Class Update
Thaumaturges (formerly known as “Magicians”)
«Become one with magic itself» (Laenai Gladomain).
CLASS PASSIVE: Elemental Perfection: the Thaumaturge’s harmful spells can reach Rank III. It’s a rather simple passive ability. While all classes share some of the spells belonging to this class, the Thaumaturge alone can take these abilities to their maximum Rank (Rank III). Before Ranks were introduced, all spells could either deal damage or heal for a set amount scaling off the casters’ Intellect. I kept that amount as the 100% output, and then shaped Ranks accordingly.
Ranks were created to increase or decrease the original output. Rank I = 75%, Rank II = 90%, Rank III = 110%. As opposed to Rank II, all Rank III abilities will roughly deal 20% more damage (it is actually the 22.22%). So, in a way, you could say that Thaumaturges can deal up to 22% more damage with all of their harmful spells compared to any other class. You will see the extent of this damage comparing Rank II and Rank III outputs, which I will emphasise below. I will also indicate which of the Thaumaturge’s abilities are shared by other classes at the end of each and every description.
- Many of the names and content of the following abilities were inspired to Dragon Quest.
CORE ABILITIES:
As an introduction, keep in mind that all these spells will deal damage regardless of the target’s amour, mental power, Spirit, whatever. Like I said, there is no such thing as a general Magic Resistance, but there are Elemental Resistances which can be shortly increased or decreased. Some abilities can actually reduce the magic damage taken, but those need to be activated and they are only temporary.
Other than that, the damage output of these abilities depends mainly on the caster’s Intellect. Of course, some enemies will be innately more or less vulnerable to some elements, and as a consequence elemental magic will be more or less effective on them. However, as a rule, bosses are not granted immunity or vulnerability to specific elements, because that would be unfair either to Thaumaturges or to every other class. For those encounters, the damage done depends completely on the caster’s Intellect.
One last thing: as a rule, all abilities dealing magic damage have a +/- 20% variance, meaning that the damage done can change slightly.
- Mera (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Fire damage for 3.99/6.16/9.58 * 9/7/5% Mana. Also causes Ignite (One Enemy). CD: 2/2/2 Turns. Estimated damage done at L. 50: 1,436/1,724/1,915. (This ability is shared by the following classes: ).
- Merami (Rank I, II, III). Deals Fire damage for 5.02/7.74/13.24 * 18/14/10% Mana and causes Burning+Ignite (One Enemy). CD: 2/3/3 Turns. Estimated damage done at L. 50: 3,614/4,334/5,299. Burning (Status) deals another 42% HP loss over 3 Turns. Burning (Status) can stack up to 3 times. If the target is affected by Drowning (Status), both Status effects will be cancelled.
- Both the abilities above will apply Ignite, making the target more vulnerable to Fire. Ignite (Status) lasts for 2 turns and stacks up to 2 times, increasing all Fire damage taken by 21%+21%=42% (2 Turns).
- Fire Weakness (Ability), along with other abilities affecting either resistance or vulnerability to Fire, will remove Ignite (Status).
- Merazoma (Rank I, II, III). Deals Fire damage for 7.65/10.76/15.93 * 27/23/19% Mana. Also applies Burning. Removes Ignite (Status) (One Enemy). CD: 4/4/4 Turns. Estimated damage done at L. 50: 8,258/9,901/12,106.
- Hyad’ (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Ice damage for 3.07/5.06/8.25 * 10/8/6% Mana (One Enemy). Estimated damage done at L. 50: 1,351/1,619/1,980. (This ability is shared by the following classes: ).
- Hyadaruko (Rank I, II, III). Deals Ice damage for 2.97/4.68/8.26 * 17/13/9% Mana. It has a chance to Stun the target (One Enemy). CD: 3/3/3 Turns. Estimated damage done at L. 50: 2,023/2,434/2,974. (This ability is shared by the following class: ).
- Hyadaīn (Rank I, II, III). Deals Ice damage for 5.03/7.03/10.31 * 28/24/20% Mana (All Enemies). CD: 4/4/4 Turns. Estimated damage done at L. 50: 5,634/6,754/8,254. (This ability is shared by the following class: ).
- Iora (Rank I, II, III). Deals Fire and Thunder damage for 8.03/11.25/16.49 * 14/12/10% Mana (All Enemies). CD: 4/3/3 Turns. Estimated damage done at L. 50: 4,497/5,398/6,597. (This ability is shared by the following classes: ).
- Ionazun (Rank I, II, III). Deals Fire and Thunder damage for 6.87/9.51/13.75 * 30/26/22% Mana (All Enemies). CD: 4/4/4 Turns. Estimated damage done at L. 50: 8,248/9,895/12,099. (This ability is shared by the following class: ).
- Ryūsei (Rank I, II, III). Deals Fire and Earth damage for 7.72/10.50/14.80 * 34/30/26% Mana (2 Random Enemies). CD: 6/6/5 Turns. Estimated damage done at L. 50: 10,499/12,594/15,395. It can also target twice the same target.
- Water Bubble (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Water damage for 4.69/7.51/13.76 * 8/6/4% Mana (One Enemy). CD: 2/3/3 Turns. Estimated damage done at L. 50: 1,501/1,802/2,202. (This ability is shared by the following class: ).
- Water Drop (Rank I, II, III). Deals Water damage for 4.10/6.56/12.04 * 16/12/8% Mana and causes Drowning (One Enemy). CD: 3/3/3 Turns. Drowning (Status) deals another 26% HP loss over 2 Turns: it can be refreshed and stacked up to 2 times. Drowning and Burning cannot be active on the same target. Estimated damage done at L. 50: 2,624/3,149/3,853. (This ability is shared by the following class: ).
- Water Tide (Rank I, II, III). Deals Water damage for 4.24/6.16/9.54 * 23/19/15% Mana. Causes Drowning (All Enemies). CD: 4/4/3 Turns. Estimated damage done at L. 50: 3,901/4,683/5,722. (This ability is shared by the following class: ).
- Whenever casting one of the abilities above, dealing Water damage, Burning (Status) and Ignite (Status) will be removed from the target.
- Earth (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Earth damage for 3.68/5.13/7.95 * 19/15/11% Mana (One Enemy). CD: 4/4/3 Turns. Estimated damage done at L. 50: 2,797/3,078/3,496. (This ability is shared by the following classes: ).
- Bagima (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Wind damage for 7.14/10.59/16.91 * 21/17/13% Mana. Reduces Haste (All Enemies). CD: 4/4/4 Turns. Estimated damage done at L. 50: 5,998/7,199/8,795. (This ability is shared by the following classes: ).
- Holy (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Holy damage for 5.00/6.91/9.99 * 15/13/11% Mana (One Enemy). CD: 2/2/2 Turns. Estimated damage done at L. 50: 3,002/3,595/4,396. (This ability is shared by the following classes: ).
- Comet (Rank I, II, III). Deals Holy damage for 5.54/8.13/12.78 * 22/18/14% Mana (One Enemy). CD: 4/4/4 Turns. Estimated damage done at L.50: 4,875/5,852/7,154. (This ability is shared by the following classes: ).
- Ultima (Rank I, II, III). Deals Holy damage for 7.86/10.83/15.54 * 31/27/23% Mana (One Enemy). CD: 6/6/6 Turns. Estimated damage done at L. 50: 9,746/11,693/14,297. (This ability is shared by the following classes: ).
- The major change here is that Ultima (All Ranks) is now a single-target spell.
SOME OTHER ABILITIES:
- Fire Weakness (No Ranks; 12% Mana): reduces Fire Resistance (3 Turns, All Enemies). Like I said, this ability will cancel Ignite (Status), but it will take the target’s resistance to Fire down a level: from C to B, from B to A, and so on. For as long as Fire Resistance has been taken down by Fire Weakness, Ignite (Status) will not be applied on the target.
- Greater Intellect (No Ranks; 4% Mana): temporarily increases Intellect by 23%, making spells more effective (3 Turns). CD: 8 Turns. By increasing Intellect, all spells will cost 23% more Mana, and deal 23% more damage. However, Spirit will not be increased, so the Thaumaturge will have to be careful not to run out of Mana.
- Hocus Pocus OD (No Ranks; No Cost): produces two random beneficial effects in battle (All Allies). I am currently working on these buffs, but I can say that 5 options will be added, a variable called “Dice Roll” will be activated, choosing a number from 1 to 5, depending on which the 2 buffs will be selected and then applied to the whole active group.
- Mana Restoration (Rank I, II, III; No Cost): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% Mana over 2 Turns (the Status is cancelled upon taking damage). CD: 8/7/6 Turns.
- Mahotora (No Ranks; No Cost): absorbs 14% Mana from one enemy. CD: 4 Turns.
- Rūra (No Ranks; 71% Mana): teleports the Party to a safe place, as long as it has been visited before and selected as “home”. For obvious reasons, this ability is selectable only when out of combat.
- Meditation (No Ranks; No Cost): refreshes all cool-downs and reduces Aggro/Threat (The User). CD: 10 Turns. It does not refresh itself. This ability is not particularly useful, considering that most of the Thaumaturge’s abilities have pretty low cool-downs.
SOME FINAL TIPS ON THAUMATURGES:
- Most encounters will not require any particular rotation. They will mainly depend on the given elemental resistances. Resistances are what really counters this class, along with the usual impairments, such as Silence. If you can guess your opponents’ elemental weakness, you’re half-way there. If you cannot figure it out, lower your enemy’s resistance to Fire.
- Also, during the encounters that really matter, here is one possible way to go:
- Greater Intellect to start, because it gives the Thaumaturge 23% increased damage for the next 4 Turns, and you are supposed to have a lot of Mana at the beginning of the encounter.
- Go ahead with: Mera (III), Merami (III) and Merazoma (III): the former two are meant to apply 2 stacks of Ignite (Status) on the target, increasing its vulnerability to Fire by up to 38%.
- Then Fire Weakness, Ryūsei (III), Ionazun (III).
- Refresh Ignite (Status) on the target whenever you can, and take advantage of the huge burst damage of these spells: Ryūsei (III), Merazoma (III) and Ionazun (III), because they all deal Fire damage.
PROS AND CONS:
- Thaumaturges are possibly the most powerful class when it comes to dealing damage.
- The damage they deal depend almost exclusively on their Intellect.
- They are given unique abilities both to increase their damage done, and to decrease their opponents’ elemental resistance.
- Whenever Thaumaturges are Silenced, Stunned, Paralysed or under any other similar effect, they become less useful and more vulnerable.
- If Thaumaturges are affected by any Status effect lowering Intellect (such as Hopelessness or Despair) their damage done will immediately become ridiculously low.
- Thaumaturges have awful survivability.
DISCLAIMER: All of the icons published within this post were either original or edits. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.