ZombieMudAn Information Source about ZombieMud abjurer
Abjurers are the masters of protection and vulnerability spells. They are most effective in a party, as they can't do much damage or act as tanks. When in a party the abjurer's job is to cast protection spells, cast vulnerability spells on monsters to lower resistances, and to heal the tank and/or party if there isn't a Cleric/Healer present. Spell namesAbjurer spells have fun and interesting names, however everyone only knows them by what they do. For example, mystic bulwark is knows as LMag because it is a lesser protection against magical damage, while [[arcane bulwark] is known as GMag because it's the greater protection against magical damage. Protections SpellsThere is a greater and lesser protection spell for each damage type in the game. One character can have only one lesser and greater simultaneously, and they can't be of the same type (Ie, you can't cast greater and lesser magical prots on one person). Also note that character with armour of god can't be protted with greater or lesser prots. Only the person these spells are on sees a message when they wear off, so the target will have to let you know when they drop, or you can cast aura detection to see all effective spells. Don't worry, every tank worth his salt has triggers set up to let the party know when something drops (and a lot more information). Each tank will have preferences as to which spells you are to keep up. The effectiveness of the spells is dependant o the skill mastery of shielding, which is available in the other sub guild, your wisdom, and spell percent. VulnerabilitiesThere is a specific vulnerability for each type of damage and there are two combined spells. elemental disarray lowers resistances in fire, asphyxia, magic, electricity and physical damage. ray of enervation lowers resistances in acid, cold, poison, psionic and physical damage. Most parties want elemental disarray cast. The effectiveness of the vulnerability spells is dependant on the skill greater vulnerability, which can be trained in the other sub guild, your wisdom, and spell percent. Casting a vulnerability spell is considered an aggressive act and makes the target hostile to you. Usually battles are started with a battlecry or monk's ki for example, so you might want to time vulns so that they hit the mob right after the skills go off. Also once you are wrapped up in the battle you won't tick any more, this means you won't regenerate sps. Therefore it is common for the abjurer to step out of the room while the battle progresses to get their ticks before returning. If a monster has a protection spell active, you won't be able to cast vulnerability of the same preference on the mob. Ie, if a mob has lphys or gphys, you can't cast physical vulnerability. Abjurer MasteryAbjurer mastery is a long path:
Casting vulnerability and protection spells and doing exp will increase your rank within the abjurer system, exp being the least effective of the three when counting towards mastery. You can visit Anthiala in the Tower of abjuration who can 'estimate' how long before you are ready for the next level. Once you are ready for the next level you can ask to 'enlighten me' at the guild to advance. To check your current mastery level and specializations, 'stare into sphere'. Once you advance, you gain access to certain mastery skills, spells and specializations. With each new rank, you can 'evaluate' at the guild, and Arthorian says which Master Abjurers you are ready to visit for more training. They change places quite frequently, so you must 'say where is x' to get some clue about their whereabouts. Searching is up to you. Once at the Master Abjurers you can 'study' and 'train'. These skills and spells cost exp and money the same way as normal skills and spells. At some levels you get to 'specialize' in different things, such as protection spells or preferences. last updated 1 year ago # |