Class: Mage
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Young mages learn the basics of magic, meditation, controlling conjured creatures, and more in the guild. The profession of a mage is expensive and initially not very profitable for a long time. A large number of mages fail to complete this initial school.
Mages have a few simple attack spells in their repertoire, light, the simplest travel spell recall, and conjuring a weak helper - a bat. This should be enough for them until level 10, when they choose their next specialization. They can join the necromancers or the elemental mages, where they must choose their element:
Classmaster Location
Draenor: 2796, 1568 The Mages Guild is located in the Settlement Between Two Rivers, east of Harbor City.
Weapons/Armor
The weapon of mages is their strong mind. Of the physical ones, they can lean on a staff if necessary. Every wizard likes freedom of movement, any armor spell is very uncomfortable for him and disrupts his concentration. For this reason, he wears only robes or other pieces of cloth clothing.
Charms
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. |
Chant Kal Lexi |
259 | 2 |
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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. |
Fireball Vas Flam |
118 | 3 |
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Weak damage spell, mostly viable only on low levels. |
Teleport Rel Por |
122 | 3 |
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Moves the mage to targeted location. |
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". |
Summon minion Xen |
190 | 4 |
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Summons a mongbat to fight for the caster. It is controlled by common pet commands. With increasing levels the mage can handle more mongbats at a time. |