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||11-14
+
|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 effect lasts for 1 minute and costs 6 MP to cast.
+
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.
  
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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 the effect lasts for 1 minute.
+
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 the effect lasts for 1 minute.
+
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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====Recall====
 
====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.
 
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.
 
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.
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|1-10||[[Nightmist]]  
 
|1-10||[[Nightmist]]  
 
|-
 
|-
|11-20||[[Blackthorn]]  
+
|10-20||[[Arilin]]
 
|-
 
|-
|21-25||[[Arilin]]    
+
|15-25||[[Resthaven]]
 
|-
 
|-
|25-29||[[Tirantek]]
+
|20-25||[[Blackthorn]]    
 
|-
 
|-
|26-29||[[Jahanna Desert]]
+
|24-28||[[Tirantek]]
 
|-
 
|-
|30||Desert Maze ([[Jahanna Desert]])
+
|20-28||[[Jahanna Desert]] (Jahanna Ruin)
 
|-
 
|-
|31-40||[[Silversail]]
+
|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]].
'''For level 36 onwards:''' Requires [[Grandmaster's Insignia]].
+
  
 
===1-alt===
 
===1-alt===
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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 server)
+
|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'')
 
|33||''[[Living Tome]]'' (''1-alt only'')
 +
|-
 +
|40||''[[Battlemage Bracers]]'' (''multi-alt only'')
 
|}
 
|}
  
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|-
 
|-
 
|34||''[[Mithril Circlet]]''
 
|34||''[[Mithril Circlet]]''
 +
|-
 +
|34||''[[Aetherium Circlet]]''
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|17||''[[Arcane Wrappings]]''
 
|17||''[[Arcane Wrappings]]''
|-
 
|20||[[Feathered Boots]]
 
 
|-
 
|-
 
|27||[[Spider Gauntlets]]
 
|27||[[Spider Gauntlets]]
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|30||''[[Bracelet of Hope]]''
 
|30||''[[Bracelet of Hope]]''
 
|-
 
|-
|31||''[[Blackstone Bracelet]]'' (''multi-alt only'') / ''[[Emerald Bracelet]]'' (''multi-alt only'')
+
|31||''[[Blackstone Bracelet]]'' (''multi-alt only'') / ''[[Emerald Bracelet]]''
 
|-
 
|-
 
|35||''[[Crystal Bracelet]]'' (''1-alt only'')
 
|35||''[[Crystal Bracelet]]'' (''1-alt only'')
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==Class-centric Bosses==
 
==Class-centric Bosses==
 
<span title="Only this class, and sometimes one other, can fight this boss">''Exclusive''</span>
 
<span title="Only this class, and sometimes one other, can fight this boss">''Exclusive''</span>
*[[Genevieve]]
+
*[[Genevieve]] (''multi-alt only'')
 
*[[Magician Bandit]] (''although [[Berserker]]s have enough HP to survive the trap sometimes'')
 
*[[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>
 
<span title="Though not class-restricted, some mechanic means this class is preferred when fighting this boss">''Favoured''</span>
 
*[[Demilich]]
 
*[[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

1550.jpg

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.

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:


Intelligence + (Level * 1.5) + Variance


...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:


(Intelligence * 3) + (Level * 2) - 31 + Variance


...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:


(Intelligence * 5) + Variance


...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

Favoured