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Class Elemental Wizard
A control caster of one element. Requires Elemental Wizards RPG (see Classes that need other mods). 35 health, 3 attack damage, speed 0.26, no knockback resistance.
Variants: aqua, terra or wind, set by its equipment entry or random.
It moves like the wizard (circles at about 7.5 blocks, jumps back from close targets, a staff swing as
a last resort) and casts with the power of its element (Spell Power schools spell_power:water, earth, air from
the class gear; damage types renegades:water|earth|air). It deals a bit less damage than a wizard and makes up for
it with control and support:
| Element | Spell (caster_visuals key) | Effect |
|---|---|---|
| Aqua | Water ball volley (water_volley) |
3 small bolts in a row, power × 0.18 each (blocked by shields) |
| Aqua | Water whip (water_whip) |
Direct hit up to 12 blocks, × 0.35 and Soaked (4 s) |
| Aqua | Springwater (springwater) |
Area radius 5 around it: enemies × 0.5 and Soaked; heals itself and its allies there by power × 1.0 (max. 15 % of max health, × healingMultiplier) and gives them Cleansing Water. Cast when an enemy is within 5 blocks or it or an ally nearby is below 60 % (cooldown 20 s, 1.5 s windup, interrupted like the priest's heals) |
| Terra | Stone spear (stone_spear) |
Slow projectile, × 0.8 and Bleed (3 s), pierces up to 3 more targets (blocked by shields) |
| Terra | Impale (impale) |
Marked on the ground under the target for 1 s, then strikes that spot (radius 1.5): × 0.5 and Impaled (holds in place, 1 s). Only against a target on the ground; step out of the marked circle to dodge it (cooldown 12 s) |
| Terra | Stone skin (stone_skin) |
When it or an ally nearby is attacked: Stone Flesh for itself and its allies within 5 blocks (10 s, +4 armor, +1 toughness; the next hit at full health is halved; cooldown 25 s) |
| Wind | Air cutter (air_cutter) |
Fast direct hit up to 16 blocks, × 0.6 and a strong push away |
| Wind | Aeroblast (aeroblast) |
Against a target within 6 blocks: × 0.4 and throws it about 6 blocks up, with Slow Falling, so no fall damage (cooldown 15 s) |
| Wind | Windfield (windfield) |
Marked at the target's position, then area radius 4: × 0.3 once and Slowness IV for 5 s (cooldown 18 s) |
The wind wizard jumps back twice as often and also steps aside. Aqua, terra and wind effects (Soaked, Cleansing Water, Impaled, Stone Flesh) and Bleed are the real ones from Elemental Wizards RPG, mrpg_lib and Spell Engine. Windfield uses vanilla Slowness instead of the mod's own effect: that effect also pushes targets in the air up every tick, so a player thrown by Aeroblast would hover until the server kicks him for flying. Support and control spells (springwater, stone skin, impale, aeroblast, windfield) keep their full cooldown.
- Aqua: hit it during the springwater windup to interrupt the heal.
- Terra: step out of the marked circle before the impale strikes.
- Wind: move out of the marked windfield spot; the aeroblast cannot hurt you through fall damage.
water_volley, water_whip, springwater, stone_spear, impale, stone_skin, air_cutter, aeroblast,
windfield (variants aqua, terra, wind). Bundled looks: elemental_wizards_rpg:aqua_waterball,
aqua_water_whip, aqua_springwater, terra_stone_spear, terra_impale, terra_stone_flesh, wind_air_cutter,
wind_aeroblast, wind_windfield. This class always uses the spell look. See Spell looks.
| Tier | Aqua | Terra | Wind |
|---|---|---|---|
| 1 (up to 1500 blocks) | elemental armor, elemental staff or kelp wand | elemental armor, elemental staff or clay wand | elemental armor, elemental staff or feather wand |
| 2 (1500–4000 blocks, Nether) | kelp armor, aqua wand or staff | dripstone armor, terra wand or staff | wind armor, wind wand or staff |
| 3 (beyond 4000 blocks, End) | netherite kelp armor, netherite aqua wand or staff | netherite dripstone armor, netherite terra wand or staff | netherite wind armor, netherite wind wand or staff |
Without the class mod (a renegade saved earlier): leather and a stick.
Uniques: the Crystal Aqua / Ruby Terra / Aeternium Wind staff of its element (Elemental Wizards RPG registers them only with Better End / Better Nether / Better End), or the Valkyrie Elementalist Staff (only with Aether); they replace an aqua/terra/wind staff of tier 2-3 (not wands), 0.5 % per entry.
healingMultiplier in [combat] (springwater heal). With enablePriestHealing = false, springwater is only cast
against enemies close by, not to heal wounded allies.
Renegades for NeoForge 1.21.1 · CurseForge · Source · Report a bug