Witch

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The Witch class is... TBD

Practicing Guide

Note - The numbers given for weapons are the base damage of the weapon at archon

Skills
SkillComplexityPractice ToDescriptionAdditional Info
Dagger1% optional max Low(162) damage, high accuracy(~14) piercing weapon. Can be used to backstab. Daggers are fairly common, and often come with poisoned attributes
Hand to hand1% optional, not recommended Low damage, low accuracy bashing - doesn't require weapon Only really useful if you can't find nodecay weapons or have lots of skills boosting it
Hide30% optional max Hides you in the room(hard to hit) and has a chance to hide you from where Mostly useful as a PK skill, either to avoid it or to catch someone unaware
Lore30% optional max Identifies an item by looking at it. Can identify an item on the ground or in a room via looking at the item. Lore % x2 + 41 = the level of the item that you can ID using lore. Therefore, if you want to be able to ID a level 241 item using Lore, it must be practiced to 100% (100*2+41=241)
Magical items5% optional max, min 35-50 Determines how well you use magical items such as scrolls, staves, orbs, wands, etc Success rates vary depending on the % magical items is practiced. Some argue that it's important to max it for definite success rate, while others suggest a partial practice as being sufficient.
Magical wand12% max High(198) damage, high accuracy(~15) energy weapon. Magical wands are a staple for many archons due to their high damage, range and availability(nodecay nodrop nouncurse quest wand etc). As a witch you get an advantage: a head-start in training this essential archon skill.
Perception1% max Affects a player's ability to discover hidden items and exits using the search or dig command. The higher that this is practiced, the quicker the hidden item will be detected. Some areas require quick searching/digging, such as in PG or running Kezathin.
Scythe7% optional max Moderate(171) damage, high accuracy(~15) slashing weapon. Harder to find at low levels but available from archon hunters. Useful for witches due to the dismemberment scythe which has +65 damage, bringing it close to lances/axe
Whip1% optional, not recommended Moderate(180) damage, low accuracy(~10) slashing weapon Swords are better slashing weapons, and whip availability is low.
Yo-yo13% optional max Low(167) damage, very high(~18) accuracy bashing weapon Mostly worth practicing due to the pearl yo-yo which adds 100 damage and is dispelling.

Spells
SpellComplexityPractice ToDescriptionAdditional Info
Beacon22% Not Recommended TBC TBC
Blindness10% Max TBC If you don't otherwise get blindness.
Calm28% Max TBC TBC
Chill touch5% Not Recommended TBC A good alternative to 'magic dart' or 'spark', but not useful beyond the lowest levels.
Curse40% Max TBC TBC
Confusion65% Max, if you PK TBC TBC
Convocation16% Not Recommended TBC Rarely used.
Detect invisibility15% Optional TBC TBC
Disjunction99% Max TBC Auto-land, must be cast out of combat. Devastating way to start combat. -10% skill to weapon, second, third, and enhanced damage causes about 15% melee damage reduction.
Deafen15% Not Recommended TBC TBC
Delay reincarnation99% TBC TBC TBC
Evil eye7% Not Recommended TBC TBC
Fatigue35% Max, if you PK TBC Auto-land
Famine45% Max TBC Absolutely essential witch debuff.
Harm32% Max TBC Silent-castable, lots of damage. Recommended.
Hex10% Max TBC Absolutely essential witch debuff.
Insanity68% Not Recommended TBC TBC
Immobilize38% Max TBC Agility debuff.
Impede movement34% Max TBC Auto-land, agility debuff, and annoying to PCs.
Jinx10% Not Recommended TBC TBC
Leech25% Max TBC Master this as soon as you can.
Malediction34% Max TBC -ar and -acc debuff. Incredible!
Malignancy68% Optional TBC Auto-land damage debuff, but will always overcast a round.
Magic message44% Not Recommended TBC TBC
Negation42% Optional TBC Essential for psis. Useful for everyone else. More effective than dispel magic for dispelling yourself.
Plague45% Max TBC TBC
Poison30% Max TBC TBC
Protection from evil8% TBC TBC TBC
Protection from good8% TBC TBC TBC
Pentacle22% 25% TBC Recommended; 25% is sufficient for casting this effectively.
Remove curse65% Optional TBC Very useful to practice to high levels to make it easier to use.
Reanimate90% Not Recommended TBC TBC
Summon93% Not Recommended TBC TBC
Scribe0% TBC TBC TBC
Swarm94% Not Recommended TBC Fun, but costs too much to use on a regular basis.
Shadow imp58% Optional 25% TBC Not very useful.
Shadow door42% TBC TBC TBC
Shadow armor15% 15% TBC Recommended; 15% is sufficient for casting this effectively.
Shadow golem70% Optional Max TBC Very useful, and difficult to cast. Maxing does help.
Shadow light14% Not Recommended TBC Reageant cost is too high to use this regularly.
Summon shade85% TBC TBC Difficult to land. If you're planning on using this, you'll need to practice it to at least 50%.

Additional Information

Witch Debuffs at Archon

To be fair, some of these debuffs are from ranger as well. --Ardant

You are affected by the following:
Racial affects: sense-life detect-alignment 
* You are resistant to: wood.
Spell: sanctuary            - Level  60, modifies none              by    0.
Spell: shield               - Level 170, modifies ar                by    9 for 20 minutes.
Spell: armor                - Level 171, modifies ar                by    3 for 21 minutes.
Spell: bless                - Level 171, modifies saving-spell      by    4 for 59 minutes.
Spell: haste                - Level 110, modifies accuracy          by    3.
Spell: faerie fire          - Level 208, modifies ar                by   -6 for 21 minutes.
Spell: impede movement      - Level 212, modifies agility           by   -2 for 15 minutes.
Spell: curse                - Level 229, modifies saving-spell      by   -8 for 20 minutes.
Spell: curse                - Level 229, modifies ar                by  -13 for 20 minutes.
Spell: hex                  - Level 230, modifies saving-paralysis  by   -8 for 53 minutes.
Spell: hex                  - Level 230, modifies saving-rod        by   -8 for 53 minutes.
Spell: hex                  - Level 230, modifies saving-petri      by   -6 for 53 minutes.
Spell: hex                  - Level 230, modifies saving-breath     by   -6 for 53 minutes.
Spell: hex                  - Level 230, modifies saving-spell      by   -8 for 53 minutes.
Spell: malediction          - Level 230, modifies accuracy          by   -4 for 37 minutes.
Spell: malediction          - Level 230, modifies ar                by   -4 for 37 minutes.
Spell: leech conduit        - Level 230, modifies none              by    0 for 53 minutes.
Spell: soothing nocturne    - Level 231, modifies accuracy          by   -7 for 3 minutes.
Spell: soothing nocturne    - Level 231, modifies charm-prcnt       by  -14 for 3 minutes.
Spell: immobilize           - Level 231, modifies agility           by   -4 for 28 minutes.
Spell: deafen               - Level 232, modifies sanity            by   -2 for 7 minutes.
Spell: deafen               - Level 232, modifies personality       by   -4 for 7 minutes.
Spell: evil eye             - Level 233, modifies vitality          by   -5 for 34 minutes.
Spell: evil eye             - Level 233, modifies courage           by   -2 for 34 minutes.
Spell: confusion            - Level 234, modifies wisdom            by   -9 for 6 minutes.
Spell: malignancy           - Level 236, modifies damage            by  -10 for 59 minutes.
Spell: slow                 - Level 237, modifies agility           by   -2 for 1 minute.
Spell: web                  - Level 238, modifies agility           by   -3 for 4 minutes.
Spell: fatigue              - Level 239, modifies agility           by   -2 for 16 minutes.
Spell: disjunction          - Level 239, modifies spells-prcnt      by  -10 for 26 minutes.
Spell: disjunction          - Level 239, modifies prof-prcnt        by  -10 for 26 minutes.
Spell: poison               - Level 240, modifies strength          by   -2 for 41 minutes.
Spell: poison               - Level 240, modifies agility           by   -1 for 41 minutes.
Spell: plague               - Level 240, modifies sanity            by   -1 for 48 minutes.
Spell: plague               - Level 240, modifies vitality          by   -2 for 48 minutes.
Spell: insanity             - Level 240, modifies sanity            by   -4 for 37 minutes.
Total of 34 magical affects.

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Last edited July 1, 2012 10:16 pm by Ardant (diff)
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