The mage is a class specialized in ranged combat, both dealing damage and supporting allies. They use magical staves as weapons, allowing them to attack at a distance without the use of ammo. Unlike the other classes, the mage gains three additional discipline trees after choosing a subclass, as well as gaining additional discipline and power points.
A mage's primary attribute is intelligence, which governs the size of the mana pool, spell resistance, staff damage, and spell focus. Of secondary importance is the concentration attribute, which gives the mage both a higher hit chance and also affects spell focus. A lack of strength, dexterity, and constitution means that the mage has poor physical damage, evasion, and lower health totals, though their versatility makes them a tough, hard to predict class.
Powers[edit | edit source]
- Mental: Basic damage dealing magic and crowd control spells.
- Mana Control: Spells that improve the spell casting and mana pool for the mage, as well as protective shields
- Staff Mastery: Gives the mage additional uses for his staff (damage bonuses and similar)
- Enchantments: Allows the mage to strengthen his allies and weaken his enemies
Mental[edit | edit source]
Allows manipulating or damaging an opponent using the mind's strength.
|edit this table|
|A weak fire damage strike.|
|Small insects appear, causing piercing damage and keeping the foe from attacking.|
|Fire area damage in front of the mage. Short range.|
|Shoots a mental wave that slows all enemies in front of the mage.|
|Forces plants to grow and hold the foe in its place. Causes piercing damage.|
|Interferes with the enemy's mind and knocks him down.|
|Keeps the opponent from casting powers.|
|Offensive short range area of effect skill. Causes piercing damage to melee attackers.|
|Freezes all foes in the area.|
|Sultar's Devouring Mass||10||Constant||2||180||20||25|
|Causes huge slashing, blunt and piercing damage over time.|
Mana Control[edit | edit source]
Allows manipulating the mana pool to accomplish special results.
|edit this table|
|Defensive buff that creates a barrier with a set amount of health which receives damage before the mage.|
|Damage over time spell that consumes the opponent's mana and health. The damage is not resistible.|
|Allows the mage to quickly supply an ally with some of his own mana.|
|Passive skill that increases intelligence.|
|Drains mana from an enemy.|
|Sacrificing some health the mage regains mana points.|
|Buff that reduces the casting time for all spells.|
|Passive that directly increases the mage's maximum mana by a fixed amount.|
|The wizard creates a mana regeneration zone in which the allies can recover.|
|Defensive aura. Every second in the area of effect gives allies stackable barrier points for damage mitigation, up to 2500 points.|
Staff Mastery[edit | edit source]
Allows using the staff's magical energy for accomplishing special effects.
|edit this table|
|Buff that provides additional fire damage to normal strikes.|
|Gives higher weapon speed for some time.|
|Gives higher weapon range for some time.|
|Passive ability that enhances weapon damage.|
|Area magic. Enemies that get close to the mage are affected and lose some speed.|
|Buff that provides additional ice damage to normal strikes.|
|Defensive aura that gives better spell resistance to allies.|
|Buff that temporarily increases concentration.|
|Buff that provides additional lightning damage to normal strikes.|
|Damages enemies around the mage for both health and mana ignoring all defenses.|
Enchantments[edit | edit source]
Allows increasing or decreasing abilities or qualities in people or objects.
|edit this table|
|Debuff that reduces the hit chance for an enemy.|
|Buff that increases an ally's dexterity.|
|Debuff that increases miss chance.|
|Buff that increases an ally's hit chance.|
|Buff that increases an ally's strength.|
|Buff that increases an ally's base weapon damage.|
|The mage removes all negative effects on any ally or himself.|
|Buff that increases an ally's intelligence.|
|Debuff that reduces an enemy's dexterity.|
|Mass Dispel Magic||10||Direct||1||120||25||10|
|Magic explosion that removes all negative effects on every ally in the area of effect.|
Subclasses[edit | edit source]
Subclasses for the mage are the warlock (offensive) and the conjurer (supportive). Warlocks specialize in damage dealing magic with devastating area of effect spells and debuffs, while conjurers specialize in protection magic, summoning, and healing.
Warlock[edit | edit source]
- Arcania: Powers that allow the telekinetic movement of stones, earth and wind to cause physical damage.
- Necromancy: A large collection of life draining powers, demonic curses, and chaotic spells.
- Elements: A wide arsenal of offensive magic based in the elemental damages of fire, ice, and lightning.
Conjurer[edit | edit source]
- Life: A large collection of healing spells, including the ability to revive fallen teammates and provide protection buffs for allies.
- Summon: Powers that allow the summoning and enchantment of creatures and spirits.
- Sorcery: Strong defensive spells for the protection of both the conjurer and other allies.