Mage: Difference between revisions

From Dyrdex.com
Jump to navigation Jump to search
Line 3: Line 3:
*'''Genre:''' [[Sorcerer]]
*'''Genre:''' [[Sorcerer]]
*'''Races:''' Dragonborn, Drow, Elf, Girth, Gnome, Half-Elf, Human, Pixie, Sea-elf, Tiefling
*'''Races:''' Dragonborn, Drow, Elf, Girth, Gnome, Half-Elf, Human, Pixie, Sea-elf, Tiefling
*'''Alpha Attack:''' Varies based on Mage Path
*'''Alpha Attack:''' Quantum Spike
**Pathless: Quantum Spike
**Energy Attack
***Energy damage
**Different Mage Paths may also provide a different alpha (outlined below)
*'''HP Gained per Level: 9 - 12 (Avg: 10.5)
*'''HP Gained per Level: 9 - 12 (Avg: 10.5)
**Prestige: 10 - 14
**Prestige: 10 - 14

Revision as of 03:50, 7 July 2026

About

  • Rodpedia: Mage
  • Genre: Sorcerer
  • Races: Dragonborn, Drow, Elf, Girth, Gnome, Half-Elf, Human, Pixie, Sea-elf, Tiefling
  • Alpha Attack: Quantum Spike
    • Energy Attack
    • Different Mage Paths may also provide a different alpha (outlined below)
  • HP Gained per Level: 9 - 12 (Avg: 10.5)
    • Prestige: 10 - 14
  • Average Hitpoints: 537 (at avg 10.5 per level, you should end up between 10 and 11 avg basically).
    • Avg 10: 513
    • Avg 10.5: 537
    • Avg 11: 562

Stats

  • Primary: Intelligence
  • Secondary: Wisdom
  • Deficient: Strength

Suggested Base Stats:

Max Warrior Stats
CLASS Str Int Wis Dex Con Cha Lck
Mage 18 25 22 20 20 20 20


Fighting

  • Weapons: (95% Adept)
    • Short-Blades - "Piercing, Stabbing"

(weapons don't especially matter for a mage since they're casting spells not landing martial weapon damage)


Tactics: There are many mage "paths" which change the function/tactics of a mage.

In brief, the paths are: (from common to uncommon)

  • Destruction: A hitter. Casts strong attack spell "Paradox Flux".
  • Balance: Casts 'immobilize', a gimmick attack, to paralyze some mobs so others can easily slay.
  • Countermagick: A tank. Casts a spell that makes them immune to all magic, so they can easily tank some mob with magic only attacks
  • Quill: A hitter. Can scribe strong spells and launch 3x spells at mobs.
  • Defense: A spellbot. Used to buff other characters with basic spells.
  • Elder Scroll: I honestly have no idea. I guess its a fighter who can travel around real fast.
  • Prowess: I again have no idea. An improved melee fighter, as if you would want to use a mage for melee fighting.
  • Murder: PKill only. VERY strong spell attack. People cheese peaceful mob runs by using murder mages. Immortals frown upon this.


See: Mage Path Info for more details.

Spells

There are soooo many mage spells, I'm not outlining them all again on this page - please see Mage Spells

The below will list non-spell stuff only.

Combat Passives

Level Skill Name Adept MinPos
10 second attack 45 fighting (berserk)
34 third attack 30 fighting (berserk)
Combat Styles
Level Skill Name Adept
1 evasive style 80
1 standard style 50
5 defensive style 75
24 aggressive style 40
42 berserk style 20

Combat Actives

A mage is caster, so see Mage Spells for more info on what they can do in combat.

Listing only non-magical combat skills here:

Combat Skills
Level Skill Name Adept MinPos
2 strike 70 fighting (aggressive)
10 swat 80 fighting
20 cuff 60 fighting

Skills

Most things other classes get as skills mages get as spells, listed on the Mage Spells page.

These are purely non-magical skills:

Level Skill Name Adept MinPos
8 search 85 standing
25 brew 95 standing
30 astral walk 95 standing
30 scribe 95 standing


Usuals: cook, dig, mount, climb

Equipment & Align

Most Mages can pretty much be whatever align you are able to dress them for.

Path of Balance mages must be Neutral.

I think typically devout is most popular, though I have some evils because they were just easier for me to dress.

Equipment Info: Mage EQ

Gameplay

Quests:


Runs:

Mages used to be used a ton more back in the day. At this point I don't actually know any time I would use a mage for a normal run. The different Paths unlock various gimmick kills, and those ARE useful and something you'll want to make at some point, but definitely not necessary right off the start. Balance Mages unlock a ton of mobs you can immobilize. Countermagick unlock a small set you can cheese really easily with them, otherwise, mages are primarily just spell bots, and potion brewers which you WILL need as soon as possible.


Examples of Immob runs: Daluce Laros, Dobra, Dogerif, Gealcath, Gyges, Icingdeath, Nightmare, Zeus

Examples of Countermagick runs: Achaierai, Bahamut, Justice, Zyla

Summary

If you're making your first set of characters, level up a mage quickly, with complete disregard for everything, so you can have your own spell bot and start brewing tank sets for yourself. You won't ever fight anything with it, so whore yourself out for equipment with as much mana as you can get from lowbie and easily obtained gear.

Mages are fun, the huge spell list is cool, you can traverse the realms quickly with astral walk, they can 'solve' most problems, and there's just 'a lot' that comes with them. Unfortunately they're damage attacks are not significant compared to other classes anymore, their usefulness is now primarily in serving as a utility character for buffing, brewing/scribing, and the gimmick immobilize and countermagick paths. The one exception to the rule is the Path of the Quill which can scribe 3x spellbooks, allowing you to cast 3x quantum spike at mobs, which IS badass, but does also require a shit load of prep and a support character to lug those things around for you (they're heavy).

Prestige