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 the player suddenly wants to role-play a new character class or race, or a new persona, but simply because as they reach higher levels, they realize that their statistics are badly placed, or they have been training inappropriately. When this occurs, the player is forced to lose all the time and money they put into their first character so that they 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 necessity to start over. It is not meant to be the boilerplate for every sorcerer, and I will add here that 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 with a low dexterity, or a halfling that likes Minor Spiritual Spells, or perhaps you wish to be an "Embedder 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.
Rolling Statistics
If you are reading this before you create your first character, you are probably just itching to enter Elanthia and start playing. Spending more than a few minutes rolling dice may seem like a waste of time. This is the first mistake young players make.
Consider how long you will be playing this character. You may end up enjoying years of play with your new persona. 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 ten levels! In other words, when you reach Lord Level (20), 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, so don't neglect this vital area.
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 600. A high total is not only necessary during game play, but skill points are based on your statistics. The diversity of sorcerers makes purchasing skills more expensive than 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. Preferably, your first three numbers should all be above 80, the last number should be in the high 90's, and no number should be below 30.
Training Points
Your statistics determine the number of Training Points that your character receives each level. Sorcerers develop slowly, and have expensive skill costs, so maximizing these points is essential. The formulae for these points is:
Mental Points = (DIS + AURA + WIS + INT + LOG + CHR) / 10
Physical Points = (DIS + AURA + STR + DEX + CON + RFLX) / 10
When you raise a level, your statistics may increase, and you can collect these training points when you CHECK IN at the Raging Thrak Inn. Training Points are used to purchase skills. Physical Training Points may be converted into Mental Training Points at a two-gives-you-one ratio. Extra points are carried over until you advance another level.
Assigning the Rolls to the Statistics
Before I begin, I want to point out that there are many different strategies around that have proven successful for many different lords. Just like buying a jacket - you need to determine the one that fits you best. You must balance your role-playing desires with long-term effectiveness. Creating statistical advantages in the activities that your sorcerer will perform the most will lead to success, while an error can greatly decrease your satisfaction and growth rate. Almost everyone in Elanthia has rerolled at one time or another because they have chosen unwisely here.
I will list my opinion, which is similar to a number of the lords, and at the end mention some other strategies that might affect where you place your statistics. This strategy tries to balance mathematical effectiveness, with maximum stat development rate, and still maintain sufficient skill points for proper skill purchasing.
From highest to lowest, I recommend this order:
DIS AURA STR WIS DEX LOG CHR INT RFLX CON
Stat Discussion
DISCIPLINE:
Nearly all the Lords agree that DISCIPLINE is the best place for your highest stat, because it is in both training point formulae. DISCIPLINE also affects the rate that you learn, where sorcerers, particularly Dark Elf sorcerers, need as much help as they can get. Finally, high level sorcerers will need a high DIS bonus when the ability to summon demons is implemented in GS III.
AURA:
AURA, like DISCIPLINE, earns double Training Points, and is the source of your Manna Points for casting spells:
Manna = Character Level x [(AURA - 70)/10]
ex. A level 2 sorcerer with an 85 AURA would have: 2 x (85-70)/10 = 3 Manna
During the game, Manna is regenerated at one tenth your total Manna, rounded down, to a minimum of one point every other minute. A good reason to reach a 99 AURA by level 7 is that it will give you 20 Manna, which doubles your recovery rate, giving you the Manna to cast twice as many spells during this difficult year.
A high AURA bonus also increases your chance to hit and damage targets with your Warding Spells. This formula is:
CS = (Level x 3) + (AURA Bonus + WIS Bonus)/2 + # of Sorcerer Spells +
# of Other Spells x 0.5
For example, Sylvendale is a 7th level Sorcerer with 7 Sorcerer spells, 7 Minor Elemental spells, 2 Minor Spiritual Spells. He is a Dark Elf with a 100 AURA (+35 Bonus) and a 99 WISDOM (+29 Bonus).
CS = (7 x 3) + (35 + 29)/2 + 7 + (9 x 0.5) = 21 + 32 + 7 + 4.5 = 65
The only reason AURA is not placed first is because sorcerers get a +10 addition to the stat because to their profession, so placing a number in the 90's in here would only get raised to 100. See an example under "Profession Bonus."
STRENGTH
The sad truth is, sorcerers are perhaps the slowest developing characters, and usually are forced to rely on a good sword arm for as many levels before they can use spells exclusively. Your STRENGTH bonus helps determine your Attack Strength, whether you hit, and how much damage you do. It will also reduce your round times for physical actions, and increase your ability to carry lots of treasure. Since this statistic is so important, and rises so slowly, assign it a high number.
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 Manna. It helps you detect traps. Sorcerers receive a +10 profession addition to this statistic.
I explored placing this fast-growing statistic in the fifth position, but it only added about one MP/level after level 15. In my opinion, the advantages of high WISDOM bonuses increasing your Casting Strength on all your warding spells outweigh this minor gain.
DEXTERITY
If you intend for your character to wield wands and cast Flare (111) effectively, you will want to give this statistic the fifth spot. If you prefer to concentrate on casting sorcerer spells, you should place this last. DEXTERITY is a fast-growing statistic, and since it doesn't add to your valuable Mental Training Points, a low number will give it room to grow without cramping you for MP's in the short run. It helps maneuver rolls, and may impact evasion and missile weapons when the new combat system is implemented.
LOGIC
effects how quickly you can turn combat experience into real experience points, and anything that can speed sorcerer advancement, especially through the first ten levels, is a boon. More importantly, LOGIC grows slowly, and affects your valuable Mental Training Points. Try to place a decent number here because you will be stuck with it for a while.
CHARISMA
Like LOGIC, this statistic is also slow to change, so a reasonably high number will help meet your Mental Training Point Needs. It will also play a roll for higher level sorcerers when demon controlling is implemented. Most importantly, CHARISMA is a lovely role-playing statistic. Place this statistic where you will enjoy it the most.
INTELLIGENCE
Another important statistic that helps our Mental Training Points is INTELLIGENCE. This statistic affects how much experience your mind can soak up in one hunt. While important, it does grow more quickly than the two previous statistics, and is thus placed eighth.
CONSTITUTION
increases the number of health points when the sorcerer physically trains, and helps poison and disease resistance rolls. The statistic grows slowly, but at least they are only PTP's!
REFLEX
A good statistic that can increase your Defensive Strength. It does grow at a healthy rate, however, so we want to give it room to build those Physical Training Points. As a reminder, DEXTERITY grows faster, and should be placed last for non-wand wielders.
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 decides that his two most valuable stats are DISCIPLINE and AURA, and his top two rolls are 96 and 85. If he places the 96 in AURA, he ends up with a 100 AURA and an 85 DISCIPLINE (184 total). If he places the 85 in AURA, he ends up with a 95 AURA and a 96 DISCIPLINE (190 total). He also gives both stats the room to increase with experience levels, so he ends up having two 100's in far less time.
Race Selection
Selecting a specific race will determine changes in your Stat Bonus. 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 MAXHP
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
A quick glance through this chart points out the main reason that 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 = (Level x 3) + (AURA Bonus + WIS Bonus)/2 + # of Sorcerer Spells + # of other spells x 0.5
ex. Sylvendale is a 7th level Sorcerer with 7 Sorcerer spells, 7 Minor Elemental spells, 2 Minor Spiritual spells. He is a Dark Elf with a 100 AURA (+35 Bonus) and a 99 WISDOM (+29 Bonus).
CS = (7 x 3) + (35 + 29)/2 + 7 + (7 x 0.5) = 21 + 33 + 7 +3.5 = 65
If Sylvendale was created as a human, his CS would be only 56.
Dark Elves also have an attractive DEX bonus, if you want the flexibility to hit hard with DEX-based bolt wands. The other elf-type races might also make good choices as well. The one drawback to the Dark Elves is that they do suffer from a lower DISCIPLINE, which makes it take longer to rise in level. Sorcerers take a long time to develop anyway, so many players simply accept this liability.
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, 58, 57, 55, 40, 37, 36, and 96. He likes his total a lot (629) and places the numbers in order for his wand-wielding Dark Elf. He decides though, that he wants to play a morbid sorcerer with a low CHARISMA. His character ends up:
DIS 96 AURA 95 STR 83 WIS 92 DEX 58 LOG 57 CHR 36 INT 55 RFLX 40 CON 37
PP's = (96 + 95 + 83 + 58 + 40 + 37)/10 = 41 MP's = (96 + 95 + 92 + 57 + 36 + 55)/10 = 43
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 28 skills can be double, or even triple trained in each level, this profession is perhaps the most restricted in variety, but easiest to decide.
A given number of Mental and Physical Training Points must be paid for each skill. 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.
These skills are listed below, and the number of trainings possible at a given level are listed in parentheses after them. 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.
Lastly, skill training has a diminishing returns effect. For most number-based skills, training will add +5 to your ability for the first 10 levels, +4 for the next ten, +3 for the next, +2 for the next, and finally +1 for all remaining training. As you can see, training in a skill for one point may not be cost effective, but then again, if you are 40th level Lord, you may not care!
Spell Research (3)
(0 PP, 10 MP)
spells in all three circles by level two, then select the Sorcerer Circle and the Minor Elemental Circle to advance in
for a number of levels. Sorcerers may not cast spells of a greater level than their character level - therefore
researching ahead does not give you additional spell flexibility, although it will slightly improve your Casting
Strength.
Scroll Reading (3)
(0 PP, 2 MP)
An important and inexpensive ability for sorcerers. This widens the arsenal especially when conserving manna.
Manna Sharing (2)
(0 PP, 3 MP)
Allows you to share manner, and better, allows another manna sharer to replenish yours. The effective Dark
Catalyst spell (719) is based on this ability as well.
Magic Item Use (2)
(0 PP, 3 MP)
Allows activation of enbedded magic items, including wands. 20 Levels is plenty for almost perfect activation.
Spell Aiming (2)
(3 PP, 1 MP)
Cheap, but perhaps unnecessary. Some Lords point out that sorcerers rely on Warding Spells, which don't require
aiming, while others stress versatility and the chance to hit hard with wands and the Flare spell (111). I'm for
versatility, especially since saving these points for a third spell (40 MPs)
Perception
(0 PP, 3 MP)
Edged/Blunt Weapons
(10 PP, 1 MP)
Weapon Training not only allows physical attacks, but increases your defensive strength when casting spells. Pick
one type of attack, here or below, and stick with it. Edged weapons are very common, and have some of the best
damage classes.
Other Weapons
(20 PP, 3 MP)
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 definitely worth considering. 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)
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 good shield (see Combat section). Shields also help against bolt spells, and will be a
factor when missile combat is implemented.
Physical Training
(8 PP, 0 MP)
Sorcerers survive by not being hit, but accidents happen! Having a few health points helps you survive!
First Aid
(3 PP, 2 MP)
This valuable skill allows you to stop bleeding with the "Tend" command, and helps you skin pelts for more wealth.
Climbing
(6 PP, 2 MP)
Some areas of Elanthia require a certain level in amount of Climbing to enter. Try for 12 ranks then stop
Swimming
(3 PP, 1 MP)
As with Climbing, some areas require a certain skill level of Swimming to enter. Try for 12 ranks then stop.
Armor
(15 PP, 1 MP)
Expensive for sorcerers, but a viable option. Sorcerers may wear up to Full Leather (AsG 6) without a spell
hindrance. Four levels of Armor will remove the one second round time delay associated with physical attacks. Any
higher armor will cause spell failure, which is generally unacceptable with manna intensive sorcerer spells. I
recommend saving your points for better spell protection.
Pick Pockets
(3 PP, 3 MP)
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.
Disarm Traps
(2 PP, 7 MP)
A handy skill, but one which can be mimicked by some Minor Elemental Spells. Your MP's can be better spent,
IMO.
Pick Locks
(2 PP, 7 MP)
Another handy skill, but again we have access to spells which perform this function. Save those MP's!
Trading
(0 PP, 3 MP)
Improves your success with merchants. A nice skill if you have the MP's, considering how often this is done.
Stalk & Hide
(6 PP, 5 MP)
Allows you to hide and prepare for ambush.
Ambush
(15 PP, 14 MP)
When attacking from a hidden location, this skill allows you to do more severe critical hits. Very expensive,
especially since it requires purchasing Stalking also.
Multi-Opponent Combat
(20 PP, 25 MP)
This expensive skill reduces the risk of being overwhelmed when you face multiple opponents in the new system.
Sorcerers already have a big advantage against multiple opponents because they do not rely on "stance dancing."
Two Weapons
(25 PP, 20 MP)
Another expensive option. Intriguing, but sorcerers may need their shields to avoid being hit.
Combat Maneuvering
(22 PP, 15 MP)
for every ten points. Far too expensive for most sorcerers.
My Shopping List:
0 PP 30 MP Spell Research (double trained)
0 PP 2 MP Scroll Reading
0 PP 3 MP Manna Sharing
0 PP 3 MP Magic Item Use
3 PP 1 MP Spell Aiming
0 PP 3 MP Perception
10 PP 1 MP Edged Weapons
8 PP 1 MP Shield Use
8 PP 0 MP Physical Training
3 PP 2 MP First Aid
32 PP 46 MP
Collect your extra PP's to purchase Climbing and Swimming. Additional training points could be to used to purchase four levels of Armor Use, a level in Picking Pockets (see above), or, more importantly, triple-training in Spell Research.
Lord Level
As a Lord, you will wish to re-examine your strategies. You will have 20 Levels in many skills, and your next purchase will only be worth a +3, so you might want to explore other areas. Triple-training in Spell Research is always a good choice.
Combat in Elanthia
Melee
With their low Casting Strength, Manna Reserves and Manna 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 formulae that will help you determine your AS and your DS.
AS = STR Bonus + Magic Metal + Enchantment + Combat Maneuvers/10 + [Stance x Weapon Training]
Stances (% of Weapon Training)
Magic Metals
AS Weapon DS Shield DS
Offensive 100% 0% 25% Mithril +5
Advance 80% 20% 40% Ora +10
Forward 60% 40% 55% Imflass +12
Neutral 40% 60% 70% Mein +15
Guarded 20% 80% 85% Vultite +20
Defensive 0% 100% 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.
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 = +10 + 5 + 0 + 0 + (0%) 25 = 15
Offensive Stance: AS = +10 + 5 + 0 + 0 + (100%) 25 = 40
Total DS = Base DS + Shield DS + Weapon DS
Base DS = RFLX Bonus + armor metal + enchantment + Combat Maneuvers/10 + (Stance x STR Bonus)
Shield DS = +20 + shield metal + enchantment + [ Stance x Shield Use % x Total Shield Value ]
Weapon DS = Stance x (Weapon Value + Weapon Training)
Notes: Weapon DS diminishes by 25% for every loss of over 25% to your Spirit Point or Hit Point total. A negative STR Bonus is not included in the Base DS formula, so a DEF stance will never reduce DS.
Ex. Aardwyn carries an imflass shield with no enchantment, and has 20 points of Shield Use. He has a RFLX Bonus of +8, normal leather armor, the mithril axe and 25 points of edged weapons skill.
Stance Defensive Stance Offensive
Base DS = 8 +0 + 0 + 0 + (100% x +10) = 18 Base DS = 8 +0 + 0 + 0 + (0% x +10) = 8
Shield DS = 20 + 12 + 0 + (100% x 20% x 32) = 38.4 Shield DS =20 +12 +0+(25% x 20% x 32) = 33.6
Weapon DS = 100% x (5 + 25) = 30 Weapon DS = 0% x (5 + 25) = 0
Total DS = 18 + 38.4 + 30 = 86 Total DS = 8 + 33.6 + 0 = 42
Note: In his defensive stance, Aardwyn is AS 15, DS 86 and in his offensive stance is AS 40, DS 42.
You can attack a monster by using the ATTACK <> command. Your sword weapon must be in your right hand, and your shield in the left to use them - if not, SWAP them. It's very dangerous to attack with your shield! Heavier weapons, encumbrance, and armor for which you haven't trained, will increase your round time. Round time is
an interval between attacks when you cannot perform another action. Lower round times mean more chances to attack.
Armor
elemental spirit mental action RT
ASG %hinder %hinder %hinder penalty Adder
1 0% 0% 0% 0% 0 Normal Clothes Robes, Leather Jerkin
5 0% 0% 0% 0% 0 Leather Light Leather
6 0% 0% 0% 0% 1 Leather, A Full Leather
7 2% 0% 0% -5% 2 Leather, A and L Reinforced Leather
8 4% 0% 5% -8% 2 Leather, H, A and L Double Leather
9 5% 4% 3% -5% 2 Scale Leather Breastplate
10 7% 5% 5% -7% 4 Scale, A Cuirbouilli Leather
11 8% 6% 5% -10% 6 Scale, A and L Studded Leather
12 10% 8% 15% -13% 6 Scale, H, A and L Brigandine Armor
13 12% 8% 9% -10% 3 Chain Chain Mail Armor
14 14% 10% 10% -12% 6 Chain, A Double Chain
15 15% 11% 10% -15% 9 Chain, A and L Augmented Chain
16 20% 15% 25% -18% 9 Chain, H, A and L Chain Hauberk
17 15% 15% 13% -20% 4 Plate Metal Breastplate
18 20% 20% 15% -25% 8 Plate, A Aug. Breastplate
19 22% 22% 15% -30% 12 Plate, A and L Half plate armor
20 25% 25% 30% -35% 12 Plate, H, A, and L Full plate armor
(A = Arm Protection, L = Leg Protection, H = Head Protection)
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. Protecting an area that is hit will lower the rank damage you sustain. As a sorcerer, be aware that these attachments will add to your rate of spell failure.
Ex. Pfoofel wears full leather armor, AsG 6, which provides protection to his 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 small chance of spell failure.
You will notice that heavier armor increases the chances of spell failure. Many sorcerers will not accept any chance of spell failure, and will wear only up to AsG 6. Training in armor four times will remove the one second roundtime penalty for physical actions, if the sorcerer wishes to wear full leather - the heaviest armor without any spell hindrance.
Magic
Manna
Your sorcerer has a maximum amount of manna based on the following formula.
Manna = Character Level x [(AURA - 70)/10]
ex. A level 2 sorcerer with an 85 AURA would have: 2 x (85-70)/10 = 3 Manna
Casting spells will generally cost 1 manna point/spell level. Casting a spell that requires more Manna than you have will put you into shock!
Manna regenerates over time at the following rate:
Manna Regeneration Rate = 1/10 Total Manna every two minutes, rounded down
ex. Sorcerers with 19 Manna regenerate 1 point/2 minutes. 20 Manna regenerate 2 points/2 minutes
Manna Regeneration Rates double at Manna Foci or Nodes, such as the Town Square.
Casting Spells
Magic can be cast from your own Manna, or by activating scrolls, wands, or magical items. You must first PREPARE (spell number) (or activate from magical items, wands and scrolls), before you can CAST AT ( ). If you do not specify a target, the spell will be cast on you, so BE CAREFUL!.!. Casting a spell without enough manna is also dangerous, so keep an eye on your Manna with the EXP command.
There are mainly two types of attack spells in Elanthia, warding spells and bolt spells.
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 an opponent's Target Defense is generally 3 x Level
CS = (Level x 3) + (AURA Bonus + WIS Bonus)/2 + # of Sorcerer Spells + # of other spells x 0.5
Ex. Sylvendale is a 7th level Sorcerer with 7 Sorcerer spells, 7 Minor Elemental spells, 2 Minor Spiritual Spells. He is a Dark Elf with a 100 AURA (+35 Bonus) and a 99 WISDOM (+29 Bonus).
CS = (7 x 3) + (35 + 29)/2 + 7 + (9 x 0.5) = 21 + 32 + 7 + 4.5 = 65
As you can see by the formula, 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. Warding Spells also do not require Spell Aiming Skill, or need a healthy DEX Bonus - so you may decide to concentrate your points toward more effective warding.
Another interesting feature is that CS is not based on a skill. Therefore, at very high levels, sorcerers do not suffer the diminishing returns effect that other characters do by purchasing skills. While a warrior's 47th training in weapons may only be worth +1 to his AS, we still get +3 free for advancing a level, plus whatever spell training we do.
Incidently, the whole system of warding spells may be redesigned in the near future.
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
AS = DEX Bonus + (Spell Aiming * Stance)
Ex. Sylvendale has a DEX Bonus of 25 and 35 points of spell aiming. His AS in offensive stance = 25 + (35 x 100%) = 60
Aimed spells cannot be parried like melee attacks, and the opponent's DS are based only on REFLEX bonus, shield and shield use skill, and magical means.
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. Many sorcerers will want to avoid this area, saving a nice high statistic when starting, skill points that would have to go toward spell aiming every year, and never having to "stance dance." I like the flexibility, but many sorcerers recommend avoiding this area completely.
Wands and Scrolls
To even 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 + AURA Bonus +/- Know Spell? - Spell Level
Scroll Activation Roll = 1d100 + Scroll Reading Training + AURA Bonus +/- Know Spell? - Spell Level
Know Spell? Yes +30
No, but know Minor Circle - 20
No - 30
After they are activated, resolution is determined just as if you were casting the coresponding warding or bolt type spell.
Combat Results, Damage, & Experience
Successful attacks cause damage, and enough damage will kill a monster (or 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 own condition by typing HEALTH.
Killing a monster will aid your character by giving you treasure and experience. Some monsters can be SKINned, and their pelts 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 can be gained by killing monsters, exercising certain skills, quests, and Role-playing awards. Field experience can be gradually processed into experience points at a specific rate determined by your statistics. In addition, your mind can only hold a certain amount of field experience. 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. Resting, particularly at a node, will increase your processing rate. You may monitor this by typing EXP.
Don't miss out on the chance to meet the other people of 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 have 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 6 sorcerer hunt?" are things you need to discover for yourself by interacting with other characters. Elanthia is a world with many mysteries, and I encourage you to enjoy the richness of the world and it's inhabitants.
This guide will always be a work in progress. Please eMail any comments, corrections, or contributions to PetShrink7@aol.com or look for Sylvendale in the lands.