Mage

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Revision as of 12:05, 10 October 2008 by ROWiki>Necrovarus (→‎Mana Control)
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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, 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 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
  • Mage Spells

    Mental

    • Arcane missile: Fastest cool down 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 in front of 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 melee attackers.
    • Time master: Freezes all foes in the area.
    • Sultar's devouring mass: Causes huge slashing, blunt and piercing damage over time.

    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: Defensive 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: Damages enemies around the mage for both health and mana ignoring all defenses. Maximum damage possible is the damage limit based on spell level or the current amount of mana an opponent has, e.g if an opponent has 50 mana more than 50 damage cannot be dealt to that target.

    Mana Control

    • Energy Barrier: Defensive buff that creates a barrier with a set amount of health which receives damage before the mage. When destroyed, a new barrier can be cast if the cooldown has ended.
    • Mana Burn: Damage over time spell that consumes the opponents magic and life. The damage is not resistible.
    • Synergy Bond: Allows the mage to quickly supply an ally with his own mana.
    • Dragon's Blood: Passive skill that increases intelligence.
    • Energy Borrow: Drains mana from an enemy.
    • Ambitious Sacrifice: Sacrificing some health the mage regains mana points.
    • Arcane Devotion: Buff that reduces casting time for all spells.
    • Mana Pool: Passive that directly increases max mana by a fixed amount.
    • Metabolic Control: Buff that temporarily increases concentration.
    • Mana Pylon: Defensive aura. Every second in the area of effect gives allies stackable barrier points for damage mitigation, up to 2500. All barrier points are lost if the ally walks out of the spell's range.

    Enchantments

    • Curse: Debuff that reduces hit chance.
    • Feline Dexterity: Buff that increases an ally's dexterity.
    • Blindness: Debuff that increases miss chance.
    • Bless: Buff that increases an ally's hit chance.
    • Bear Strength: Buff that increases an ally's strength.
    • Bless Weapon: Buff that increases an ally's base weapon damage.
    • Dispel Magic: The mage removes all negative effects on any ally or himself.
    • Fox Wits: Buff that increases an ally's intelligence.
    • Clumsiness: Debuff that reduces an enemy's dexterity.
    • Mass Dispel Magic: White 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.