Difference between revisions of "Category:Mages"
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== Mages in General == | == Mages in General == | ||
− | Mages specialize in casting offensive spells. They can generally do more damage than [[:Category: Characters |characters]] of many other [[:Category: Classes |classes]] as long as they do not become depleted of their [[Mana Points |mana]]; this dependence upon their [[Mana Points |mana]] supply may be their greatest weakness. Mages, with their in-class transportation spells and [[Surge |surging ability]] and such, can obtain and [[Enchanting |enchant]] [[:Category: Gear |gear]] more easily than [[:Category: Characters |characters]] of most other [[:Category: Classes |classes]], which makes them rather handy either for equipping their alternate [[:Category: Characters |characters]] or for earning money by selling [[Enchanting |enchanted]] [[:Category: Gear |gear]] to other players. Their ability to solo more easily than [[:Category: Characters |characters]] of most other [[:Category: Classes |classes]] may make mages especially appealing to players whose circumstances do not always allow them to conveniently fight in groups. Mages, sadly, tend to die more frequently over time than [[:Category: Characters |characters]] of other [[:Category: Classes |classes]] for a variety of reasons, including their having lower [[Hit Points |hit-points]] and their tending to [[Wear |wear]] less-protective [[:Category: Gear |gear]] during combat, particularly [[:Category: Mana Gear |mana gear]]. For this reason it can be argued that [[:Category:Tank Gear|tank gear]] is more important than any other set of gear | + | Mages specialize in casting offensive spells. They can generally do more damage than [[:Category: Characters |characters]] of many other [[:Category: Classes |classes]] as long as they do not become depleted of their [[Mana Points |mana]]; this dependence upon their [[Mana Points |mana]] supply may be their greatest weakness. Mages, with their in-class transportation spells and [[Surge |surging ability]] and such, can obtain and [[Enchanting |enchant]] [[:Category: Gear |gear]] more easily than [[:Category: Characters |characters]] of most other [[:Category: Classes |classes]], which makes them rather handy either for equipping their alternate [[:Category: Characters |characters]] or for earning money by selling [[Enchanting |enchanted]] [[:Category: Gear |gear]] to other players. Their ability to solo more easily than [[:Category: Characters |characters]] of most other [[:Category: Classes |classes]] may make mages especially appealing to players whose circumstances do not always allow them to conveniently fight in groups. Mages, sadly, tend to die more frequently over time than [[:Category: Characters |characters]] of other [[:Category: Classes |classes]] for a variety of reasons, including their having lower [[Hit Points |hit-points]] and their tending to [[Wear |wear]] less-protective [[:Category: Gear |gear]] during combat, particularly [[:Category: Mana Gear |mana gear]]. For this reason, it can be argued that [[:Category: Tank Gear |tank gear]] is more important to mages than any other set of [[:Category: Gear |gear]], accompanied by an ability to change into it rapidly (using effective [[:Category: Gear Changing Aliases |gear-changing aliases]]) at moments of mortal danger. |
== Mage Creation == | == Mage Creation == | ||
− | [[:Category: Characters |Characters]] of any [[:Category: Races |race]] may be mages but some [[:Category: Races |races]] are far better suited for magery than others. [[:Category: Characters |Characters]] of [[:Category: Races |races]] with relatively-high [[Intelligence |intelligence]], such as [[Centaurs |centaurs]], [[Draconians |draconians]], [[Drow |drow]], and [[Elves |elves]], tend to make excellent mages. Likewise, [[:Category: Characters |characters]] of [[:Category: races |races]] with relatively-low [[Intelligence |intelligence]], such as [[Gargoyles |gargoyles]], [[Giants |giants]], [[Goblins |goblins]], [[Troglodytes |troglodytes]], and [[Verbits |verbits]], tend to be poor mages with high rates of [[Cast |spellcasting]] failure, | + | [[:Category: Characters |Characters]] of any [[:Category: Races |race]] may be mages but some [[:Category: Races |races]] are far better suited for magery than others. [[:Category: Characters |Characters]] of [[:Category: Races |races]] with relatively-high [[Intelligence |intelligence]], such as [[Centaurs |centaurs]], [[Draconians |draconians]], [[Drow |drow]], and [[Elves |elves]], tend to make excellent mages. Likewise, [[:Category: Characters |characters]] of [[:Category: races |races]] with relatively-low [[Intelligence |intelligence]], such as [[Gargoyles |gargoyles]], [[Giants |giants]], [[Goblins |goblins]], [[Troglodytes |troglodytes]], and [[Verbits |verbits]], tend to be poor mages with high rates of [[Cast |spellcasting]] failure, although some people still choose to play mages of such [[:Category: Races |races]] because they enjoy their novelty or difficulty. |
See also [http://users.tpg.com.au/wyvaud/avatar_races/races.html Wiseman's Avatar race comparison chart] and/or [http://gishcam.tripod.com/gaming/avatar/index.html Another Avatar MUD Site]'s [http://gishcam.tripod.com/gaming/avatar/helprccl.html Race-Class Comparer] for some excellent comparative data to aid you in choosing your new mage's [[:Category: Races |race]]. | See also [http://users.tpg.com.au/wyvaud/avatar_races/races.html Wiseman's Avatar race comparison chart] and/or [http://gishcam.tripod.com/gaming/avatar/index.html Another Avatar MUD Site]'s [http://gishcam.tripod.com/gaming/avatar/helprccl.html Race-Class Comparer] for some excellent comparative data to aid you in choosing your new mage's [[:Category: Races |race]]. | ||
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=== Fighting === | === Fighting === | ||
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+ | As with [[:Category: Characters |characters]] of other [[:Category: Classes |classes]], most [[:Category: Lowmort |lowmort]] mages should have little trouble soloing from [[Level |level]] 1 to [[Level |level]] 11 very quickly. Afterward, gaining [[Experience Points |experience]] alone will grow increasingly difficult and mages should seriously consider grouping with other [[:Category: Characters |characters]]. Once mages [[Practice |practice]] [[Surge |surge]] at [[Level |level]] 25, they will find soloing somewhat easier once again. | ||
'''Soloing:''' Mages may find soloing easier than [[:Category: Characters |characters]] of most other [[:Category: Classes |classes]] once they have [[Practice |practiced]] [[Surge |surge]]. Some find mage soloing to be rather tedious, overly repetitive, and/or lonesome, and may do so only if groups are not avaialable. Because mage soloing requires long periods of [[Mana Points |mana]] regeneration between kills, mage soloers may opt to engage in additional real-life activities while their [[:Category: Characters |characters]] are sleeping. | '''Soloing:''' Mages may find soloing easier than [[:Category: Characters |characters]] of most other [[:Category: Classes |classes]] once they have [[Practice |practiced]] [[Surge |surge]]. Some find mage soloing to be rather tedious, overly repetitive, and/or lonesome, and may do so only if groups are not avaialable. Because mage soloing requires long periods of [[Mana Points |mana]] regeneration between kills, mage soloers may opt to engage in additional real-life activities while their [[:Category: Characters |characters]] are sleeping. | ||
− | '''Tanking:''' Mages | + | '''Tanking:''' Mages hardly ever serve as [[Tanks |tanks]] at [[:Category: Lowmort |lowmort]] [[:Category: Tiers |tier]], although there are rare exceptions. Mages become much better able to [[Tanks |tank]] groups during [[:Category: Hero |hero]] [[:Category: Tiers |tier]] after [[Practice |practicing]] certain [[:Category: Hero Mage Skills |hero-tier skills]] (see below). |
'''Hitting:''' Mages usually serve as [[Hitters |hitters]] in [[:Category: Lowmort |lowmort]] groups. Mage [[Hitters |hitters]] should normally [[Wear |wear]] [[:Category: Mana Gear |mana gear]] to maximize their available [[Mana Points |mana]], upon which they are highly dependent for doing damage. Mages who run low on [[Mana Points |mana]] during runs may attempt to alleviate this problem somewhat by "[[Catching Tics |catching tics]]." Mage hitters typically fight by waiting for their [[Tanks |tank]] to start fighting a [[:Category: Mobs |mob]], immediately using their [[Kill |kill]] [[:Category: Commands |command]] targetted at this same [[:Category: Mobs |mob]], and then [[Cast |casting]] a single-target attack spell (usually via an [[Alias |alias]]) repeatedly without specifying any target until this [[:Category: Mobs |mob]] is dead. Whenever their [[Tanks |tank]] is fighting more than a few [[:Category: Mobs |mobs]] simultaneously, mage [[Hitters |hitters]] may consider [[Cast |casting]] an area-effect attack spell instead of a single-target attack spell. Mage [[Hitters |hitters]] should [[Practice |practice]] [[Chaos Channel |chaos channel]] as soon as possible, as it will rougly halve their [[Mana Points |mana]] costs for all of their attack spells while they are grouped. | '''Hitting:''' Mages usually serve as [[Hitters |hitters]] in [[:Category: Lowmort |lowmort]] groups. Mage [[Hitters |hitters]] should normally [[Wear |wear]] [[:Category: Mana Gear |mana gear]] to maximize their available [[Mana Points |mana]], upon which they are highly dependent for doing damage. Mages who run low on [[Mana Points |mana]] during runs may attempt to alleviate this problem somewhat by "[[Catching Tics |catching tics]]." Mage hitters typically fight by waiting for their [[Tanks |tank]] to start fighting a [[:Category: Mobs |mob]], immediately using their [[Kill |kill]] [[:Category: Commands |command]] targetted at this same [[:Category: Mobs |mob]], and then [[Cast |casting]] a single-target attack spell (usually via an [[Alias |alias]]) repeatedly without specifying any target until this [[:Category: Mobs |mob]] is dead. Whenever their [[Tanks |tank]] is fighting more than a few [[:Category: Mobs |mobs]] simultaneously, mage [[Hitters |hitters]] may consider [[Cast |casting]] an area-effect attack spell instead of a single-target attack spell. Mage [[Hitters |hitters]] should [[Practice |practice]] [[Chaos Channel |chaos channel]] as soon as possible, as it will rougly halve their [[Mana Points |mana]] costs for all of their attack spells while they are grouped. | ||
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'''Soloing:''' Mages who solo may find it best to regenerate in [[:Category: Mana Gear |mana gear]], then to change into either [[:Category: Tank Gear |tank gear]] or [[:Category: Hit Gear |hit gear]] in order to fight, using a [[Surge |surged]] [[Disintegrate |disintegrate spell]] to kill [[:Category: Mobs |mobs]]. Popular [[:Category: Mobs |mobs]] for low-[[:Category: Hero |hero]] mages to [[Kill |kill]] solo for experience include [[:Category: Shashwat Nisha |Shashwat Nisha]]'s "yaks" and cobblynau, [[:Category: Sir Michael's Stronghold |Sir Michael's Stronghold]]'s wandering peasants and such, and [[:Category: Shadow Keep |Shadow Keep]]'s rotting corpses and hound dogs. | '''Soloing:''' Mages who solo may find it best to regenerate in [[:Category: Mana Gear |mana gear]], then to change into either [[:Category: Tank Gear |tank gear]] or [[:Category: Hit Gear |hit gear]] in order to fight, using a [[Surge |surged]] [[Disintegrate |disintegrate spell]] to kill [[:Category: Mobs |mobs]]. Popular [[:Category: Mobs |mobs]] for low-[[:Category: Hero |hero]] mages to [[Kill |kill]] solo for experience include [[:Category: Shashwat Nisha |Shashwat Nisha]]'s "yaks" and cobblynau, [[:Category: Sir Michael's Stronghold |Sir Michael's Stronghold]]'s wandering peasants and such, and [[:Category: Shadow Keep |Shadow Keep]]'s rotting corpses and hound dogs. | ||
− | '''Tanking:''' Mages | + | '''Tanking:''' Mages [[Tanks |tanks]] at [[:Category: Hero |hero]] [[:Category: Tiers |tier]] are not common but do exist. In fact, after [[Practice |practicing]] certain [[:Category: Hero Mage Skills |hero-tier skills]], particularly [[Dodge |dodge]], [[Parry |parry]], [[Shield Block |shield block]], and [[Charge Shield |charge shield]], mages can become formidable [[Tanks |tanks]], wearing full [[:Category: Tank Gear |tank gear]] for protection and using [[Disintegrate |disintegrate]], [[Acid Rain |acid rain]], and [[Charge Shield |charged shields]] to deal damage. |
− | '''Hitting:''' Mages usually serve as [[Hitters |hitters]] in [[:Category: Hero |hero]] groups. Many, though hardly all, [[:Category: Hero |hero]] [[Tanks |tanks]] expect their low-[[:Category: Hero |hero]] mage [[Hitters |hitters]] to carry both [[:Category: Mana Gear |mana gear]] and [[:Category: Hit Gear |hit gear]] during runs, to wear their [[:Category: Mana Gear |mana gear]] until they reach their base [[Mana Points |mana]], and to change into their [[:Category: Hit Gear |hit gear]] afterward. High-[[:Category: Hero |hero]] mages with greater base [[Mana Points |mana]] may opt to wear only [[:Category: Hit Gear |hit gear]]. Mages who run low on [[Mana Points |mana]] during runs may attempt to alleviate this problem somewhat by "[[Catching Tics |catching tics]]." Mage [[Hitters |hitters]] typically fight by waiting for their [[Tanks |tank]] to start fighting a [[:Category: Mobs |mob]], immediately using their [[Kill |kill]] [[:Category: Commands |command]] targetted at this same [[:Category: Mobs |mob]], and then [[Cast |casting]] [[Disintegrate |disintegrate]] (usually via an [[Alias |alias]]) repeatedly without specifying any target until this [[:Category: Mobs |mob]] is dead. Whenever their [[Tanks |tank]] is fighting more than a few [[:Category: Mobs |mobs]] simultaneously, mage [[Hitters |hitters]] may consider [[Cast |casting]] [[Acid Rain |acid rain]] instead of [[Disintegrate |disintegrate]]. | + | '''Hitting:''' Mages usually serve as [[Hitters |hitters]] in [[:Category: Hero |hero]] groups. Many, though hardly all, [[:Category: Hero |hero]] [[Tanks |tanks]] expect their low-[[:Category: Hero |hero]] mage [[Hitters |hitters]] to carry both [[:Category: Mana Gear |mana gear]] and [[:Category: Hit Gear |hit gear]] during runs, to wear their [[:Category: Mana Gear |mana gear]] until they reach their base [[Mana Points |mana]], and to change into their [[:Category: Hit Gear |hit gear]] afterward. High-[[:Category: Hero |hero]] mages with greater base [[Mana Points |mana]] may opt to wear only [[:Category: Hit Gear |hit gear]]. Mages who run low on [[Mana Points |mana]] during runs may attempt to alleviate this problem somewhat by "[[Catching Tics |catching tics]]." Mage [[Hitters |hitters]] typically fight by waiting for their [[Tanks |tank]] to start fighting a [[:Category: Mobs |mob]], immediately using their [[Kill |kill]] [[:Category: Commands |command]] targetted at this same [[:Category: Mobs |mob]], and then [[Cast |casting]] [[Disintegrate |disintegrate]] (usually via an [[Alias |alias]]) repeatedly without specifying any target until this [[:Category: Mobs |mob]] is dead. Whenever their [[Tanks |tank]] is fighting more than a few [[:Category: Mobs |mobs]] simultaneously, mage [[Hitters |hitters]] may consider [[Cast |casting]] [[Acid Rain |acid rain]] instead of [[Disintegrate |disintegrate]]. Even when not [[Tanks |tanking]], mage [[Hitters |hitters]] may still wish to carry a set of [[:Category: Tank Gear |tank gear]] with them that they can quickly change into in emergencies. |
− | '''Healing:''' Mages occasionally serve as [[Healers |healers]] in [[:Category: Hero |hero]] groups, possibly when no [[:Category: Clerics |clerics]], [[:Category: Druids |druids]], or [[:Category: Priests |priests]] are available. A few [[:Category: Hero |hero]] [[Tanks |tanks]] may even prefer to group mages who heal with [[:Category: Brandishes |brandishes]] over [[:Category: Clerics |clerics]] who heal with [[:Category: Skills And Spells |spells]]. Mages who maintain a stockpile of healing [[:Category: Brandishes |brandishes]], such as [[Gold Dragon Orb |gold dragon orbs]], [[Emerald Sceptre Of Light |emerald sceptres of light]], [[Black Staff Of Typhus |black staffs of Typhus]], and [[White Marble Cross |white marble crosses]], may thus be able to find groups slightly more often than mages who do not. [[:Category: Brandishes |Brandishes]] are best collected well before they are needed, as they tend to be consumed on runs faster than they can be easily replenished. | + | '''Healing:''' Mages occasionally serve as [[Healers |healers]] in [[:Category: Hero |hero]] groups, possibly when no [[:Category: Clerics |clerics]], [[:Category: Druids |druids]], or [[:Category: Priests |priests]] are available. A few [[:Category: Hero |hero]] [[Tanks |tanks]] may even prefer to group mages who heal with [[:Category: Brandishes |brandishes]] over [[:Category: Clerics |clerics]] who heal with [[:Category: Skills And Spells |spells]]. Mages who maintain a stockpile of healing [[:Category: Brandishes |brandishes]], such as [[Gold Dragon Orb |gold dragon orbs]], [[Emerald Sceptre Of Light |emerald sceptres of light]], [[Black Staff Of Typhus |black staffs of Typhus]], and [[White Marble Cross |white marble crosses]], may thus be able to find groups slightly more often than mages who do not. [[:Category: Brandishes |Brandishes]] are best collected well before they are needed, as they tend to be consumed on runs faster than they can be easily replenished. Mage [[Healers |healers]] usually wear [[:Category: Hit Gear |hit gear]] for runs, though [[:Category: Mana Gear |mana gear]] may sometimes be useful or even [[:Category: Tank Gear |tank gear]] in emergencies. |
== Mages at Lord Tier == | == Mages at Lord Tier == |
Revision as of 05:07, 24 December 2005
The mysterious arcane knowledge that these persons wield is often frightening. At the outset, these people may not seem to present a challenge for a good sword or a stout club, but as their studies grow, they have been found to be formidable opponents. They can be limited by their power level, but more than one mage has been known to inflict great fear in others and when they were seemingly defeated, disappear. Not dead of course, but preparing to return and finish the job they started. The prime requisite of Mages is INTelligence, allowing them to learn powerful spells.
Prime Requisite: Intelligence.
Contents
Mages in General
Mages specialize in casting offensive spells. They can generally do more damage than characters of many other classes as long as they do not become depleted of their mana; this dependence upon their mana supply may be their greatest weakness. Mages, with their in-class transportation spells and surging ability and such, can obtain and enchant gear more easily than characters of most other classes, which makes them rather handy either for equipping their alternate characters or for earning money by selling enchanted gear to other players. Their ability to solo more easily than characters of most other classes may make mages especially appealing to players whose circumstances do not always allow them to conveniently fight in groups. Mages, sadly, tend to die more frequently over time than characters of other classes for a variety of reasons, including their having lower hit-points and their tending to wear less-protective gear during combat, particularly mana gear. For this reason, it can be argued that tank gear is more important to mages than any other set of gear, accompanied by an ability to change into it rapidly (using effective gear-changing aliases) at moments of mortal danger.
Mage Creation
Characters of any race may be mages but some races are far better suited for magery than others. Characters of races with relatively-high intelligence, such as centaurs, draconians, drow, and elves, tend to make excellent mages. Likewise, characters of races with relatively-low intelligence, such as gargoyles, giants, goblins, troglodytes, and verbits, tend to be poor mages with high rates of spellcasting failure, although some people still choose to play mages of such races because they enjoy their novelty or difficulty.
See also Wiseman's Avatar race comparison chart and/or Another Avatar MUD Site's Race-Class Comparer for some excellent comparative data to aid you in choosing your new mage's race.
Mages at Lowmort Tier
Training
As with any new character, a new mage's first priority should be to train wisdom and to maximize it so that he/she/it may gain as many practice-points per level as possible. Mages should next train both their intelligence, which will (1) give them larger average mana gains and (2) increase their spell damage and (3) allow them to become adept at skills using fewer practice points, and their constitution, which will increase their hit-point gains per level. Mages should then consider training both their dexterity, which may help them avoid combat damage, and their strength, which will increase both their carrying capacity and their melee damage, although these two tasks are less urgent and may be postponed if desired. See Statistics for more detail about each of these five statistics and their effects.
Practicing
After maximizing their wisdom, intelligence, and constitution, mages may consider practicing skills. Mages may practice skills only with trainers; see both Trainers and, more specifically, Mage Trainers for more information on these trainer mobs and on where they may be found. Mages should generally keep their intelligence as high as possible (usually three more than their maximum trainable amount) while practicing skills so as to avoid needlessly wasting practice points; see Intelligence for more detail about skill-practicing costs. Lowmort mages may practice their skills up to 95%. See Lowmort Mage Skills for more detail about what skills mages may practice at lowmort tier, at what level these skills may be practiced, and how useful they are.
Worshipping
Mages, as with all classes, may choose to worship a god or goddess at level 10 or beyond. Some deities, though, are better suited for mages to worship than others, particularly Bhyss, Shizaga, and Quixoltan.
Bhyss versus Shizaga: Bhyss and Shizaga are most popular among Avatar MUD's mages. Both of these deities decrease their worshippers' melee damage but increase their worshippers' spell damage, which is very beneficial to mages because they do more damage via their spells than via their weapons; Bhyss, however, does this more than Shizaga does, making him ideal for mages wishing to maximize their overall combat damage. Bhyss, however, also reduces gains in both hit-points and practice-points over time, making his worshippers easier to kill and slightly slower to develop skills; for these reasons, mages wanting to worship Bhyss may defer doing so until either hero or lord tier. And Bhyss also hurts with enchanting, whereas Shizaga helps with it, making Shizaga ideal for mages wishing to maximize their effectiveness at enchanting gear. Both Bhyss and Shizaga decrease their worshippers' buffing-spells' armor class, making their worshippers less desired by other characters, especially tanks, to provide them with such spells. In summary, Bhyss may be better suited for mages who plan to do nothing other than hit within groups, whereas Shizaga may be better suited for mages who expect to solo some, particularly to obtain and enchant gear--tasks for which mages are well-suited.
See Worship for more detail regarding worship options and their effects.
Fighting
As with characters of other classes, most lowmort mages should have little trouble soloing from level 1 to level 11 very quickly. Afterward, gaining experience alone will grow increasingly difficult and mages should seriously consider grouping with other characters. Once mages practice surge at level 25, they will find soloing somewhat easier once again.
Soloing: Mages may find soloing easier than characters of most other classes once they have practiced surge. Some find mage soloing to be rather tedious, overly repetitive, and/or lonesome, and may do so only if groups are not avaialable. Because mage soloing requires long periods of mana regeneration between kills, mage soloers may opt to engage in additional real-life activities while their characters are sleeping.
Tanking: Mages hardly ever serve as tanks at lowmort tier, although there are rare exceptions. Mages become much better able to tank groups during hero tier after practicing certain hero-tier skills (see below).
Hitting: Mages usually serve as hitters in lowmort groups. Mage hitters should normally wear mana gear to maximize their available mana, upon which they are highly dependent for doing damage. Mages who run low on mana during runs may attempt to alleviate this problem somewhat by "catching tics." Mage hitters typically fight by waiting for their tank to start fighting a mob, immediately using their kill command targetted at this same mob, and then casting a single-target attack spell (usually via an alias) repeatedly without specifying any target until this mob is dead. Whenever their tank is fighting more than a few mobs simultaneously, mage hitters may consider casting an area-effect attack spell instead of a single-target attack spell. Mage hitters should practice chaos channel as soon as possible, as it will rougly halve their mana costs for all of their attack spells while they are grouped.
Healing: Although clerics and their like are usually preferred as healers, they are not always available. Lowmort mages may substitute for characters of such classes by practicing arcane knowledge, by collecting certain brandishes (such as shards of durrite, limestone staves, fingerbones of Senex, gold dragon orbs, and white marble crosses) and by both holding and brandishing these as needed during runs.
Mage Prestige Options
Level-50 mages may choose to become wizards instead. As wizards, they will gain less hit points but more mana, they will do less melee damage but more spell damage, and they will forfeit their ability to learn certain psionic spells during hero tier but will gain other unique abilities instead. See Wizards for more information about this prestige class.
Mages at Hero Tier
Training
Mages at hero tier will be able to train their intelligence five higher than at lowmort tier and to train their other statistics two higher than at lowmort tier. They will continue to be able to raise each of their statistics up to three more than they can train them to (respectively), unless they devote themselves to a deity, in which case these amounts may be modified slightly. See Devoting below for more information about this subject.
Practicing
Mages should continue to practice skills with mage trainers and should usually keep their intelligence as high as possible while doing so, just as at lowmort tier. Hero mages may continue to practice their skills up to 95%. See Hero Mage Skills for more detail about what skills mages may practice at hero tier, at what level these skills may be practiced, and how useful they are.
Devoting
Mages, as with all classes, may choose to devote themselves to whichever deity they have chosen to worship (if any) at hero sublevel 1 or beyond.
Bhyss: Mages who devote themselves to Bhyss will experience both benefits and detriments; on one hand, they will have one greater maximum intelligence, which may or may not enable them to become adept at skills more quickly and which will increase their spell damage slightly; however, on the other hand, they will also have both one less maxium constitution and one less maximum dexterity, which will reduce both their hit-point gains and their ability to avoid damage and will thus make them a bit more "splatty" than they already are. In summary, if and when Bhyss worshippers devote themselves, they will dish out damage even better but take it even worse.
Shizaga: Mages who devote themselves to Shizaga will have one less maximum wisdom, which may--or may not--reduce their practice-point gains at hero tier; thus, mages worshipping Shizaga who are eager to learn all of their hero skills as quickly as possible may wish to postpone devotion until later in hero tier. If and when they devote themselves to Shizaga, they may benefit slightly from having one more maximum dexterity if and when they are attacked.
See Devote for more detail about devotion and its effects.
Fighting
Mages at hero tier may have more trouble finding groups than characters of many other classes. This is especially true at lower hero sublevels, where mages tend to die more readily and tend to run short of mana during runs.
Soloing: Mages who solo may find it best to regenerate in mana gear, then to change into either tank gear or hit gear in order to fight, using a surged disintegrate spell to kill mobs. Popular mobs for low-hero mages to kill solo for experience include Shashwat Nisha's "yaks" and cobblynau, Sir Michael's Stronghold's wandering peasants and such, and Shadow Keep's rotting corpses and hound dogs.
Tanking: Mages tanks at hero tier are not common but do exist. In fact, after practicing certain hero-tier skills, particularly dodge, parry, shield block, and charge shield, mages can become formidable tanks, wearing full tank gear for protection and using disintegrate, acid rain, and charged shields to deal damage.
Hitting: Mages usually serve as hitters in hero groups. Many, though hardly all, hero tanks expect their low-hero mage hitters to carry both mana gear and hit gear during runs, to wear their mana gear until they reach their base mana, and to change into their hit gear afterward. High-hero mages with greater base mana may opt to wear only hit gear. Mages who run low on mana during runs may attempt to alleviate this problem somewhat by "catching tics." Mage hitters typically fight by waiting for their tank to start fighting a mob, immediately using their kill command targetted at this same mob, and then casting disintegrate (usually via an alias) repeatedly without specifying any target until this mob is dead. Whenever their tank is fighting more than a few mobs simultaneously, mage hitters may consider casting acid rain instead of disintegrate. Even when not tanking, mage hitters may still wish to carry a set of tank gear with them that they can quickly change into in emergencies.
Healing: Mages occasionally serve as healers in hero groups, possibly when no clerics, druids, or priests are available. A few hero tanks may even prefer to group mages who heal with brandishes over clerics who heal with spells. Mages who maintain a stockpile of healing brandishes, such as gold dragon orbs, emerald sceptres of light, black staffs of Typhus, and white marble crosses, may thus be able to find groups slightly more often than mages who do not. Brandishes are best collected well before they are needed, as they tend to be consumed on runs faster than they can be easily replenished. Mage healers usually wear hit gear for runs, though mana gear may sometimes be useful or even tank gear in emergencies.
Mages at Lord Tier
Mages tend to find groups more easily at lord tier than at hero tier. They may also practice a skill that enables them to rename objects. Much information about lord tier is kept secret; lord-level mages who wish to learn more about their class at this tier may (or may not) find it on the Lord WIKI site.
Mage Remort Options
Mages at lord tier may remort into sorcerers, either human ones at sublevel 100 or ones of their current race at sublevel 200. See Sorcerers for more information about this remort class.
Mages at lord tier may also remort into mages of remort races. Remort races that are well-suited for magery include dragons (available to all mages at sublevel 100), high elves (available to elven and drow mages only at sublevel 25), and sprites (available to all mages at sublevel 25). Despite their relatively-high intelligence, griffons are ill-suited for spellcasting and thus tend to be poor mages.
Subcategories
This category has the following 2 subcategories, out of 2 total.