Beginner Mage Guide

Congratulations!

You have reached level 11 and now you have a new option for your character, Magic!

There are 6 schools of magic, 3 for humans and 3 for mags.

Each of the 3 different styles of magic follow the same armor styles we all know and love: BC, HW and Dodger.

Style

School

Characteristics

Bonecrusher

Fire (Magmars)

Air (Humans)

Low mana, low cost spell, built in extra chance to crit.

Dodger

Shadow (Magmars)

Light (Humans)

High mana, high spell cost, primary spells cause extra "poisoning" that can't be removed with dispel.

Heavyweight

Earth (Magmars)

Water (Humans)

High mana, low spell cost but low spell strength, spells have a chance to stun for 1 turn.

Initiation in School of Magic

To gain admittance into a school of magic, you will need to do a quest for the head of that school. The War Mages can be found in Cave of War Mages in Square of Fire / Tower of War Mages in Daylight Square.

School

Mage

Quest

Fire

Fayt the Fire Mage

Kill 15 Fire Kroffdors [10]

Air

Yu the Air Mage

Kill 3 Air Elementals [12], 5179 hp, located in Vassal's Tomb, Lumirya Waterfall and Wastelands of Rest

Shadow

Hombre the Shadow Mage

Kill Granite Golems [8] until you have 3 Magic Granite.

Light

Velt the Light Mage

Kill 15 Fire Kroffdors [10]

Earth

Landt the Earth Mage

Kill 15 King Scorpions [10]

Water

Aguas the Water Mage

Kill 15 King Scorpions [10]

Spells

Now that you have been admitted to your chosen school of magic, its time to get some spells.

For each school there are 2 basic spells available. First, there is a direct damage spell. You use this one when you are facing your opponent. There is also a 'poison' spell, that is it works like a poison scroll, you don't have to be facing your opponent, and it does set damage over a period of time.

The direct spell does more damage and uses less mana.

The poison spell effect may be removed by use of a charm dispersal scroll

After this, there are other spells available when you reach a certain valor rank, and when you get a certain level of Kroffdor or Eldive rep.

The first books can be bought from the shop in the War Mages location.

Click "Use" on the spell book in your backpack in order to learn the spell, then go to Backpack -> Combat Skills -> Spells, to equip the spells to use in battle. You can have a maximum of 10 spells equipped to use in battle.

To use magic in battle, click the center of the attack wheel ( blue circle with a sword in it). This will bring up your equipped spells to use. Now just click on the spell you wish to use. For the 'poison' spell you will need to select an enemy to cast on, just as with a poison scroll.

You may tell the system to start every fight in the magic stance already. This takes care of switching to the magic stance manually at the beginning of each fight, as described above. To do this, you need to click on the orange scroll on top labelled "Personal". Click the second tab "Preferences" and find the "Character" section. There, check "Enter combat on magic stand".

Magic Resistance

Both players and some monsters have a chance to resist your spells, and thus take less damage.

This is tied to an attribute called resistance. Resistance may be 25%, 50%, 75% or 100%. The higher the resistance the higher chance of resisting a spell. There are 3 resistance attributes, one for each school of magic.

Each armor type has some built in resistance, IE Bone Crusher resist Heavyweight, Dodger resists Bone Crusher.

You can also get rings/amulets to wear that increase you resistance to all schools.

Quest for First Armor

Mage armor may be dropped from mobs, but you can also complete a quest to get it.

The quest armor is non transfer and has reduced durability.

See the head of your school of magic to get the quest. They are 2 separate quests, so can be completed independently.

1pc

1pc

30 pcs

+ 5g

for one of the following

1pc

1pc

1pc

1pc

2pcs

3pcs

+ 5g

for one of the following

Mage Attributes

Mana: mana is the energy that is used to cast spells. Mana, like health, will replenish when you are not in battle. It replenishes faster then health. However if you wish to get full mana then you need to use an Inman. You can buy them from the amulet section of the shop in Tower War Mages . They work like food and replenish a set amount per item.

Wisdom: increase magic damage, (10 wisdom = +1 magic damage)

Intelligence: increases total mana

Volition (Will): increases magic crit chance

Repression/Suppression: reduces magic crit chance of your opponent

Resistance/Protection: can reduce magic damage you receive (increases how much you resist)

Penetration: reduces your opponents magic resistance; low penetration leads to more "Repels" of your attacks

Concentration: reduces chance of missing a spell you cast on higher levels; low concentration leads to more "Blunders" when you attack

Other, non-mage stats are listed here (listed here for easy reference).

Mage Equipment

Now you are a mage what gear do you need?

Below is an example of what you will need, and some recommended uses.

Mana Potion

Restores some mana over a few seconds in fight.

Elixir of Spirit

Increases current and maximum mana by a certain amount until the end of the fight.

Elixir of Atshi

Converts part of magic damage dealt to health until the end of the fight.

Elixir of Anger

Increases chance for magical crit until the end of the fight.

Elixir of Wisdom

Increases magic damage until the end of the fight.

Scroll of Mana

Restores some mana over a several seconds in fight. Can be used on others.

Scroll of Mana

Instantly restores some mana outside of fight.

Palantir

The palantir is a device used to talk to the war mages from afar. Once every 24hr one of the mages will have a quest for you. Doing this quest will earn you city charters. Once complete use the palantir to let the mage know you are done to get your reward.

So basically it is used to access the daily charter quests for lvl 11 and up, without have to physically go visit them.

When you complete a quest, the mages also send charge to the palantir. You receive 11 charges for completing a lvl 11 quest.

Once the palantir reaches 85 charges, it turns into an enchanted palantir. In this state you are unable to use it to talk to the mages, but you can use it to receive a powerful bless that lasts for 1 hr. Once you use an enchanted palantir it reverts back to a normal palantir, and you can start talking with the mages again.

Palantir

Enchanted Palantir

Basic Mage and fighting mage FAQ:

Q: Can i block or dodge magic?

A: No you cannot dodge or fully block magic.

Q: Can i crit someone in magic stance?

A: No you can not, if a player is in the magic stance (circle below their feet) you cannot crit them unless using magic yourself.

Q: If i choose to block will it weaken the magic?

A: no, even if you are in block stance the magic damage will be the same to you.

Q; Then does magic ever fail?

A: Yes once and a while depending on the mage his/her spell will miss. But this is fairly rare

Q: Level 11 must take forever, how do players even reach level 12?

A: actually you need less exp to get from 11-12 than you did to get from 10-11. Level 11 goes very fast especially when people get over excited about easy hunting. Be careful or level 11 can go by in a blink.

Q: What should i equip in my belts when hunting as a mage?

A: that depends on what you are hunting, but for your first rainbow lets say against scorps take some life pots and mana pots (not scrolls they are more expensive not needed for scorp hunting) ALWAYS equip 1 slot charm when hunting mage areas, they are needed if the level 11's jump you.

Q: What should i hunt on rage/rainbow as a mage?

A: depends, king scorpions are the easiest but if you want to work Eldives or Kroffdors reputation you may want to rage/rainbow on those.