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Class Elemental Wizard

Drehverschluss edited this page Nov 2, 2026 · 2 revisions

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.

Behavior

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.

Countering it

  • 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.

Ability keys (caster_visuals)

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.

Gear

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.

Config

healingMultiplier in [combat] (springwater heal). With enablePriestHealing = false, springwater is only cast against enemies close by, not to heal wounded allies.

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