Mage
About
- Rodpedia: Mage
- Full Spell Breakdown Mage Spells
- Full Paths Breakdown Mage Path Info
- Genre: Sorcerer
- Races: Dragonborn, Drow, Elf, Girth, Gnome, Half-Elf, Human, Pixie, Sea-elf, Tiefling
- Race Recommendation: Any. Gnome is always popular. Consider prestige multi-class race restrictions - See Here
- 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:
| 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.
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
- Mages prestige as a multi-class with Thief, Warrior, Druid, or Cleric. See Here.
Brief Rundown:
- Mage-Thief: Adds....steal? Circle mobs with your low ass DR? Hide and Sneak (at least those are useful)!
- Mage-Druid: Adds similar spells to what you already have? Cast druid attacks that are mana based so maybe those are useful?
- Mage-Cleric: Adds cleric spells like heal, sanctuary, protection. Drag around 1 spellbot to hit both cleric/mage spells instead of 2!
- Mage-Warrior: Adds some combat stuff, mostly passive stuff that 'just happens'. I guess that's cool if you really want a fightin-mage.
Overall, Mage-Cleric seems like the only super useful one. Nice combining mage/cleric stuff a bit, makes your life easier to only have to drag one spellbot around in some cases when you're feeling lazy. Seems like a good option for a Balance Mage, since they do have to do some fighting while they're trying to immob, this would allow you to also keep prepared and recover easily afterwards without needing a cleric around, overall makes them more self-sufficient.
Otherwise, not a lot of demande for the mage multi-classes as far as gameplay and runs go. Do it if you want, but I would prioritize other prestige options first.