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Sorcerer
The
Sorcerer is the master of magic. A member of the Brotherhood of
the Vizjerei, he's especially adept at utilitizing scrolls and
spells. Right from the start, magic is his natural weapon; his
special skill is the ability to recharge staffs, and as he gains
experience, the sorcerer learns spells much more quickly than his
counterparts.
Although
practitioners of the mystic arts are scarce within the
often superstitious and religious lands of the West, many
magi have made the pilgrimage from the Far East to see
for themselves what horrors lie beneath the ruined
Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans
of the East, has sent many of its acolytes to observe the
dark events unfolding in Khanduras first hand. |
The Vizjerei, known for their brightly colored
turinash,or
spirit-robes, have taken a keen interest in both
gathering knowledge of demons and seeing them slain. The
Vizjerei elders hope that their acolytes will learn the
secrets of the dark evil that they sense growing in the
West and can destroy it. The possibility of discovering
long-lost tomes of magical knowledge within the confines
of the labyrinth has also captured the interest of many
wandering Sorcerers. |
Most
magic in Khanduras is in the form of enchanted items and
elixirs. The Eastern Sorcerers have developed a greater
understanding of spellcasting than the other classes, and
while a Vizjerei neonate knows only the simplest of
spells to start, he can expect to rapidly grow in power
as he discovers new incantations. All Sorcerers possess
the ability to recharge spell staves by drawing power
from their surroundings and channeling it through the
staff. |
Attribute |
Maximum Ability |
Strength |
45 |
Magic |
250 |
Dexterity |
85 |
Vitality |
80 |
Sorcerers make no bones that they are about Magic, and as such
most of their other Attributes suffer. A Sorcerer begins with a
Strength of 15. It allows him some leeway in fighting monsters in
close quarters. His Magic starts at 35, the highest starting
number for any character class. This gives him 70 mana points and
allows him to cast several occurrences of spells before needing
to recharge. Dexterity begins at 15 for the Sorcerer which gives
him some movement, but is not incredibly important since a
Sorcerer can quickly get some devastating area effect spells.
Finally, Vitality begins at 20 giving him 30 hit points. A
Sorcerer can draw on the powers of nature and recharge staves
that he has in his possession, but just as a Warrior decreases
the life of a weapon he repairs in the field, so to does the life
of a staff decrease when recharged in this manner. To keep a
staff in prime working order have the witch Adriana recharge it
for you. Use a Sorcerer if you have always wanted to cast spells
at things instead of fighting with a weapon. Sorcerers have close
quarter and ranged spells so you can fight according to your
preference even with a non-fighter.
Skill
Staff
Recharge |
The Sorceror's born
ability allows him to recharge his staves in the field
without paying Adria the witch to do so. This is a handy
ability and may save your life many times. But, this
skill comes with one flaw. When you recharge your staves
in the field it will loose some of its charge holding
ability perminately. If you value the staff you are
carrying it is best to have Adria recharge it for you. |
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