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Sorcery
Get some general knowledge of Sorcery here. This small guide will not detail what sorcery is but rather how to train it efficiently.
Warning: Do not train Sorcery within town, you will be labeled a necromancer and gain Social Outrage!
Training sorcery is pretty straight forward. Within dr-scripts you can train sorcery a number of ways; whether with spells or runestones, or during crossing-training or combat, here's some basic info.
Sorcery spells will train Sorcery as well as their base skill, as long as they aren't too far apart. Sorcery TM will train Sorcery and TM, sorcery augmentation will train sorcery & augmentation, etc.
Using runestones trains up to 50-70 (script supports up to 50) ranks. From there you need to get a spell.
Mana Type | Friendly Mana |
---|---|
Life | Elemental |
Elemental | Life |
Holy | Lunar |
Lunar | Holy |
Arcane | All but Holy |
Feat | Required? | Purpose |
---|---|---|
Magic Theorist | Yes | Allows a magician to learn spell scrolls from other realms. |
Sorcerous Patterns | No (Yes if training in combat!) | Reduces the chance of violently backfiring spells, as well as the severity when it occurs. |
Improved Memory | No | Allows the memorization of a second scroll spell. How about two sorcery spells!? |
If a sorcery spell is listed, it will train with it, otherwise it will train with a runestone up to 50 ranks by focusing it 5 times each iteration.
crossing_training:
- Sorcery
# Goes to this room, do not practice in town!
crossing_training_sorcery_room: roomnumber
# Spell to use. Listed like other spells.
crossing_training_sorcery:
abbrev: Bless
mana: 15
symbiosis: false
cambrinth:
- 15
- 15
- 15
- skill: Sorcery
start: 12
scripts:
- go2 saferoom
- sorcery
BENEFIT:
This is very beneficial for some guilds which lack good AOE TM spells, i.e., Empath with Fire Shard or Fire Ball. Some direct benefits offensive magic are lowered prep/target time, and lower cost for continued training. The mana caps lower on these skills, for the most part, and they can last longer before requiring moving up a difficulty level or using symbiosis.
DOWNSIDE:
Can't Symbiosis later on, lower mind state cap per cast, and higher risk of backlash (get the Sorcerous Pattern feat ASAP)!
RISK:
Can blow off hands during combat, dropping weapon, setting up the ability to get hit or making the scripts infinite loop. Most people use this method, even with the risks. The scripts should handle the spells appropriately by sheathing and wielding the weapon if the spell is labeled Sorcery.
offensive_spells:
- skill: Sorcery # Label the spell as sorcery, overriding the skill label defined in the base file!
name: Fire Ball
mana: 15
cambrinth:
- 10
BENEFIT:
Can use symbiosis effectively training to cap with an intro spell, up to 5 mindstates per cast, stat/skill boosts.
DOWNSIDE:
Long prep times.
combat_spell_training: &cst
Utility:
abbrev: BLESS
symbiosis: true
mana: 42
cambrinth:
- 42
Warding:
abbrev: MAF
symbiosis: true
mana: 42
cambrinth:
- 42
Sorcery: # Label the spell as sorcery!
abbrev: cv
symbiosis: true
mana: 30
cambrinth:
- 30