Mage Strategy Guide

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IMPORTANT NOTE: THIS IS NOT A 'WORLD OF WARCRAFT' GUIDE!

This guide gives a rough idea on how to play as a Mage. Any word with a "(?)" beside it is unconfirmed.

Starting Spells[edit | edit source]

The Mage starts with 2 spells, Frost Nova and Eleclance. These do not require charges to use and can be leveled up like any other spell by finding and reading additional spellbooks.

Frost Nova: This spell generates a medium sized AoE field of ice that deals low damage and has a high chance to freeze enemies it strikes. Frost Nova is a useful support spell, especially in the catacombs. Using Frost Nova on zombies will give your party an opportunity to quickly and safely dispatch them. If a hand grabs you or a party member, freezing it will break the grab. Also, flying enemies will fall to the ground when frozen. In multiplayer, consider giving additonal Frost Nova books to your party members first.

Eleclance: This small lance of lightning deals damage in a short range in front of the mage. This spell has the highest immediate damage, usually between 2 and 6, and can compensate for the mage's poor starting weapon. When leveled, Eleclance deals extra damage and travels much further.

Basics of the Mage[edit | edit source]

The mage starts lower health, STR, DEX, and VIT than the other classes. This is offset by a much higher INT, granting the mage increased spell damage and charges. The mage is generally unsuited to close combat and should instead focus on utilizing his spells as effectively as possible.

Spells for Mages[edit | edit source]

Shockwave: Shockwave is sometimes useful. It fires a blast along the ground doing medium-high damage to any enemy it strikes. Unfortunately the spell only hits grounded enemies and has a long charge time. This spell is particularly effective in the catacombs.

Magic Missile: This skill deals non elemental damage, allowing it to damage every enemy in the game. It tracks extremely aggressively, charges quickly, and does reasonable damage.

Backgrounds[edit | edit source]

Bookworm and Heirloom are both solid choices for spellcasting. With Bookworm, each new spell the mage learns will start at level 2. Heirloom replaces the mage's starting weapon with a +2 INT ring. Raised by Merchant gives the group a discount at stores.

Weapon Enchant[edit | edit source]

Putting 3 points into the Enchant affinity allows the mage to apply permanent fire, ice, and lightning effects to the melee and ranged weapon he is wielding. Multiple effects can be applied to the same weapon. This is very useful in multiplayer. The effect does not wear off if you unequip or drop the enchanted weapon, so the mage can equip his party member's weapons, enchant them. and hand them back. This can be done with god-cursed weapons, but the mage must die and be resurrected before he is able to hand it back. Currently, only fire, ice, and lightning spells add enchantments to weapons.

Builds[edit | edit source]

Support[edit | edit source]

Strongly recommended in multiplayer. A party without a support mage is like a fellowship without a Gandalf.

Background[edit | edit source]

Raised by Merchant: Discounts for everyone.

Stats[edit | edit source]

3 Enchant, 3 Rod, 1 Alchemy, 5 Vitality

Enchant[edit | edit source]

Max this immediately. By the time you're entering floor 4, you'll be able to add at least two enchantments to everyone's melee and ranged weapons. At each level of enchant, you can also enchant yourself with one additional spell. Fire and lightning enchantments will help compensate for poor offensive stats, but be careful around water when you're lightning enchanted. Frost enchant will give you a 50%(?) chance to freeze enemies on hit, and it stacks(?) with your weapon enchant. It may be worth considering luck instead of wand/vit to increase the chance of weapon effects. Some non-elemental enchantments to look out for are shockwave/spirits/blink. Shockwave boosts strength, spirit shield boosts defense(?), and blink boosts speed(?).

Rod[edit | edit source]

Rod is a powerful tree that synergizes well with Enchant. You will be able to deal massive damage once Leech Cast is learned.

Alchemy[edit | edit source]

Optional. Identifying everyone's potions for only 1 point is a nice perk. But 2 points will give you a chance to make regen potions from random pots you find.

Vitality[edit | edit source]

Survivability. All of your remaining levels are best spent here since wand casting and elemental effects aren't(?) stat dependent..

Arcane Archer[edit | edit source]

An enchanter with a focus on ranged weapons. Suffers from the lack of a starting ranged weapon and ammo. You'll likely be relying on your starter spells until you either find some gear or convince a rogue to donate his bow and arrows. Finding a boomerang by floor 3 can help compensate for a lack of ammo.

Background[edit | edit source]

Farsight: increase ranged damage at the cost of melee accuracy and a more difficult early game.

Build[edit | edit source]

3 enchant, the rest in luck/dexterity/vitality at your own discretion.

Enchant[edit | edit source]

All ranged weapons can be enchanted. Element self-enchants do not apply to ranged attacks.

Luck and Dexterity[edit | edit source]

Both are good choices for increasing damage. Luck gives a solid return due to affecting the frequency of elemental effects, so at least 3 points will pay off pretty well here. Spending on dexterity helps compensate for the mage's low starting stat. If you haven't found a good ranged weapon by floor 4, luck may be a better first choice due to increased melee crit chance and a small chance for extra loot from chests at level 3.

Final Note[edit | edit source]

The mage is a must-have in multiplayer. Every group can benefit from having triple enchanted weapons.