Difference between revisions of "Mage"
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Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5000 gold and costs 15 MP to cast. | Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5000 gold and costs 15 MP to cast. | ||
− | ====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. | ||
+ | |||
+ | 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: Some death traps bypass the spell and some don't, so in places such as the [[Icy Cavern]], a Mage can use the spell to walk into death traps and live to tell about it! | ||
====Enhanced Sphere==== | ====Enhanced Sphere==== |
Revision as of 19:47, 23 February 2009
Contents
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 |
---|---|
19 | |
20 | 12-14 |
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, 26, 29, 33, 37 (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. The effect lasts for 1 minute and costs 6 MP to cast.
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.
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.
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.
Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5000 gold and costs 15 MP to cast.
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: Some death traps bypass the spell and some don't, so in places such as the Icy Cavern, a Mage can use the spell to walk into death traps and live to tell about it!
Enhanced Sphere
Mana Shroud
Haste
Invisibility
Dispell
Guilds
Multi-alt
Level | Location |
---|---|
1-10 | Nightmist |
11-20 | Blackthorn |
21-25 | Arilin |
26-29 | Jahanna Desert |
30 | Jahanna Desert |
31-40 | Silversail |
For level 31: Requires ?? . Give the required items to the guild master present and use the given key to access the level 31 guild.
For level 36 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 |
Equipment Guide
Weapons
Level | Weapon |
---|---|
1 | Oak Staff |
13 | Iron Staff |
18 | Bronze Staff |
20 | Staff of Elements |
** | Staff of Light |
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 |
30 | Robe of Storms |
Shields
Level | Shield |
---|---|
1 | Wooden Bracers |
Helmets
Level | Helmet |
---|---|
1 | Circlet |
Gloves
Level | Gloves |
---|---|
10 | Tomb Gloves |
27 | Spider Gauntlets |
Boots
Level | Boots |
---|---|
20 | Boots of Faith |
30 | Vindicator’s Boots |
** | Silken Sandals of Time |
Jewelry
Amulets
Level | Amulet |
---|---|
1 | Copper Amulet |
1 | Silver Amulet |
30 | Hades Amulet |
** | Amulet of Hermes |
** | Cats Eye Amulet |
Bracelets
Level | Bracelet |
---|---|
** | Baron's Bracelet |
** | Bracelet of Hope |
Rings
Level | Ring |
---|---|
1 | Gold Ring |
17 | Ring of Apollo |
25 | Crystal Ring |
30 | Ring of Astray |