Congratulations. By finding this guide, you've put yourself in the
group of people who strive to improve their sorcery, or you're about to partake in this
magical practice. First, let me just state..I never claim to know all there is to know
about sorcery in the world of Elanthia, but I try to search out those with more knowledge
than I. I'd also like to thank Sorcerers before me, who had the generousity to share their
knowledge with all of us.
To start, you'll have to begin in the character manager. Always go with the full
generation. Although this method will take longer, its very important that you gain an
advantage early, and keep rolling till you get some decent rolls to place in your stat
columns. Stats, or statistics, are 10 numbers in 10 areas, which define you as an
individual and determine what your strengths and weaknesses are. In the full generator,
ten numbers are "rolled" at random full generation enables you to
"roll" a set of 10 numbers over and over until you find the highest possible set
of numbers you can. Out of a possible total of 700, make sure you start with a stat total
between 620-640. Of those 10 numbers, the first 3 numbers will be between 50 and 90, the
second three numbers will be between 40 and 60, and the third three numbers will be
between 20 and 50. The last number will be between 20 and 100. From here, we go to where
to place your starting rolls.
Roll placement is also a crucial step, and where you place your rolls at this point will
have an impact on your characters life when he's 50, when he's 100, or when he's 150 for
that matter. A sorcerers prime statistics are aura and wisdom, and most would assume you'd
want to place your highest stats in these categories, but that's just not the case. One
thing you have to plan for is stat growth. Each profession has stats assigned to it that
will grow faster than the others, and this is the case for sorcerers with their aura and
wisdom. Thus, you'll want to keep some decent rolls here, but not one's that will max out
too early in your life. So...where do I place my rolls?
Different stats are used to calculate mental and physical development points. However, the
Discipline and aura are used to calculate both. Therefore you want to place some high
rolls in discipline and aura. Aura is also used for calculating our mana, the source of
our magical power, so we want this very high. Keep in mind though that sorcerers get plus
10 to aura and wisdom, so it would be a waste to place a roll over 90 in either of these
stats, as the extra points there would be wasted. I recommend putting your highest roll in
discipline and your next in aura.
Your other rolls, you have many choices. Keep in mind when placing these though that as a
sorcerer, your mental abilities will increase at a faster rate than any physical abilites,
and try to plan for the future as much as possible. Generally most sorcerers place their
third highest in wisdom, then the middle rolls between dexterity, reflex, strength,
intelligence, etc...and dumping the lowest roll in charisma.
Here is basically what each statistic will do for you:
Constitution (CO): Determines the amount of damage a hit will do to you and how you
respond to diseases and poison. It also determines how much health you start out with,
along with strength.
Discipline (DI): Used in calculations in your training points how many points you
have to use for training in different skills each level.
Reflex (RE): Determines your starting natural defense (DS).
Charisma (CH): This stat simply makes merchants like you. If getting a 5% discount at the
stores in town is important to you, you can always train later in Trading. Always place
your lowest number here.
Strength (ST): Determines your attack (AS) and calculates your beginning health along with
constitution. This also figures into your base DS, reduces your roundtime when you move,
and lets you carry/wear more things.
Wisdom (WI):Factors into your casting strength It also helps you to find traps on boxes.
Logic (LO): Determines how fast we absorb experience, from fried to clear as a bell. It
also figures into the calculation for our mental training points.
Aura (AU): Determines your starting spirit points, and factors into your casting strength,
and how much mana you'll have.
Dexterity (DE): Helps in waving AS based wands, such as blue, silver, metal, etc, as well
as how well you swing a sword and helps you avoid maneuver attacks.
Intelligence (IN): Determines the amount of experience your head can hold before you have
to rest.
After placing your stats in the proper places, you now are ready to determine your race.
Each race has its on benefits. Some have bonuses as far as how fast they regain spirit,
how fast they regain health, how resistant they are to magic, and some weild magic better
than others. Dark elves are the most common race for a sorcerer, as they have a casting
strength bonus that surpasses the other races. At a maximum though, it will only give them
a 13 cs bonus over other races. Basically, how to figure it out is as such: Take your
races aura and wisdom bonuses..divide this number in half. This number will be added to
your cs. A dark elf has a maximum aura and wisdom bonus of 65, and as a half elf my
maximum aura and wisdom bonuses are 50. Divide this by half, and a dark elf has added to
his cs 32, while i have added to mine 25. Therefor, a dark elf will see a cs of 7 better
than mine. This may be noticeable at an early age, but when your titled, and depending on
your training, you wont be able to notice this at all. Choose the race that you feel most
comfortable with, and that you can see yourself becoming a successful roleplayer with, and
you'll have made the right decision.
I'm assuming you've now named your character, and given him a description, so now we're at
the next step: Training.
When training, remember not to get stressed out. Each sorcerer is his own person, and what
you decide to stray from the general training on will not necessarily be right or wrong.
Also, lest anyone tell you different, very few people have never made any training
"mistakes"...so, that being said.....
Always learn two spells per level. At level two, you should have the first two spells in
each of the three circles (spirit, elemental, and sorcerer). During this time, look into
the two minor circles. You'll always want to train in a sorcerer spell, because unlike the
other two, sorcerer spells will raise your cs 1point each time you train in one, and the
other two will only raise your cs .5 points. But which minor circle should you take your
second spell in? That's really up to you, and its one thing that will make you your own
person. Most suggest training in the minor elemental circle until you get 414 (elemental
guards 3). By doing this, you'll get some great defensive spells. Then the suggestion is
you train in minor spiritual until you gain 107, a nice warding spell. And then, at this
point, going back to minor elemental until you gain 430. Doing this will gain you the
power to imbed magical items, a spell that will boost your cs (425 elemental targetting),
and a great defensive spell (430 elemental barrier).
Other skills to train in:
Shield use: Increases your physical defenses. Most sorcerers train in this 40 times in
their lives, for when you start gaining only 1 point increases...its just not worth the
training points. In your early years, however, the gains are great, and you'll need the
defense.
Physical Training: You need to increase your health points! When you are maxed out
(different races having different maximums) keep studying as the excess helps increase the
rate at which health points are recovered.
Edged or blunt weapons : Choose one style weapon and train in it again till approximately
40 ranks in it. At this point, you wont be gaining much advantage from it, but as your
young, you'll need the weapon to kill, and you'll get some defensive advantages by being
proficient in your weapon.
Mana Sharing: This skill is actually used by at least two sorcerer spells, and the
command. Always train in this at least once. Never stop training in it. The higher the
better. As well as being useful in your dark catalyst spell and imbedding spell, it is
also useful being able to share mana with others.
Scroll Reading: Very useful. Can be skipped every now and then but generally try train in
this once per level.
Item use: Activates things like wands and rods! Goes hand in hand with spell aiming. This
can also be occasionally skipped. Once you find you can easily activate any wand or item
in the game, you may want to consider stopping.
Spell aiming: Used to be only trained in if you wanted to use non sorcerer wands (sorcerer
wands being twisted wands and slate wands). But with the aimed versions of maelstrom and
implosion due, this is a very useful training area.
Other:
Armor: Try to train in this four times, and then pretty much stop. You need four trainings
in it to wear full leather without any disadvantages, and most sorcerers will wear full
leather for their entire life. It has only a 4%spell hindrance, and it provides decent
protection.
Perception: Try to train once every other level. This skill has a variety of uses from
searching and finding secret doors to telling when someones picking your pocket.
Climbing: As much as you can spare. Some areas of the game require some training to enter.
There is no agreement on what the minimum recommended training is amongst players. Try to
train in it about 4 times every 20 levels.
Swimming: Same comment as climbing
First Aid: Useful for a few things, such as skinning critters and tending your wounds. But
truthfully, skins arent worth that much, and there are plenty of empaths around for the
wounds.
Just a few odds and ends now: Diversify and add character to your sorcerer. Want to
occasionally pop boxes when your older..better learn disarming eventually. Want to hide
when you're hurt? Want to learn a third spell to increase your casting strength? Better
save up those extra training points then, because it's costly. I gave you the basics...you
now have to fill your own needs.
The joy of being a Sorcerer is in our unique spells. Deadly and destructive, and a joy to
watch, our spells can be truly devestating. More than that, they have character to them.
One of our major assets is our to hunt with our spells at stance guarded. This simply
means we can keep our defenses high, while we work our magic. Lets take a look at some of
the spells at our disposal. Keep in mind also, that if the spell is 701, it cost one mana
point to cast, if its 702, it cost two mana, and so on.
Sorcerer Circle:
701: Blood burst: on a warding failure, the critter will begin to bleed from a lacerated
neck, and the more you cast it, the more the "bloodgates" will open, eventually
leading the critter to blead to death. Therefor, wont work on undead.
702:Mana disrupt, also known as touch of death: A sorcerers main dish for many years.
Causes great impact damage to the critter, and all for only two mana points.
703:Forget: The 15 second duration is to small to be of any general use. Also has a drop
down effect on critters, so its harder for them to resist than other spells.
704:Phase: . You can only phase through a door or portal if it can be opened by any player
(using the OPEN and CLOSE verbs). Having a lock on the door (regardless of whether the
door is unlocked or not) will prevent phase from working. This spell can also be cast at a
chest, and if you don't leave your hand inside there is a small chance you may pull out
something. Careful, though, sorcerers have been known to lose hands this way.
705:Breaklimb: Causes a level 2 bleeding wound on the critter. Otherwise similar to BB.
706:Mind Jolt: Causes a short duration stun determined by the amount the targets CS roll
was failed by.
707:Eye Spy: just type cast, and you'll have an eyeball to do your bidding. It is very
limited in it's abilities, but can be used to cast the level 17 Evil Eye Spell at range.
Remember to always have the eye return to you before the spell duration wears off or
you'll have a missing eye.
708: Pain Infliction: Causes a temporary, non-cumulative, 25% health point loss in the
target. Lasts about two minutes.
709:Quake: An Illusion of an earthquake. If succesful, will cause critters to fall down,
lowering their defenses for your sword weilding friends.
710:Energy Maelstrom: Causes a raging storm in the room, effecting everything in the room
except the caster and those joined to him. The focused version can be aimed, so it's going
to be found to be more useful.
711:Limb Disruption: Causes a level 3 bleeding wound. Otherwise similar to BB.
712:Throes of Pain: Causes a permanent 25% loss of a critters currently existing hit
points, and its cumulative.
713:Nightmare: Great roleplaying spell, causing the critter or player to suffer his worst
nightmare. Want to know what yours is?
714:Life Burst: Unimplemented
715:Curse: Actually several spells in one. The effect depends on the caster's stance.
However, in an offensive stance, and cast at a critter, it will always lower the critters
warding ability, no save allowed.
716:Disease: Another great roleplaying spell. Can be quite effective if the target fails
it's roll by a substantial amount.
717:Evil Eye: Basically similar to the fear spell used by many undead critters. When cast
at a critter it has several possibilites from stunning him to killing him outright from
fear. To use with a floating eye, do the following: prep 707. Cast. Then send the eye
where you want it to be. prep 717. Cast. It will then cause everyone, critters and players
in that room, to make a warding roll.
718:Torment: Will kill the target if it doesn't kill you first. This spell seems to get
quite a bit of usage. It is however, very hazardous to the casters health. One tip,
casting forget on yourself will cause the spell to terminate.
719:Dark Catalyst: At older levels, this spell will take the place in your hunting
repetoire over mana disrupt. This spell converts a portion of a targets mana into an
attack and sends some mana back to the caster as well. The casters mana sharing skill is a
very important factor. Sorcerers can benefit from having their mana sharing skill over 100
when using this spell.
720:Implosion: A black void which opens in the room, doing vacuum crits to all in the room
not joined to the caster. Try countering it with 102 or 417 should you run into a room and
see one. Aimed version will make it possible to be more friendly to other players.
725:Demonic Summoning: unimplemented, will someday summon a demon.
What to hunt with your spells (over the years, you'll find you'll reach ages where the
hunting is great and you love a certain area...at other years, you'll find you just cant
win. Be patient, and you'll work your way out of these tough times....they don't last.)
levels 1-4: Start out getting acquainted with the town your born in. Type dir, and you'll
see all the areas in town that are necessary to a young player. Visit each of these, and
you'll find that when you type exp, your experience you've gotten is quietly accumulating.
Soon you'll have enough to train to level one, and you'll need to find the local Inn and
check in for that. From level two to four, i'd recommend either finding the local town
hall clerk, and deliver messages for him, or i'd find an area such as rats or ants to do a
little hunting. Keep in mind, though, you'll have to spend some time getting deeds, very
important if you want to keep your character after a death. How to get deeds is a bit of a
puzzle you'll need to solve on your own, but there's always a friendly face about where
you could get some advice.
level 4-9: now you'll want to be outside of town for the most part, hunting near the town
gates for either kobolds, goblins, lesser orcs, or if in Icemule, squirrels and wolves.
Level 8 is a big step for sorcerers, as you'll now be able to cast mana disrupt with no
prep time. Towards level 9, you might even want to venture into manticores, thraks and
such. Most of these you'll be hunting with mana disrupt.
level 10-16: you'll find a wide variet of hunting area options, from hill trolls and war
trolls, then towards cave trolls and crystal golems.
level 17-20: Here you might enjoy titans, frost giants, and even steel golems up in
glatoph. Again, mana disrupt, and when you obtain dark catalyst try it out on steel
golems, nice area for this spell.
level 20-28: I enjoyed the spider temple and stone giant area during these levels. You'll
find that stone giants go down great with a dark catalyst, while a mana disrupt will still
work great on the spider temple priests.
level 29-35: I'd try the monastary, using mostly mana disrupt. You also might want to
start experimenting with darkstone castle. The banshee's and sentinels in there can be
hunted well with a dark catalyst, but be wary of the roa'ters on the way in, they have a
nasty maneuver attack. And the sentinels have a dangerous maneuver attack of their own.
Make sure you have a nice warding strength going in, as the banshees cast some strong fear
spells.
level 35-up: Try Darkstone or Teras and you'll find good hunting in both areas. Teras has
a banshee only area in the mausuleum, or you could stay in Darkstone and hunt the
sentinels and work towards moving up to troll kings and harbingers. On the troll kings i'd
recommend using evil eye, as dark catalyst will cause limbs to explode, causing the troll
king to regenerate non-experience gaining troll kings. On the harbingers, use dark
catalyst, as they take a ton of damage.
Part III: Role Playing the Sorcerer
Some would say that to roleplay a sorcerer you have to be evil, a follower of an evil
deity, and a menace to Elanthia as a whole. That's true of a lot of sorcerer's, but as
with any profession, you still have choices. I personally follow Lumnis, known as a light
god, and deity over knowlege. What spells i've been allowed by Lumnis to learn just happen
to be sorcerer spells, and i'll use what spells i'm given as well as possible. Most
important rules to follow in roleplaying is to be consistent, stay in character, and never
talk of other worldly things in anything but whispers.
Outstanding role-playing may even occasionally earn you an experience award or such, and
though these are few and far between, gaining one will greatly increase the speed at which
you'll be absorbing experience. Flesh out your character and give your sorcerer a
personality, whatever that may be. It won't be easy as sorcerers generally make lousy
group companions, due to the nature of their spells. Also, due to the fact that sorcerers
aren't as strong at younger ages, the going may be tough at first. But treat others with
respect, keep in character, and keep up the hard work...you're on your way to a rich and
rewarding profession. That's my guide, hope you find it as enjoyable as i've found
researching it, and may it help to make your time in Elanthia all the more enjoying.
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