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"Bow to no one, mortal or divine, for the cosmic secrets are open to all. After all, you need no god to show you that the antelope must die for the lion to live."
The Chloromancer is a healing specialist who draws on the vital energies of plants and nature to find a balance between life and death. This allows them to harness energies into a devastating force, or recycle destructive magic to heal their allies.
Their every destructive spell generates healing magic, so a Chloromancer can survive situations that would kill most mages, and keep their allies alive even as they annihilate the enemy.
The Chloromancer's strength within the role of healing is that so long as they have Lifegiving Veil active, every bit of damage they deal provides allies with healing. Additionally, as long as they keep Radiant Spores up on the mobs their group is fighting, each bit of damage group members do has a chance to heal themselves for the total amount of damage they did. This makes Chloromancers extremely effective allies when group numbers are limited, as they provide exceptional healing while taking down enemies. If a Mage chooses to spend most of their ability points in the Chloromancer tree, they can expect to be superior tank healers with a steady flow of smaller heals - and an emergency-type group heal with a cooldown - to their other allies.
As of Beta 5, cast times for Mages and Clerics are rather long. Luckily for the Chloromancer, the soul has several instant cast spells that aid in damage and healing.
Invaluable allies though they are, Chloromancers possess neither the destructive potential of their fellow mages, nor the restorative spells of most clerics, and their ability to heal is dependent on the damage they deal in combat. A Soul who cannot hurt her foes cannot effectively heal her allies.
The Chloromancer's powerful Lifebound Veil (10 point) ability and its resulting partner, Synthesis (requiring 11 points), provide excellent single target healing but the downfall is that Synthesis can never be used on the Mage, which hurts their general survivability and soloing ability against tougher or multiple enemies. A soul with a pet (Necromancer or Elementalist) is an excellent idea for the solo Chloromancer due to the limitations of Synthesis.
Another issue is that Chloromancers can have some difficulty versus group-wide spike damage or having two tanks taking damage at a similar rate. Synthesis can only target one individual at a time, so Radiant Spores, Withering Vine, and the residual healing from all of the other Chloromancer's damaging spells have to be enough to keep up other party members while they focus their instant cast, cooldown heals on the tank. They can, as of Beta 5, main heal in dungeons, but they must always keep in mind their limitations and communicate with the group if in a situation that even careful Chloromancers have difficulty with.
Kamuzu Sagta rode with the rest of the refugees as they fled Eboni, the charmed city, where the great golden dragon Laethys and her ogre minions had enslaved the population. Kamuzu was a Mage of considerable power and standing. He had been told by the Golden Maw that mortals who knew their place would be allowed to keep their positions of power if they but worshiped the dragon.
Knew his place! Kamuzu had plotted equations of planar convergence when he was a mere child. He bowed to no mortal, dragon, or god. The same could not be said of his countrymen. Kamuzu looked at the shaman who rode next to him, draped in reeking furs, his wild beard dipped in some kind of horrid animal emulsion. The uncouth holy man wiped off the grease from the shank of yarnosaur he chewed on his bare chest.
Kamuzu had thought him a vagrant until townsmen came and prostrated at his feet, begging him for assistance. “To think that we escaped the domination of one otherworldly being only to willingly chain ourselves to another,” thought Kamuzu. “Though I suppose if my daughter lay dying from an ogre’s spear, I might consider supplication as well.”
This realization haunted Kamuzu. His eldritch equations had unlocked every mystery in Telara other than how to improve the mortal condition. Settling on the southern shore of the Lake of Solace, he turned his full attention to the problem of arcane healing. He gathered any sample he could from the Plane of Life, and his lab began to resemble a faetouched alien jungle.
Kamuzu’s peers thought his quest mad, and in their learned circles they even held a game to choose the right name for a Mage with his outlandish ideas, finally deciding upon “Chloromancer.” Nonetheless, Kumuzu could dream in the eldritch script of magic, and eventually he unlocked the pathways to power over Life.
But there was a catch.
The energies of Life could not be created, only transferred. When a cleric healed wounds they were not channeling raw life energy, but the essence of the god or spirit to whom they prayed. If Kamuzu were to heal a man on the brink of death, he would find his own life in peril — a sacrifice he was not willing to make. Disappointed, Kamuzu turned his attention to an uprising to take back his beloved city of Eboni.
Kamuzu arrived at Eboni after the battle began, but watched events carefully as he approached. Witnessing the ebb and flow of combat, how one side grew strong as the other weakened, the Mage found inspiration.
Arriving on the battlefield, Kamuzu siphoned life force from the ogres, easily dispatching them. Overflowing with more energy than he could control for long, he carefully radiated it out at the warriors guarding his position. The wounded healed, while the freshly dead revived and rejoined the fray. Kamuzu was struck by the elegance of it all. All he needed to give Life was more Life, and in his enemies he had endless unwilling volunteers. The rebels, bolstered by healing that destroyed their foes, charged forward and drove the Golden Maw from Eboni.
Kamuzu Sagta was venerated, not as a priest, but as one of the first great Eth Mages. He taught his art and philosophy of mortal empowerment to the students who flocked to the charmed city. And when the great golden dragon was brought low, it was his equations and thaumaturgy that bound her in place.
Warlock- This soul provides the Chloromancer with excellent mana regeneration capabilites, increased charged generation, and a 10% chance to have the next spell cast be instant. This soul can also provide a 5% increase to critical strikes and a 10% increase to the mage's maximum health.
Archon- This soul increases the support role of the Chloromancer. It allows the Chloromancer to debuff enemies and buff itself and/or allies. It can also provide in combat mana regeneration.
Elementalist- This soul increases the overall survivability of the mage by adding armor buffs and damage absorption, along with a pet to help with soloing. Also provides with the mage with some minor crowd control.
Necromancer- This soul can, if a few points are spent, provide the Chloromancer with extra mana regeneration capabilities like Consumption and even extra healing for allies with abilities like Life Shift.