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Conjurer

From Regnum Online Wiki

A Conjurer from the realm of Syrtis.

Conjurers are a subclass of the Mage. Although their standard role is as doctors and supporters in the backlines, taking one lightly is a huge mistake. Conjurers like all mages lack defense, evasion, and health, but they have a big menu of crowd control to use as they please. A skilled conjurer can play with his opponent for a long time, dizzying and knocking down as they please. Not only that, but they get many damage reduction skills, not to mention their well known healing magic. A final touch to this class is the ability to summon a creature to aid him in battle. Conjurers commanding ghosts, golems, lichs and even demons, are a common sight. The main problem a conjurer faces is his lack of decent damage. He has much more endurance than the Warlock, but in terms of offensive power he's way weaker and relies on the mental discipline as his main damage output. A well played conjurer can be even more dangerous as a supporter. Correct distribution of health, mana, power buffs for warriors, defensive auras and more, can help an outnumbered group become victorious. This makes the conjurer a favorite target, blindly charging against the white mages should be always expected and every army must be ready to protect their doctors.

Contents

[edit] Advantages & Disadvantages of a Conjurer

[edit] Advantages

  • The only healing class
  • Can supply mana to allies
  • Can resurrect dead allies
  • Levels very fast compared to other classes
  • Can have a summon that fights for them
  • Have great auras and buffs

[edit] Disadvantages

  • Usually top priority target of enemies
  • Low movement speed
  • Relies on allies for taking down enemies
  • Low base damage
  • Low defense

[edit] Powers

As well as the Mage disciplines, the Conjurer has 3 subclass-specific disciplines:

  • Life: All sorts of healing spells, including revive and also some protection buffs for allies.
  • Summon: Different creatures to call upon, plus some improvements for them.
  • Sorcery: Strong defensive spells for self and allies.

[edit] Life

Allows healing and regenerating wounds, and bringing the dead back to life.
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  Name Pos. Type Casting Cooldown Duration Range Area
Heal Self 1 Direct 1 15
Heals the caster.
Heal Ally 2 Direct 0.5 10 20
Heals an ally.
Resurrect 3 Constant 6 120 0,0,30 8
Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
Regenerate Self 4 Constant 1 30 30
Heals the caster over time.
Regenerate Ally 5 Constant 0.5 20 30 20
Heals an ally over time.
Divine Intervention 6 Constant 1 45 20,40,60,80,100 25
The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. She remains vulnerable to damaging spells, even those that have negative side effects.
Material Wall 7 Constant 2 120 120 25
Gives physical resistance to the target.
Vital Surrender 8 Direct 2 180 20
The conjurer revives nearby allies but automatically respawns at save.
Magic Barrier 9 Constant 2 120 120 25
Gives magic resistance to the target.
Greater Healing 10 Aura 3 180 60 10
Aura that heals all allies near the caster over time.

[edit] Summon

Allows summoning different types of creatures to fight next to the caster.
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  Name Pos. Type Casting Cooldown Duration Range Area
Summon Zombie 1 Constant 3 60 240
Summons a zombie that fights for the conjurer.
Summon Skeleton 2 Constant 3 60 240
Summons a skeleton that fights for the conjurer.
Summon Mummy 3 Constant 3 60 240
Summons a mummy that fights for the conjurer.
Material Bond 4 Passive
Passive. Increases the summon's hp.
Summon Incorporeal 5 Constant 4 60 240
Summons an incorporeal entity that fights for the conjurer.
Summon Lich 6 Constant 4 60 240
Summons a lich that fights for the conjurer.
Summon Golem 7 Constant 4 60 240
Summons a stone golem that fights for the conjurer.
Extraplanar Bond 8 Constant 0.5 60 60
The conjurer magically bonds to its summoning. Part of the received damage is redirected to it.
Summon Demon 9 Constant 5 180 240
Summons a demon that fights for the conjurer.
Blood Drinker 10 Constant 4 180 60
Summoning earns life draining attacks. Part of the inflicted damage is taken as health for the current creature.

[edit] Sorcery

Allows using magical energies for casting different forms of protection.
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  Name Pos. Type Casting Cooldown Duration Range Area
Force Armor 1 Constant 2 40 40
A force field is created that grants the conjurer extra protection.
Shifting Silhouette 2 Constant 3 50 40 20
Increases the target's evade chance.
Friendly Shielding 3 Constant 1.5 90 60 25
A force field is created surrounding an ally, it provides extra armor.
Mind Blank 4 Constant 1 60 20,30,40,50,60
The conjurer gets resistance to crowd control effects.
Mirage 5 Constant 1 60 30 3
Improves the conjurer's knock down resistance.
Karma Mirror 6 Constant 1 60 30
Reflects part of the damage received while the spell is active.
Sanctuary 7 Constant 1.5 70 10,12,14,16,20
Makes the conjurer invulnerable, but unable to attack.
Insightful 8 Passive
The caster gains a duration bonus to all powers received from allies or himself.
Tremor 9 Constant 3 60 4,6,8,10,12 25 10
The opponents in the tremor area become dizzy and can't use spells.
Steel Skin 10 Constant 1 180 20,25,30,35,40
The conjurer creates a magic mantle that significantly reduces slashing, piercing and blunt damage.