Class:Air Mage/en: Porovnání verzí
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Mages are primarily concerned with the study of magic, natural forces, and the development of their own minds. This creates a dangerous combination that allows them to master the power of the natural elements. Due to the high difficulty of studying each element, magicians always focus on only one of the four elements, which are fire, water, air and earth. Thus, an air mage deals with the power of wind and storm, which he can amplify and control to his advantage. Mage's Wrath is definitely a good thing to avoid, as out of all the magical professions mages can inflict the most damage on their enemies. Their knowledge and strong bond with magic gradually makes them resistant to the magic of others. Mages spend a large part of their lives studying various books and scrolls and this takes a toll on their physical condition. Their bodies are therefore weak and not very resistant. Mages crave knowledge and experience, so they often join groups of adventurers, to whom they benefit not only with their ability to destroy, but also with other useful spells. If a mage goes on an adventure in the world alone, he usually summons an elemental to help him, this magical creature then fights by his side. | |||
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Verze z 13. 2. 2024, 14:55
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Mages are primarily concerned with the study of magic, natural forces, and the development of their own minds. This creates a dangerous combination that allows them to master the power of the natural elements. Due to the high difficulty of studying each element, magicians always focus on only one of the four elements, which are fire, water, air and earth. Thus, an air mage deals with the power of wind and storm, which he can amplify and control to his advantage. Mage's Wrath is definitely a good thing to avoid, as out of all the magical professions mages can inflict the most damage on their enemies. Their knowledge and strong bond with magic gradually makes them resistant to the magic of others. Mages spend a large part of their lives studying various books and scrolls and this takes a toll on their physical condition. Their bodies are therefore weak and not very resistant. Mages crave knowledge and experience, so they often join groups of adventurers, to whom they benefit not only with their ability to destroy, but also with other useful spells. If a mage goes on an adventure in the world alone, he usually summons an elemental to help him, this magical creature then fights by his side.
Air mage především způsobuje velké poškození kouzly a díky magické stěně je i důležitou podporou party v dungeonu. Způsobuje velké poškození, zejména do obrněných protivníků a monster náchylných na vzdušná či blesková kouzla. Především náročnější dungeony se silnými “bossy” bývají bez dobrého mága skoro nezdolatelné. Pro svou ochranu používá mág tkanou róbu, protekční aury, odrážení kouzel a vysokou odolnost proti magii. Vzhledem k nízkému armoru je náchylný na fyzické poškození. Mág je silným prvkem v PvM i PvP a proto také bývá často jedním z prvních cílů nepřátel.
Ačkoliv je mág schopen obléci brnění a slabě bojovat na blízko s holí, tak není schopen v jakémkoliv brnění úspěšně seslat kouzlo.
Jak se stát
K přijetí do cechu vzdušných mágů je nejprve potřeba být Čaroděj 10. úrovně, poté vyhledat classmaster Avery v cechu air magů, napsat “join” a vyslovit přísahu air magů: “Air be my element, I accept its power.”
Ability
Name | Level | Type | Description |
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Elementalist | 11 | Pasivní | Zvyšuje mágovi odolnost proti svému elementu. Zvyšuje se od 11. úrovně až do maxima na 30. úrovni. Maximum je 20 bodů k resistu. |
Domination | 15 | Aktivní | Teleportuje vyvolané pomocníky na pozici hráče. Používá se příkazem .domination
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Kouzla
To cast spells, you need to have reagents (regs) with you. These can be bought from vendors, players, or collected from fallen monsters.
Spell | # | Circle | Regs | Description |
---|---|---|---|---|
Magic Arrow In Por Ylem |
105 | 1 |
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Very weak damaging spell. |
Night Sight In Lor |
106 | 1 |
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Temporarily improves target's sight, turning darkness into daylight. |
Dragon Skin Ex Uus Sanct |
227 | 2 |
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Basic protective spell for mages and necromancers. For a duration, it mitigates all physical damage received by 20%, absorbs 20% into mana, and inflicts the remaining 60% as actual damage. |
Chant Kal Lexi |
259 | 2 |
3x |
Ritual spell which increases the target's level for the purpose of other rituals (and thus the chance of success). Can be stacked, target has to stay in line of sight. More in ritual section. |
Telekinesis Ort Por Ylem |
121 | 3 |
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Versatile weak damage spell. Moves a target by 1 tile in a random direction. Loots targeted item into your backpack. |
Teleport Rel Por |
122 | 3 |
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Moves the mage to targeted location. |
Wall of Stone In Sanct Ylem |
124 | 3 |
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Creates an unpassable wall oriented perpendicular to the way the caster is facing upon finishing the spell. Mage's best asset in dungeons, providing cover for the party or completely cutting off a group of enemies. Commonly referred to as "wall". |
Airball Vas Hur |
172 | 3 |
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Weak damage spell, mostly viable only on low levels. |
Aetheric Shock Corp Jux |
235 | 3 |
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A time-limited neutral spell that allows the caster to ignore the enemy's spell reflection effect (Magic Reflection). The effect lasts for 2.5 minutes for non-damaging spells, but for damaging spells, it's a one-time effect, and the caster receives the same damage as the target. |
Elemental Guardian Kal Vas Sanct Xen |
316 | 3 |
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A ritual spell for summoning a Guardian. More in ritual section. |
Lightning Por Ort Grav |
130 | 4 |
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Moderately strong damaging spell. Commonly used in player-vs-player combat for it's speed. |
Recall Kal Ort Por |
132 | 4 |
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Spell for traveling around the realm. A marked recall rune or a runebook is needed as target, teleporting the caster after 12 seconds to it's coordinates. While the mage is free to move after the initial cast, the spell can still be interrupted by receiving damage. Commonly referred to as "port" or "kop". |
Gas Field In Hur Grav |
176 | 4 |
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Summons a passable wall that damages anyone who steps through. The wall is oriented perpendicular to the way the caster is facing upon finishing the spell. |
Defiance Vas Uus Jux |
207 | 4 |
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Reduces target's magic resistance skill. Mainly used on stronger monsters and bosses. |
Shivers Ex Ort Por |
219 | 4 |
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Temporarily reduces the target's tactics and animal lore. |
Disturbance Quas Ort Hur |
221 | 4 |
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Temporarily affects the target's concentration, causing them to use more mana for spellcasting. |
Magic Reflection In Jux Sanct |
136 | 5 |
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A protective positive spell that grants the target a time-limited (2.5 minutes) one-time effect to reflect hostile spells (Magic Reflection). This effect reflects negative spells back to the attacker and is exclusive with the Absorption spell (both effects cannot be active at the same time). However, it can be cast on friendly targets and on oneself and multiple targets simultaneously. It is colloquially known as the "mirror" or "reflector." |
Paralyze An Ex Por |
138 | 5 |
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Temporarily immobilizes the target. |
Summon Creature Kal Xen |
140 | 5 |
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Summoning of a llama or a horse |
Air Elemental Kal Vas Xen Hur |
160 | 5 |
5x |
Summons an elemental of air to aid it's caster for limited amount of time. It is controlled by common pet commands. The elemental uses variety of damage spells while fighting. Only one elemental can be summoned at a time. |
Body fire Por Corp Rel |
177 | 5 |
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Moderate damage spell, it's damage depends on the difference of the target's highest and lowest stat. It's seldom use shines against enemies with particularly high elemental resistances. Commonly referred to as "pcr". |
Absorption Mani Corp Sanct |
222 | 5 |
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A protective positive spell that gives the caster a time-limited (2.5 minutes) one-time protection against physical damage. The maximum damage reduction is 55%. Cannot be active simultaneously with the Magic Reflection spell. |
Storm Wrath Ort Hur |
231 | 5 |
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Strong damaging spell which scales up with target's armor. Caster is prevented from movement while casting. This is the bread and butter spell in player-vs-monster, but can be utilized also in player-vs-player against certain targets. Commonly referred to as "wrath". |
Hysteria Vas In Jux |
234 | 5 |
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Removes the magic reflection from the target if they have it. Hysteria goes through the magic reflection of the target (leaves it intact). If the target casts an offensive spell, they will take half the damage dealt. |
Invisibility An Lor Xen |
144 | 6 |
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Temporarily hides the selected target. The duration depends on the caster's magery skill. The target becomes visible again if they take any action, move, or the spell's duration expires. |
Mark Kal Por Ylem |
145 | 6 |
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Marks the location of a rune, which can be used later for teleportation via the recall spell. |
Mirror Kal Somni Xen |
173 | 6 |
2x |
Creates a copy of the caster to confuse the enemies. The copy lasts for limited amount of time, can be controlled by common pet commands and repeats the power words of it's caster. It cannot deal damage though and vanishes when being damaged itself. |
Storm Bolt Hur Por |
182 | 6 |
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Strong spell with high spread of damage. It consists of two damage portions - air and pierce type. Utilized heavily against targets with low armor. Commonly referred to as "bolt". |
Whirlwind Vas Ort Hur |
185 | 6 |
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Moderate damage spell with delayed effect after few seconds. Reduced by target's armor value. Used mainly in player-vs-player combat for chaining with another strong damaging spell, resulting in a big combined burst of damage. Commonly referred to as "bomb". |
Dispel Magic An Ort |
193 | 6 |
4x |
Cancels all magical effects affecting stats or skills on the caster. |
Whisper Ort Quas |
272 | 6 |
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A positive spell that adds a 10-second whisper effect to the caster. Subsequent spells will not display spell words (spellwords). It is occasionally used in PvP to surprise enemies. |
Gate Vas Rel Por |
152 | 7 |
2x 2x |
Targets a marked recall rune (or a runebook) and creates a portal for a short amount of time, which can be used by any player, enabling back and forth traveling between the two locations. Can be blocked by Wall of Stone spell. Beware of jumping into uknown Gates, for they can lead to a trap from enemy player killers! |
Storm Strike Kal Vas Hur |
188 | 7 |
2x |
Very high damage spell with longer cast time. Used mostly in player-vs-player combat. Commonly referred to as "kvf" (for it's notorious fire mage's version Kal Vas Flam). |
Storm Lance Vas Hur Ort |
202 | 7 |
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Very high damage spell with effect traveling from the caster in it's target's direction. The damage is distributed among all in it's way (even party members). Notoriously known for it's use by player killers. Beware of using in crowds, since attacking other players will give you aggressor or criminal status. Commonly referred to as "lance". |
Greater Telekinesis Vas Ort Por Ylem |
223 | 7 |
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Negative spell which enables the caster to move his target to another targeted tile. |
Chain Lightning Vas Por Ort Grav |
290 | 7 |
2x |
Very strong damage spell which chains damage to subsequent nearby targets (except guild and party members). The damage is divided among all targets and can reveal hidden. Beware of using in crowds, since attacking other players will give you aggressor or criminal status. Commonly referred to as "vog" |
Hurricane An Flam Kal Des Hur |
297 | 7 |
3x |
Moderate area of effect damage spell. The damage is divided among all targets (except guild and party members). Can damage hidden targets. Beware of using in crowds, since attacking other players will give you aggressor or criminal status. Rarely used. |
Stone to flesh An Ylem In Mani |
330 | 7 |
10x |
Canceles petrification. |
Earthquake In Vas Por |
157 | 8 |
3x |
Damaging spell with wide area of effect around the caster (except party members). The damage dealt is divided among elligible targets, thus making it relatively weak against many enemies. The damage will reveal hidden targets. Beware of using in crowds, since attacking other players will give you aggressor or criminal status. |
Frost Nova An Flam Ex Por |
300 | 9 |
3x |
Large area of effect damage spell which paralyses all targets in caster's vicinity (except guild and party members). Requires a frost nova scroll (uncommon loot). Good in emergency situtations. Beware of using in crowds, since attacking other players will give you aggressor or criminal status. |
Výbava
Mágova úplně základní výbava se skládá pouze z regů, avšak také je vhodné mít alespoň heal, cure potiony a hypnotické ornamenty. Jeho léčení bandažemi je velmi slabé. Na nízkém levelu si může proti slabým monstrům vypomáhat bojem na blízko s holí. Z brnění má k dispozici pouze róby poskytující slabou ochranu. V jiném brnění není schopen seslat kouzlo. Jeho základní nemagická výbava je pro její jednoduchost zároveň velmi levná, ale nepřináší mu žádný zásádní benefit. Avšak magické předměty jsou mágovi velkým pomocníkem, více v sekci předmětů. Základní výbavu lze koupit u npc obchodníků (vendorů) či hráčů craftsmanů.
Zbraně
Hlavní mágovou zbraní je jeho mysl, avšak dokáže způsobit i slabé fyzické poškození holí na vzdálenost až 2 polí. Typ poškození je tupé (“blunt”). Také může kouzlit s holemi nebo knihou. Zbraně může vyrábět hráč craftsman z různých materiálů a různých kvalit. Zbraně se používáním poškozují, ke zjištění stavu zbraní slouží skill armslore. Magické hole a knihy se navíc poškozují i kouzlením, ke zjištění jejich stavu slouží skill item identification (itemid). Magické hole se tedy mohou poškozovat fyzickým i kouzelným užíváním a je potřeba pro jejich kontrolu používat oba skilly.
Zbroje
Mág dokáže kouzlit pouze v róbě. Róby od úrovně 15+ může nosit pouze mág, poskytují mu slabou fyzickou ochranu a nemohou být magické. Kromě róby může mág také nosit všechny možné druhy oblečení (šaty, boty, klobouky, pláště, atd.) a šperky (prsten, náhrdelník a náramek). Nemagické předměty, kromě mágovo rób, jsou však jen módním doplňkem. Některé druhy oblečení a šperky mohou být i magické. Zbroje může vyrábět povolání craftsman z různých materiálů a různých kvalit. Zbroje se poškozují obdrženým poškozením a je potřeba je kontrolovat skillem arms lore.
SkillySkills are trainable attributes that have a major impact on each character's gameplay. Below is the table of max values at level 30. From level 31 onwards, only stats are being increased.
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Mág má malý počet HP. Pro mága je klíčovým statem inteligence, zlepšuje jeho magické poškození, zásobu many a obnovu many. Výběr rasy tedy záleží na osobních preferencích. Např. drow má nižší sílu (má méně životů a horší nosnost) a obratnost (horší uhýbání útokům), avšak má více INT (má více many, lepší mana regen a silnější poškození kouzly), oproti elfovi, který je tomu skoro pravý opak. K posouzení slouží tabulka níže se staty na 30. a 35. levelu. Hráči často využívanou rasou pro mága je drow.
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