I've taken the advice from the forum members.
Here is a tweaked version of Knight Enchanter.
Arcane Blade [sustained]: The Wizard conjures a 1 handed blade (held in left/right hand). The damage output of this blade depends on the Wizard's magic stat. Whilst active, the wizard can cast their other spells through the blade, rather than relying on a staff. You will also get a close quarters damage bonus for certain offensive spells.
Arcane Blade & Shield [Arcane Blade Upgrade]: The Wizard conjures a hexagonal shield (held in left/right hand) that allows to block physical attacks and arrows. The shield has a chance to completely deflect oncoming spells. You will also get a bonus to the effectiveness of defensive spells.
Arcane Elemental [Arcane Blade Upgrade]: The arcane blade takes into account whatever elemental enchantment is on the staff. If the staff has a fire enchantment then a fire blade will be conjured. If the staff has an electric enchantment then an electric blade will be conjured.
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Arcane Armour [Sustained]: This reduces the damage taken from all attacks.
Firewall [Arcane Armour Upgrade]: Foes who are within melee range of the caster will be continuously damaged by the firewall. All enemy types can take damage from this wall.
Sanctuary [Arcane Armour Upgrade]: A sphere will surround the caster. The caster's health will continuously regenerate. Allies within the range of the sphere will have regenerating health. Hostile spells and projectiles from enemies have a good chance of being bounced off the sphere. However, the caster will move slower whilst this spell is active.
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Push [Active]: All enemies within a 2 metre radius of caster will be either flung or staggered.
Shockwave [Push Upgrade]: Foes will be flung further. Enemies who can't be flung will be staggered for longer.
Armour Weakening Push [Push Upgrade]: Push now weakens enemy armour rating making the foes more vulnerable to physical attacks.
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Pull [Active]: Enemies can be pulled towards the caster as long as they are within 15 metres. Foes who cannot be pulled will suffer some arcane damage.
Lash [Pull Upgrade]: Lash deals more arcane damage to targets.
Bleed Effect [Pull Upgrade]: Pull can now inflict a damage over time effect on targets.
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Arcane Blast [Active]: A close ranged cone like blast that takes into account whichever element is on your staff. For example, if you wield a fire staff then the attack will be a fire based attack. If the staff is an ice staff then the attack will be an ice based attack.
Arcane Wall [Arcane Blast Upgrade]: The attack will cover an area of the battlefield in the elemental effect of your staff. For example if you wield a poison staff then there shall be a corrosive fluid on the ground for 10 seconds. If you wield an electric staff then an area of the ground shall be electrified for a period of time.
Arcane Storm [Arcane Blast Upgrade]: Increases the area of effect arcane blast by 20%.
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Enrage [Active]: Draw the attention of nearby enemies, taking the heat of your allies.
Blind Rage [Enrage Upgrade]: Archers and melee combatants will miss more frequently. Enemy wizards may miss their targets. Should those enemy wizards be casting an area of effect spell, they may end up causing friendly fire.
Flailing Rage [Enrage Upgrade]: The damage output of effected enemies will be reduced.





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