Blue
Wizard - Elric of Grans
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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 Background: 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: Normal: A Blue
Wizard may wear normal (non-magical) equipment of their choice, and all
weapons are valid, until they rescue the Fire Shrine. 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: Quests: 1) Rescue the Fire
Shrine 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 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 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 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. 1) Scavenger 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 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 4) Adept 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 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 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 8) Blue Wizard
of the Tatya Class 9) Blue Wizard
of the Minya Class Learning Skills: 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: Inferno: "Emission,"
may be used after a Witch Doctor or the Infector of Souls has used it
on you. Telekenesis: "Goblin
Punch," may be used after any Goblin (Fallen) boss has hit you with
a ranged attack (eg Holy Fire). Frost Nova: "Lv.2
Old," may only be used after a Cold Enchanted Boss has struck you
with it. Fireball: "Blowfish,"
may be used after Bishibosh has struck you with his own attack. 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. Glacial Spike: "Guard
Off," may be used after the Summoner manages to demonstrate to you
how it works. 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. Blizzard: "Roulette,"
is a spell that can hinder or help, and only can be used after a Heirophant
leader has used it upon you. 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. Special Skills: 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. Shiver Armour: "Big
Guard," this skill is learned in three steps: 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.
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