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Opening Text for a Magician
The Mage is an intermediate character class. You rely primarily on Magic for combat and
may struggle before gaining the skill to cast spells. You will have to wait for your
magic ability to recharge after heavy use. A good mage will have plenty of wisdom and
intelligence to increase the power of the magic abilities.
Wizards understand all of the laws of the world as arising out of the struggle between
the good god Einhasad and the evil god Gran Kain. From a certain perspective, they could be called clergy.
However, the reason they are not considered purely religious persons is because, rather
than having faith in one particular truth or god, they are much more interested in learning
and wielding the power arising from both of those truths.
Wizards can use these various magical powers, but their physical fighting abilities are weak.
Their abilities are deeply connected with the gods; their alignments have a large influence
on the magic they use.
The alignment and ideas of each Wizard are different but ordinarily, Wizards that uphold the
will of Einhasad are called "White Wizards" and those who carry out the will of Gran Kain
are called "Black Wizards".
Setting Up and Starting your Magician
There are a couple different types of mage that people prefer to have.
I will explain them before I explain the rest of the Mage's leveling experience.
The Key stats for a Mage are Wisdom (Wis), Constitution (Con), Intelligence (Int),
and Charisma (Cha). Wisdom will affect how much Mana Points (MP) you get on Level up.
This is important, since as a Magician, your key weapon is your magic. At an equal
importance is your Intelligence, since it is what affects your spell power; how effective
your spells are. Constitution is beneficial in giving you a lot of Hit Points (HP) per
level up. The more HP you have, the easier it is to live longer. Many will find the
Charisma important as this determines the number of dogs you can have and the number of
summoned monsters you can have.
The base stats that you get for a mage are as follows with 16 extra points to distribute:
- Strength: 8
- Dexterity: 7
- Constitution: 12
- Wisdom: 12
- Charisma: 8
- Intelligence: 12
The distribution of these 16 points are up to you based on what your playing preference
is from the stats mentioned above. The three stats that I would suggest are as follows:
- 18 Wisdom, 18 Constitution, 16 Intelligence = Most MP and HP with good Intelligence
- 18 Wisdom, 16 Constitution, 18 Intelligence = Best Spell Power with good HP
- 18 Strength, 18 Constitution = Strength Mage (very strong but not good MP and Spell Power)
- 18 Wisdom, 16 Constitution, 14 Intelligence, 12 Charisma = Best MP with good HP and decent Spell Power and the ability to summon 3 mops at a time.
Dex/AC Bonus
As a bonus, as you level, you will gain extra AC. This is determined by the base
DEX that your character has. The formula is as follows:
Dex 18 = Every 4 levels you will recieve -1 AC
Dex 16-17 = Every 5 levels you will recieve -1 AC
Dex 13-15 = Every 6 levels you will recieve -1 AC
Dex 10-12 = Every 7 levels you will recieve -1 AC
Dex 7-9 = Every 8 levels you will recieve -1 AC
Other Bonuses
Additional marginal increase in "To Hit" with every character level
Base MR is 15 from the start of level 1
Getting Started
Now that you have chosen your stats, here is a basic guide on how to level
up your magician. Please note that there are many different preferences on
where to hunt, this is just my opinion.
As a Magician, you will find yourself on Singing Island.
This is the beginning area of the game for both Magicians and Princes. Familiarize yourself
with this town and what it contains. There are people (NPC's) standing around the town
that you can talk to in order to familiarize yourself with the game. At the gates of
the town, you will want to talk to the Healer's, as they will heal you (HP and MP) when
you are injured. There are also a few NPC's that will enchant your armor (Armor Enchanter),
enchant your weapon (Weapon Enchanter), polymorph you (Polymorh NPC), and Haste you
(Haste Master) all for a small fee. These are probably good NPCs to talk to in order to
strengthen your weapons and armor until you can cast those spells yourself. You are welcome
to stay on this island until you are level 12, although you are welcome to leave at any time.
There is an NPC in the lower part of the town who will tele you to Talking Island for free.
I want to mention this here as I find it very crucial to the game until you are fully lawful.
As you walk around the town, pick up as much junk (letters, meat, lamps, lanterns, armors,
weapons, etc.). Just make sure that your weight does not go over 50%. I would suggest picking
up or sending yourself as many letters as you can since they don't take up much if any weight.
You will want a lot of these, probably around 70-100. You are probably thinking that this sounds
really stupid, but here is the point. If you are not full lawful (32,767 alignment points)
and you die, you will drop an item from your inventory. By carrying so many letters, you will
usually drop a letter rather than the important item you don't want to lose. Note that this
does not guarantee that you will drop one of the items you want, it just improves the statistics
of you not dropping it.
If you look in your inventory window (press the Tab key), you will see a map of Singing Island,
a leather jacket, a dagger and 2 candles. Put on the leather jacket by double clicking on it,
and then do the same with the dagger. The candles can be used at night when it is dark. Now if
you look in your spell inventory window (press Ctrl+S), you will find a Energy Bolt Spell. You
should use this spell as your primary weapon. It should be hotkeyed to F11 automatically.
Careful as you go, your MP is very low and you will run out very fast.
Levels 1 to 4
On the LoA server you will want to first talk to the NPC that will trade your dagger for a
Wizards Training Cap. This cap allows you to cast ebolts at a very cheap cost and is a key
to allowing you to level faster.
After familiarizing yourself with the town, you will want to go to the Training area that is
just north east of the town. There are a lot of Scarecrows (they spin in a circle) that you
can attack to gain experience. Walk up to one of the scarecrows, and start clicking on it to
attack it. I would suggest using the dagger in your inventory to attack with. A trick here
is the auto-swing. Click on the scare crow and hold the mouse button down as you drag the
mouse to the chat area at the bottom of the screen. When you release the button, you should
be on autoswing and will keep swinging at the scarecrow. You will want to stay here at the
training grounds until you get to level 5.
Levels 5 to 10
On the LoA server, I would suggest that you attempt to get the Skeleton Boots and even a couple
of the Rings as you are leveling on Singing Island. Figure out which components you need, and
then try to save them and make the items. It would also be a good idea to partake of any of the
newbie quests that are available.
Now that you have reached level 5, it is time to go fight some monsters. You will need to
walk up to a monster and attack it or use your energy bolt spell. Be sure to have your dagger
or other weapon armed just incase you need it. Energy Bolt Spell should be hotkeyed as F11.
I would go to the right of the town and kill goblins, kobolds, and orcs. Stay close to town so
that you can go back to the healer and get healed. Press F11 and click on the goblin. You
should kill him with one or two hits. After you get 700 more adena, find the NPC Siris and
purchase the other 7 spells. You do not have to purchase them all at one time, they can be
bought separately. Shield will give you 1 better AC. Heal is helpful but I would try to use
the healers if they are around. This allows you to save your MP. Teleport is nice to random
teleport you if you are in trouble. Light is helpful if it is night out and you want more light
around you. You may want to venture into the Singing Island Caves to gain some good lawful
points and experience.
Keep fighting monsters until you get to lvl 8. At this point, you can buy 5 more spells for
400 adena each. Most of these you will not use right away but you will want to get them at
some point. At this point, you may be able to kill some bigger monsters who may drop better.
Wonder around the island a bit more and find the Orc Fighters, Orc Archers, and Zombies.
You should be able to e-bolt them to death from a distance. As you get some money, you will
want to invest in some better weapons and armor. Always try to find better armor than what
you have. Teaming up is always good, especially when you want to go into a busy area. Shortly
after you get to level 12, you will be teleported off of the island and will not be able to return.
At this point, it is probably best to get a dog. I would recommend a shepherd or a doberman.
You can either tame a dog or buy one. For more information on dogs and how to use them,
click here. As a side note, please make sure to feed your dog
or it will go hungry and leave you.
If you have saved your money, you should be close to getting 5 or 6 thousand adena. Once you
get 5000 adena, I would buy the bone set. It will drastically help your fighting abilities as
you will not get hit as much.
Levels 11 to 16
Take some time and explore the town for Talking Island.
Before you go out and hunt beware that things are different from on Singing Island. If you
attack a goblin, all other goblins on the screen will attack you. The same goes for orcs
except that if you hit an orc, all orc archers, orcs, and orc fighters on the screen will
start attacking you.
When you are ready to start hunting and gaining more experience, move around parts of the
island finding monsters that you want to kill. I would suggest staying on Talking Island
until you are level 12 in order to get your level 3 spells. Beware of where you go on the
island as there are a lot of "bigger" monsters such as Stone Golems, Orc Fighters,
Lycanthropes, and Werewolves towards the north part of the island. To the south and south
east part of the island there are some big spiders called Arachnevil and Arachnevil Elders.
These are very fast and will kill you very easily if you are not careful. Be careful what
you are hunting and feel free to hunt with another person. A dog will help you kill many
of these "bigger" monsters but again, they steal half of the lawful points and experience.
Plus, when your dog dies, you can't buy a resurrection spell until you go to the Main Land.
In order to get more lawful points, you can venture into the Talking Island Caves and hunt
the two Zombie Rooms. These rooms contain 4 or 5 zombies that will spawn in the same room
about a minute or two after you kill them. It is a good spot to "camp" to get more lawful
points. It can get quite boring though, so beware.
Once you get to level 12 buy the other 5 spells that you need from Gereng (located alongside
the road southeast of the town). After you have these spells, go to the Main Land by
purchasing a ticket (300a) to the mainland from the Harbormaster by the harbor. Take the
boat to the mainland (10 minute trip). You can also teleport there but that will cost you
1500 adena. Once you get off of the boat, you will be in Gludio.
Gludio is a city that has most anything you need
aside from a kennel. Before venturing out too far, you will want to talk to Luth, the
general merchant, and buy a few basic items. If you have a dog, you will want a
resurrection scroll or two, a couple Scrolls of Escape, and some Potions of Lesser Healing.
If your dog dies, you will want to resurrect him. Note that these scrolls are expensive.
The Scrolls of Escape are different from the Scrolls of Return to Singing Island (which you
don't need anymore). Scroll of Escape are very critical. They will take you back to the
town. I would suggest hotkeying this item in F12 or somewhere for easy access while in combat.
The Potions will help you restore HP when you are being injured.
My main concern at this point is to continue to get lawful so you don't drop good items
when you die. At this point, you have a few options, hunt around the gludio area (probably
with a dog which you may need to walk/tele to Kent to get), hunt south of Kent Bridge, or
go to the Silver Knight Town area. Around Gludio you will find the following monsters.
Goblins, Kobolds, Orcs, Orc Archers, Orc Fighters, Arachnevil, Werewolves, and Lycanthropes.
Most of these are level 10+ and thus you will need to be prepared to take some hits. All of
these will help in giving you your lawful points. South of the Kent Bridge you will find
Dwarves, Dwarf Warriors, and Werewolves. These are good monsters to kill but are also a bit
difficult. Not to mention, the dwarves do not give any lawful points. The third option would
probably be my suggestion. I would go to the Silver Knights Town area as there are lots of
lower level mops there that can give good lawful points and some good exp. There are Kobolds,
Goblins, Hob Goblins Orcs, Orc Fighters, Orc Archers, Stone Goblins, Werewolves, and Skeletons.
None of these should be too difficult to kill...even without a dog.
Levels 16 to 20
Once level 16, you are probably going to want to take the first of the Mage Quests.
View the Quest Guide for more details on the quests you can take.
These quests will give you some armor/weapons that can be quite beneficial to your character.
At somepoint you will want to start saving for your Staff of Mana (SOM). This is one of
the main weapons that you will need as a mage. Unfortunatly, the quest to receive this
item was removed a while back. If you need to get a SOM, the only way to obtain one is by
buying it from another player. The price on these may be fairly high and there won't be too
many +0 SOM's around so you may have to buy a +6 SOM. The SOM is very critical to a Mage as
it allows you to regain mana by hitting monsters. This allows you to stay full on Mana while
hunting and not having to stop and regenerate all the time.
Once you get to level 16 it is time to buy the next level spells which are all worth around
1-2K each. You will want all 5 of these spells but I would recommend getting the Fireball
spell as early as possible. Once you obtain the Fireball spell, life can become a bit easier.
You are probably at a point where you can start hunting SWL or the MLC. The main monsters you
are going to want to be killing are Skeletons (12), Skeleton Archers (12), Werewolves (9),
Dwarf Warriors (9), Zombie (8), Orc Fighters (8). The numbers following the monsters are how
many lawful points they give when you kill them. I would venture to the SWL (with a friend)
and hunt many of the monsters there. The Black Knights are good too use your Fireball spell
on them. Use it 3 times to kill them. Just have your finger on the Red Pots hot key and feel
free to run a bit. One thing I used the f-b spell for is to go into the MLC and into the two
orc/zombie rooms near the entrance. You hit one orc and they all run to you. When you get a
group of them, f-b them 2 times and they are all dead. You get a lot of lawful points doing
this. Once again, have some reds handy. This is also handy if you want to hunt Lizards along
the beach between Silver Knights Towna and Windawood. Run around gathering 4 or 5 Lizards
and then f-b them. Be ready to pump some reds though as they do hurt at this point. Take a
dog along to help kill them as the Lizards won't turn on your dog.
Levels 21 to 30
You should be making some decent money and are on your way to success. After level 20 it
gets a bit harder to gain experience. Lizardmen, Tribal Orcs, MLC 1f and 2f, and SWL are
all good spots to work on leveling. I would work in these spots for a while and continue
to try and get lawful. Once you are full lawful, I would use some of your saved money and
try to improve your armor. I have but some armor goals at the bottom of the items you are
wanting to get. I would suggest working on your AC set first and getting the i-boots,
i-gloves, t-shirt, and the Cloak of Protection first. I would then suggest getting, but
not wearing, the elven leather helmet, the elven shield, and the leather vest with belt.
The reason I wouldn't wear them is because the bone set that you should have will be better
until the other items are plussed a bit. Once your AC is closer to level 30, you can probably
start venturing into some more difficult areas.
Some people will suggest that you try to get a better weapon first while others will suggest
you get a better AC first. Well, this is your choice. I do know that a +'d Staff of Mana
helps a lot. One way or another, you will want to start working on enchanting your armor
(31,000 each zel) and enchanting your weapon (75,000 each zel). This takes time and does
not come easy. Try not to waste your money on items you do not really need. As your AC
gets closer to 35-40, you will notice a big difference in monsters missing you a lot.
Levels 30 +
At this point I would really focus on leveling. Main Land Caves 1F is great for leveling
and for getting some good cash. Losus Island (tricky to get onto as you have to random tele
onto the island) is very good for experience but not so good for money. Orc Fire Fields are
good for experience but doesn't earn you a lot of money. These are the three main areas
that I would stick with until you are closer to level 40. You will still receive very good
experience in all three of these areas.
Shortly after reaching level 30, you will want to take the Level 30 Mage Quest. View the
Quest Guide for more details on the quests you can take.
Armor Goals
There are two types of armor that a Magician may want based on what type of monsters
they are hunting. If the monster uses magic (floating eye, basilisk, dark elf,
succubus, etc) then you will want to use a Magic Resistance (MR) set. If you are
hunting normal monsters (skeletons, werewolves, arachnevil, giant soldier ants, etc.)
then you will want an AC set. The sets below are my opinion.
MR armor:
- +4 Cotton Robe (base = +4 MR; no change of MR with zel)
- +4 Blessed Cloak of Magic Resistance (base = +10 MR; +2 MR for each zel)
- +4 Helm of Magic Resistance (base = +4 MR; +1 MR for each zel)
- +4 T-Shirt (no improvement to MR)
- +6 Elven Shield (no improvement to MR)
- +4 Iron Gloves (no improvement to MR)
- +4 Iron Boots (no improvement to MR)
- +0 Orc Amulet (+20 HP)
AC armor:
- +6 elven leather helm or +4 wizards cap
- +4 T-Shirt
- +4 wizard's robe or leather vest w/belt
- +4 cloak of protection
- +6 elven shield
- +4 Iron Gloves
- +4 Iron Boots
- +0 Orc Amulet (+20 HP)
Note: The Mage Set will reduce the AC by one or two but will give you +50 MP.
On the LoA Server you can wear the Elven Leather Helmet and Elven Breast Plate for an additional bonus.
Weapon Goals
There are 3 main weapons that I would suggest for a Mage. They are as follows in order of importance:
- +6 Staff of Mana
- +6 Staff of Strength/Force
- +6 Silver Long Sword
- +0 Elindare's Staff (LoA only)
- +6 Crystal Staff of Mana
I recommend enchanting them in the order they are listed. The +'d Staff of Mana will help
you drastically in regaining Mana. The +6 Staff of Force along with the Strengh Spell is
very good. It even works well against Undead, although not as good as the +6 Silver Long
Sword which does x2 damage to undead. The Crystal Staff of Mana should not be used much
as a weapon and thus it is not necessary to enchant it to +6.
Final Wishes
Good luck leveling your new Magician. My words of advice for you are to have patience,
constantly hunt (don't sit around and talk), and have fun. Don't be discouraged by downfalls,
but pick yourself up and be determined to get better.
Enjoy your exploration of Aden!
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