Mages are the mighty brains of this world. They are not good at hand-to-hand combat, but their large assortment of spells more than makes up for this. Mages in Ancient Anguish, once they attain level ten, can choose to enter a specialized school of magic. The four schools of specialization include: Alteration, Conjuration, Drowgar, or Invocation. You can join and leave schools at the Tower. Leaving a school may cause you to forget some of the spells from that school.
Magical reagents are used to give more power to advanced spells. These reagents are rumoured to be sold somewhere in the Tower of the Magi, and a low-level spell might give you 'lift' enough to get there. Some of the rarest reagents can occasionally be purchased from other players who have found them in their travels.
The Mage class prefers using staff weapons, while forgoing the weight of armour and using their dodging capabilities for defense. Here is a small preview of a Mage's powers:
A Mage can be played by all races. However, because the spells are costly and require precise aiming, one should consider choosing a character with a higher intelligence and higher dexterity for maximum effectiveness.
- Light - Causes your spellbook to glow temporarily.
- Identify - Reveals hidden information and special properties of items.
- Flame Dart - Minor fire damage spell.
- Know Alignment - Attempts to reveal the alignment of a target.
- Blur - Minor boost to defense temporarily.
- Knock - Attempts to unlock a door or container without a key and does not trigger traps.
- Comprehend Languages - Boosts target's language abilities temporarily.
- Magic Missile - Moderate magic damage spell.
- Ice Flurry - Moderate ice damage spell, may cause frostbite to the enemy.
- Protection From Elements - Boosts your fire and cold resistances.
- ... Join the Mage class to find out more!
Playing a Mage is enjoyable solo or in a party, and their vast repertoire of spells gives makes them extremely versatile.
The Mage class hall can be found in Tantallon.