Erannorth Chronicles

Erannorth Chronicles

The Magus, a Mystic archetype
Okiti  [developer] 26 Nov, 2021 @ 8:44am
Gameplay and Informations
A magus can always count on his trusty Warpblade to give him access to all his strike (five in total) every turn, and by using the Magus' Antipodes, he will be able to attune himself to one or two element, manipulating his strike to devastating effect. But his strength is his weakness, as the Magus can use only a single time each strike per turn, meaning that he can be left with spare action if he relies only on the Magus' Art, particularly at high level where Ap and Concentration tend to fly very high.

A very important part to understand about the Magus is the Attuning. By the way of the Magus' Antipodes, you will be given a "Primary attunement" that will allow you to essentially choose that element for that turn.Then, you will have a "Second attunement" to use. All of the Warpblade skill use a custom ressource, "Element attunement (Fire Attunement for example).

Simply put, the "Primary Strike" and "Heavy strike" will require you to have been attune to the element of that strike (For example, flame attunement is required to use "Flame Uprising", the fire heavy strike).On the other hand, Primary Utility and Secondary Utility alligne themselves to the secondary attunement.

In term of role, each element tend to fulfill one:
-Fire bring heavy damage and burn
-Water bring defensive option and healing
-Air bring damage, vulnerability and some utility (Quantum Strike say hello flyer)
-Earth bring damage, bleed and defensive option

In addition to the Warpblade, the Magus has some card to be added to his deck as normal. They are Singleton (meaning you can have only one of them in your deck) and each of them have his own use.
< >
Showing 1-1 of 1 comments
Okiti  [developer] 26 Nov, 2021 @ 7:01pm 
Tips

Fire Uprising (Fire heavy strike) and Riptide (Water Heavy Strike) give you an elemental field of their element. For Riptide, it is done via a fleeting card that you will have to use each turn (simpy adding the buff like the fire field result in the antipodes canceling the field of the echo)
A number of skil then can "combo" with the field, granting effect. Due to imitation in both how the game work and my knowledge, there is only two type of effect, one of them being tied solely to Comet.
The list of skill that can combo with the field
Flame Uprising->Water Field: Heal 10 Hp
Earthen Vortex->Water Field: Heal 10 Hp
Magnetic Wave->Water Field: Heal 10 Hp
Polaric Leap->Water Field: Heal 10 Hp
Those Combo are meant to reward you for planning your turn in advance, instead of randomly mashing the same skill.

Memorize the effect of the more effective card and plan ahead your combo. Do i need only damage this turn ? Fire+Air or Fire+Earth will be your choice. Did i got badly mauled last turn and i need to heal ? Water+Earth. Lot of flyer in the field ? Air+Water. The list goes on, the ebst way is to experiment and learn.

As stated in the tooltip (that abomination of a tooltip), the Warpblade WILL spam your hand upon use. Be sure to have sufficient room to receive the five card, or you will lose them for that turn ! In the same vein, Wreathe self (your ultimate) craft five card for you to use, so make room in advance before using them.
< >
Showing 1-1 of 1 comments
Per page: 1530 50