Class: Warrior
Tag: TUT
The Thaumaturgist is a Warrior who feels there is no effective 'occasional use' of magic, but to master it you must live or die by its power. Trained by a Master Sorcerer in coop play, the Thaumaturgist forsakes the traditional modes of Warrior combat. Earliest TUTs were from the land of Egypt, and low level Thaumaturgists dress not unlike mummies...
Simple: Only +mana and/or +magic (+all) items are allowed, and Staff with spells. Weapons are used for their bonuses, not for combat! So, naturally, physical combat is reserved only for when mana has run out, or blocklock/stunlock is so severe he can't cast.
Thaumaturgists with a dot sometimes treat the first level of a section as 'Calisthenics', and hit opponents merely to keep in shape. Those with a third solo dot also receive more liberties. (Note: Triple immunes *can* be bashed.)
1) Character Start
Brought up in a society that glorifies physical might,
the young apprentice is in need of help if he is to
take on the dungeon without physical weapons. He must seek
out a Sorcerer who can help him learn the arts of magic,
and perhaps supply some of the tools of the trade.
The Master Sorcerer should supply his new apprentice with a spell book, a staff, a +magic ring, and some spare change for blue potions. The two go off together into the dungeons of Tristram. The killing of Butcher and Leoric are demonstrated.
2) First Test
The Apprentice must now defeat the Butcher and Leoric again,
using only magic, but without the master's help. Most level-up
points must go to magic, max'ing that stat by clvl 12.
3) Apprentice
The Apprentice is now found worthy, and given a robe to
indicate his status. Now he is taught the power of fire.
The Master provides a fire-based spell book and introduces
the apprentice to the Catacombs, clearing at least lvl 5 together.
4) Journey of the Cats
The young Thaumaturgist must master magic and fire, and will
demonstrate this mastery by eventually entering the Cats on 5
and leaving through stairs to town on 9 without dying, using
ONLY fire spells. (Hence, learning to avoid combat is also part
of his training.)
5) Journeyman
The successful Journeyman is rewarded with a second ring,
and is introduced to Lightning based spells with a new spellbook.
Together the Journeyman and Sorcerer go off to the caves, and clear at least
dlvl 9.
6) Mystery of the Caves
Lightning is to be his new friend, and it is coddled and
developed in the Caves. Eventually he will grow powerful enough
to survive a journey completely throughout the caves, unharmed,
using only lightning based spells and careful avoidance.
7) Thaumaturgist in Training
The final stage of training begins with the presentation
of a book of fireball, and an exchange of unique items,
one found by the TUT himself for one the master sorcerer
deems helpful. With this he proceeds to Hell, for his toughest
test so far, the slaying of Lazarus and Diablo with the art
of magic. Some may need to brush up on skills in NM/Church,
gaining spell levels and seeking potions, before this test
is completed, and he earns the title Assistant Thaumaturgist.
At any stage, if the Sorcerer chooses, he may impose other
restrictions on the Apprentice, whether obtaining a book, killing
a boss, or raising a sum of money. The tools/gifts mentioned above
should be appropriate to the task at hand. For example, Ring of Wizardry,
Book of Firebolt, and Staff of Charged Bolt would be good starts. Follow up with a Firewall Book and Wisdom's Wrap for the new Apprentice. A book of Chain Lightning and Serpent's Ring of Sorcery for the
Journeyman.
Further Missions and Titles
Associate Thaumaturgist - 2nd dot
Thaumaturgist - 3rd dot
If at this point, 140 (modified) magic can maintained, an item which does not have +mana/magic/all can be included in his outfit.
Ex: with AFPSorc, RC, two Wiz and one Zod jewel totalling at least +90 magic, an Emerald Tiger shield could be worn. Add a Dreamflange, and the high lvl TUT has a decent range of options.
Example Outfits (Armor/Helm/Shield/Weapon/Jewelry)
NLP TC Jade/Brilliance DF 3 Drag/Zod -- lvl 19 spells
AFPSorc Obs/Sorc Jade/Brill DF 3 Drag/Wiz -- the max 225 magic
NLP TC AAWiz 2 Drag/Wiz, 1 Obs/Wiz -- slvl 20
ObsMammoth Obs/Mamm Jade/Brill KSOHvns 2 Drag/Zod, 1 Drag/Lion - +330hp
Master Thaumaturgist
A H/H run, solo, with no deaths.
This master of the art of magic now receives more liberties, as he joins a Thaumaturgical guild (i.e. follows a path - not a real guild :p ).
Order of the Tank
Proponents of the Battle Mage approach. They
wear heavy (high AC) armor and wield a Vampiric weapon which they
use against any who manage to somehow survive and get next to them.
Order of the Missile
"Plinkmaster" considers the sport of "stone
and shoot" great fun
Order of Twenty
Enjoys the power of level 20 spells. He wields
an Arch Angel staff in addition to Naj's Light Plate and a
Thinking Cap, for maximum punch. For kicks he sometimes telekills
witches and such with his sturdy staff.
Order of the Cudgel
He deals with most opponents, especially
annoying dogs and maelstroms, with spells, but also enjoys seeing
Knights and statues explode from the favorite weapon of the
Arty Mage in H/H, the Cudgel of Civerb. This order has low AC,
with a pair of Obsidian or Emerald items between the armor, helm
and shield.
Order of the Lightning Gavel
Especially fond of lightning,
this order delights in the use of Schaefer's Hammer which does
zero base damage, and/or Sparking Mail to deliver magical damage
via 'touch,' as well as frequent Chain Lightning and Nova storms.
1) Solo players
Role play an extreme hermit master who instructs the apprentice by letter and does not deign to go the dungeons with him. Give items found by yourself with another Sorc character to the TUT.
2) Coop Play
Coop play is encouraged, but the "trials" themselves must be done
solo. Coop with a muscle mage would be... humorous ;) Full fledged thaumaturgists playing coop who wish to minimize friendly fire and keep well toned at the same time can take a stone and bash approach for that session (KSOV handy :)
3) Dual Variants
Possible, but perhaps difficult due the extreme
use of magic by the Thaumaturgist. A dream setup for a TUT-SNOB might be
NLP, DF, TC, BlackOak, Bleeder, Bramble (if SP), Amu Wiz (or Drag/Wiz if lucky)