EE:Magician

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Magician
Tier 4 Class
Human Magician Large.png
Class traits
TELEPORTATION
Starts with the WEYTWUT glyph
SMOKE AND MIRRORS
Glyph conversion slows adjacent monsters and removes debuff traits from non-boss monsters
FLASH
Heavy fireballs and +20% melee damage versus slowed monsters
Suggested Races
Race: Elf Elf, Race: Gnome Gnome, Race: Orc Orc
Class Challenges
Magician Bronze ChallengeMagician Bronze Challenge Qualifying Round

Magician Silver ChallengeMagician Silver Challenge A Worthy Foe

Magician Gold ChallengeMagician Gold Challenge The Greatest Magician

Unlocking
Mage Tower Level 4

"Most Magicians were once more reputable Wizards who got sick of being poor. Despite possessing actual magical talent, they usually just con people to get by. Fortunately the threat of judicial action is enough to get them adventuring from time to time."

The Magician is a special tier 4 class introduced in the Extreme Edition mod. Like other classes from the Mage Tower, efficient use of the class revolves around glyphs.


Strategy

Like most casting classes, the Magician specializes in killing monsters without having to worry about their damage stat or traits. The Magician is particularly good at this as the class has the tools necessary to avoid problematic traits for other casters. The Glyph: WEYTWUT WEYTWUT glyph given by TELEPORTATION allows the Magician to not worry about monsters with Trait: Retaliate: Fireball Retaliate: Fireball, while SMOKE AND MIRRORS lets you handle enemies such as Beholders, which inflict a debilitating debuff against every other character by means of the Riposte trait. This ability to ignore many enemy traits also allows the Magician to safely weave in melee attacks in combat without worrying about traits such as Trait: Mana Burn Mana Burn.

SMOKE AND MIRRORS, however, is a very limited trait, as in most cases it can only be used 5 or 6 times in a run. As such, Magician particularly benefits from worshipping a god that gives a free glyph, since even if the glyph itself does not have much utility, it can still give a large amount of value just by being converted for 0 CP. As SMOKE AND MIRRORS is so limited in use, the Magician benefits from planning which enemies will be fought later in the dungeon. Using the free Glyph: WEYTWUT WEYTWUT, one can assemble up to 7 targets adjacent to one space (leaving one tile to walk through) before converting one glyph. By deciding in advance which monsters will be fought or need to be stripped of debuffs (for example, popcorn Beholders), the Magician can enjoy an easy leveling phase while still keeping several glyphs available for casting and eventually extra damage to the boss.

Aside from these details, the Magician is a fairly straightforward fireball caster class that most often relies on Glyph: BURNDAYRAZ BURNDAYRAZ, and benefits from the same items, gods, and glyphs as other casters. FLASH is a dual-purpose trait. When fighting a lower-level target, the +20% melee damage helps the Magician kill bulkier popcorn in fewer hits, which helps with the typical caster's difficulty in making use of the whole popcorn bowl. On the other hand, when fighting a higher-level target, it allows for significantly increased damage through the heavy fireball, which deals +4 damage per level and maximizes burning stacks. Functionally, maximized burning stacks cause future fireballs to deal +2 damage per level, making the magician a powerful fireball caster who particularly benefits from being able to cast as many fireballs in a row as possible. Magicians should always pre-slow a target with Glyph: WEYTWUT WEYTWUT before a fight. In a boss fight or for a particularly big leveling kill, additional slows from SMOKE AND MIRRORS can be used for additional damage and, against the final boss, one can convert the Glyph: BURNDAYRAZ BURNDAYRAZ glyph for one extra melee attack.

Races

Race: Elf Elf: Magicians need a lot of mana, so elf makes a natural fit. Combined with helpful gods to get your mana up or slow things for free, an Elf Magician can rely on intense burn damage to smite high level monsters with relative ease.

Race: Gnome Gnome: A decent alternative for players not relying on gods, Gnomes shine as Magicians because they are in no real hurry to convert, so there's very little from stopping you from hoarding all your glyphs until the ending boss spike, converting them next to the boss for free slows paying for the actual fireballs with the mana potions generated from the conversions themselves.

Race: Orc Orc: Magicians don't have a lot of early game power before they find Glyph: BURNDAYRAZ BURNDAYRAZ and helpful gods. Orc can help you get off the ground, provides extra physical damage for dungeons where that is necessary, and has synergy with your bonus damage against slowed enemies.

Deities

God: The Earthmother The Earthmother is a Magician's ideal first god. Not only does she offer a free Glyph: IMAWAL IMAWAL, which both has its own merits and functions as a free glyph, but her God boon: Entanglement Entanglement offers not only the usual benefits but +4 fireball damage per level to the Magician thanks to FLASH, at the cost of trifling amounts of piety. This is both very good for the level up phase and, coupled with God boon: Clearance Clearance, makes God: The Earthmother The Earthmother almost always the best endgame god.

God: Jehora Jeheyu Jehora Jeheyu's God boon: Boost Mana Boost Mana allows the Magician to supercharge his mana to ridiculous proportions, and he also gives a free glyph for SMOKE AND MIRRORS. He is also quite generous with piety thanks to the Magician's constant use of Glyph: WEYTWUT WEYTWUT, which allows for easy conversion to another god or full-time worship with God boon: Chaos Avatar Chaos Avatar easily within reach.

God: Mystera Annur Mystera Annur is also a great god for the Magician. She does not give a free glyph for SMOKE AND MIRRORS, so she should be converted into if possible. God boon: Magic Magic is always helpful, and as the Magician is most often using Glyph: BURNDAYRAZ BURNDAYRAZ and Glyph: WEYTWUT WEYTWUT, God boon: Mystic Balance Mystic Balance is extremely powerful. Magicians who choose to save their SMOKE AND MIRRORS charges for the boss fights can also benefit a great deal from God boon: Refreshment Refreshment.

God: Binlor Ironshield Binlor Ironshield's bonus damage and resists, while strong, have no synergy with the Magician at all. However, he is notable for being the only god who can give you an extra glyph for SMOKE AND MIRRORS through God boon: Stone Soup Stone Soup while also being a highly efficient piety farm for an easy conversion afterwards.

Items