Mage
About
- Rodpedia: Mage
- Genre: Sorcerer
- Races: Dragonborn, Drow, Elf, Girth, Gnome, Half-Elf, Human, Pixie, Sea-elf, Tiefling
- Alpha Attack: Varies based on Mage Path
- Pathless: Quantum Spike
- Energy damage
- Pathless: Quantum Spike
- 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:
| 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) |
| 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:
| 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:
- Sorcerer Genre Quest: Magus Armor
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.