- Suggested Items
- Strengths and Weaknesses
A single mage build focuses on dealing damage by using magical spells (Direct Damage Spells). Often, a mage also trains one of the Enchant Defense Spells or Enchant Offense Spells.
Every mage needs to train the following stats to be effective. Percentage values in brackets are standard values. Feel free to change these values to adjust for your unique situation.
- Hit Points (25%)
- Direct Damage (for a single mage usually fireball or magic missile) (75%)
- Evasion (pretty much standard this times)
- Enchantments (not necessary)
- Weapons: NONE, NEVER, NO WEAPONS! (unless you are really sure what you're doing ;-)
Strengths and Weaknesses
- Since a mage does not use any weapons, a mage strategy is very cheap. Also you should not get in trouble because of encumbrance.
- Direct Damage does always hit, opposed to weapon which can miss
- A mage strategy is easy to build and easy to maintain. If you're a new member, you should first start as a mage. (You can still change your abilities later on, when you're more experienced)
- Against teams using Anti-Magic Field, a mage will usually lose
- Mages can be boring, because they can't customized as much as tanks.
- Mages without evasion can be easily taken out by archers.
last edited by [MP]MoneyPig at Aug 5 2008
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