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Magician
Magician | |
---|---|
Class archetype | |
Armor class | |
Preferenced statistics | |
Title at level 51 | Elementalist |
Title at level 55 | Conjurer |
Title at level 60 | Arch Mage |
Title at level 65 | Thaumaturge |
Magician Links | |
The Magician is a pure casters class. They need to be intelligent, not wise. A good magician is a Small army unto himself, capable of great things if he can micro manage his Pet and Monster summons well. :)
Mages are known best for their summon line of spells. They can summon weapons, Flowing Thought staffs, food, bandages, rings of flight or velocity or haste, some necklaces, Enduring Breath stones, modulating rods (convert 550 hp to mana), gems, bags with 100% weight reduction etc. Note that summoned things are No Rent, which means they disappear when you log off for more than 15 minutes (With the exception of summoned bags/pouches, which will turn into bags with 10.0-20.0 weight once you log back in).
Mages deal their damage with nukes, dots, damage shields, and have spells, which lower the resistance to magic/fire etc. of the MOBs. Most of their spells are fire-based and some are magic-based. Mages are the kings of rain type spells, and do the most damage, most mana efficiently when they can risk using them.
Mages cannot heal themselves, they only have Bind Wound, though they do have spells for healing their pets. Mages can cast damage shields on other people, but get few other buffs.
They get invisibility at lvl 8 and have special nukes for killing elementals.
They are good soloers, because they can choose between 4 types of pets:
- Fire pets have the least hit points, but do the most damage.
- Earth pets have the most hit points and can cast root.
- Water pets slows.
- Air pets stun.
Water and air pet have approximately same amount of hit points (about 180% of the fire pet's).
Starting Statistics
The Magician class receives 30 starting points to distribute in the various stats. The stats that the game deems important to the class are Stamina and Intelligence. Also, charisma is needed for the nukes to land more successfully.
Race | STR | STA | AGI | DEX | WIS | INT | CHA |
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Dark Elf | 60 | 75 | 90 | 75 | 83 | 109 | 60 |
Erudite | 60 | 80 | 70 | 70 | 83 | 117 | 70 |
Gnome | 60 | 80 | 85 | 85 | 67 | 108 | 60 |
High Elf | 55 | 75 | 85 | 70 | 95 | 102 | 80 |
Human | 75 | 85 | 75 | 75 | 75 | 85 | 75 |
Skills
(*) Does not follow the 5(lvl+1) skill-up formula.
Combat Skills
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Class Skills
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Other Skills
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Leveling Suggestions
See the Magician Guide for a more indepth analysis of these suggestions.
And remember, these are only suggestions!
Level | Area | Description |
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1 - 3 | Depends on race | Beginner's Hunting Grounds. |
4 - 9 | Centaur Hills | Solo |
10 - 18 | Blackburrow | |
10 - 18 | Fearstone Keep | |
10 - 18 | Warrens | |
15 - 18 | Shrouded Island | |
19 - 24 | Warpstone Caverns | Soloable. |
19 - 24 | Blackburrow | Throne room (duo) |
25 - 29 | Kaladim | Fire pet solo |
20 - 25 | Warpstone Caverns | |
26 - 32 | Kaladim | |
30 - 35 | Southern Badlands | Solo a liodreth warders for Guard Scott's Southern Badlands Collection |
30 - 35 | Warpstone Caverns | Solo vulfwere desecrators |
36 - 42 | Frosthorn Coast | |
43 - 51 | Heartland Plateau | With a group. |
43 - 51 | Goblinskull Mountains | With a group. |
43 - 51 | Keep of Mielech | With a group. |
45 - 55 | Tunnels of Lasanth | With a group. |
52 - 58 | Wyvernfang Coast | |
52 - 58 | Great Divide | |
52 - 58 | Wyvernfang Coast | |
52 - 58 | Tunnels of Lasanth | With a group. |
52 - 58 | Freeport | With a group. |