Preface
If you actually grew up in Elanthia, you would be familiar with the
"physics" of the lands. You would know your chances of hitting a creature with a sword, how fast your mana replenished itself, and how your low constitution affected you. The physics of Elanthia would be the stage, --- but you'd define your character. This guide is designed to provide that knowledge so that by understanding how things work, you'll have greater flexibility to roleplay a unique character.
One of the most unpleasant of all events in Gemstone III is the realization that you need to reroll your character. This usually isn't because you suddenly want to role-play a new character class or race, or a new persona, but simply because as you reach higher levels, you realize that your statistics are badly placed, or you have been training inappropriately. When this occurs, you are forced to lose all the time and money you invested in your first character so that you can enjoy later development.
This manual is meant to help you make design and training decisions that will improve your character's effectiveness, and help eliminate the need to start over. It is not meant to be the boilerplate for every sorcerer, and I will add that even my sorcerer is not designed following all these suggestions. Gemstone is a role-playing game, and each player should design the type of character he or she will enjoy playing. Perhaps you would enjoy playing a clumsy sorcerer that likes Minor Spiritual Spells, or perhaps you wish to be a halfling "Imbedder for Hire" at high levels. While some people's goal is to rise in level as quickly as possible, wiser players will design characters that take longer, but are more fun for them to play. Hopefully this guide will give you the tools to determine the costs for balancing your effectiveness and role-playing desires.
Rolling Statistics
If you are reading this before you create your first character, you're probably anxious to enter Elanthia and start playing. Spending more than a few minutes in the Character Generator may seem like a waste of time. This is the first mistake most young players make.
Consider how long you will be playing this character. It takes a good player about 500 hours to make Lord Level (20), so invest a couple hours in a good start. Once you've created your character, the only thing in Elanthia that can raise your statistics is attaining new experience levels. Few statistics rise every level - some may go up as slowly as every nine levels! In other words,
when you become a Lord or Lady, a slow-growing statistic may only be "2" higher than before you killed your first giant rat! Statistics define the effectiveness of your character, and small stat bonuses can have major long-term effects. Be patient.
When you begin with the Character Manager, use the "Full Character Generation" method rather than the "Quick-Gen." Quick-Gen determines all your statistics and skills automatically, and denies you the opportunity to reroll for a better start. The Generator will give you a list of numbers that you can place in the statistics you choose. These numbers will be:
3 numbers (50 to 90)
3 numbers (40 to 60)
3 numbers (20 to 50)
1 number (20 to 100)
Out of a possible 700 points, make sure you start with a stat total
of over 620. A high total is not only important during game play, but the skill points you earn are based on your statistics. The diversity of sorcerers makes purchasing skills more expensive for us than for other classes. In fact, the sorcerer profession faces the highest prices for 21 of the 28 skills in the game, so a high aggregate total is crucial. Ideally, your first three numbers should all be above 80, the last number should be in the 90's, and no number
should be below 30. Below, I calculated the % chance of rolling at least one set of numbers above a certain total (before the Profession Bonus) in a given time.
|
50%
|
75%
|
90%
|
620+
|
11
minutes
|
24
minutes
|
39
minutes
|
630+
|
37
minutes
|
74
minutes
|
124
minutes
|
640+
|
2.4
hours
|
4.8
hours
|
8
hours
|
650+
|
12
hours
|
24
hours
|
40
hours
|
660+
|
3.5
days
|
7
days
|
12
days
|
670+
|
43
days
|
87
days
|
145
days
|
680+
|
3.4
years
|
6.7
years
|
11.2
years
|
690+
|
550
years
|
1099
years
|
1826
years
|
700
|
101,560
years
|
203,119
years
|
337,374
years
|
Training Points
Your statistics determine the number of Training Points that your character receives each level. The formulae for these points, rounded down, are:
Mental Training Points =(DIS + AURA + LOG + CHR + WIS + INT) / 10
Physical Training Points =(DIS + AURA + STR + CON + RFLX + DEX) / 10
When you raise a level and CHECK IN at the Raging Thrak Inn, your statistics may increase, and you collect your training points. Training Points are used to purchase skills. Physical Training Points may be converted into Mental Training Points at a two-to-one ratio. Extra points are stored until you advance another level.
Stat Growth Rates
The rate of growth of your statistics should be an important factor when you decide your stat order, simply because the faster your stats go up, the more training points you receive. Listed below is a rough collection of stat growth rates for a number of dark elf sorcerers. For example, if your sorcerer's CONSTITUTION grows to 44 at Year 6, it's predicted to grow to 45 at Year 9. Individual dark elf sorcerers may show slight variations, and other races may differ greatly. The list is incomplete, and if you have more information, please share your growth rates with me for later guides.
|
Number of Years Until Stat Grows
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
CON:
|
20-25
|
26-34
|
40-52
|
53-56
|
69-73
|
|
|
|
|
DEX:
|
20-59
|
60-89
|
|
|
|
|
|
|
|
DIS:
|
20-49
|
50-75
|
76-100
|
|
|
|
|
|
|
LOG:
|
20-29
|
30-
?
|
46-59
|
60-65
|
85-89
|
90-98
|
|
|
|
INT:
|
20-45
|
46-68
|
69-91
|
92-100
|
|
|
|
|
|
STR:
|
--
|
20-
?
|
|
41-46
|
|
60
|
79-80
|
81-89
|
95-100
|
RFLX:
|
20-40
|
41-59
|
60-79
|
|
|
|
|
|
|
CHR:
|
--
|
20-
?
|
33-40
|
41-49
|
50-58
|
61-96
|
|
|
|
WIS:
|
30-59
|
60-90
|
91-100
|
|
|
|
|
|
|
AURA:
|
30-59
|
60-89
|
90-100
|
|
|
|
|
|
|
Assigning the Rolls to the Statistics
Before I begin, I want to point out that there are many different strategies that have proven successful for various high level characters. When choosing your stat order, try to balance your role-playing desires with your long-term effectiveness. Creating statistical advantages in the activities that your sorcerer will perform the most will lead to success, while errors can greatly
decrease your satisfaction and growth rate.
Sorcerers develop slowly, and may be comparatively weaker than other
professions until they reach their thirties. Since most people who choose sorcery have the goal to create a Legend Level (50) character, the guide is written with this in mind. However, realistically, most characters will never reach Lord or Lady (20) status. Below, the Lord/Lady stat order maximizes points without the benefit of long-term stat growth over 50 levels. Both strategies balance mathematical effectiveness, maximum stat development rates and cumulative training points for the levels played, while still maintaining sufficient points for proper skill purchasing each level.
Legend:
|
LOG
|
DIS
|
STR
|
AURA
|
WIS
|
CHR
|
INT
|
CON
|
RFLX
|
DEX
|
|
|
|
|
|
|
|
|
|
|
|
Lord
or Lady:
|
DIS
|
STR
|
AURA
|
WIS
|
LOG
|
CHR
|
INT
|
CON
|
RFLX
|
DEX
|
Stat Discussion
LOGIC: LOGIC grows slowly, and a low number hinders your valuable Mental Training Points for a long time. LOGIC also affects how quickly you convert field experience into real experience when you are not at a node, which speeds
your XP/hour growth rate.
DISCIPLINE: A high number in DISCIPLINE is crucial, because it is counted in both training point formulae. The only reason it isn't first is because it grows quickly. High level sorcerers will like a good DIS bonus when the ability to summon demons is implemented in GS III.
STRENGTH: Sorcery may be the slowest developing profession, and a good sword arm can help you through many difficult times. Your STRENGTH bonus helps determine your Attack Strength, whether you hit, and how much damage you do. STRENGTH also helps your base Defensive Strength, reduces your round times for physical actions, and increases your ability to carry lots of treasure. It may be one
of the most useful statistics in the game, but a high number in this slow growing stat means putting mental statistics lower, gaining less Mental Training Points. Still, sorcerers who do not plan on passing Lord level may even consider placing it in the first position.
AURA: AURA, may be your most valuable statistic. For long-term development, it earns double Training Points. It is the source of your Mana Points for casting spells, and also determines the rate which you regain your mana. A high AURA bonus also increases your chance to hit and damage targets with your Sorcerer Warding Spells. The only reasons AURA is placed fourth is because it grows quickly, and sorcerers get a +10 addition to the stat because to their profession. Placing a number in the 90's in here would only get raised to 100.
WISDOM: WISDOM affects your Casting Strength exactly like AURA, but is not as valuable since it's only single-counted toward Training Points and does not effect your total Mana. It helps you detect traps, an important ability for older Sorcerers. If you want to be a more effective spell-caster early, you may want to move it into the fourth spot, reducing LOGIC. However WISDOM grows quickly, and sorcerers receive a +10 profession addition to it, so the fifth
spot is probably best.
CHARISMA: Like LOGIC, this statistic is also slow to change, so a high number will help meet your long-term Mental Training Point needs. CHARISMA affects your dealings with merchants, helping generate needed funds. Higher level sorcerers will find CHARISMA necessary when controlling demons is implemented. You may wish to exchange the useful STRENGTH statistic (third) with this position for more Mental Training Points. Most importantly, CHARISMA is a wonderful role-playing statistic, and should be placed where you will enjoy it most.
INTELLIGENCE: An important statistic that grows quickly and helps produce valuable Mental Training Points is INTELLIGENCE. This statistic affects how much field experience your mind can hold in one hunt, so a high INTELLIGENCE is important for maintaining a good XP/hour ratio.
CONSTITUTION: CONSTITUTION increases the number of your health points you receive when you train. It enhancess poison and disease resistance rolls, but Dark Elves are already quite resistant to those attacks. The statistic grows slowly, but at least it only produces PTP's!
REFLEX: REFLEX is a good statistic that increases your base Defensive Strength. It does grow at a healthy rate, however, so we want to give it room to build those Physical Training Points.
DEXTERITY: If you intend for your character to wield wands and cast Flare (111) effectively, you may want to give this statistic a higher spot. However, if you prefer to concentrate on casting sorcerer spells, this should probably go last. DEXTERITY is a fast-growing statistic, and since it doesn't add to your Mental Training Points, a low number will give it room to grow without cramping
you for MTP's in the short run. It helps maneuver rolls, and may impact evasion and missile weapons when the new combat system is implemented.
Profession Addition
As a sorcerer, you will automatically receive a +10 to your WISDOM and AURA statistic. Aside from gaining levels, this is the only time your actual statistic will be raised above your starting rolls. As mentioned previously, the highest a statistic can reach is 100, so placing a number above 90 in WISDOM or AURA wastes points - a high 80's number is much better.
ex. John wants to earn lots of training points right away, so he decides that the two most valuable stats to him are DISCIPLINE and AURA. John's top two rolls are 96 and 85. If he places the 96 in AURA, he starts with a 100 AURA and an 85 DISCIPLINE (185 total). If he places the 85 in AURA, he begins with a 95 AURA and a 96 DISCIPLINE (191 total). This gives both stats room to increase, and he reaches two "100" statistics much more quickly.
Race Selection
Selecting a specific race will modify your Stat Bonuses. This is vital, since most actions in GS III are based on the Stat Bonus, not the actual statistic.
Stat Bonus = (Statistic - 50) / 2 + Racial Modifier
ex. John now has a 95 in AURA which gives him a +23 to most AURA based formulae. If John decided to become a Dark Elf, he would add an additional +10 to the bonus, so he would still start out with 95 AURA, but would now add +33 to his AURA-based rolls.
Below is the table describing the racial modifiers.
|
STR
|
RFLX
|
CHR
|
WIS
|
AURA
|
CON
|
DEX
|
DIS
|
LOG
|
INT
|
HPF
|
MAX
HP
|
Human
|
+5
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
+5
|
+5
|
6
|
150
|
Giantman
|
+15
|
-5
|
+5
|
-
|
-5
|
+10
|
-5
|
-
|
-
|
-5
|
7
|
200
|
Half
Elf
|
-
|
+10
|
+5
|
-
|
-
|
-
|
+5
|
-5
|
-
|
-
|
5
|
135
|
Sylvankind
|
-
|
+5
|
+5
|
-
|
+5
|
-
|
+5
|
-5
|
-
|
-
|
5
|
130
|
Dark
Elf
|
-
|
+5
|
-5
|
+5
|
+10
|
-5
|
+10
|
-10
|
-
|
+5
|
5
|
120
|
Elf
|
-5
|
+15
|
+15
|
-
|
+5
|
-
|
+5
|
-20
|
-
|
-
|
5
|
130
|
Dwarf
|
+10
|
-5
|
-10
|
-
|
-10
|
+15
|
-
|
+10
|
+5
|
-
|
6
|
140
|
Halfling
|
-20
|
+10
|
-15
|
-
|
-5
|
+10
|
+15
|
-5
|
+5
|
+10
|
4
|
100
|
Glancing through the bonuses demonstrates the main reason why you see so many Dark Elf sorcerers. Warding Spells are the heart and soul of the sorcerer's arsenal. While wizard spells rely on a DEXTERITY bonus, your success with warding spells is determined by your stat bonuses from WISDOM and AURA. This formula is:
CS (sorc) = (Level x 3) + (AURA Bonus + WIS Bonus)/2 + # of Sorcerer Spells + # of MeE/2 + #of MnS/2
ex. Fizzlestick is a 7th level Sorcerer with 7 Sorcerer spells, 4 Minor Elemental spells, 6 Minor Spiritual spells. He is a Dark Elf with a 100 AURA (+35 Bonus) and a 97 WISDOM (+28 Bonus).
CS (sorc) = (7 x 3) + (35 + 28)/2 + 7 + (4/2) + (6/2) = 21 + 31.5 + 7 + 2 + 3 = 65
If Fizzlestick was created as a human his CS would be only 57, and as a dwarf, 52.
If you want your sorcerer to be able to hit hard with DEX-based bolt wands, Dark Elves have an attractive DEX bonus, and the other elf-type races also make good choices as well. One drawback to the Dark Elves is that they recover spirit points very slowly. Another may be their low MAX HP, but because of their lack of armor, most sorcerers are killed by critical hits, so a high HP total may not be so important.
The most important factor in selecting a race, however, is role-playing. Your character's race should have a dramatic effect on how you play the character. Regardless of the numbers, choose the race that you will enjoy playing the most.
ex. John rolls his numbers, which are 85, 83, 82, 59, 58, 55, 40, 37, 36, and 96. He likes his total a lot (631) and places the numbers in order for his Dark Elf. He decides though, that he wants to play a morbid sorcerer with a low CHARISMA. His character ends up:
LOG 96 DIS 85 STR 83 AURA 92 WIS 69 INT 58 CON 55 RFLX 40 DEX 37 CHR 36
PP's = (85 + 83 + 92 + 55 + 40 + 37)/10 = 39.2
MP's = (96 + 85 + 92 + 69 + 58 + 36)/10 = 43.6
Skills
Selection of the proper combination of skills is another vital part of
developing an effective sorcerer. Because sorcery has the highest skill costs of all professions, and that only 5 of the 28 skills can be double, or even triple trained in each level, this profession is perhaps the most restricted in variety.
Skills are purchased with Mental and Physical Training Points. Sorcerers can double, and even triple-train in the five magic-oriented skills at any level, however, every additional skill level costs double.
ex. One level of Spell Research costs 10 MP. Two levels cost 30 MP (10 + 20), and three, 70 MP.
When considering double-training, always think long-term. It's unwise to double-train, if you won't train at all in the skill next level.
Another training option is to exchange your PP's for MP's. You will only receive one MP for every two PP's, but sorcerers will find MP's much more useful, so this may be a worthwhile tactic despite its expense.
Finally, skill training has a diminishing returns effect. For most
number-based skills, training will add +5 to your abilities for the first ten levels, +4 for the next ten, +3 for the next, +2 for the next, and finally +1 for all remaining training. Also, buying some skills much over 100% (23 trainings) is unnecessary. In parenthesis below, I've listed a recommended place to stop where additional trainings become less effective. "Zero skills" are optional and your character will do fine without any training in this skill.
Spell Research (0 PP, 10 MP) (max)
Spell Research simply allows you to learn a new spell. Each level, sorcerers generally double-train (and may even triple train!) in this skill. A second level sorcerer usually learns the first two spells in all three circles by level two, then selects the Sorcerer Circle and the Minor Elemental Circle to advance in for a number of years. Sorcerers may not cast spells greater than their character level, so studying ahead does not give you additional spell flexibility, but it will slightly improve your Casting Strength.
Mana Sharing (0 PP, 3 MP) (24)
A versatile skill that allows you to share mana, and better, allows another mana sharer to replenish yours! Training 24 times allows 100% transferring for imbedding (420). The effective Dark Catalyst spell (719) is based on this ability as well.
Scroll Reading (0 PP, 2 MP) (0-24)
An amusing and inexpensive ability for sorcerers. This allows magic use from other circles, typically spells outside of combat.
Magic Item Use (0 PP, 3 MP) (0-24)
Allows you to activate wands and other imbedded magic items. Most sorcerers do not use wands, and use imbeddables outside of combat, so a few misses is worth the price of not training here.
Spell Aiming (3 PP, 1 MP) (0-40)
Warding Spells are the sorcerer's main arsenal, and do not require any spell aiming. Advocates like the chance to use wands, especially at higher levels. However, as an effective mode of attack, you'd need to double-train each level and stance dance, plus purchase Magic Item Use to activate a wand quickly enough. Wands might best be left to the wizards.
Perception (0 PP, 3 MP) (40)
This skill has a number of uses, including helping you detect traps, hidden people, objects, or treasure, or even someone's hand in your coin purse!
Edged/Blunt Weapons (10 PP, 1 MP) (40)
Weapon Training not only enhances physical attacks, but increases your Defensive Strength while casting spells. Pick one type of attack, here or below, and stick with it. Edged weapons are preferable; they are very common, and have some of the best Damage Factors.
Other Weapons (20 PP, 3 MP) (0)
Other weapon skills include Thrown, Ranged, Pole Arms, Two-Handed, and Brawling. The extra cost of these skills may be too expensive for most sorcerers. Thrown and Ranged will have more impact when the new combat system is implemented. Avoid two handed weapons. Although they can cause heavy damage, a sorcerer needs a shield to avoid being hit, particularly after level 10. Brawling is worth a look. It allows you to keep your AS and DS bonuses whenever one hand is free, and has other advantages as well.
Shield Use (8 PP, 1 MP) (40)
With the spellcasting hindrance created by wearing armor, using a shield is your best way to avoid being hit. Shield Use magnifies the benefit of a magic shield. Shields also help against bolt spells, and will be a factor when missile combat is implemented.
Physical Training (8 PP, 0 MP) (12 to max)
Sorcerers survive by not being hit, but accidents happen! Many older sorcerers stop training when they have about fifty health points, because it isn't health point loss that usually kills sorcerers, but critical hits.
Climbing (6 PP, 2 MP) (15)
Some areas of Elanthia require a certain skill level in Climbing to enter.
Swimming (3 PP, 1 MP) (15)
As with Climbing, some areas require a certain skill level in Swimming to enter.
Armor Use (15 PP, 1 MP) (0-4)
Sorcerers may wear up to Full Leather (AsG 6) without any spell hindrance. Heavier armor causes spell failure, which may be unacceptable with mana intensive sorcerer
spells. If you wear full leather, four levels of Armor Use will remove the one second round time delay of physical activities, and reduce its maneuver penalties.
Pick Pockets (3 PP, 3 MP) (0-1)
Picking a character's pocket is considered an invitation for player-vs.-player (PvP) combat! Consider purchasing one level, which helps you detect a hand in your pocket.
First Aid (3 PP, 2 MP) (0-20)
This skill allows you to stop bleeding by "Tending" others, and helps you skin pelts for more wealth.
Trading (0 PP, 3 MP) (0-20)
Improves your success with merchants. A possibility if you have the MP's, considering how often this is done.
Disarm Traps (2 PP, 7 MP) (0-20)
Triggering trapped treasure chests is the leading cause of death for high level sorcerers in Elanthia.
Pick Locks (2 PP, 7 MP) (0)
Another handy skill, but we have access to spells which perform this function. Save those MP's!
Stalk & Hide (6 PP, 5 MP) (0)
Allows you to hide and prepare for ambush. Hiding may have additional benefits as well.
Ambush (15 PP, 14 MP) (0)
When attacking from a hidden location, this skill allows you to do more severe critical hits. Expensive.
Multi-Opponent Combat (20 PP, 25 MP) (0)
When the new combat system is implemented, this skill will reduce the risk of being overwhelmed when you face multiple opponents. Since sorcerers do not rely on stance dancing, it will never be a good choice.
Two Weapons (25 PP, 20 MP) (0)
Another expensive option. Intriguing, but sorcerers may need their shields to avoid being hit.
Combat Maneuvering (22 PP, 15 MP) (0-20)
Increases critical hit rank, and adds an additional +1 to your AS for every ten points, and helps with maneuver-based attacks to help older sorcerers. Too expensive for the young.
My Shopping List:
0 PP | 30 MP | Spell Research (x2) |
8 PP | 1 MP | Shield Use |
10 PP | 1 MP | Edged Weapons |
0 PP | 3 MP | Perception |
0 PP | 3 MP | Mana Sharing |
8 PP | 0 MP | Physical Training |
26 PP | 38 MP |
The skills on the list above are generally considered mandatory training every level until Lordhood. The only exception may be Physical Training, which you may wish to reduce training once you reach your teens.
Customize your character with your extra PP's. Four levels of Armor Use may be a good early training choices. Before Lordhood, you'll want 15 levels of Swimming and Climbing to have access almost anywhere. Additional training points could be to used to diversify your character with Scroll Reading, Magic Item Use, Spell Aiming, Disarming, First Aid, Trading, and always consider triple-training in Spell Research.
Also, make sure you are aware of what the incremental benefit of an additional training will be. For example, your 41st training in Weapons still costs 8 PP and 1 MP, but you only get +1 to your skill. Triple-training in Spell Research rapidly becomes an even more attractive option at these higher levels. While all other classes suffer diminishing returns to their attack, learning an
additional spell always raises our Casting Strength the same amount, and when added to the static +3 to our CS for just aging a year, it may make sorcerers the most powerful profession at Legend level.
Combat in Elanthia
Melee
With their low Casting Strength, Mana Reserves and Mana Recovery Rates, sorcerers must start out fighting mainly by hand. The high skill costs and demands for statistics in other areas makes them less effective at this than almost all the other professions. Many sorcerers find it more effective to use their weapons in addition to spells for a long time.
Combat is resolved by the following formula:
AS - DS + AvD + 1d100 = results
AS and DS are the attacker's Attack Strength and the defender's Defensive Strength. AvD, or attack-vs.-defense, is a modifier which adds or subtracts based on your weapon choice and the defender's Armor subGroup. For example, a rapier might be +10 vs. unarmored opponents, but -20 vs. a defender in plate mail, since it can rarely penetrate. Finally, a 1d100 is added, and if the total is over 100, you hit a random part of the body. The farther over 100 and the better your weapon's Damage Factor, the more damage you do. Finally, a critical hit (extra damage) is determined by Ranking the damage (damage/5 rounded up), and seeing what location is hit. A high Rank attack to, say, the throat, may kill something in one swing; a shot to the arm might need a higher rank to sever it.
Below are the tables and formulae that will help you determine your AS and DS.
Stances (% of Weapon or Shield Training)
|
Magic
Metals
|
|
AS
|
DS
|
|
Offensive
|
100%
|
0%
|
Mithril
|
+5
|
Advance
|
80%
|
20%
|
Ora
|
+10
|
Forward
|
60%
|
40%
|
Imflass
|
+12
|
Neutral
|
40%
|
60%
|
Mein
|
+15
|
Guarded
|
20%
|
80%
|
Vultite
|
+20
|
Defensive
|
0%
|
100%
|
|
|
Note: Magic metal only applies to armor and shields, not helmets. You may only use a metal if your level is at least half its bonus. For example: A character must be 3rd level or higher to use Mithril, 10th to use Vultite. Imflass is the lightest (lowest round times); next lightest is vultite.
AS = Stance x (STR Bonus + Weapon Training + Magic Metal + Enchantment) + Combat Maneuvers/10
Example: Aardwyn has a STR bonus of +10, A non-enchanted mithril axe, 0 in combat maneuvers and 25 points of edged weapons skill.
Defensive Stance: AS = (0%) (10 +25 + 5) + 0 = 0
Offensive Stance: AS = (100%)(10 + 25 + 5) + 0 = 40
Total DS = Base DS + Right Hand DS + Left Hand DS
Base DS = RFLX Bonus + armor metal + enchantment + Combat Maneuvers/10
Right Hand DS = Stance x [STR Bonus + Weapon Training + Total Weapon
Value]
Left Hand DS = Total Shield Value + [25% + (75% x Stance)] x [(Shield
Training/100) x Total Shield Value]
Total Shield Value = 20 + Metal + Enchantment
Total Weapon Value = Metal + Enchantment
Notes: Round the individual DS's to the nearest integer before
combining them for Total DS. A negative STR Bonus is not included in the Right Hand DS formula, so a DEF stance will never hurt your DS. The STR Bonus is in effect only if you hold a weapon or are barehanded. Right hand DS diminishes by 25% for every loss of over 25% to your Spirit Point or Hit Point total.
You can attack a monster by using the ATTACK command. Notice that your weapon must be in your right hand, and your shield in the left to use them - if not, SWAP them. Round time is an interval between attacks when you cannot perform another action. Heavier weapons, encumbrance, and armor for which you haven't trained, will increase your round time. A lower round time mean more chances to attack.
Armor is arranged into Armor Sub-Groups. Heavier armor affects the AvD (Attack vs. Defense) of the attacking weapon. For example, a character with a rapier attacking a creature in full plate may suffer a large negative to their attack roll, since the rapier is unlikely to penetrate and cause damage. The same creature might not be so lucky if the character then cast a lightning bolt at it!
Certain armor also protects specific parts of the body. All armor (except AsG 1) provide torso protection, others protect additional parts of the body. You may attach certain items to your armor to add protection, but this does will not change your AsG, as most believe. Protecting an area that is hit will lower the rank of damage you sustain. As a sorcerer, be aware that these attachments will add +2% to your rate of spell failure.
Ex. Pfoofel wears full leather armor, AsG 6, which provides protection to her torso and arms. She decides to add leg greaves and a metal aventail. This reduces damage she sustains from injuries to her legs and neck, but keeps her AsG at 6. She now has a 4% chance of spell failure.
You will notice that heavier armor greatly increases the chances of spell failure. Many sorcerers will not accept any chance of spell failure, and will wear only up to AsG 6. If the sorcerer wishes to wear full leather - the heaviest armor without any spell hindrance, training in Armor Use four times will remove the one second roundtime and maneuver roll penalty associated with some physical activities.
Mana
Your sorcerer has a maximum amount of mana based on the following formula.
Mana = Character Level x [(AURA - 40)/20]
ex. A level 2 sorcerer with an 90 AURA would have: 2 x (90-40)/20 = 5 Mana
Casting spells will generally cost 1 mana point/spell level. Casting a spell that requires more Mana than you have will put you into shock!
Kaivatia's note: the following formula has changed significantly, for the better, since Lord Sylvendale wrote this :)
Mana regenerates over time at the following rate:
Mana Regeneration Rate = 1/10 Total Mana every two minutes, rounded down.
ex. Sorcerers with 19 Mana regenerate 1 point/2 minutes. 20 Mana regenerate 2 points/2 minutes
Mana Regeneration Rates double at Mana Foci or Nodes, such as the Town Square.
Casting Spells
Magic spells can be cast from your own Mana, or by activating an item such as a scroll, wand, or other magical item. You must first PREPARE (or activate from magical items, wands and scrolls), before you can CAST AT < >. Spells have a prep time, based on your level and the spell level. If you do not specify a target, the spell will be cast on you, so BE CAREFUL! Casting a spell without enough mana is also dangerous, so keep an eye on your Mana with the EXP or POW commands.
Spell is 6 + levels below your level 0 second prep time
Spell is 3-5 levels below your level 5 second prep time
Spell is 0-2 levels below your level 10 second prep time
Warding Spells
The bulk of the sorcerer's abilities come from warding spells, which affect the target without aiming.
CS - TD + CvA + 1d100 = results
CvA is the Cast vs. Armor factor, and TD is target defense.
CvA's do not alter whether you cast a MnE, MnS, or Sorcerer
spell. See the armor table for specific values.
CS (Sorc Spell) = (Level x 3) + (AURA + WIS)/2 + # of Sorcerer Spells + (# of MnE)/2 + (# of MnS)/2
CS (MnE Spell) = (Level x 3) + (AURA) + # of Minor Elemental Spells +
(# of Sorcerer Spells) / 2
CS (MnS Spell) = (Level x 3) + (WIS) + # of Minor Spiritual Spells + (# of Sorcerer Spells) / 2
Note: MnE/2 and MnS/2 in CS (Sorc) round up independently
Ex. Arenia is a 12th level Sorcerer with 12 Sorcerer spells, 12 Minor
Elemental spells, 3 Minor Spiritual Spells. She is a Dark Elf with a 98 AURA (+34 Bonus) and a 87 WISDOM (+23 Bonus).
CS (Sorc) = (12 x 3) + (34 +23)/2 + 12 + (12/2) + (3/2) = 36 + 29 + 12 + 6 + 2 = 85
CS (MnE) = (12 x 3) + 34 + 12 + (12/2) = 36 + 34 + 12 + 6 = 88
CS (MnS) = (12 x 3) + 23 + 3 + (12 /2) = 36 + 23 + 3 + 6 = 68
Target Defense = (Level x 3) + Stat Bonus ( + any spells in effect, of
course)
Note: For MnE Spells, Stat = AURA. For MnS, Stat = WIS.
For Sorcerer spells, Stat = (AURA + WIS)/2
Casting a CS spell at yourself give you a -50 TD
By examining the CS formula, you can learn a lot. First, warding spells are not dependent on stance. This is a big advantage to the sorcerer, who can maintain a guarded stance while casting these spells. Second, Warding Spells do not require a healthy DEX Bonus - so you may decide to concentrate your points toward more effective warding. Finally, notice that CS is not based on a skill. Therefore, at very high levels, sorcerers do not suffer the diminishing returns effect that other classes do by purchasing skills. While a warrior's 41st weapon's training may only be worth +1 to his AS, at that level
we still get a free, +3 just for advancing a level, plus we add to our CS by whatever spell training we do.
Bolt Spells
Bolt Spells are the basis for most wizard spells. Bolt spells are aimed, and combat resolution is calculated much like melee combat.
AS - DS + AvD + 1d100 = results
Bolt Spell AS = Stance x (Spell Aiming + DEX Bonus)
Bolt Spell DS = Base DS + Total Shield Value + (Total Shield Value x Stance) + [25% + (75% x Stance)] [(Shield Training/100) x Total Shield Value]
It should be pointed out that very few spells a sorcerer can learn are bolt attacks, and most of the bolt attacks a sorcerer will make will be by using magical items such as wands. Most sorcerers tend to avoid this area to save many things, like a nice high statistic when starting, skill points that would have to go toward spell aiming every year, and never needing to rely on "stance dancing." Others like the flexibility, especially at higher levels, so this decision is more a matter of characterization than of necessity.
Wands and Scrolls
To use a wand or scroll, a sorcerer must first activate it. Wands must be WAVED, scrolls INVOKED, and an activation roll over 100 must be obtained.
Wand Activation Roll = 1d100 + Magic Item Use Training + Stat Bonus
+/- Know Spell? - Spell Level
Scroll Activation Roll = 1d100 + Scroll Reading Training +/- Know
Spell? - Spell Level
Know Spell? Yes +30
No, but know that Circle +10
No, but know Minor Circle - 20
No - 30
Stat Bonus = AURA Bonus for Elemental Spells, WIS for Spiritual, & (AURA + WIS)/2 for Sorcerer Spells
A failed roll does not remove a charge. After an item is activated, resolution is determined just as if you were casting the corresponding warding or bolt type spell.
Combat Results, Damage, & Experience
Successful attacks cause damage, and enough damage will kill a monster (or your character!). Your character can withstand only as many points of damage as his or her Basic Health Point Total (BHPT). Additional damage accrues when a heavy blow causes a critical strike, which can cause stunning, bleeding, losing a limb, or even instant death. You may monitor your condition by typing HEALTH.
Killing a monster will give you treasure and experience. SKINning a creature gets you no experience, but most pelts can be sold for profit. After skinning, SEARCH the creature, and GET your treasure.
Field Experience = 100 + 10 (Monster Level - Your Level)
Characters gain levels by collecting sufficient experience points. Field experience is garnered by killing monsters, performing certain skills, quests, and Role-playing awards. Your mind can only hold a certain amount of field experience, based on your INTELLIGENCE. Field experience is gradually processed into experience points at a rate determined by your LOGIC and your character's current location. If you gain a lot of experience more quickly then you can process it, your mind will go numb, and you will eventually have to rest. When this happens, you can act normally, but the amount of additional
field experience you can obtain will diminish. Visiting a node will increase your processing rate. You may monitor this by typing EXP. Don't miss the opportunity to team up with other adventurers in Elanthia! Characters JOINed together may hunt as a group, and if they all do their fair share of damage, they all receive full experience.
Final Thoughts
There is a lot in this manual, but I left a lot out too. It is up to your character to determine the mysteries of Elanthia. Questions like, "Why are 'Deeds' so important?" or "Where should a level 8 sorcerer hunt?" should be uncovered in the lands by talking with the inhabitants. These types of questions are at the heart of Elanthia, and I encourage you to enjoy the richness of the world and it's people.
This guide will always be a work in progress. Please eMail any comments, corrections, or contributions to PetShrink7@aol.com or look for Lord Sylvendale in the lands.
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