[Guide] The Enchanter - Kouzelník

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  • [Guide] The Enchanter - Kouzelník

    The Enchanter


    Nosmate
    -------
    Most of the players, if not all, take a sheep, since it is the last quest to capture an adventurer.

    Personally I think the top nospet consumes only half the power, so not much should use one.

    Most of the time the pet and your partner are used as a tank (that is, to be injured and not do it) since the Enchanter attacks from afar, and has a few hp.



    Change jobs and become a magician
    ------------------------
    When you reach the level of work 20, stop taking experience to reach the next level, and you will be forced to choose a class. If you will like me and you'll love the phenomenal cosmic forces, scegliereai the Enchanter.

    Now, the charm can be really strong, but at the same time, really weak.

    Then, when you remove your armor, and changing class, you will be given a simple stick, a gun magic, and armor. Immediately tried to change the first weapons and armor, if you do not want to stay long with them.

    Remember: When you choose your class, all your skill in the hotkeys will be canceled and you will reopen the list of skill (key "K") and assign.


    Skills of the enchanted
    ----------------
    This is a list of skills / spells available to a magician, with their upgrades, and what they do.

    Note: All attacks, including the basic use mana. So if you're short on mana, it is better to flee.



    Starter Skill

    Lightning Energy - Level of work 0 (MP: 5)
    This is one of the first skill that you take when you're adventurous, well is back, and it is your primary attack.
    Range: 6 cell Target: All enemies in 1 cell.
    Cast: 0.4 sec Cooldown: 1.0 Sec

    Level of work 10
    - Adds damage.
    Level of work 20
    - Adds damage.
    - Stimulation of the cells of attack.

    Gun Magic - Level of work 0 (MP: 1)
    This is the base attack with the secondary weapon, personally I have not ever used, but do as you like.
    Range: 7 Cells Target: Only one enemy.
    Cast: 0.0 sec Cooldown: 0.8 sec


    Ability to learn:

    Lightning Fire - Level 1 job (MP: 10)
    This skill should be taken first. When you take your first fairy, which will increase the attack of all fire attacks, this attack will become really useful.
    Range: 7 Cells Target: Only one enemy.
    Cast: 0.6 sec Cooldown: 5.0 sec

    Level of work 10
    - Adds chance of explosion at lightning fire. (60% probability)
    - Adds 15 MP consumption.
    - Adds damage.
    Level of work 13
    - Reinforces thunderbolt of fire.
    - Adds 20 MP consumption.
    Level of work 40
    - Adds damage.


    Lightning Ice - Level 1 job (MP: 10)
    Very similar to the thunderbolt of fire, but without the attribute of the first fata.Utile especially in pvp if reinforced by Freezing.
    Range: 6 cell Target: Only one enemy.
    Cast: 0.6 sec Cooldown: 5.0 sec

    Level of work 10
    - Add frozen. (40% probability)
    - Adds 15 MP consumption.
    - Adds damage.
    Level of work 13
    - Reinforces thunderbolt ice.
    - Adds 20mp consumption.
    Level of work 40
    - Adds damage


    Tornado - Level 1 job (MP: 40)
    Sconigliata as skill, not very useful ... just a waste of CP.
    Range: 2 cell Target: Around Caster (Itself).
    Cast: 0.8 sec Cooldown: 15.0 Sec

    Skill level of work 8 Plus
    - Boost the damage of the tornado.
    - Adds 60 mp consumption.
    Level of work 37
    - Adds damage
    Level of work 47
    - Adds damage


    Boost magic bullets - Level of work 2 (MP: 10)
    Excellent skill to be taken to the level 45-50, when it will begin to exp monsters from dark.
    Range: 7 cell Target: Only one enemy.
    Cast: 0.2 sec Cooldown: 5.0 sec

    Level of work 34
    - Adds damage.
    Level of work 41
    - Adds damage.



    Septic red - Level 3 job (MP: 5)
    Good skill, to be taken as soon as possible.
    Range: 4 cell Target: Only one enemy.
    Cast: 0.4 sec Cooldown: 60.0 Sec

    14 Plus skill level of work
    - Increases hp removed / mp taken. (Level x 14)


    Cube stone - Level of work 4 (MP: 100)
    Good skill, very useful in pvm because it has a high % of stun.
    Range: 4 cell Target: Enemies around a cell.
    Cast: 0.2 sec Cooldown: 20.0 Sec


    Level of work 45
    - Adds damage


    Recovery Aura - Level of work 4 (MP: 250)
    Perhaps the most useful skill of the magician, is essential in pvm pvp.
    Range: 5 cell Target: No target necessary.
    Cast: 1.0 sec Cooldown: 30.0 Sec

    Skill level of work 15 Plus
    - Increase recovery.
    - Adds 100 MP consumption.


    Protection of light - Working Level 5 (MP: 400)
    Good skill, to be taken to the level of work 40, as it increases the resistance in the dark.
    Range: 5 cell Target: No target necessary.
    Cast: 1.0 sec Cooldown: 60.0 Sec

    No power available.


    Magic Missile - Level of work 6 (MP: 35)
    Excellent skill to be taken from the start. Especially useful after taking the enhancement of light.
    Range: 6 cell Target: All enemies within 1 cell of target.
    Cast: 0.6 sec Cooldown: 5.0 sec

    Level of work 14
    -Adds damage.
    Adds 25-mp consumption.
    Level of work 20
    -Expand the range of missiles magic.
    Level of work 43
    - Adds element Light.
    - Adds damage.



    Shield fabulous - Level of work 7 (MP: 270)
    Create a shield around the magician. Not very useful in pvm, but quite useful in pvp.
    Range: 1 cell Target: No target necessary.
    Cast: 1.4 sec Cooldown: 50.0 Sec

    No power available.


    Magic bullets explosives - Working Level 9 (MP: 15)
    Another skill of the gun. Personally, I have not taken even if there are people who have taken and are pretty good. I recommended.
    Range: 7 cell Target: All enemies within 1 cell of target.
    Cast: 0.2 sec Cooldown: 15.0 Sec

    Level of work 35
    - Adds damage.
    Level of work 42
    - Adds damage.


    Pillar of fire - Level of work 11 (MP: 60)
    Good skill, to be taken immediately. Later in the game, however, could prove futile.
    Range: 3 cell Target: All enemies within 1 cell of target.
    Cast: 1.2 Sec Cooldown: 25.0 Sec

    Level of work 17
    - Adds damage.


    Teleportation - Level Work 12 (MP: 300)
    Useless as skill at high levels if not for pvp.
    Range: 8 cell Target: Caster.
    Cast: 0.2 sec Cooldown: 20.0 Sec

    No power available.


    Sleep - Level Work 13 (MP: 240)
    Excellent skill to be taken for pvp. Asleep the enemy for 7 seconds.
    Range: 8 cell Target: Single Target attack.
    Cast: 0.8 sec Cooldown: 30.0 Sec

    No power available.


    Blind - Level Work 13 (MP: 140)
    Excellent skill to be taken for pvp. Blinds the opponent, preventing him from attacking from a distance.
    Range: 6 cell Target: Single Target attack.
    Cast: 1.0 sec Cooldown: 40.0 Sec

    No power available.


    Upload Enchantment - Level Work 14 (MP: 150)
    Good skill for pvp. Upload the attack of 1600 for the next skill.
    Range: 1 cell Target: Caster.
    Cast: 1.4 sec Cooldown: 30.0 Sec

    No power available.



    Build of the enchanted
    -----------------

    This should be the best build for a sorcerer.

    Working level 1 - Take thunderbolt of fire.

    Level 3 work - Take Septic Rossa.

    Level of work 5 - Take the cube of stone.

    Level of work 7 - Take missile magical aura and recovery.

    Level of work 11 - Take the column of fire.

    Level of work 13 - Add an arrow of fire and explosion at enhancing the skill base.

    Level of work 15 - Add the enhancement of red and Sewer Recovery Aura.

    Level of work 17 - Add the strengthening of the column of fire.

    Then take all the skills you already have the upgrades as they become available to Mt.krem, and add protection for light and power magic bullets.



    Equipment
    ---------

    Main weapon: In the beginning will not affect much the weapons you use, however, try to find a sphere that increases the fire element. Then this is the order to follow: Salvia Red lv45 -> lv54 sacred sphere (or ball of light) -> spiritual sphere lv63 -> lv65 ghost whispers
    Armor: How the weapon initially did not greatly influence the course of the game. Then: Toga Elementary lv46 -> lv55 blue coat of the test -> Test lv69 Shirts
    Secondary Weapon: gun Plaz lv44 -> lv58 gun enchanted darkness -> Ray Gun

    [Thanks to Devilssj for the original guide (
    board.nostale.it/index.php?page=Thread&threadID=5979 )]

    The post was edited 2 times, last by mattystar123 ().