Mage

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Revision as of 19:35, 7 January 2010 by 131.107.0.113 (talk) (Undo revision 23425 by 71.177.98.9 (talk))
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A Mage (Fan Art)

The mage is a class specialized in ranged combat, dealing damage and supporting allies. They use magical staffs as weapons, allowing them to attack at a distance without the use of ammo. Their normal strikes lack strength, they cannot evade much and also have lower life. However, their huge mana pools and versatility makes them a tough, hard to predict class.

The main attribute for mages is Intelligence. It gives them more Mana, spell resistance, staff damage and spell focus. Second in importance is Concentration, since it gives the mage higher hit chance and spell focus. The mage, unlike the other classes, gains 3 additional trees after choosing subclass. They also get more discipline and power points.

Powers

Like the other classes there are 4 disciplines of powers common to all mages.

  • 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

Allows manipulating or damaging an opponent using the mind's strength.

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  Name Pos. Type Casting Cooldown Duration Range Area
Arcane Missile 1 Direct 1 5 25
A weak fire damage strike.
Beetle Swarm 2 Constant 2 40 5,6,7,8,9 25
Small insects appear, causing piercing damage and keeping the foe from attacking.
Blaze 3 Direct 0.5 10 6
Fire area damage in front of the mage. Short range.
Mind Push 4 Constant 0.5 15 4,5,6,7,8 10
Shoots a mental wave that slows all enemies in front of the mage.
Pricking Ivy 5 Constant 1 40 3,4,5,6,7 25
Forces plants to grow and hold the foe in its place. Causes piercing damage.
Will Domain 6 Constant 0.5 30 2,3,4,5,6 12
Interferes with the enemy's mind and knocks him down.
Silence 7 Constant 1 60 3,4,5,6,7 25
Keeps the opponent from casting powers.
Splinter Wall 8 Constant 1 90 10 10
Offensive short range area of effect skill. Causes piercing damage to melee attackers.
Time Master 9 Constant 2 120 10 10
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

Allows manipulating the mana pool to accomplish special results.

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  Name Pos. Type Casting Cooldown Duration Range Area
Energy Barrier 1 Constant 1 40 120
Defensive buff that creates a barrier with a set amount of health which receives damage before the mage.
Mana Burn 2 Constant 0.5 50 15 25
Damage over time spell that consumes the opponent's mana and health. The damage is not resistible.
Synergy Bond 3 Direct 0.5 3 25
Allows the mage to quickly supply an ally with some of his own mana.
Dragon's Blood 4 Passive
Passive skill that increases intelligence.
Energy Borrow 5 Direct 1 60 25
Drains mana from an enemy.
Ambitious Sacrifice 6 Direct 1 25
Sacrificing some health the mage regains mana points.
Arcane Devotion 7 Constant 0 60 60
Buff that reduces the casting time for all spells.
Mana Pool 8 Passive
Passive that directly increases the mage's maximum mana by a fixed amount.
Mana Communion 9 Aura 1 120 60 6
The wizard creates a mana regeneration zone in which the allies can recover.
Mana Pylon 10 Aura 1.5 180 60 10
Defensive aura. Every second in the area of effect gives allies stackable barrier points for damage mitigation, up to 2500 points.

Staff Mastery

Allows using the staff's magical energy for accomplishing special effects.

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  Name Pos. Type Casting Cooldown Duration Range Area
Fire Magnification 1 Constant 1 120 120
Buff that provides additional fire damage to normal strikes.
Arcane Acceleration 2 Constant 1 60 20,30,40,50,60
Gives higher weapon speed for some time.
Arcane Projection 3 Constant 1 80 20,30,40,50,60
Gives higher weapon range for some time.
Combat Magic 4 Passive
Passive ability that enhances weapon damage.
Static Field 5 Aura 0.5 60 40 6
Area magic. Enemies that get close to the mage are affected and lose some speed.
Ice Magnification 6 Constant 1 120 120
Buff that provides additional ice damage to normal strikes.
Protection Dome 7 Aura 3 90 30 10
Defensive aura that gives better spell resistance to allies.
Metabolic Control 8 Constant 1 60 60
Buff that temporarily increases concentration.
Lightning Magnification 9 Constant 1 120 120
Buff that provides additional lightning damage to normal strikes.
Evendim's Fury 10 Direct 2 180 10
Damages enemies around the mage for both health and mana ignoring all defenses.

Enchantments

Allows increasing or decreasing abilities or qualities in people or objects.

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  Name Pos. Type Casting Cooldown Duration Range Area
Curse 1 Constant 0.5 20 60 25
Debuff that reduces the hit chance for an enemy.
Feline Dexterity 2 Constant 1.5 5 180 20
Buff that increases an ally's dexterity.
Blindness 3 Constant 0.5 60 60 25
Debuff that increases miss chance.
Bless 4 Constant 1 10 180 20
Buff that increases an ally's hit chance.
Bear Strength 5 Constant 1.5 5 180 20
Buff that increases an ally's strength.
Bless Weapon 6 Constant 1 5 180 20
Buff that increases an ally's base weapon damage.
Dispel Magic 7 Direct 0.5 10 25
The mage removes all negative effects on any ally or himself.
Fox Wits 8 Constant 1.5 5 180 20
Buff that increases an ally's intelligence.
Clumsiness 9 Constant 1 30 60 25
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

Subclasses for Mages are the Warlock (Offensive) and the Conjurer (Supportive). Warlocks are specialized in damage dealing magic with devastating Area of Effect spells and debuffing the enemies, and conjurers specialize in protection magic, summoning and healing.

Warlock

  • Arcania: Offensive magic using the material forces of the world. Causes physical damage.
  • Necromancy: Dark magic allows strong weakening effects, including the only health draining spells of the game.
  • Elements: Damage dealing and crowd control effects, using elemental forces. Spells based on fire, ice and lightning.

Conjurer

  • Life: Healing magic. Also used to resurrect dead allies or protect them.
  • Sorcery: Strong defensive magic, allowing the conjurer to shield himself and his allies.
  • Summoning: Allows the conjurer to summon various creatures to fight for him for a limited time.

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