Iliac Codex

Build · Everything is a spell

Dark Elf Sorcerer

A pure spellcaster who levels by casting Destruction, Illusion and Mysticism. Increased Magery triples Intelligence into spell points, and a dagger covers the moments when the points run out.

Dark Elf · custom class

Ashveil

+1difficulty · skills ×0.98 effort
  • Destruction
  • Illusion
  • Mysticism
  • Alteration
  • Thaumaturgy
  • Short Blade
  • Dodging
  • Medical
  • Mercantile
  • Etiquette
  • Running
  • Streetwise
Strength
30
Intelligence
70
Willpower
70
Agility
45
Endurance
45
Personality
40
Speed
45
Luck
55

6 (-4 points)

  • Increased Magery 3× INT in Spell Points+10
  • Rapid Healing General+4
  • Forbidden Weaponry Axe-2
  • Forbidden Weaponry Blunt Weapon-2
  • Forbidden Armor Type Plate-5

Why this build

  • Why a Dark Elf: the race table gives Dark Elves a stat-driven bonus with long and short blades, so the backup dagger is better than it looks. See Races and weapon bonuses.
  • Why these skills: by default your starting spells come from your skills. Destruction, Illusion and Mysticism as primaries give Arcane Arrow, Minor Shock, Candle, Chameleon, Knock, Knick-Knack, Fenrik’s Door Jam and Recall, and Alteration and Thaumaturgy as majors add Gentle Fall and Buoyancy. See Spells and casting.
  • Why Intelligence 70 and Increased Magery 3×: Increased Magery turns each point of Intelligence into three spell points. It is the most expensive of the five choices, at +10. See Advantages and disadvantages.
  • Why low hit points: 6 hit points per level refunds 4 points, which pays for the magic. A caster fights from a distance, but remember you are fragile.
  • Total +1, skills advance at ×0.98 the effort. 6 HP gives −4, advantages give +14 and the disadvantages give −9.

Open this build in the class calculator

Spells you start with

By default your starting spells come from your skills: a magic school among your primary or major skills gives you spells, and a primary gives you more.

Gear you start with

Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.

  • Short Blade (major): Shortsword, Tanto. A shortsword or a tanto, even odds.

Weapons that fit

Every weapon for the weapon skills this class trains and does not forbid.

SkillWeaponDamageWeightPrice
Short BladeDagger1–60.51
Tanto1–80.753
Shortsword1–825
Wakizashi1–102.258

Legendary pieces worth chasing

Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.

  • Nightwhisper (weapon): +25% damage, +12 Agility, +10 Speed, +25 Stealth. Silent Death
  • Tsaesci Fang (weapon): +28% damage, +12 Speed, +25 Critical Strike. Serpent's Kiss
  • Worm's Tooth (weapon): +24% damage, +12 Intelligence, +22 Mysticism, +20 Backstabbing. Soul Siphon
  • Aegis of Dawn (armour): +18 armor, +45% Fire resistance, +10 Willpower. Dawnward
  • The Visor of King Lysandus (armour): +16 armor, +12 Willpower, +40% Magic resistance, +10 Personality. The Ghost-King's Vigil
  • Archmage's Loop (jewellery): +15 Intelligence, +12 Willpower, +40% Shock resistance. Spell Mastery
  • The Amulet of the Nine (jewellery): +12 Willpower, +25 Restoration, +40% Magic resistance. Divine Grace
  • The Reachman's Torc (jewellery): +12 Strength, +10 Willpower, +40% Shock resistance. Hagraven's Pact
  • The Witch-Sisters' Ring (jewellery): +12 Intelligence, +25 Illusion, +40% Frost resistance. Hex

Guides for this build

Calculators for this build

Class calculatorSpell cost calculator