Class: Ice Mage
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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. So an ice mage deals with the power of water and ice, 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.
Although a mage is able to wear armor and weak melee combat with a staff, he is unable to successfully cast a spell in any armor.
How to become
To join the ice mage guild, you must first be a 10th level mage, then search for classmaster William in the ice mage guild, type “join” and say the ice mage oath: “Cold be my element, I accept its power.”
Abilities
Name | Level | Type | Description |
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Elementalist | 11 | Passive | Increases the mage's resistance to his element. Increases from 11th level up to a maximum at 30th level. The maximum is 20 points to resist. |
Domination | 15 | Active | Teleports summoned helpers to the player's position. Used by command .domination
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Mind over matter | 18 | Active | The mage can immediately convert 15% of their maximum mana into a shield that absorbs damage equal to the mana spent for 10 seconds. (command: .mindovermatter) |
Spells
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 |
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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". |
Iceball Vas An Flam |
170 | 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". |
Ice Field An Flam Grav |
175 | 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 |
Water Elemental Kal Vas Xen An Flam |
164 | 5 |
5x |
Summons an elemental of ice 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. |
Ice Wrath Ort An Flam |
229 | 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. |
Ice Bolt An Flam Por |
180 | 6 |
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Strong spell with high spread of damage. It consists of two damage portions - cold and pierce type. Utilized heavily against targets with low armor. Commonly referred to as "bolt". |
Waterspout Vas Ort An Flam |
183 | 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! |
Ice Strike Kal Vas An Flam |
186 | 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). |
Ice Storm An Flam Kal Des Hur |
189 | 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. |
Ice Lance Vas An Flam Ort |
200 | 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" |
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. |
Equipment
Mage's very basic equipment consists only of regs, but it is also advisable to have at least heal, cure potions and hypnotic ornaments. His bandage healing is very weak. At low level, he can help melee with a staff against weak monsters. Of the armor, he only has robes that provide weak protection. In other armor, he is unable to cast a spell. His basic non-magic equipment is also very cheap for its simplicity, but it does not provide him with any essential benefit. However, magical items are a great help to the mage, more in the items section. Basic equipment can be purchased from npc vendors or craftsman players.
Weapons
The mage's main weapon is his mind, but he can also deal weak physical damage with a staff up to 2 squares away. The damage type is blunt. He can also cast spells with a staff or a book. Weapons can be crafted by the craftsman profession from a variety of materials and qualities. Weapons are damaged by use, the skill armslore is used to determine the state of weapons. In addition, magic staves and books are also damaged by spells, the skill item identification (itemid) is used to determine their condition. Thus, magic staves can be damaged by both physical and magical use, and it is necessary to use both skills to control them. More information about weapons, their claim to level, properties, etc. in the weapons section.
Armor
A mage can only cast spells in robes. Robes from level 10+ can only be worn by a mage, they provide weak physical protection and cannot be magical. In addition to robes, a mage can also wear all kinds of clothing (dresses, shoes, hats, cloaks, etc.) and jewelry (ring, necklace, and bracelet). However, non-magical items, apart from the mage's robes, are just a fashion accessory. Some types of clothing and jewelry can also be magical. Armor can be crafted by the craftsman profession from a variety of materials and qualities. Arms are damaged by damage received and need to be checked with the arms lore skill.
SkillsSkills 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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StatsStats are basic character attributes whose values are affected by Races and Classes. The mage has a small amount of HP. It is a key intelligence stat for a mage, improving his magic damage, mana pool and mana regeneration. So the choice of race depends on personal preference. E.g. drow has lower strength (has less health and worse carrying capacity) and dexterity (worse dodging attacks), but has more INT (has more mana, better mana regen, and stronger spell damage), compared to elf, which is almost the opposite. For assessment, use the table below with stats at 30th and 35th level. A mage race often used by players is the drow.
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