Mage

From Exiled Kingdoms Wiki


Mage's Symbol
Those that devote their life to the Arcane Arts. Vulnerable, but eventually very powerful.
― In-game text

Very few are born with the gift of Magic, and among those even fewer manage to survive the training to become a Mage. Mages harness great destructive powers with several offensive spells, and in a more limited way, some defensive abilities. Many young mages in the Kingdoms wander in search of ancient ruins and arcane secrets that could give them enough reputation to join the famous Wizard's Guild; in many cases, they ended up biting more than they can chew. Because of this they have a reputation as troublemakers among the common people.

Mage Basics

  • Health at level 1: 23 HP
  • Health bonus/level: +3 HP
  • Mana at level 1: 12 MP
  • Mana bonus/level: +2 MP
  • Other advantages or drawbacks:

Usable Equipment

Armor

Light Armor, Robes, Orbs

See Armor Table.

Weapons

Staff, Wand, some Daggers

See Weapon Table

Skills

Mage Skills

Class Skills
Name Effects Points Cooldown Mana Description
Fireball.png Fireball You deal 9-18/15-30/28-56/42-84 fire damage. 1/2/2/2 5/5/5/5 4/8/16/32 Launch a fireball towards the enemy you face (or the nearest enemy if you face none) that will cause a fiery explosion. Beware, as the fire can't tell friend from foe.
Ice Storm.png Ice Storm You deal 8-16/12-24/18-36/32-64 cold damage. 1/2/2/2 3/3/3/3 4/7/12/24 Project a storm of ice that will cause cold damage to all enemies inside. The storm will last for 5 seconds, and will move randomly.
Lesser Summoning.png Lesser Summoning Summon a Level 2-3/4-6 Lesser Sparkling. 2/2 30/30 12/20 Summon a Familiar from the Plane of Energy to fight for you. Familiars are not very strong, but they're very perceptive, adding a +20% bonus to your chance of detecting secrets.
Lightning Bolt.png Lightning Bolt You deal 10-15/15-20/20-28/36-44 damage, +0/1/2/2 per level. 20/25/30/40% stun chance. 1/2/2/2 5/5/5/5 5/9/18/24 You shoot a Lightning Bolt that travels in a straight line. The Lightening Bolt can pierce an unlimited number of enemies, dealing full damage and full stun chance to each enemy it hits. Lightening Bolt attack is pure shock damage.
Mage Armor.png Mage Armor Gain +6/9/14/21 armor and +0/15/20/30 to fire, cold and shock resistance. Wears off after 3/4/5/6 hits. 1/2/2/2 5/5/5/5 3/5/9/16 Gain a high boost to defenses for a small mana cost. The spell will wear off after a certain number of hits, or after 3 minutes.
Mana Surge.png Mana Surge Increase your mana pool by 3/6/9, and +1/2/3 per level. 1/2/3 Your focus and inner power grants you a larger mana pool.
Staff Mastery.png Staff Mastery Your attacks have a 25/30/35/40% chance of slowing enemies. Add 0.5/1.0/1.5/2.0x INT to damage (rounding down). 1/2/2/3 Staves are powerful channelers of magical energy. Any two-handed Mage weapon is considered a Staff.
Wand Mastery.png Wand Mastery Your wand attacks gain +1/3/5/8 damage and generate a pushback of 1/1.4/1.7/2m. 1/2/2/3 Wands are the classical weapon of choice of Mages; any Mage ranged weapon wielded by one hand is considered a Wand.

Note:

General Skills

Extra RecoveryDungeoneeringGossipClick on a skill to go to that page.
Name Effects Points Description
Dungeoneering.png Dungeoneering Gain a +10%/+18%/+25% bonus to find traps and secret doors. 1/1/1 You are an expert in dungeon exploration, and can find more easily hidden traps or secret doors.
Extra Recovery.png Extra Recovery Gain +1/+2 recovery/day 3/3 You gain extra uses of the recovery button per day.
Gossip.png Gossip Gain a +5%/+10%/+15% bonus to learn rumors. 1/1/1 You know how to be friendly enough to listen to local news and legends.

Advanced Mage Skills

These advanced skills must be learned from specialized trainers.

Name Effects Points Cooldown Mana Reqs Description
Arcane Blade.png Arcane Blade Weapon elemental damage improved0/x1.5/x2/x2.5. 2/2/2/2 Strength 3 As an Arcane Knight you can use any Hand weapon or Light weapon that deals additional fire, cold or shock damage.
Arcanist.png Arcanist Reduces mana cost by 1/2/3. 2/2/2 Mana Surge 2; Endurance 3; Wizard's Guild membership. You are capable of powering wands and staves labeled as Arcane without requiring so much mana.
Body Development.png Body Development Each point of Endurance/Strength/Endurance grants you 1.5/1/2hp/level 1/2/3 Endurance 4 Your intensive training results in higher maximum hit points.
Combustion.png Combustion Deals 15-30/20-40/28-56 Fire damage, enemy loses -3/-6/-10 Armor, -20/-40/-60 to Resistances 2/2/3 15/15/15 25/35/45None In a 3m area around you enemies are burned. They also suffer a reduction of their Armor and resistances to Fire, Cold and Shock for 15 seconds.
Death Cloud.png Death Cloud Deals 10-20/14-28/18-36 toxic damage, enemy is slowed and suffers -30/-50/-80 Death resistance 2/2/2 12/12/12 20/25/30None Launch a poisonous cloud towards the enemy you face (or the nearest enemy if you face none). Besides dealing damage it will reduce resistance to Death and slow enemies for 12 seconds.
Death Ward.png Death Ward Gain +12/24/36 to resist death. 1/1/1 Endurance 2 You can endure death magic thanks to your training. Gain a permanent bonus to Death resistance, which stacks with other bonuses.
Disintegrate.png Disintegrate Disintegrate does +50/75/100 damage on your next attack, +0/1/2 per level. 1/2/3 20/20/20 25/50/70Intellect 5; Wizard's Guild membership You call upon devastating magical energies to enhance your next weapon attack with a large amount of normal damage. The attack must be done quickly or the power vanishes.
Earth Mastery.png Earth Mastery Summon a level 8/11/15 Earth Elemental/Earth Elemental/Iron Golem. 2/2/3 30/30/30 40/60/80Lesser Summoning 2; Personality 4; Wizard's Guild membership You are capable of summoning an elemental from the Plane of Earth for 3 minutes. You can only keep one summoned creature at the same time and its level can never go above yours.
Fire Mastery.png Fire Mastery Summon a level 7/10/13 Fire Elemental. 2/2/2 10/10/10 25/35/45Lesser Summoning 2; Personality 3; Wizard's Guild reputation 7 You are capable of summoning an elemental from the Plane of Fire for 3 minutes. They are capable of dealing good damage, but rather fragile. You can only keep one summoned creature at the same time and its level can never go above yours.
Fire Ward.png Fire Ward Gain +12/24/36 to resist fire. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Fire resistance, which stacks with other bonuses.
Gate.png Gate Recall to the closest town/an already visited town of your choice. 1/1 20/20 20/20None While you are not a 'Traveller' wizard, you are still capable of some limited forms of teleportation. This power will not work in large towns and some areas that are magically sealed.
Ice Mastery.png Ice Mastery Summon a level 7/10/13 Ice Elemental. 1/2/3 20/20/20 25/35/45Lesser Summoning 2; Personality 3; Wizard's Guild reputation 7 You are capable of summoning an elemental from the Plane of Ice for 3 minutes. They're very resilient creatures. You can only keep one summoned creature at the same time and its level can never go above yours.
Ice Ward.png Ice Ward Gain +12/24/36 to resist cold. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Cold resistance, which stacks with other bonuses.
Mage Barrier.png Mage Barrier Enemies are pushed back 1.0/1.5/2.0m and receive 12/25/40 shock damage. Stun chance 0/10/30%. 1/2/3 Mage Armor 3; Wizard's Guild reputation 7 Your Mage Armor is improved, becoming dangerous and frustrating for your foes. Enemies hitting you in melee while your Mage Armor is active will be affected.
Massive Criticals.png Massive Criticals Criticals do up to 200%/250%/300% of max weapon damage, 10%/25%/50% chance to kill weaker enemies. 1/2/3 Strength 3 Your critical hits go beyond the usual 150% max damage, with a chance to insta-kill enemies 2 levels below yours (some are immune)
Precision Shots.png Precision Shots Increase weapon's base critical chance by 50%/100%/150% 1/2/3 Intellect 1, Awareness 1 Your critical chance with ranged weapons is increased.
Shock Ward.png Shock Ward Gain +12/24/36 to resist shock. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Shock resistance, which stacks with other bonuses.
Spiritual Ward.png Spiritual Ward Gain +10/20/30 to Spirit resistance. 1/1/1 Personality 2 Your willpower and inner strength are legendary, making you more resilient to stun, paralysis and other mind effects. Gain a permanent bonus to Spirit resistance, which stacks with other bonuses.
Summoner.png Summoner The creatures you summon gain +1/2/3 levels. 1/1/2 Personality 3 You are capable of strengthening the link between summoned creatures and their home plane. The creature's level is increased, and can even go above yours.
Toxic Ward.png Toxic Ward Gain +12/24/36 to resist toxic. 1/1/1 Endurance 2 You can endure acid and poison thanks to your training. Gain a permanent bonus to Toxic resistance, which stacks with other bonuses.
Vampiric Blade.png Vampiric Blade Weapon death damage improved 0/x1.5/x2. Each killed enemy will heal you for 5hp/5hp/10hp and, if it's a spellcaster or outsider, 0/+3/+5 mana. 2/3/4 Strength 3 As an Arcane Knight you can use any melee weapon that deals death damage, even two-handed weapons .

Notes