Difference between revisions of "Mage"
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The amount of mana you will gain is randomly calculated using your wisdom as a factor. | The amount of mana you will gain is randomly calculated using your wisdom as a factor. | ||
{| border="1" cellpadding="3" style="background:transparent;" | {| border="1" cellpadding="3" style="background:transparent;" | ||
− | !Wisdom!!Mana Points | + | !Wisdom!!Mana Points!!Level 30+ |
|- | |- | ||
− | |19|| | + | |19||11-14||24-28? |
|- | |- | ||
− | |20||12-14 | + | |20||12-14||25-29 |
|- | |- | ||
|} | |} | ||
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In balance with their first offensive spell, young mages learn this defensive spell soon after. The young apprentices are taught to channel their energy out and around themselves, thus forming a weak but definitely present barrier around their body. This spell proves useful against the foes normally faced by magic users at the time. | In balance with their first offensive spell, young mages learn this defensive spell soon after. The young apprentices are taught to channel their energy out and around themselves, thus forming a weak but definitely present barrier around their body. This spell proves useful against the foes normally faced by magic users at the time. | ||
− | The weakest of the armor spells for Mages, it is available at level 2 from any Mage guild for 300 gold. | + | The weakest of the armor spells for Mages, it is available at level 2 from any Mage guild for 300 gold. It costs 6 MP to cast and grants 10 armour for 1 minute. Its effects are mutually exclusive with '''Enhanced Sphere''' and '''Mana Shroud''' and casting it will cancel the effects of the others. |
====Vortex Gate==== | ====Vortex Gate==== | ||
+ | [[Image:1550.jpg|thumb]] | ||
When high concentrations of magical energy are present in a small area, it is possible for an experienced mage to use the control of their own energies to manipulate the magical field around them. If done properly they may cause a rip in the fabric of existence itself. Upon passing through this rip one may feel disoriented for a few moments, as senses return realization of being in a familiar place is common. | When high concentrations of magical energy are present in a small area, it is possible for an experienced mage to use the control of their own energies to manipulate the magical field around them. If done properly they may cause a rip in the fabric of existence itself. Upon passing through this rip one may feel disoriented for a few moments, as senses return realization of being in a familiar place is common. | ||
Line 79: | Line 80: | ||
====Blast==== | ====Blast==== | ||
− | An impressive trick of the skilled mage is the ability to use their powers to disturb the kinetic energy flowing through the area. When focused intensely, a violent reaction occurs causing a destructive wave of energy to lash from the caster, injuring those who chose to challenge the caster. | + | An impressive trick of the skilled mage is the ability to use their powers to disturb the kinetic energy flowing through the area. When focused intensely, a violent reaction occurs causing a destructive wave of energy to lash from the caster, injuring those who chose to challenge the caster. Discounting the target's magic resistance, the damage potential is calculated through the following formula: |
+ | |||
+ | |||
+ | <center>'''Intelligence + (Level * 1.5) + Variance'''</center> | ||
+ | |||
+ | |||
+ | ...where '''Variance''' is a random number between 0 and 6. | ||
Blast is the next offensive spell learned after Flame, at level 20. It costs 2500 gold in any Mage guild. Blasts costs 8 MP to cast. | Blast is the next offensive spell learned after Flame, at level 20. It costs 2500 gold in any Mage guild. Blasts costs 8 MP to cast. | ||
====Beam==== | ====Beam==== | ||
− | By focusing magical energy into a beam of light, an experienced mage can deliver incredible amounts of damage on an unsuspecting foe. Though due to the extreme focus and concentration required to perform this spell, much practice and training is necessary for a mage to enlist the use of this powerful beam. | + | By focusing magical energy into a beam of light, an experienced mage can deliver incredible amounts of damage on an unsuspecting foe. Though due to the extreme focus and concentration required to perform this spell, much practice and training is necessary for a mage to enlist the use of this powerful beam. Discounting the target's magic resistance, the damage potential is calculated through the following formula: |
+ | |||
+ | |||
+ | <center>'''(Intelligence * 3) + (Level * 2) - 31 + Variance'''</center> | ||
+ | |||
+ | |||
+ | ...where '''Variance''' is a random number between 0 and 6. | ||
Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5,000 gold and costs 15 MP to cast (10 MP on the 1-alt server). | Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5,000 gold and costs 15 MP to cast (10 MP on the 1-alt server). | ||
+ | |||
+ | ====Devastate==== | ||
+ | Extremely rare spell, obtained from the [[Scroll of Devastate]] [[:Category:Quest_Item|quest item]]. | ||
+ | |||
+ | Some of the greatest conjurers have destroyed themselves in an attempt at casting this extremely powerful spell known only to the highest order of magi. The advanced spell devastate channels the raw power of the caster's deity enabling him to exert an unbelievable blast of tremendous energy upon his foe. Though the chances of meeting up with such a powerful mage is low, those who do cross the path of these powerful spellcasters rarely live to tell of it. Discounting the target's magic resistance, the damage potential is calculated through the following formula: | ||
+ | |||
+ | |||
+ | <center>'''(Intelligence * 5) + Variance'''</center> | ||
+ | |||
+ | |||
+ | ...where '''Variance''' is a random number between 0 and 6. Note the damage does not scale with level, and at Grandmaster levels often does less damage than Beam. | ||
====Protect==== | ====Protect==== | ||
An interesting twist on defensive spells is the aura of protection. By modifying their energy ouput they may shield themselves from inanimate objects such as traps and flying objects. The downside is that the spell has no power if the cause of an assault is directly willed such as someone attacking. | An interesting twist on defensive spells is the aura of protection. By modifying their energy ouput they may shield themselves from inanimate objects such as traps and flying objects. The downside is that the spell has no power if the cause of an assault is directly willed such as someone attacking. | ||
− | Protect is a defensive spell that shields the Mage from most traps. It is available at any Mage guild for 500 gold at level 12. It costs 15 MP to cast and the effect lasts for 90 seconds. Note: | + | Protect is a defensive spell that shields the Mage from most traps. It is available at any Mage guild for 500 gold at level 12. It costs 15 MP to cast and the effect lasts for 90 seconds. Note: Not all traps are made harmless - certain death traps will still trigger whether you are Protected or not, so use caution. |
====Enhanced Sphere==== | ====Enhanced Sphere==== | ||
Similar to the spell learned during apprentiship, where they are taught to channel their energy out and around themselves, but at this level the sphere is much stronger as the spellcaster has more energy and focus at his disposal. | Similar to the spell learned during apprentiship, where they are taught to channel their energy out and around themselves, but at this level the sphere is much stronger as the spellcaster has more energy and focus at his disposal. | ||
− | Enhanced Sphere is, as the name implies, a more advanced version of Sphere. It is available from any Mage guild at level 15 for 1000 gold. It costs 15 MP to cast and | + | Enhanced Sphere is, as the name implies, a more advanced version of Sphere. It is available from any Mage guild at level 15 for 1000 gold. It costs 15 MP to cast and grants 20 armour for 1 minute. Its effects are mutually exclusive with '''Sphere''' and '''Mana Shroud''' and casting it will cancel the effects of the others. |
====Mana Shroud==== | ====Mana Shroud==== | ||
− | Mana Shroud is a defensive armor spell learned at level 23 from any Mage guild for 3000 gold. It costs 25 MP to cast and | + | Another in the line of protection spells at the disposal of mages is the mana shroud. By concentrating their energy out into a visible form, mages may form a blanket of pure energy to enshroud themselves and absorb blows. |
+ | |||
+ | Mana Shroud is a defensive armor spell learned at level 23 from any Mage guild for 3000 gold. It costs 25 MP to cast and grants 40 armour for 1 minute. Its effects are mutually exclusive with '''Sphere''' and '''Enhanced Sphere''' and casting it will cancel the effects of the others. | ||
====Haste==== | ====Haste==== | ||
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====Dispell==== | ====Dispell==== | ||
+ | Removes harmful effects from characters, including [[Monster_Abilities#Hypnotise|Hypnosis]], [[Drunk|Drunkenness]] and the effects of [[Cleric#Divine_Light|Divine Light]], but not poison. | ||
+ | ====Recall==== | ||
+ | Only available on the 1-alt server via a crafted [[Scroll of Recall]]. On multi-alt, this spell is the domain of [[Pacifist]]s. | ||
+ | |||
+ | Through intense meditation, [[Pacifist]]s can actually bend space to their will (of course, with help from their deity). However, in order for this "teleportion" to be succesfully, there must be complete silence; distractions must not be present lest the spell go astray. In addition, a Pacifist's body must be clear of all cuts, scrapes and other injuries - the process of moving so quickly requires that a body be totally healthy lest tremendous consequences befall the user upon arrival. | ||
+ | |||
+ | For 25 mana, the Mage is teleported to the safety of their local tavern. This spell only works if you are on full health and stamina, and there are no hostile monsters on the square (the spell requires intense concentration, and there can be no distractions from injuries, attacks or exhaustion). Note that in some areas, ambient magic strengthens the local continuum to the point that Recall won't function. | ||
+ | |||
+ | Note: Only the user and whatever they are carrying will be recalled. Other players, friend or foe, are left behind. | ||
==Guilds== | ==Guilds== | ||
Line 118: | Line 153: | ||
|1-10||[[Nightmist]] | |1-10||[[Nightmist]] | ||
|- | |- | ||
− | | | + | |10-20||[[Arilin]] |
|- | |- | ||
− | | | + | |15-25||[[Resthaven]] |
|- | |- | ||
− | | | + | |20-25||[[Blackthorn]] |
|- | |- | ||
− | | | + | |24-28||[[Tirantek]] |
|- | |- | ||
− | | | + | |20-28||[[Jahanna Desert]] (Jahanna Ruin) |
|- | |- | ||
− | | | + | |29||Desert Maze ([[Jahanna Desert]]) (Desert Maze) |
+ | |- | ||
+ | |30-39||[[Silversail]] | ||
|} | |} | ||
'''For level 31:''' Requires [[Boots of Time]] and a [[Scroll of Aura of Protection]]. Give the required items to the guild master present and use the given key to access the level 31 guild. | '''For level 31:''' Requires [[Boots of Time]] and a [[Scroll of Aura of Protection]]. Give the required items to the guild master present and use the given key to access the level 31 guild. | ||
− | + | '''Leveling to 36 and onwards:''' Requires [[Grandmaster's Insignia]]. | |
− | ''' | + | |
===1-alt=== | ===1-alt=== | ||
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|28-30||[[Jahanna Desert]] | |28-30||[[Jahanna Desert]] | ||
|- | |- | ||
− | |31-40||[[Tirantek]] | + | |31-40||[[Tirantek]] (''tokens and trinkets'') |
+ | |- | ||
+ | |31||[[Royal Forest]] (''alternate system'') | ||
+ | |- | ||
+ | |32||[[Mount Fenowasty]] (''alternate system'') | ||
+ | |- | ||
+ | |33||[[Orc Caves]] (''alternate system'') | ||
+ | |- | ||
+ | |34||[[Gloomy Cavern]] (''alternate system'') | ||
+ | |- | ||
+ | |35||[[Silversail Beach]] (''alternate system'') | ||
+ | |- | ||
+ | |36-39||[[Dendeya|Brookridge Tower]] (''alternate system'') | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Equipment Guide== | ==Equipment Guide== | ||
Line 189: | Line 226: | ||
|- | |- | ||
|25||''[[Cobalt Staff of the Winds]]'' / ''[[Scepter of Balance]]'' | |25||''[[Cobalt Staff of the Winds]]'' / ''[[Scepter of Balance]]'' | ||
+ | |- | ||
+ | |25||''[[Moonsilver Stave]]'' (''1-alt only'') | ||
|- | |- | ||
|25||''[[Staff of Light]]'' | |25||''[[Staff of Light]]'' | ||
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|- | |- | ||
|30||''[[Fancy Golden Staff]]'' | |30||''[[Fancy Golden Staff]]'' | ||
+ | |- | ||
+ | |31||''[[Dragon Wand]]'' (''1-alt only'') | ||
+ | |- | ||
+ | |33||''[[Mithril Staff]]'' (''1-alt only'') | ||
|- | |- | ||
|} | |} | ||
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|30||[[Robe of Storms]] / [[Misty Robes]] / [[Nebulous Cloak]] | |30||[[Robe of Storms]] / [[Misty Robes]] / [[Nebulous Cloak]] | ||
|- | |- | ||
− | |36||''[[Archmage's Mantle]]'' (1-alt | + | |34||''[[Darkspinner's Cloak]]'' (''multi-alt only'') |
+ | |- | ||
+ | |36||''[[Archmage's Mantle]]'' (''1-alt only'') | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
|1||[[Wooden Bracers]] / ''[[Fire Bands]]'' | |1||[[Wooden Bracers]] / ''[[Fire Bands]]'' | ||
+ | |- | ||
+ | |24||''[[Spellbook]]'' (''1-alt-only'') | ||
|- | |- | ||
|32||''[[Shackles of the Sea Witch]]'' (''multi-alt only'') | |32||''[[Shackles of the Sea Witch]]'' (''multi-alt only'') | ||
+ | |- | ||
+ | |33||''[[Living Tome]]'' (''1-alt only'') | ||
+ | |- | ||
+ | |40||''[[Battlemage Bracers]]'' (''multi-alt only'') | ||
|} | |} | ||
Line 245: | Line 296: | ||
|- | |- | ||
|17||''[[Stone Crown]]'' (''multi-alt only'') | |17||''[[Stone Crown]]'' (''multi-alt only'') | ||
+ | |- | ||
+ | |34||''[[Cobalt Circlet]]'' (''1-alt only'') | ||
+ | |- | ||
+ | |34||''[[Mithril Circlet]]'' | ||
+ | |- | ||
+ | |34||''[[Aetherium Circlet]]'' | ||
+ | |- | ||
|} | |} | ||
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|- | |- | ||
|5||''[[Cuffs of Cassiopeia]]'' (''1-alt only'') | |5||''[[Cuffs of Cassiopeia]]'' (''1-alt only'') | ||
+ | |- | ||
+ | |7||''[[Silken Gloves]]'' (''multi-alt only'') | ||
|- | |- | ||
|10||[[Tomb Gloves]] | |10||[[Tomb Gloves]] | ||
|- | |- | ||
− | |17||''[[Arcane Wrappings]]'' | + | |17||''[[Arcane Wrappings]]'' |
− | + | ||
− | + | ||
|- | |- | ||
|27||[[Spider Gauntlets]] | |27||[[Spider Gauntlets]] | ||
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|- | |- | ||
|29||''[[Wizard Cuffs]]'' | |29||''[[Wizard Cuffs]]'' | ||
+ | |- | ||
+ | |33||''[[Cuffs of the Djinn]]'' (''multi-alt only'') | ||
|} | |} | ||
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|- | |- | ||
|20||[[Boots of Faith]] | |20||[[Boots of Faith]] | ||
+ | |- | ||
+ | |25||''[[Valkyrian Boots]]'' (''1-alt only'') | ||
|- | |- | ||
|28||[[Boots of Time]] | |28||[[Boots of Time]] | ||
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|30||''[[Bracelet of Hope]]'' | |30||''[[Bracelet of Hope]]'' | ||
|- | |- | ||
− | |31||''[[Blackstone Bracelet]]'' (''multi-alt only'') / ''[[Emerald Bracelet]]'' ('' | + | |31||''[[Blackstone Bracelet]]'' (''multi-alt only'') / ''[[Emerald Bracelet]]'' |
+ | |- | ||
+ | |35||''[[Crystal Bracelet]]'' (''1-alt only'') | ||
|} | |} | ||
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|25||[[Crystal Ring]] | |25||[[Crystal Ring]] | ||
|- | |- | ||
− | |30||[[Ring of Astray]] / [[Ring of Fire]] / [[Ring of Thunder]] / [[White Ring]] (''multi-alt only'') | + | |30||[[Ring of Astray]] / [[Ring of Fire]] / [[Ring of Thunder]] / [[Seal of Atlantis]] (''multi-alt only'') / [[White Ring]] (''multi-alt only'') |
|- | |- | ||
|30||''[[Arachnae's Band]]'' | |30||''[[Arachnae's Band]]'' | ||
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|- | |- | ||
|32||''[[Speckled Band]]'' (''multi-alt only'') | |32||''[[Speckled Band]]'' (''multi-alt only'') | ||
+ | |- | ||
+ | |40||''[[Ring of Legend]]'' | ||
|} | |} | ||
+ | ==Class-centric Bosses== | ||
+ | <span title="Only this class, and sometimes one other, can fight this boss">''Exclusive''</span> | ||
+ | *[[Genevieve]] (''multi-alt only'') | ||
+ | *[[Magician Bandit]] (''although [[Berserker]]s have enough HP to survive the trap sometimes'') | ||
+ | <span title="Though not class-restricted, some mechanic means this class is preferred when fighting this boss">''Favoured''</span> | ||
+ | *[[Demilich]] | ||
[[Category:Class]] | [[Category:Class]] |
Latest revision as of 20:27, 19 November 2024
General info
Possible races
Statistics
Strength
Rarely used by mages.
- Determines the amount for which you hit with a weapon.
Intelligence
This is the most important stat for a mage.
- Determines the amount for which you damage with magic attacks.
- Determines how often a spell fizzles (is unsuccessful).
Dexterity
- Determines the ability to dodge as well as hit (with a weapon).
Constitution
- Determines health points on start and at every level up.
The amount of health points you will gain every level is fixed.
Constitution | Health Points |
---|---|
18 | 8 |
19 | 8 |
Wisdom
- Determines your mana points on start and at every level up.
- Determines your magic resistance.
The amount of mana you will gain is randomly calculated using your wisdom as a factor.
Wisdom | Mana Points | Level 30+ |
---|---|---|
19 | 11-14 | 24-28? |
20 | 12-14 | 25-29 |
Charisma
- Determines the way you look (in look over).
- Slightly influences the amount you get healed for.
Stamina
Stamina gains occur on the following levels:
1, 10, 18, 24, 28, 32, 37, 40 (1-alt)
1, 10, 18, 26, 29, 32, 36, 40 (multi-alt)
Spells
Shock
One of the first techniques learned by apprentice mages, by concentrating directly on the path between themselves and their target young mages modify the polar field around them causing a mass electrical discharged, thus instantaneously forming a bolt of lightning.
The weakest of the offensive Mage spells, Shock is available at level 1 from any Mage guild for 100 gold. It costs 3 MP to cast.
Sphere
In balance with their first offensive spell, young mages learn this defensive spell soon after. The young apprentices are taught to channel their energy out and around themselves, thus forming a weak but definitely present barrier around their body. This spell proves useful against the foes normally faced by magic users at the time.
The weakest of the armor spells for Mages, it is available at level 2 from any Mage guild for 300 gold. It costs 6 MP to cast and grants 10 armour for 1 minute. Its effects are mutually exclusive with Enhanced Sphere and Mana Shroud and casting it will cancel the effects of the others.
Vortex Gate
When high concentrations of magical energy are present in a small area, it is possible for an experienced mage to use the control of their own energies to manipulate the magical field around them. If done properly they may cause a rip in the fabric of existence itself. Upon passing through this rip one may feel disoriented for a few moments, as senses return realization of being in a familiar place is common.
Vortex Gate is a transportation spell that is available from any Mage guild at level 20 for 5000 gold. It costs 40 MP to cast; however, it can only be cast on squares that have a Vortex Gate enabled. "Use" the Vortex Gate to enter it. The amount of time it remains open can vary from a second to a minute.
- Also see Vortex Gate and Scroll of Vortex Gate for uses.
Flame
Through years of discipline the experienced mage is able to focus his mental power and draw from the natural energies around enabling him to create a massive ball of fire hot enough to melt through the sturdiest armor and consume his foes in battle.
Flame is the next offensive spell that Mages learn after Shock. It can be purchased from any Mage guild at level 15 for 1000 gold. It costs 5 MP to cast.
Blast
An impressive trick of the skilled mage is the ability to use their powers to disturb the kinetic energy flowing through the area. When focused intensely, a violent reaction occurs causing a destructive wave of energy to lash from the caster, injuring those who chose to challenge the caster. Discounting the target's magic resistance, the damage potential is calculated through the following formula:
...where Variance is a random number between 0 and 6.
Blast is the next offensive spell learned after Flame, at level 20. It costs 2500 gold in any Mage guild. Blasts costs 8 MP to cast.
Beam
By focusing magical energy into a beam of light, an experienced mage can deliver incredible amounts of damage on an unsuspecting foe. Though due to the extreme focus and concentration required to perform this spell, much practice and training is necessary for a mage to enlist the use of this powerful beam. Discounting the target's magic resistance, the damage potential is calculated through the following formula:
...where Variance is a random number between 0 and 6.
Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5,000 gold and costs 15 MP to cast (10 MP on the 1-alt server).
Devastate
Extremely rare spell, obtained from the Scroll of Devastate quest item.
Some of the greatest conjurers have destroyed themselves in an attempt at casting this extremely powerful spell known only to the highest order of magi. The advanced spell devastate channels the raw power of the caster's deity enabling him to exert an unbelievable blast of tremendous energy upon his foe. Though the chances of meeting up with such a powerful mage is low, those who do cross the path of these powerful spellcasters rarely live to tell of it. Discounting the target's magic resistance, the damage potential is calculated through the following formula:
...where Variance is a random number between 0 and 6. Note the damage does not scale with level, and at Grandmaster levels often does less damage than Beam.
Protect
An interesting twist on defensive spells is the aura of protection. By modifying their energy ouput they may shield themselves from inanimate objects such as traps and flying objects. The downside is that the spell has no power if the cause of an assault is directly willed such as someone attacking.
Protect is a defensive spell that shields the Mage from most traps. It is available at any Mage guild for 500 gold at level 12. It costs 15 MP to cast and the effect lasts for 90 seconds. Note: Not all traps are made harmless - certain death traps will still trigger whether you are Protected or not, so use caution.
Enhanced Sphere
Similar to the spell learned during apprentiship, where they are taught to channel their energy out and around themselves, but at this level the sphere is much stronger as the spellcaster has more energy and focus at his disposal.
Enhanced Sphere is, as the name implies, a more advanced version of Sphere. It is available from any Mage guild at level 15 for 1000 gold. It costs 15 MP to cast and grants 20 armour for 1 minute. Its effects are mutually exclusive with Sphere and Mana Shroud and casting it will cancel the effects of the others.
Mana Shroud
Another in the line of protection spells at the disposal of mages is the mana shroud. By concentrating their energy out into a visible form, mages may form a blanket of pure energy to enshroud themselves and absorb blows.
Mana Shroud is a defensive armor spell learned at level 23 from any Mage guild for 3000 gold. It costs 25 MP to cast and grants 40 armour for 1 minute. Its effects are mutually exclusive with Sphere and Enhanced Sphere and casting it will cancel the effects of the others.
Haste
Haste increases the amount of stamina you regain by 1, so if you normally regain 3 stamina, you'll regain 4 while the spell is affecting you. It is available from any Mage guild at level 20 for 3000 gold. It costs 40 MP to cast and the effect lasts for 40 seconds.
Invisibility
Invisibility can be both an offensive and defensive spell, allowing the Mage to make himself invisible. It is available from any Mage guild at level 15 for 1500 gold. It costs 20 MP to cast (40 MP on the 1-alt server) and the effect lasts for 45 seconds. Can be cast on others.
Dispell
Removes harmful effects from characters, including Hypnosis, Drunkenness and the effects of Divine Light, but not poison.
Recall
Only available on the 1-alt server via a crafted Scroll of Recall. On multi-alt, this spell is the domain of Pacifists.
Through intense meditation, Pacifists can actually bend space to their will (of course, with help from their deity). However, in order for this "teleportion" to be succesfully, there must be complete silence; distractions must not be present lest the spell go astray. In addition, a Pacifist's body must be clear of all cuts, scrapes and other injuries - the process of moving so quickly requires that a body be totally healthy lest tremendous consequences befall the user upon arrival.
For 25 mana, the Mage is teleported to the safety of their local tavern. This spell only works if you are on full health and stamina, and there are no hostile monsters on the square (the spell requires intense concentration, and there can be no distractions from injuries, attacks or exhaustion). Note that in some areas, ambient magic strengthens the local continuum to the point that Recall won't function.
Note: Only the user and whatever they are carrying will be recalled. Other players, friend or foe, are left behind.
Guilds
As you gain experience your character will gain in levels. To level you must have the experience needed (indicated by a red experience bar, skin depending).To level up you must pay a visit to a certain guild, which will be located anywhere in the Nightmist world. Guild locations on Nightmist Multi and Nightmist 1a are different.
Multi-alt
Level | Location |
---|---|
1-10 | Nightmist |
10-20 | Arilin |
15-25 | Resthaven |
20-25 | Blackthorn |
24-28 | Tirantek |
20-28 | Jahanna Desert (Jahanna Ruin) |
29 | Desert Maze (Jahanna Desert) (Desert Maze) |
30-39 | Silversail |
For level 31: Requires Boots of Time and a Scroll of Aura of Protection. Give the required items to the guild master present and use the given key to access the level 31 guild. Leveling to 36 and onwards: Requires Grandmaster's Insignia.
1-alt
Level | Location |
---|---|
1-10 | Nightmist |
11-15 | Resthaven |
16-20 | Arilin |
21-24 | Blackthorn |
25-27 | Harabec |
28-30 | Jahanna Desert |
31-40 | Tirantek (tokens and trinkets) |
31 | Royal Forest (alternate system) |
32 | Mount Fenowasty (alternate system) |
33 | Orc Caves (alternate system) |
34 | Gloomy Cavern (alternate system) |
35 | Silversail Beach (alternate system) |
36-39 | Brookridge Tower (alternate system) |
Equipment Guide
Weapons
Level | Weapon |
---|---|
1 | Cobalt Birthday Cake |
1 | Staff / Dagger / Dirk |
1 | Oak Staff |
1 | Spirit Orb (1-alt only) |
13 | Iron Staff |
13 | Red Hot Iron Staff |
18 | Bronze Staff |
20 | Staff of Elements |
24 | Silver Staff |
25 | Cobalt Staff of the Winds / Scepter of Balance |
25 | Moonsilver Stave (1-alt only) |
25 | Staff of Light |
30 | Auric Staff |
30 | Golden Staff |
30 | Fancy Golden Staff |
31 | Dragon Wand (1-alt only) |
33 | Mithril Staff (1-alt only) |
Armor
Body Armor
Level | Body Armor |
---|---|
1 | Plain Robes |
2 | Ornate Robes |
3 | Tattered Robe |
10 | Red Robes |
16 | Shroud of Awe |
25 | Silver Robes |
27 | Golden Robes |
27 | Hellfire Robes (1-alt only) |
30 | Robe of Storms / Misty Robes / Nebulous Cloak |
34 | Darkspinner's Cloak (multi-alt only) |
36 | Archmage's Mantle (1-alt only) |
Shields
Level | Shield |
---|---|
1 | Wooden Bracers / Fire Bands |
24 | Spellbook (1-alt-only) |
32 | Shackles of the Sea Witch (multi-alt only) |
33 | Living Tome (1-alt only) |
40 | Battlemage Bracers (multi-alt only) |
Helmets
Level | Helmet |
---|---|
1 | Circlet |
5 | Gnomish Goggles (multi-alt only) / Pirate Hat / Silver Diadem |
17 | Stone Crown (multi-alt only) |
34 | Cobalt Circlet (1-alt only) |
34 | Mithril Circlet |
34 | Aetherium Circlet |
Gloves
Level | Gloves |
---|---|
5 | Cuffs of Cassiopeia (1-alt only) |
7 | Silken Gloves (multi-alt only) |
10 | Tomb Gloves |
17 | Arcane Wrappings |
27 | Spider Gauntlets |
29 | Gloves of Vigor |
29 | Wizard Cuffs |
33 | Cuffs of the Djinn (multi-alt only) |
Boots
Level | Boots |
---|---|
1 | Ravenbone Boots |
20 | Boots of Faith |
25 | Valkyrian Boots (1-alt only) |
28 | Boots of Time |
30 | Elven Chainmail Boots (multi-alt only) / Vindicator's Boots |
30 | Silken Sandals of Time |
31 | Dwarven Rockstompers (multi-alt only) |
35 | Greaves of Insight (multi-alt only) |
Jewelry
Amulets
Armour Amulets
Level | Amulet |
---|---|
1 | Bunny Foot Necklace |
1 | Copper Amulet |
1 | Silver Amulet |
1 | Gold Amulet |
20 | Amulet of the Lich |
29 | Pendant of Light |
30 | Hades Amulet / Platinum Amulet |
30 | Bloodstone (multi-alt only) |
Intelligence Amulets
Level | Amulet |
---|---|
1 | Amulet of Aquarius |
1 | Cats Eye Amulet |
1 | Faerie Dragon (multi-alt only) |
1 | Golden Ankh |
1 | Hex of Amber (+1 Str) (multi-alt only) |
Dexterity Amulets
Level | Amulet |
---|---|
1 | Amulet of Hermes |
1 | Amulet of Hightail |
1 | Rune of Mercury |
30 | Amulet of Lag Protection |
31 | Feral Choker (multi-alt only) |
Bracelets
Level | Bracelet |
---|---|
15 | Baron's Bracelet |
25 | Silver Bracelet |
26 | Armlet of Enlightenment |
30 | Bracelet of Hope |
31 | Blackstone Bracelet (multi-alt only) / Emerald Bracelet |
35 | Crystal Bracelet (1-alt only) |
Rings
Level | Ring |
---|---|
1 | Gold Ring / Ilythiiri Anth |
17 | Ring of Apollo |
25 | Crystal Ring |
30 | Ring of Astray / Ring of Fire / Ring of Thunder / Seal of Atlantis (multi-alt only) / White Ring (multi-alt only) |
30 | Arachnae's Band |
30 | Glowing Cobalt Ring |
31 | Twisted Mithril Band (multi-alt only) |
32 | Speckled Band (multi-alt only) |
40 | Ring of Legend |
Class-centric Bosses
Exclusive
- Genevieve (multi-alt only)
- Magician Bandit (although Berserkers have enough HP to survive the trap sometimes)
Favoured