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.
[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.
Allows healing and regenerating wounds, and bringing the dead back to life.
[edit] Summon
Allows summoning different types of creatures to fight next to the caster.
[edit] Sorcery
Allows using magical energies for casting different forms of protection.
| edit this table
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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.
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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.
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