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*Time master: Freezes all foes in the area.
*Time master: Freezes all foes in the area.
*Sultar's devouring mass(Not working): Causes huge physical damage over time of all kinds.
*Sultar's devouring mass(Not working): Causes huge physical damage over time of all kinds.
Staff Mastery
*Fire Magnification: Buff that provides additional fire damage on your normal strikes.
*Arcane Acceleration: Gives higher weapon speed for some time.
*Arcane Projection: Gives higher weapon range for some time.
*Combat Magic: Passive ability that enchances weapon damage.
*Static Field: Area magic. Enemies that get close to the mage are affected and lose some speed.
*Ice Magnification: Buff that provides additional ice damage on your normal strikes.
*Protection Dome: Defendive aura that gives better spell resistance to allies.
*Mana Communion: Mana regeneration aura.
*Lightning Magnification: Buff that provides additional lightning damage on your normal strikes.
*Evendim's Fury: Burns a big amount of mana causing equal damage to all enemies in the area of effect. Strong cripling effect since it strikes both, health and magic.


===Subclasses===
===Subclasses===

Revision as of 15:44, 11 September 2008

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 strenght, 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, since it gives them more Mana (used to cast spells) and staff damage. Second in importance is Concentration, since it gives the mage higher success rate with his spells, and better spell defense. The mage, unlike the other classes, gains 3 additional trees after choosing subclass. They also get more discipline and skill points.

There are 4 skill branches in the mage tree.

  • Mental: Basic damage dealing magic and crowd control spells
  • Mana Control: Spells that improve the spellcasting 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 strengten his allies and weaken his enemies
  • Mage Spells

    Mental

    • Arcane Missile: Fastest cooldown spell of the game, a weak fire damage strike.
    • Beetle Swarm: Small insects appear, causing piercing damage and keeping the foe from attacking.
    • Blaze: Fire area damage in front of the mage. Short range.
    • Mind Push: Shoots a mental wave that slows all enemies close to the mage.
    • Pricking Ivy: Forces plants to grow and hold the foe in it's place. Causes piercing damage.
    • Will Domain: Interferes with the enemy's mind and knocks him down.
    • Silence: Keeps the opponent from casting powers.
    • Splinter wall: Offensive short range aura. Causes piercing damage to mele attackers.
    • Time master: Freezes all foes in the area.
    • Sultar's devouring mass(Not working): Causes huge physical damage over time of all kinds.

    Staff Mastery

    • Fire Magnification: Buff that provides additional fire damage on your normal strikes.
    • Arcane Acceleration: Gives higher weapon speed for some time.
    • Arcane Projection: Gives higher weapon range for some time.
    • Combat Magic: Passive ability that enchances weapon damage.
    • Static Field: Area magic. Enemies that get close to the mage are affected and lose some speed.
    • Ice Magnification: Buff that provides additional ice damage on your normal strikes.
    • Protection Dome: Defendive aura that gives better spell resistance to allies.
    • Mana Communion: Mana regeneration aura.
    • Lightning Magnification: Buff that provides additional lightning damage on your normal strikes.
    • Evendim's Fury: Burns a big amount of mana causing equal damage to all enemies in the area of effect. Strong cripling effect since it strikes both, health and magic.

    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.