→Inherent Skill
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These mages are very weak at low levels, but improve rapidly and become devastatingly powerful once they've attained high levels in their combat spells. Sorcerers are best played in [[glass cannon]], style, requiring fast reflexes and constant movement, and are peerless in their killing speed in the Hell levels in Diablo. | |||
Sorcerers are a bit more balanced in [[Hellfire]], at least in the Crypt levels, where monsters are found in wider varieties, and plenty of them are immune to both Fire and Lightning. | |||
'''Voice Actor:''' Michael Gough | |||
==Inherent Skill== | ==Inherent Skill== | ||
[[Image:D1-icon-staff-recharge.gif|left|frame]] | [[Image:D1-icon-staff-recharge.gif|left|frame]] | ||
Sorcerers can recharge the charges on a staff, though the maximum number of charges will always decrease | Sorcerers can recharge the charges on a staff, though the maximum number of charges will always decrease a few points, usually 1-5 charges. For example, a staff with 20 charges would go from 0/20 to 18 or 16 max charges. Since the drop is percent-based, items with higher charges tend to take a larger loss. and a staff of plenty may drop from say, 0/70 to 52/52 when recharged. | ||
Unlike durability (Hidden Shrines in Diablo plus oils in Hellfire) there is no way to raise the maximum charges on a staff, so this skill should never be used on a staff you are using long term. However, if you find a staff of Fireball or Guardian or some other useful spell, and just want to have some fun with it and cast a lot of spells without using any mana, knock yourself out. | Unlike durability (Hidden Shrines in Diablo plus oils in Hellfire) there is no way to raise the maximum charges on a staff, so this skill should never be used on a staff you are using long term. However, if you find a staff of Fireball or Guardian or some other useful spell, and just want to have some fun with it and cast a lot of spells without using any mana, knock yourself out. | ||
Staves with charges are also extremely useful for low level Sorcerers who can not afford the mana potion cost, or can even enable skills (they work at level 1) that the Sorc has not yet read a book to learn. | |||
The formula for determining the recharge, from Jarulf's Guide: | The formula for determining the recharge, from Jarulf's Guide: | ||
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# if CurChrg < MaxChrg, goto 3. | # if CurChrg < MaxChrg, goto 3. | ||
# CurChrg = MaxChrg | # CurChrg = MaxChrg | ||
==Stats and Attributes== | ==Stats and Attributes== | ||
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===Battle Mages === | ===Battle Mages === | ||
[[File:Mana-potions.gif|frame|Battle mage gear for a triple-immune level.]] | |||
Battle Mages play almost the same way as Arty mages, but they wear heavy plate armor and use one handed weapons and shields. This means their +spell equipment is generally limited to a Dreamflange, and perhaps a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]], if they choose that instead of a [[D1_Unique_Helms#Royal_Circlet|Royal Circlet]], giving them, at most, +3 to all spells. They might use a KSoH or Civerb's Cudgel instead of a Dreamflange, especially on levels with triple immune monsters. | Battle Mages play almost the same way as Arty mages, but they wear heavy plate armor and use one handed weapons and shields. This means their +spell equipment is generally limited to a Dreamflange, and perhaps a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]], if they choose that instead of a [[D1_Unique_Helms#Royal_Circlet|Royal Circlet]], giving them, at most, +3 to all spells. They might use a KSoH or Civerb's Cudgel instead of a Dreamflange, especially on levels with triple immune monsters. | ||
The play differences come from the equipment. Battle mages can take hits and let monsters get very close to them, since they can block some attacks, and other attacks will miss, especially if they have high AC on their armor and shield. This lets them play much more aggressively, blasting spells at point blank range, in situations no Arty Mage would dare risk. However, they will often need to cast more spells thanks to their lower spell level, and they likely have less mana and must therefore drink more potions. | The play differences come from the equipment. Battle mages can take hits and let monsters get very close to them, since they can block some attacks, and other attacks will miss, especially if they have high AC on their armor and shield. This lets them play much more aggressively, blasting spells at point blank range, in situations no Arty Mage would dare risk. However, they will often need to cast more spells thanks to their lower spell level, and they likely have less mana and must therefore drink more potions. | ||
===Arty Mages=== | ===Arty Mages=== | ||
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==Sorcerer Lore== | ==Sorcerer Lore== | ||
[[Image: | [[Image:Sorcerer.jpg|thumb|Sorcerer concept art.]] | ||
Sorcerers are mysterious mages from distant Eastern lands. Apprentices to their craft, they've come to test their might and seek out rare books of arcane knowledge in the demon-infested crypts beneath Tristram. | Sorcerers are mysterious mages from distant Eastern lands. Apprentices to their craft, they've come to test their might and seek out rare books of arcane knowledge in the demon-infested crypts beneath Tristram. | ||
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{{D1 masternav|Basics}} | |||
{{Skill navbox D2|DiabloI}} | |||
[[Category:Sorcerer]] | |||
[[Category: Diablo I Classes]] | [[Category: Diablo I Classes]] | ||
