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:Trance is a passive skill that activates empowers the user for defeating many enemies consecutively. This triggers when the second foe is defeated ~30 seconds after the first foe.
:Trance is a passive skill that activates empowers the user for defeating many enemies consecutively. This triggers when the second foe is defeated ~30 seconds after the first foe.
:As long as Trance is active, the user gains +2 Magroll/defeated foe, and regenerates mana as if they were asleep.
:As long as Trance is active, the user gains +2 Magroll/defeated foe, and regenerates mana as if they were asleep.
:The longer you are in a Trance
:The longer you are in a trance, the more rapidly you must defeat foes to keep the trance going.
:As a passive skill, trance works as soon as it is practiced above 1%. Higher skill makes it easier to stay in a longer trance.
*'''Echomagic''' - ''Level: 55'' - Lag: ---
*'''Echomagic''' - ''Level: 55'' - Lag: ---
:Echomagic is a toggled skill. When active, all offensive spells will hit a second time, several pulses after the original spell.
:Echomagic is a toggled skill. When active, all offensive spells will hit a second time, several pulses after the original spell.

Revision as of 15:45, 7 September 2020

Wizard
Wizard.png
Magical artillery, possibly in a pointy hat
Style: Offensive Magic User
Primary Stat: Intelligence
HP Gain per Level: 6-9
MP Gain per Level: 7-10
Weapon Skills: 1

Wizard

The Wizard is a class which can cast offensive magic proficiently. Wizards get an array of spells to damage their enemies with. Wizards can charge spells to increase their damage, and they can summon elementals at higher levels. They have poor HP and defensive skills, but make up for this with their ability to do lots of damage in a short time.

At level 30, a Wizard may evolve into either an Archmage or an Elementalist. Wizards can choose one weapon type in which to be proficient. The primary attribute of the Wizard is Intelligence.


Skills

  • Manashield - Level: 18 - Lag: 4
This is a toggle skill that causes all damage directed toward the caster to deplete mana instead of HP, at twice the rate.

Spells

  • Air Blast - Level: 1 - Lag: 12 - Mana: 18
Air Blast focuses nearby air into a forceful attack, pummeling the foe. Air Blast is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wind-type damage.
Air Blast imposes 17% less lag than comparable spells.
  • Gem Missile - Level: 2 - Lag: 12 - Mana: 18
Gem Missile takes nearby earth and rock to create a series of quick attacks upon a foe. Gem Missile is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals earth-type damage.
Gem Missile has a 12.5% chance of dealing double damage.
  • Ice Smash - Level: 3 - Lag: 12 - Mana: 18
Ice Smash creates sharp thin shards of ice to stab the foe. Ice Smash is a Tier 1 offensive spell and can be charged to deliver 1.5x the the normal damage. It deals cold-type damage.
Ice Smash deals two distinct hits to the target and has a higher minimum damage than comparable spells.
  • Fireball - Level: 4 - Lag: 12 - Mana: 18
Fireball creates a large fireball which is hurled towards a foe. Fireball is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals fire-type damage.
After its initial hit, Fireball inflicts a lingering burn amounting to 5% damage each pulse for three pulses.
  • Rhizome Lance - Level: 5 - Lag: 12 - Mana: 18
Rhizome Lance conjures giant roots from the earth to attack foes. Rhizome Lance is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wood-type damage.
Rhizome Lance costs 17% less mana than comparable spells.
  • Darkside - Level: 6 - Lag: 12 - Mana: 18
Darkside is a spell which calls upon the nature of the deep dark void to blot the caster's foes from existence. Darkside is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals dark-type damage.
Darkside is 12.5% stronger than comparable spells, but it inflicts recoil damage to the caster amounting to 10% of the damage dealt to the target.
  • Invisibility - Level: 7 - Lag: 12 - Mana: 40
This is a cloaking spell, that makes the wizard, or their target, invisible to those who are not affected by 'detect invis'.
  • Detect Magic - Level:9 - Lag: 12 - Mana: 5
This spell allows the target to see magical auras on items, as well as giving a rough estimate on the mana reserves of other mobs. This can be cast on yourself as well as others.
  • Charge - Level: 10 - Lag: 8 - Mana: 30
The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target. Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added. Charge wears off after it has boosted one spell.
  • Sleep - Level: 12 - Lag: 12 - Mana: 96
This is an enfeebling spell that, when successful, puts the target to sleep. Failing, however, will provoke the target to attack. Recasting on an already-sleeping foe will reset the duration of the spell, keeping victims tranquilized longer. Sleep is considered to be of the "Charm" element - thus, any enemy who is immune to charm will not fall asleep.
  • Wizen - Level: 14 - Lag: 4 - Mana: 0
Wizen exchanges a portion of the user's HP for MP. When cast, 1/5 of your max HP is drained, to restore about 1/5 of your max MP. Greater skill % increases the efficiency of this spell.
  • Detect Invisible - Level: 16 - Lag: 12 - Mana: 5
This spell is used to detect invisible entities, setting their long descriptions of those who are invisible with the (Invis) flag. It can be cast on yourself as well as others.
  • Kundela - Level: 20 - Lag: 12 - Mana: 0
Kundela deals maximum damage when your current MP is equal to one fifth of your max MP. The damage decreases as your current MP deviates from this target. Kundela has no MP cost but will always fully drain the caster's MP.
  • Blink - Level: 22 - Lag: 8 - Mana: 40
Blink teleports the caster randomly into a nearby room, allowing escape from combat or, sometimes, access to inaccessible areas. When charged, Blink may teleport the caster up to twice as far.
  • Syphon - Level: 24 - Lag: 16 - Mana: 27
Syphon is an attack spell that absorbs the target's hp, mana and moves, converting everything drained into mana for the caster. When charged, Syphon deals 1.5x damage and therefore 50% more returned mana.
  • Conjure Elemental - Level: 26 - Lag: 12 - Mana: 40
This is spell that creates a follower for the caster. The type of pet is determined by the owner's innate. Based upon the owner's innate, each elemental has its own weaknesses and strengths. The spell can be used with charge to allow the pet better resistances.
Charge will also allow this elemental to cast matching-innate spells, at the cost of the owner's mana.
As a follower and not a pet, a Wizard can still own a pet of whatever type and have a conjured Elemental.
  • Read Magic - Level: 28 - Lag: 8 - Mana: 24
The Read Magic spell allows witches to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.

Archmage

The Archmage is one of two classes a Wizard may evolve into at level 30.

Archmagi are scholars of the highest caliber, who have refined the art of spellcasting into sheer masterpieces. Their level of control over mana is so fine they can ensure their spells are flawlessly cast, or even reverse the elemental damage the inflict. An Archmage's repertoire is one of detailed skill, from the echoing of spells to confining a spell into a sacrificial staff or wand. Their signature ability is the practice of combining spells to create an entirely new effect.


Skills

  • Surecasting - Level: 30 - Lag: ---
Surecasting is a skill that can be toggled. When active, it ensures that any spells cast by the user will never fail. There is a chance, dependent on the user's skill in the spell being cast, that the spell will cost dramatically more mana than it normally would. This is capable of draining the user completely of mana, which will result in the user being stunned for a short while. Nonetheless, the spell will be cast even if it leaves the user completely depleted.
  • Combomagic - Level: 45 - Lag: 12
Combomagic is a toggled skill. When active, if the two spells of the proper innates are cast consecutively on a single target, the second spell is replaced by a Tier 4 combospell.
The elemental composition and strength of the combospell depend on its components, whereas the mana cost, spell lag, and cooldown depend on the combospell itself.
Combomagic can be triggered by an ally's spells, spells from held items, or even a previous combospell. The main requirement is that the second component of the combospell is provided by a caster proficient in combomagic.
Tier 4 Spell Combos
(Moon OR Earth) + Fire Flare Star

The flare star spell opens a portal to a nearby star directly in front of the caster's opponent. Peerless heat and radiation pours from the portal, incinerating the enemy. Victims of the flare star may even burst into flames, their grossly incandescent bodies continued fuel for the inferno.

Flare Star is a Tier 4 offensive spell and can be charged to deliver 1.25x the damage. It deals dark and fire-type damage unless altered by combomagic.

On a lethal blow, Flare Star inflicts damage, equal to its overkill damage, to all remaining enemies in the room, every pulse for three pulses.

(Earth OR Wind) + Water Catastrophe

At the heart of the Catastrophe was a simple idea: they never wanted to go to war again. Wanted to rule it out. Make it so their enemies would never be able to threaten them ever again. The Catastrophe would stop the fighting cold, tear the earth to pieces from the inside. Then there was a breakthrough. It worked.

Catastrophe is a Tier 4 offensive spell and can be charged to deliver 1.25x the damage. It deals earth and cold-type damage unless altered by combomagic.

On a lethal blow, Catastrophe wracks the room: hp/mp/mv regen rates are cut 75% and movement costs are greatly increased, with duration dependent on overkill damage.

(Wind OR Wood) + Moon Southern Cross

The heavens themselves become the artillery of he who casts the southern cross. The unlucky victim is vivisected by searing beams of starlight called down to earth at the caster's command. But stellar energy is not purely destructive, and the same starlight that brings the target to his knees may breathe vigor into the caster.

Southern Cross is a Tier 4 offensive spell and can be charged to deliver 1.25x the damage. It deals wind, dark, and light-type damage unless altered by combomagic.

On a lethal blow, Southern Cross cancels all lag for the caster and reduces all cooldowns, proportional to the amount of overkill damage.

(Wood OR Fire) + Earth Ancient Power

Invoking ancient power calls upon prehistoric stone-like artifacts to burst from the earth. These stones, engraved with long-forgotten runes, are imbued with sentience that desires only destruction. A caster who fulfills the stones' deadly desires by laying waste to his enemies is granted power.

Ancient Power is a Tier 4 offensive spell and can be charged to deliver 1.25x the damage. It deals wood and earth-type damage unless altered by combomagic.

On a lethal blow, Ancient Power increases all stats of the caster to a degree dependent on the overkill damage and with duration dependent on the level of the victim.

(Fire OR Water) + Wind Black Wind

The black wind howls... one among you will shortly perish. Wheter it comes as a burning, punishing wind or a frigid, piercing gale, the black wind is a dreadful spell, prophesied to carry death to those who feel it. Only a fool would not flee in terror before someone wielding this terrible force.

Black Wind is a Tier 4 offensive spell and can be charged to deliver 1.25x the damage. It deals fire and wind-type damage unless altered by combomagic.

On a lethal blow, Black Wind terrifies any remaining enemies in the room, who may immediately attempt to flee.

(Water OR Moon) + Wood Grand Dream

They say this spell banishes its victim to the dream world, but those who survive never remember where they've been. We only know that sinking into the grand dream sends you somewhere for a very long time. Hair goes gray, the body rots or turns to stone, covered with moss or mold like something long abandoned in the forest.

Grand Dream is a Tier 4 offensive spell and can be charged to deliver 1.25x the damage. It deals cold and wood-type damage unless altered by combomagic.

On a lethal blow, Grand Dream fossilizes the victim. Sundry goods may be looted from a Grand Dream fossil, their number and quality based on the amount of overkill damage.

  • Trance - Level: 40 - Lag:---
Trance is a passive skill that activates empowers the user for defeating many enemies consecutively. This triggers when the second foe is defeated ~30 seconds after the first foe.
As long as Trance is active, the user gains +2 Magroll/defeated foe, and regenerates mana as if they were asleep.
The longer you are in a trance, the more rapidly you must defeat foes to keep the trance going.
As a passive skill, trance works as soon as it is practiced above 1%. Higher skill makes it easier to stay in a longer trance.
  • Echomagic - Level: 55 - Lag: ---
Echomagic is a toggled skill. When active, all offensive spells will hit a second time, several pulses after the original spell.
This increases the mana cost of the original spell by 50%. The power of the echoed spell increases with skill.
The echoed spell will target whoever the caster is currently fighting.
  • Staffify - Level: 70 - Lag: ---
An Archmage can create a magical staff by trapping their spells inside of a weapon. The level is based on the caster's level or the item's, whichever is lower. The weapon is consumed in the process, and has a single charge. The skill % in the spell you are trying to charge the staff with is a small factor in the creation process.

Spells

  • Wind Blade - Level: 31 - Lag: 10 - Mana: 64
Wind Blade is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wind-type damage.
Wind Blade imposes 17% less lag than comparable spells.
  • Earthslide - Level: 32 - Lag: 12 - Mana: 48
Earthslide is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals earth-type damage.
Earthslide costs 25% less mana than comparable spells.
  • Absolute Zero - Level: 33 - Lag: 12 - Mana: 64
Absolute Zero is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals cold-type damage.
Absolute Zero has much more predictable damage than comparable spells.
  • Lava Wave - Level: 34 - Lag: 12 - Mana: 64
Lava Wave is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals fire-type damage.
After its initial hit, Lava Wave inflicts a lingering burn amounting to 5% damage each pulse for three pulses.
  • Maneater - Level: 35 - Lag: 12 - Mana: 64
Maneater is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wood-type damage.
Maneater has a small chance to swallow the target whole, dealing ten times the damage and usually ending the fight instantly. This effect is much more likely to occur against small targets.
  • Void Ray - Level: 35 - Lag: 12 - Mana: 64
Void Ray is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals dark-type damage.
Void Ray is weaker than comparable spells but deals double damage any time it is cast at least twice in a row, regardless of the target.
  • Thorn Aegis\Hailstone Barrier\Quartz Guard - Level: 38 - Lag: 12 - Mana: 28
The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.
Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.
Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.
Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.
  • Cure Osmose - Level: 43 - Lag: 12 - Mana: 5
Osmosis is a status effect that slowly depletes your mana. This spell will cure it.
  • Chrysalis - Level: 51 - Lag: 8 - Mana: 40
Chrysalis produces a shield that can take damage equal to the caster's maximum MP. Like manashield, the chrysalis takes 50% more damage than the caster would otherwise suffer.
Unlike manashield, damage to the chrysalis does not drain MP, but the caster cannot fight from within the chrysalis, and taking any action will cause the chrysalis to immediately shatter open.
  • Megamagic - Level: 60 - Lag: 32 - Mana: SPECIAL
This is a non-elemental attack spell. The damage done by the spell is equal to the wizard's max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.
  • Reverse Polarity - Level: 65 - Lag: 8 - Mana: 40
After Reverse Polarity is cast, for all damage dealt by anyone in the room, most elements will have their damage type inverted, as per the table below. Both spells and elemental physical attacks are affected. Healing is unaffected.
Reverse Polarity
Fire Cold
Energy Water
Wind Earth
Electricity Iron
Wood Dark
Poison Light
  • Tractor Beam - Level: 70 - Lag: 24 - Mana: 120
Tractor Beam is a Tier 2 non-elemental spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Bash-type damage.
Tractor Beam has a chance to dispel the Float effect on its targets.
  • Headology - Level: 80 - Lag: 12 - Mana: 150
A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I'm quite sure you'll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.
This spell has no cooldown.

Elementalist

Elementalist is one of two classes a Wizard may evolve into at level 30.

Mana is raw power, and few understand this primal rule as well as the Elementalists. They are able to impose their will on this power so forcefully that they can turn their attacks back into usable mana, cast more with less, and even instinctively retaliate with spells. While their focus is more narrow than others, the results of their dedication to the elemental powers of mana can not be argued with.


Skills

  • Wildcasting - Level: 30 - Lag: 10
Wildcasting is a skill that can be toggled. When active, it allows the user to continue casting spells if they don't have enough mana, even ZERO. However, casting without mana can lead to some random but detrimental side effects.
Additionally, wildcasting cuts spell lag based on the caster's remaining mana. A manaless caster enjoys a 75% cut in lag, while a caster with more than half mana remaining sees a negligible lag cut.
  • Feedback - Level: 40 - Lag: 0 - Mana: 0
Feedback is a passive skill that is always active once practiced above 1%. Whenever the user casts a spell, the user gains mana according to the amount of damage dealt. This is not limited by the user's maximum mana, which will temporarily increase to accomodate the gain from feedback, if needed.
Feedback includes overkill damage as well as damage affecting multiple targets, as long as the damage occurs from a single spell cast.
Although feedback has a long cooldown, feedback will partially activate even while on cooldown, as long as the user deals damage exceeding that of the previous feedback activation.
High skill converts a greater percentage of damage into mana.
  • Power Surge - Level: 55 - Lag: --- - Mana: 0*
Power Surge is a skill that can be toggled. While active, all cast spells will enjoy a 50% power boost(via increasing the level of the spell cast) but suffer a 20% increased failure rate.
  • Counterspell - Level: 70 - Lag: 0 - Mana: 0*
Counterspell is a skill that can be toggled. When active, it allows the user to immediately counterattack any offensive spell with any offensive spell of their choice. The counterspell induces no lag but costs twice the MP of a regular spell.
Counterspells do not consume a Wizard's Charge. The probability of counterspell activating is based on the user's skill percentage in counterspell.


Spells

  • Thunderstorm - Level: 31 - Lag: 12 - Mana: 64
Thunderstorm is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a chance to confuse the target, causing them to randomly attack themselves. It does Electric-type damage. Non-Earth Innate Elementalists learn this.
  • Gyro Ball - Level: 32 - Lag: 12 - Mana: 64
Gyro Ball is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a chance to sprain the target, which reduces their movement points to zero. It deals Iron-type damage. Non-Moon Innate Elementalists learn this.
  • Bubblebeam - Level: 33 - Lag: 12 - Mana: 64
Bubblebeam is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a high chance to reduce its target's saves. It does Water-type damage. Non-Fire/None Innate Elementalists learn this.
  • Burst - Level: 34 - Lag: 12 - Mana: 64
Burst is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It also has a chance to burn the target, worsening their AC and damroll. It deals Energy-type damage. Non-Wood Innate Elementalists learn this.
  • Viro Plasm - Level: 35 - Lag: 12 - Mana: 64
Viro Plasm is a Tier 2 offensive spell, and can be charged to deliver 1.5x the normal damage. It also reduces the target's maximum HP, making the damage it deals difficult to heal. As a result, sometimes targets may appear healthier than they actually are. It does Poison-type damage. Non-Wind Innate Elementalists learn this.
  • Lucent Beam - Level: 36 - Lag: 12 - Mana: 64
Lucent Beam is a Tier 2 offensive spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to daze the target, handicapping their skills briefly. It deals Light-type damage. Non-Water Innate Elementalists learn this.
  • Thorn Aegis\Hailstone Barrier\Quartz Guard - Level: 38 - Lag: 12 - Mana: 28
The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.
Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.
Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.
Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.
  • Cure Osmose - Level: 43 - Lag: 12 - Mana: 5
Osmosis is a status effect that slowly depletes your mana. This spell will cure it.
  • Cyclone - Level: 45 - Lag: 24 - Mana: 150
Cyclone is a Tier 3 offensive spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Wind-type damage. Non-Earth Innate Elementalists learn this.
  • Magnitude - Level: 46 - Lag: 24 - Mana: 150
Magnitude is a Tier 3 offensive spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Earth-type damage. Non-Moon Innate Elementalists learn this.
  • Snowy - Level: 47 - Lag: 24 - Mana: 150
Snowy is a Tier 3 offensive spell. It attacks the entire room, expect the caster's group and can be charged to deliver 1.5x the damage. It causes Cold-type damage. Non-Fire/None Innate Elementalists learn this.
  • Pyroclasm - Level: 48 - Lag: 24 - Mana: 150
Pyroclasm is a Tier 3 offensive spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Fire-type damage. Non-Wood Innate Elementalists learn this.
  • Petal Burst - Level: 49 - Lag: 24 - Mana: 150
Petal burst is a Tier 3 offensive spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Wood-type damage. Non-Wind Innate Elementalists learn this.
  • Nebula - Level: 50 - Lag: 24 - Mana: 150
Nebula is a Tier 3 offensive spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Dark-type damage. Non-Water Innate Elementalists learn this.
  • Calm - Level: 51 - Lag: 12 - Mana: 200
Peaceful thoughts and good vibrations flow through the air when the Calm spell is cast. All enemies in the room are overcome with an overpowering mellowness, breaking up any current fights. For a brief period afterwards, the targets will suffer reduced damroll and be unable to initiate combat.
Fights with more participants are harder to stop. Calm can be charged to increase its likelihood of success.
  • Megamagic - Level: 60 - Lag: 32 - Mana: 0*
This is a non-elemental attack spell. The damage done by the spell is equal to the wizard's max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.
  • Wall Change - Level: 65 - Lag: 16 - Mana: 50
An expert Elementalist can alter the elemental strengths and weaknesses of himself or others. Casting Wall Change imbues a target with the major and minor elemental resistances of a random innate, as well as the corresponding vulnerabilities.
Successive castings of the spell will randomly assign new resistances and vulnerabilities. Wall Change can be used on both allies and enemies. When charged, the effects from this spell last twice as long.
  • Headology - Level: 80 - Lag: 12 - Mana: 150
A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I'm quite sure you'll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.
This spell has no cooldown.


---

Wizard Innate Spell Chart

Wizard Spells By Innate
Innate Damage Type Tier 1 Tier 2 AoE
EARTH Earth
Iron
Gem Missile
---
Earthslide
Gyro Ball
Magnitude
---
WIND Wind
Electricity
Air Blast
---
---
Thunderstorm
Cyclone
---
WOOD Wood
Poison
Rhizome Lance
---
---
Viro Plasm
Petal Burst
---
FIRE Fire
Energy
Fireball
---
Lava Wave
Burst
Pyroclasm
---
WATER Water
Ice
---
Ice Smash
Bubblebeam
---
Surf
---
MOON Light
Dark
---
Darkside
Lucent Beam
---
Halo
Nebula
  • Italicized spells are not learned naturally.