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Hail all,

I've been revising my Blue Wizard variant time and again, to a point were I think it may just be right. For those who do not know, the Blue Wizard is a class from the Final Fantasy series: they are technically a magic-user, but rather than learning spells the conventional way, they learn the skills of creatures in the field. This variant is more closely related to the Blue Wizard in Final Fantasy V, but I have borrowed elements from several other games in the series.

I would love to hear any comments you have on this After a few different trial characters, I now have a clvl37 Blue Wizard of the Nelya Class, Faris-BLUE, and fully intend to continue further with her (after all, she's only just starting to get over her AR problems). I am also considering making other FF-based characters :D

Blue Wizard
Class:
Sorceress
Tag:
BLUE

Background:
The Blue Wizards are an almost extinct group of mages from the arid land of Ensteig. To survive this harsh climate, they learned to adapt better than any other human ever has - they learned to imitate the actions and skill of other creatures around them that were already better adapted than themselves. They are a group of warriors, and as such will try to handle combat with their weapon as much as their other skills, though there are always plenty of situations where they need to fall back onto something more powerful than a sword.

Every Blue Wizard who enters Khanduras for the first time has quickly realized that the skills that served them well in their desert wastes are of no use to them here, so begins with nothing more than a walking stick and needs to learn the ways of the local creatures quickly if they are to adapt to surviving this new land.

Equipment:
Weapons: May use any dagger, up to Long Sword in one-handed swords, and may use any scepter.
Shields: May use any shields except Tower, Bone and Gothic.
Helms: Any helm that does not cover the face, which would prevent the Blue Wizard from viewing the actions of new creatures.
Gloves, Belts, Boots: All are available.
Armour: Any armour up to Chain Mail can be equipped - blue Chain Mail being a prized item.
Jewelry: A single Ring or Amulet may be worn, though others may be carried and changed later.

Normal: A Blue Wizard may wear normal (non-magical) equipment of their choice, and all weapons are valid, until they rescue the Fire Shrine.
Magic/Rare: Any enchantments are valid, but only if there is cold resistance, cold damage, casts Lv.2 Old (Frost Nova), damage goes to mana, mana leech, +X to mana after each kill, or a mana/energy boost as one of the enchantments. Blue coloured items are also highly prized, where they are possible.
Runewords: Ancient's Pledge, Honor, King's Grace, Lionheart, Lore, Nadir, Radiance, Rhyme, Silence, Smoke, Steel, Strength and Wealth are all allowed.
Sets: Arcanna's Head and Sign, Milabrega's Regalia, The Disciple, Sazabi's Mental Sheath and Cobalt Redeemer are allowed; Vidala's Rig is banned, despite the colour, as it is a Thief's armour, and an Archer's weapon.
Unique: The Hand of Broc, Gorefoot, Goldwrap, Skin of the Vipermagi, Spectral Shard, Azurewrath and Stormspike are all allowed
Crafted: All Crafts are allowed, but the usual restrictions reply.

Special notes: Anything with charges or casts spell on/when hit, or adds to a specific skill, cannot be used until it's something the Blue Wizard has learned (eg Heavy Gloves of Frost Nova after killing a Cold Enchanted boss, a Scepter with +1 to Might can be used after killing a Might Enchanted boss)

Also, they believe that no one knows how to adapt to an area better than the locals, and as such they try to not use items from other areas wherever possible: this firstly means a Blue Mage will not accept gifts from other localities, but also they prefer to upgrade their equipment upon reaching a new place asap. This will go to the extreme that an Amulet of the Bat from The Runding is better than one from Aranoch if you are in that frozen waste, and an item found in Nightmare is always better than one found in Normal. This does not mean that they would change from Chain Mail to Quilted Armour, though Sapphire-encrusted Ghost Armour would be more highly valued than a rare Chain Mail

Some Blue Wizards are known to develop a taste for gambling, but there are times when more exotic prizes from distant can become available. A Blue Wizard will never gamble for such items as they are not items designed for the lands they are in. Exceptional/Elite items make this more complex. For example, you cannot gamble for mail armour in Act I/Nightmare: even though you could get the basic item from that country, you may end up with a Exceptional version that cannot

Blue Wizards believe there are two kinds of people: the unencumbered, and the dead. They will carry anything they can hold in their backpack, and will make use of their stash (after all, they don't carry it about with them), but there are restrictions. Firstly, they will not use the Horadric Cube as additional storage, as they weighs them down further. Secondly, they will not keep any charms on them: such trinkets simply take up space, and encumber them

Attributes:
The only special rule here is in regard to Energy: it may not be raised until Vitality is at least 50, and even then Vitality must always be at least 50% higher than Energy.

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Quests:
The Blue Wizards are not a people who would normally leave their lands: they only do so with good reason. The four elemental shrines are in danger: the prime evils are draining the crystals within them of their power to great their avatars, and should these crystals be too drained, they would shatter. The destruction of the crystals would cause the end of the word, so the our shrines must be cleansed; should they be reinfested with evil, they should be again defended.

1) Rescue the Fire Shrine
Once a mighty tower, the Fire Shrine houses the first of the crystals. Though the prime evils are draining most of its power, but being so close to the source of all fire, The Countess has gained some power over it herself.

In each difficulty, the Black Tower must be fully-cleared. Doing so in Normal difficulty allows the Blue Wizard to learn fire-based skills, as well as equip Fire Resistance and Fire Damage (only on legal items). Tower Runs are popular amongst Wizards of the Orders.

2) Rescue the Wind Shrine
Originally built as a temple dedicated to the Goddess of the Wind, Claw Vipers have since infested this shrine. Just as the Countess was able to harness the power of Fire by being in the Fire Shrine, Fangskin has harnessed the ability to create electrical charges in the wind.

In each difficulty, the Claw Viper Temple must be fully-cleared. Doing so in Normal difficulty allows the Blue Wizard to learn lightning-based skills, as well as equip Lightning Resistance and Lightning Damage (only on legal items). Wizards of the Orders take pleasure in helping others destroy Claw Viper altars erected in the shrine, and would refuse to pass on this chance whenever they are able to.

3) Rescue the Water Shrine
This subterranean shrine has become overgrown; not only through disuse, but through the theft of the crystal once housed within. The crystal MUST be found, the shrine cleansed, and the crystal returned to its place of protection before it is too late. The crystal shall be well hidden, but its possessor shall be easily identified by their ability to control low-temperature water.

In each difficulty, a Cold Enchanted Boss must be found in one of the Temples in the Kurast areas of Act III: whatever they drop is the form they have disguised the crystal as. You must then return to the Swampy Pit (in the Flayer Jungle), clear all three levels, and return the crystal. Once the shrine is restored in Normal difficulty, the Blue Wizard gains the ability to learn water-based (cold) skills.

4) Rescue the Earth Shrine
The Earth Shrine, known as Worldstone Keep to many others, is a place the Blue Wizards respect over all others. The customs of the shine demand that none enter without the permission of the Ancients: those who do have this will proudly show it. The Lord of Destruction seeks to control the shrine...that cannot be allowed to happen!

A Blue Wizard shall always face the Ancients, guardians of the shrine, before entering it (this goes for subsequent visits). This challenge must be met alone, but should they be successful, they shall carry a shield baring the Ancient's Pledge (RalOrtTal) for as long as they are in the temple. All creatures MUST be defeated (no parking Lister!). There is no direct reward for this quest: your reward is that your journey has been a success.

As they travel across Sanctuary, the Blue Wizards need to train in different physical fields while they are learning their 'magical' skills. They also identify themselves by castes, which the individual Wizard can only advance from after proving themselves worthy.

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1) Scavenger
Fresh from Enstieg, the Blue Wizard is unfamiliar with the lands she is in. With her walking stick on hand, she must search for a suitable weapon, and something to serve as armour. Seeing a graveyard in the distance, she aims to search it high and low for useful items.

The Scavenger must play Living off the Land style until she clears the Graveyard, and all areas below it. Anything Blood Raven drops of an acceptable base-type may be used, even if it is not blue, until blue-coloured item is found to replace it. This is the only time a staff may be used.

2) Survivor
Equipped for combat, she now must adapt to these strange lands, though this is almost impossible without assistance. You must seek out a sage who would be willing to follow you on your journeys, and tell you how to survive in different lands.

Cain must be rescued. Until such time as he is, the Blue Wizard must not die! If she does, that is it: a wiser Wizard would have prepared ahead, and would have only fainted - the dead are no use to anyone, and should be removed. This goes for your Rogue too: if she dies, she cannot be resurrected.

3) Apprentice
One of the greatest skills possessed by the Blue Wizards is the ability to learn the relative strengths and weaknesses of their foes. This knowledge can then be used to better survive, and adapt in new lands.
A Unique or Champion group from each of the following classes of creature must be found and defeated before facing Andariel: Corrupt Rogue (any kind), Skeleton (melee, archer and mage), Goatman and Ghost. Once they are all defeated, Andariel must be faced - either alone, or with other Blue Wizards - and defeated with only Fiery attacks.

4) Adept
In the desert waste of Aranoch, the Blue Wizard feels at home. As her powers increase, she seeks spiritual enlightenment: only after an offering is left on an altar may she consider desecrating a tomb.

After reading Horazon's Journal, you must return to the Wind Shrine and leave an offering on the altar before you may enter the tomb. The offering must be of an allowable base-type, and offerings of Unique items are preferred; if no Unique is available, a Set item is acceptable, if Ancient Kaa of the Soulless is laid to rest before entering the true tomb. If no set items are available, a Rare item is acceptable, but only if all tombs are purified before entering Tal-Rasha's Chamber.

5) Mage
The jungles are very different from the deserts Blue Wizards are used to: this is a terrain they struggle to adapt to, and should be somewhat tamed - surely the Wizard and the land can both compromise? The Blue Wizard shall wield a machete until she leaves Kehjistan.

Most usual requirements on weapons are now be lifted, but the fastest one-handed sword available must be used for the duration of this act. Also, no magic can be used at all while in the Jungles themselves: there is too much old growth in the way, and it may prove dangerous to you.

6) Wizard
With their physical abilities developing well, and their acquired abilities also helping them to survive, the Blue Wizard now needs to master these. Only through constant practice of all her abilities can she develop further.

Until the the defeat of Baal, all regular creatures must be defeated with physical attacks, however all Uniques, Champions and Act Bossses must be defeated with magical attacks.

7) Blue Wizard of the Nelya Class
The title for defeating Baal in Normal

8) Blue Wizard of the Tatya Class
The title for defeating Baal in Nightmare

9) Blue Wizard of the Minya Class
The title for defeating Baal in Hell

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Learning Skills:
The trick to the Blue Wizard is learning their skills in the first place. You must first find the listed creatures and isolate them from others so that you can observe them uninterrupted - any other foes nearby can be killed by any manner to achieve this. Once they are isolated, you need to entice them to use their skills on you: melee is the only way to succeed these days. Once you are hit by the skill, and if you had no resistances to it, then after killing your foe you may use it as you wish.

Remember, no other spells may be used, but obviously you must get them as prerequisites, and you may put as many points as you want into a spell before you can use it. Also, you do not have to use all of the skills available so feel free to make Emission/Dark Shock based Blue Wizards, or perhaps Aero/Lv.? Perl based ones, who use other skills in support: all Blue Wizards are individuals - however, if you learn a skill, you learn a skill, so a point must be added. They may also use any scrolls, but only after they have learned to read (clear the Den of Evil, then Akara will teach you to read).

Skills:
Charged Bolt: "Dark Shock," may be used after a Lightning Enchanted Boss has used it upon you.
Notes - may only be used in retaliation after being struck.

Inferno: "Emission," may be used after a Witch Doctor or the Infector of Souls has used it on you.
Notes - may only be used in a short burst: no holding that button!

Telekenesis: "Goblin Punch," may be used after any Goblin (Fallen) boss has hit you with a ranged attack (eg Holy Fire).
Notes - may only be used in offense, not to collect items.

Frost Nova: "Lv.2 Old," may only be used after a Cold Enchanted Boss has struck you with it.
Notes - this may only be cast once against a mob, and only as a last resort.

Fireball: "Blowfish," may be used after Bishibosh has struck you with his own attack.
Notes - you shall have to return for this after the Fire Shrine: you cannot learn it before then!

Lightning: "Aero," may be used after learning it from a Lightning Spire or Heirophant leader.

Firewall: "Lv.3 Flare," may be used after a Vampire (any Vampire boss in the Arcane Sanctuary) has demonstrated its effects on you.
Notes - you will need to feel the full effects of the spell, so no running away!

Glacial Spike: "Guard Off," may be used after the Summoner manages to demonstrate to you how it works.
Notes - may only be cast once against a mob for every time the Summoner has demonstrated it to you (ie once in Normal, twice in Nightmare, thrice in Hell).

Meteor: "Meteo," a powerful spell of Space and Time, may be learned by only a few Blue Wizards, and only after a Vampire Lord (any Vampire boss in the Kurast temples) has struck you with it.
Notes - you will need to feel the full effects of the spell, so no running away after the initial impact!

Blizzard: "Roulette," is a spell that can hinder or help, and only can be used after a Heirophant leader has used it upon you.
Notes - no stacking: you need to wait for it to complete its first attack before trying again.

Hydra: "Lv.? Perl," is usually the final skill a Blue Wizard learns, but strikes a mighty blow to their foes. It may be used after six members of the High Council of Kurast demonstrate its powers.
Notes - Due to the semi-random nature of this spell, you may only have as many active at once as the number of the Act you are currently in.

Special Skills:
Chain Lightning: "Aero 2," this rare skill may be learned only if two or more Lightning Spires or several in a Heirophant group were to strike you at once.
Notes - due to it being a more draining skill, a wise Blue Mage will only use this skill when it can strike multiple foes.

Teleport: "Rippler," this skill allows a Blue Wizard to flee from battle when caught in a battle they cannot win. It can only be learned if the Blue Wizard is telekilled by Baal.
Notes - this skill may only be used once before the Blue Wizard is drained, and they must return to town to rest before using it again.

Shiver Armour: "Big Guard," this skill is learned in three steps:
"Safe," is the first aspect of the skill, and is learned by finding a creature using it (Stone Skin Boss, Ghostly Champion) with your skills.
"Shell," is the second aspect, and is learned by defeating a creature using it (Magically Resistant Boss) in melee.
"Haste," is the final aspect, and is learned by outsmarting a creature using it (Extra Fast Boss, Fanatic Champion, Frenzied Minotaur) with both melee and skills.
Notes - If the Blue Mage does not learn all three skills in the same location (ie Act), then they will forget what they have seen before they can learn more. Also, they cannot learn any aspect from a super unique, only random bosses - this skill always was a pain to learn.

Lightning Mastery: More of a personal improvement than a skill, you can improve your abilities to use Lightning based skills by observing the master himself: Diablo. Standing through his lightning attack (if to the point of fainting, so be it) allows you to learn to use your skills better.
Fire Mastery: Further personal improvement, being struck by Baal's Orange Missile enables you to use fire-elemental skills more effectively.
Notes - Lightning Mastery receives up to two points per difficulty, while Fire Mastery can only receive a single point per difficulty. Unlike skills, you may not add to these before you are hit by the attack (and subsequently kill the boss).


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