CLASS | Mage |
TEAM LIMIT | 1 |
Few can contest the mighty powers of the mage. With his powerful gate spell, he can travel instantly to the side of an ally and unleash his wrath upon the enemy. Superiority in his craft has come at a price: his health and hand-to-hand combat skills. The mage is considerably less hardy than others of his race, and many mages are easily cut down for this reason. The wizardly talents of the mage make him almost indispensable, despite his frail nature.
STAT MODIFIERS |
Strength | Dexterity | Accuracy | Constitution | Intelligence | |
-15 | -5 | -10 | -6 | +18 |
NON-COMBAT SPELLS | COMBAT SPELLS |
Circle of protection | Fire bolt |
Detect magic | Fireball |
Gate | Globe of cold |
Invisibility | Incinerate |
Knock | Thunderbolt |
Light | |
Mass invisibility | |
Mass teleport | |
Stone to flesh |
ABILITIES |
Set gate aliases
Command: aliases [-d] [str1 str2 str3 ...]
The "aliases" command provides a quick tool for the mage to set up convenient aliases to gate to various team members. When used without any arguments, it sets up "cast gate <player>" aliases for the first ten players on your team (in order of last 15 C/D) as "1", "2", "3", etc, up through "0". With the "-d" argument, it uses "11", "22", "33", through "00" instead. If you supply your own custom strings, separated by spaces, it will use those instead. When setting the aliases, each team member who is assigned a number (or custom string) is told their number, and their "gate-call" variable is checked to perform an automatic alias set if applicable (see the "gate-call" section in "help variables").
RACES THAT CAN SELECT THIS CLASS |
Avian
Draconian
Drow
Elf
Gnome
Half-elf
Human
Kender
Medusa
Merfolk
Ogre
Wolfman