M a g e N

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| Mage                                                            EXP: 140% |
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| There are as many kinds of Mages as there are other classes: Wizards,     |
| Sorcerors, Necromancers, Summoners, Transmuters, Elementalists, and a     |
| dozen more. Most of these specialists, though, never venture forth from   |
| their respective towers as they are not very well suited to adventuring.  |
| For this reason, most magic-users you meet in cities will be general      |
| Mages. These people are quite powerful, and wield a potent magical        |
| arsenal. Mages have at their command mostly combat and defense spells, as |
| they are either adventurers, searching for fortune, or are the emissaries |
| of other Wizards, who need them to search out lost artifacts or spell     |
| components. Either way, they are formidable and unpredictable foes. Mages |
| use only staves (including the staff-sling) and daggers in combat, as     |
| they need as much mobility as possible. For this reason also, they will   |
| only wear robes for protection, and thus rely on their magic for          |
| protection.                                                               |
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| HP/Level: 3-6  Magic: Mage-3   Combat: 1   Weapons: Staff   Armour: Robes |
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| Abilities: None.                                                          |
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S neaking Races

Races: Dark-elf, Elf, Halfling, Goblin, Nekojin

Pro's Vs Con's: Well, the pro's are obvious: sneaking and hiding and higher ac from higher agility early on. The con's are not so obvious: low encumbrance, lower sc if you go with agil for better stealth early on, no damage bonuses to combat damage. Personally, I'd be an elf for a sneaker. Halflings get the -to hp which makes for a lousy time at low levels. Dark-elves aren't bad, but the elves get higher sc overall, and goblins just cost too dang much.

Making a Sneaker
Stat Suggestions (In order of raise)

  • Health = 70 asap, a must for either non-sneakers or sneakers
  • Intel = 80 asap, your going to need to survive
  • Agility = get to 70 pretty quick, sacrificing wisdom, charm and strength
  • Strength = 50 is a must
  • Charm = +10-20 over base
  • Wisdom = +10-20 over base depending on what you want your casting to be
  • Intel = 100 asap, trading off health and agility
  • Strength = 60 shouldn't need any more unless your're the mule
  • Health = max it
  • Agility = 80-90 sacrificing wisdom, charm and strength
  • Charm = 56-70 is fine until you're able to sneak and have good sc and hp's
  • Intel = Max it you'll need it
  • Wisdom = 80-100 depending on what you want spell casting to be
  • Charm = 100 max it if you can

Name: Saturn MidnightMoon      
Race: Dark-Elf    Exp: 43262406        
Class: Mage       Level: 32            
Hits:   272/272   Armour Class:  35/2
Mana: * 187/223   Spellcasting: 148  
                                
Strength:  60     Agility: 80 
Intellect: 108    Health:  90          
Willpower: 60     Charm:   60          

Perception:     90
Stealth:        97
Martial Arts:   22
MagicRes:       75

N on Sneaking Races

Races: Human, Dwarf, Gnome, Half-elf, Half-Orc, Half-Ogre, Kang, and Guant

Pro's Vs Con's: The pro's are fairly obvious, you get to carry all the eq you want, being that there's no sacrificing strength for agility. Depending on the race, gnomes get the nice picklock bonus, dwarf enc bonues etc. Personally, if I had to be a non-sneaker, I'd be a gnome. Half-elves just plain suck if you ask me. Dwarves have nice wisdom and enc, but neither are of paramount importance to a mage. Human's make not bad mages because of the low exp table. Kang is an ok choice if you want to be a poison area scripter and the other halfers are a waste of time until they hit a high level. Mana Regen would suffer from the low intel of some of these races.

Making a Tank (non sneaker)
Stat Suggestions (In order of raise)

  • Health = 95 asap, no way to hide or sneak through areas.
  • Agility = 50 is ok until you get high int and high health
  • Strength = 65 is not bad for carrying items etc.
  • Intel = 100 asap, trading off health
  • Charm = 50 is ok until you have decent int/health
  • Wisdom = 75 and better to get that extra mag res to take less damage
  • from magic based attacks and to get the extra perception and sc.
  • Health = 95
  • Agility = 65
  • Strength = 65-80
  • Intel = 100
  • Charm = 50-70
  • Wisdom = 75+

Armour Suggestions Weapon & Shield
Suggestions
Class Restricted Item Suggestions
  • Weapons(spell casting) - Vortex Staff(40), Dragonclaw Staff(20), Obsidian Rune Staff(10), Astral staff(8)
  • Weapons(combat) - Blackwood staff(Evil, 30), Thunderstaff(15)
  • Off Hand - Arcane tomb(20)



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