originally Posted by Glitchless (Post 173)
For damage dealing casters:

Your best friend is Flare Up Aura available at the second town (Stronhad). It adds 5 damage to the maximum damge of all your direct damage gems. If you can get this gem out in a fight it will greatly increase the effect and efficiency or low level damage spells. One strategy is to purposefully not cast - just put them into play - your spells until you have this aura out. It gets risky as your level increases and you get more gem slots, however.

I found this gem unreliable - it works on the first DD cast but then only when it chooses to work.

Kellisa 08-27-2008 06:03 AM

Unreliable? It adds 5 to the maximum damage your gems can do, not always doing 5 extra damage. It helps to have higher int to take advantage of it but even then it won't be 100%.

Xeros 08-27-2008 06:42 AM

In that case - it is as unreliable as all DD weapons with a wide range. e.g. my bow will do 1-16 + 0-8 for the arrow.

I have found it much more beneficial to use a combination of:
Fire - everember 10 pts over 10 seconds
Poison - oilvine 14 pts over 25 seconds
Bleeding - splinter 10 pts over 15 seconds
Forsaken - angelic disfavor 15 pts over 30 seconds

As my main weapon is bow this can give me anywhere between 4 and 9 points between each arrow (about 5-6 seconds) and is far more reliable than DD gems.

Dewfire 08-27-2008 07:27 AM

DD Spells can be frustrating that's the truth. Even with high INT I still find fights were i can cast 6-7 DD's and never do over 10 points of DMG with a 1-21 pt DD with the 10pt Aura Boost running.

So you combine the DD's with a nice selection of DoT's that you just keep piling on the mob so at least with those and your Staff you can do some decent Damage.

I'd like to see perhaps a DD that uses more Mana/Energy but has a Higher Minimal damage.

But Mana Conservation, Sleight of Hand, Destruction and Wizardry are required skills for any caster! Love double casting a heal!

Necrox 10-29-2008 04:23 PM

The new cantrips are the best spells for mages/healers now. For 1 mana and 1 energy, you can draw a different gem, effectively cutting you gem slots down by almost 1 (you can draw the cantrip again). Also, if you start combining them with the flare up aura, they start doing a nice machine gun damage too while you are waiting for your big spells/heals to come out. With a rank 2 cantrip and a rank 2 flare up, i can do 4 points of damage per cast, but more importantlly, get a chance to draw a 1-14 damage (+aura) gem. Plus with a staff and other skills, that also reduces the cost of casting to less as well. Almost worth going pure blue for damage.

Necrox 12-01-2008 07:08 PM

Your best friend in combat with a staff before level 20 is the skill Two Handed and Critical. With these together you get .6% chance (per levels in each) of dealing double damage. Get Two Handed to your level, and put any excess into Critical and Overcrit for extra damage.

You might find for a time that you will be dealing more damage with your staff later than with your spells....

shadydingo 12-01-2008 10:25 PM

Okay, so I'm a Warlock. (If you haven't already guessed) I'm level 7 with 11 in staves, 10 in black magic, training red magic to 10'ish, training parry, training 2handed/overcrit/crit, training destruction.

Am I doing alright? I'm also using DD gems because I beleive the Warlock has a percentile increase on DD gems. Is there anything I'm missing/should do?

Crawlygrim 12-02-2008 06:51 AM

Quote:

Originally Posted by shadydingo (Post 15527)
Okay, so I'm a Warlock. (If you haven't already guessed) I'm level 7 with 11 in staves, 10 in black magic, training red magic to 10'ish, training parry, training 2handed/overcrit/crit, training destruction.

Am I doing alright? I'm also using DD gems because I beleive the Warlock has a percentile increase on DD gems. Is there anything I'm missing/should do?

Not really much to change. As a spellcaster, you need to make sure you have plenty of Protection skill - you can't equip a shield and your healing capabilities are limited (need gem slots for firepower, not for heals) - so your armor needs to keep you alive. Additionally training parry and impedance will help negate some of the damage you take, which can be critical, but armor is first and foremost on the list of "Stuff that keeps you from being dead".

Of course, I'm not a big fan of being a low-level spellcaster, having started out as one. They're just not very effective.

One fringe note - the percent increase on DD gems is entirely irrelevant at your level. At best, it will occasionally provide +1 damage to your spells. This is really true for most class bonuses - they tend to do very little, especially in the early going.

Nosebatter 12-02-2008 07:45 AM

Quote:

Originally Posted by Necrox (Post 15521)
Your best friend in combat with a staff before level 20 is the skill Two Handed and Critical. With these together you get .6% chance (per levels in each) of dealing double damage. Get Two Handed to your level, and put any excess into Critical and Overcrit for extra damage.

You might find for a time that you will be dealing more damage with your staff later than with your spells....

You deal 50% increased damage when you crit, double damage when your overcrit skill is at 100.

shadydingo 12-02-2008 10:41 AM

Okay cool. And since I just recently got my laptop taken away (Stupid bedtimes...) And i have some skills set on passive, I'm gonna have some pretty high levels =}

I think its only leveling passive advancement and red magic thoguh =/ oh wellz better than nothing =P

Also, would it be wise to get flareup then? for the extra dagame if there is any? I read some stuff above and it looks like it goes either way... some say it works, others say it doesn't, whats the final verdict?

Necrox 12-02-2008 07:38 PM

Flareup definitley works - but only with DD spells.

The disadvantage of flare up is that it takes up a gem slot. I'm still working out if three recastable gems is better than having flare up at the moment.

Though doing 4 points with the blue cantrips are sweet while waiting for the big guns to come out. And do 3 points.

I've just puchased the blue 3 point cantrip, so I'll let you know how that goes with flare up later. Note that flare up can only maximise to the highest damage dealt by the gem. Eg. a 1-1 point cantrip with flare up will now do 1-2 damage.

The main issue is that auras take up a gem slot, and for a free account, that is extremely restrictive.

The setup I currently have is two Recastable damage spells, one flare up and the last slot is used for DD and DoT spells. Cantrips are used (blue DD and blue/green regen cantrips) are used to fill in the spaces. I'm thinking of ditching flare up and running three recastable DD spells instead (or two recastable DD spells and spell reflection aura in blue).

Necrox 12-02-2008 07:58 PM

Quote:

Originally Posted by Crawlygrim (Post 15545)
One fringe note - the percent increase on DD gems is entirely irrelevant at your level. At best, it will occasionally provide +1 damage to your spells. This is really true for most class bonuses - they tend to do very little, especially in the early going.

Agreed on that point. Don't worry about the extra damage you get from your class. As a Necromancer, I get a +1 damage for every 20 black damage I do. I only put active into skill enhancement when I don't want to level. Warlocks also will get an extra point every 33 damage they do (from memory) at the start.

When I do get to level 60 - it will be interesting if I go down the weapon wielding path too and just use gems as a backup. At the moment, I kill things faster than a weapon wielding build, but I seem do die a lot more too. Good for levelling, but not good for boss quests.

Does anyone out there use the + resistance to blue aura? I was wondering wether to actually get grey magic up and use these as well?

shadydingo 12-02-2008 08:54 PM

Quote:

Originally Posted by Necrox (Post 15601)
Flareup definitley works - but only with DD spells.

The disadvantage of flare up is that it takes up a gem slot. I'm still working out if three recastable gems is better than having flare up at the moment.

Though doing 4 points with the blue cantrips are sweet while waiting for the big guns to come out. And do 3 points.

I've just puchased the blue 3 point cantrip, so I'll let you know how that goes with flare up later. Note that flare up can only maximise to the highest damage dealt by the gem. Eg. a 1-1 point cantrip with flare up will now do 1-2 damage.

The main issue is that auras take up a gem slot, and for a free account, that is extremely restrictive.

The setup I currently have is two Recastable damage spells, one flare up and the last slot is used for DD and DoT spells. Cantrips are used (blue DD and blue/green regen cantrips) are used to fill in the spaces. I'm thinking of ditching flare up and running three recastable DD spells instead (or two recastable DD spells and spell reflection aura in blue).

My current setup is 2 DD recastables (1 blk 1 red) 3 DD blks (With gem handleing im using a rank 2 and 3 DD gem ((forgot name))) 1 DD red

I'm planning on using (when i get 10 wizardry) my other gem pouch for healing gems and such, or at least 2-3 healing gems and the rest DoTs. I could use pouch 1 for leveling and killing the mobs then use the other pouch when boss questing with groups or questing places that are a tad harder for my level.

Necrox 12-08-2008 03:46 PM

Quote:

Originally Posted by shadydingo (Post 15622)
...I'm planning on using (when i get 10 wizardry) my other gem pouch for healing gems and such, or at least 2-3 healing gems and the rest DoTs.

That's a lot of skills to learn, which is the problem with using the black/red end of things as the primary source of gem attack - which is also my problem. Those using white/green/blue/grey as their primary source don't need to even look at the black/red gems as they have their own source of damage. They may not be as powerful in terms of damage for mana/energy, but the skill level you can get with specialising means you are using more powerful gems anyway.

I'm attempting a pure blue build at the moment using a jeweller base for draw haste. Much easier to get skills to what you need. He's currently level 2 and has level 10 blue magic already. No need for any other color (except grey & white later).

Necrox 12-09-2008 01:05 AM

Quote:

Originally Posted by Necrox (Post 15608)
Does anyone out there use the + resistance to blue aura? I was wondering wether to actually get grey magic up and use these as well?

While I'm at it, does anyone know the difference between how the grey damage absobption and fading damage absoption works?

Firehawk 12-23-2008 02:48 AM

i believe damage absorption lasts until the whole amount of protection is used up and the fading goes away after a set time even if the opponent has not caused the total amount of protected damage

Necrox 12-23-2008 06:41 AM

As they stack, it would probably be beneficial at higher levels to cast multiple non-fading shields at once. At lower levels definitely, the ramparts are better shields for mana - especially against bosses.

w00p00 01-17-2009 06:13 AM

Hi! I wanted to ask if the spellcaster (magician) needs any exp in melee defense and recovery and if I do how much I need :]

Necrox 01-19-2009 09:32 PM

Recovery can be offset with healing gems/pets and mana/energy gems. Defense is pretty much the same, though Cnt & Dur are handy if you are going it alone (without a group).

Melee however is pretty important as it has the Str (for damange/hit ratio) and Pst (for energy). 1 Pst/Mst = around 3 points of energy/mana.

You will have to work out for yourself though on what spells/colours you want to specialise in, and work out what you need to level. There is a lot of range there to choose from.

doctor-warlord 03-11-2009 03:53 AM

well as for choosing gem colors to specialise in i would say you should base it on the primary type of gems you want to use and possibly also class bonus color or gem type

for instances priest should choose white magic because they get class bonus to those

and wizard for instances should choose any color they like but most go for DD gems since thats what they get a bonus too

Malinore 05-10-2009 09:20 PM

I'm playing a magician and now that I'm past the initial bit of what the hell am I doing phase I'm looking into long term planning for this character. What I'm noticing is there's not one stat category I can really dump if I want to be effective as a caster which means I'll never get my Magic up to 100.

I rely on a stave to do consistent damage so I need STR from Melee
I use DD spells so I'll need all 3 stats from Magic to be as high as possible
Defense is basically the only thing that will keep me alive, other classes can cast healing spells and such, Casters don't have this luxury if were trying to do any damage.
Recovery is probably even more important for a caster as we have 3 stats that have to regen after each battle.

What am I missing, what should I be slacking off on so I can focus on magic and recovery? I know it says were not supposed to be good at melee and defense but neglecting STR seems like it would really hurt our damage capability unless max damage for staves is based off of a different stat. And are casters just supposed to be weak defensively? That doesn't seem the best solution either as without the gems for defense and healing in addition to generally not taking defensive stats, they would seem the weakest of the classes.

Charles raven 05-10-2009 09:58 PM

well it depends personally i am forsaking str until level 20 because then u have crush spec raise rthe crap outta that and u got ur damage but i wouldnt not raise it at all u still gotta hit them after all :S

zenga 05-10-2009 10:46 PM

Quote:

Originally Posted by Malinore (Post 32872)
Recovery is probably even more important for a caster as we have 3 stats that have to regen after each battle.

recovery is worthless in combat and outside combat. a good idea is to stay a bit longer in combat, have a 2nd pouch full of heals (gem handling lvl 10 required), switch pouch and use heals and mana/energy replenish gems. in no time you are regen'd, no maxed regen stat can beat that.

Quote:

Originally Posted by Malinore (Post 32872)
What am I missing, what should I be slacking off on so I can focus on magic and recovery? I know it says were not supposed to be good at melee and defense but neglecting STR seems like it would really hurt our damage capability unless max damage for staves is based off of a different stat. And are casters just supposed to be weak defensively? .

I have a lvl 70 angel who has no points in str/dex, full pst. The reason is that i find the DD gems damage way higher than the crushing damage from the staff. It gives me energy enough to keep casting dd gems. I mainly use recastable black & white gems, they tend to use energy. I only have a few points in mst (mana), just to use energy replenish gems. Defense is important like any other char.

I must note that the skills that unlock at lvl 20, 40 and 60 are awesome for casters (like 2 stats to double your amount of energy or mana, ...). I bet you can find them on the forum.

I also have a normal caster (str, spread stats, etc), but i'll redistribute him like the one i described earlier.

Malinore 05-11-2009 12:00 AM

Thanks, that helps a bit, so if you don't up STR but you have your staff skill maxed, do you still get average damage with the staff versus almost always minimum when your staff skill is too low?

My Blue gems tend to be balanced in what they use and my Red gems tend to use lots of mana but I'm using a balance gem at the moment so I'm always about equal and I stay in combat till they are balanced out then exit, I can see staying in combat a bit longer then switching out another bag (working on passively getting wizardry 10 atm)

Was hoping to use the second bag for escapes too, ran into a boss the first square out of t2 and all my gem slots filled so no chance to escape. Also, what schools are the restore gems generally in? I've already got blue and red magic, staves and suiting that I need to keep on the brink of awesome compared to level in order to best make use of rested time, what other skills am I going to have to add to this?

doctor-warlord 06-09-2009 01:14 PM

actually you can skip the recovery stat completely as a spellcaster and you can als partially keep defense stats weaker as you can make up for that with a heals

Darthkush 06-16-2009 10:37 AM

I am a lvl 23 warlock should I be distributing my points in magic to int and cnc? right now i have an Int of 180 and a cnc of 120. My real question is how much does cnc reduce the resist of my spells by the mobs and is it worth it to put points into over just going for raw int for max DD on spells?

Thank You

doctor-warlord 06-16-2009 01:33 PM

you should keep cnc at your lvl +100 if you want to even be able to hit creatures with spells later on as the resist chance is as far as i know determined by your cnc and creatures cnt

mistressfenix 09-11-2009 06:37 AM

also another good way to start as a spellcaster, is arm your staff with the aura of sloth gem, i found this slows down the rate a witch you get hit by opponents spells, i used this with an angel character, and found i could beat most oppenents at the start, but i also lvled staffs, crit hits and two handed.

mylix 11-27-2009 05:29 PM

? i am a lv 45 enchanter
 
ok for a lv 45 enchanter what is best to use dd or dot me so lost i do duelwield or should i use a stave?

Smashbros 11-27-2009 07:22 PM

Quote:

Originally Posted by mylix (Post 62833)
ok for a lv 45 enchanter what is best to use dd or dot me so lost i do duelwield or should i use a stave?

if your casting a staff is better, always.

and i find DD better then DoT but at higher end games teh DoT can be better (havent tested it)

mylix 11-30-2009 03:37 PM

ty
 
ty for the info me will give it a try

archmage388 04-26-2011 08:36 PM

Hi. I have played this game now off & on over the past year. I think I'm on my 3'rd character now. I seem to keep having problems with the attribute stats, & skill levelling. I'm not sure where to put the 3 attribute points when you level up. And the 4 main skills that make you level, not sure which not to level for a spell caster. I know I need intel, & recov. But do I need melee & defence? So, right now, I'm trying to train from this guide here, but still think I'm messing up. Here's my info:

Attributes:
Class: Wizard lvl 3
str 94 / dex 104 / pst 105 / int 118 / cnc 99 / mst 101 / ag 99 / cnt 115 / dur 93 / pre 108 / mre 103 / reg 108

Stats
Melee lvl 1 / Magic lvl 6 / Defence lvl 2 / Recovery lvl 6 / Class Enhancement lvl 3 / Double Bond lvl 4 / Epicurious lvl 3

Learning
Active Acceleration lvl 4 / Passive Advancement lvl 3 / Rush of knowledge lvl 2 / Rollover Cap lvl 2 / Group Acumen lvl 2 / Advanced Learning lvl 3 / Extened Study lvl 4

Weaponry
Slashing lvl 0 / Piercing lvl 0 / crushing lvl 0 / Critical Strike lvl 2 / Overcrit lvl 2 /
Two Handed lvl 2 / Hemorrhage lvl 1

Protection
Suiting lvl 3 / No others

Life Magic
Sorcery lvl 2 / White Magic lvl 2 / Green Magic lvl 2 / Mental Conservation lvl 1 / No others

Death Magic
Diabolism lvl 2 / Red Magic lvl 2 / Black Magic lvl 2 / Staves lvl 3 / No others

Psych Magic
Mind Bending lvl 2 / Blue Magic lvl 2 / Grey Magic lvl 2 / Wizardry lvl 3 / No others

Beast Mastery
Petmanship lvl 4 / No others

Ok. So do I need all those skills? Or only a few of them to do some damage & stay alive? I just seem to feel over wealmed & not sure weather to continue playing or start a new character. Did I mess this character up too yet? Can anyone give me some advice as to which skills & attribute points I basicly need to have a good spellcatser? I really love this game. Just kinda hard to figure out.

Thanks to any & all that may have some nice advice for a rookie.


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