Mage

From Nightmist wiki
Revision as of 20:03, 23 February 2009 by Shomer (Talk | contribs)

Jump to: navigation, search

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

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.

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.

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 and the effect lasts for 45 seconds. Can be cast on others.

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