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Memory-beta

Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

A Mage, in Tholian society, is an individual who can move freely from one caste to another, and is also capable of modifying other individuals to function in new castes. Given the strict division of societal roles in Tholian culture, these individuals play an important role in keeping society in balance.

In 2267, a Mage named Naskeel joined a splinter group of Tholians, calling themselves "the Children of the Lost Ones", who were dubbed "Outsiders" by the Tholian Assembly and decreed to have no role in society. That year, Naskeel was captured by Starfleet personnel at Deep Space Station M-33, and requested political asylum rather than being returned to the Tholian Assembly. With the assistance of Captain James T. Kirk and his crew of the USS Enterprise, Naskeel was saved from extradiction back to the Tholians, and began negotiations for how to adapt the Outsiders to serve their society. (TOS short story: "Fracture")


This article uses material from the "Mage" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Mage
File:Mage.png
Profession


Specialization



The information on this page is old. It has not been checked and verified since the previous update.


This page covers information about the specializations that can be learned on top of the ordinary professions.

Ankama and the players use or have used different words for this : Forgemage (Smithmagus), Carvemage (Carvmagus), Mage, Magus, Enchanter...

A specialization gives the ability to modify the characteristics of a weapon or equipment (element of the weapon, damages, characteristic bonuses, etc.) of the corresponding profession (eg. a Jewelmagus can only mage Rings and Amulets).

Contents

Acquiring

Requirements:

  • You must be at least level 65 in the profession you want to specialize in.
  • Like for any profession, you must have reached Level 30 in your other professions/specializations before you can learn a new specialization.

Types & Tools

Icon Normal Profession Specialization Tool
Axe Smith Axe Smithmagus Axe Smithmagus's Hammer
Bow Carver Bow Carvmagus Magic Bow Slasher
Dagger Smith Dagger Smithmagus Dagger Smithmagus Hammer
Hammer Smith Hammer Smithmagus Hammer Smithmagus Hammer
Jeweller Jewelmagus Jewelmagus' Setter
Shoemaker Shoemagus Shoemagus Leather Cutter
Shovel Smith Shovel Smithmagus Shovel Smithmagus Hammer
Staff Carver Staff Carvmagus Magic Staff Slasher
Sword Smith Sword Smithmagus Sword Forgemage's Hammer
Tailor Costumagus Costumagus' Needle
Wand Carver Wand Carvmagus Magic Wand Slasher
Getting the tool

Like professions, specializations require a specific tool to be equipped (see table above).

Workshops

  • Treechnid's Forest (-5,-13) -- weapon magus only--
  • Brakmar (-29,38)
  • Bonta (-38,-55)

Crafting

There are two possible enchantments (aka maging): potion (or element) enchant and rune enchant.

Note: It has been discovered that enchanting Ethereal weapons to add stat bonuses is also possible.

Restriction

It is impossible to mage items with a level greater than two times the level of the smithmagus' profession.

Potion/Element Maging

This type of enchantment changes the damage property of weapons and, therefore, can only be done by Smithmagi and Carvemagi.

With potion/element maging, a smithmagus or carvmagus changes a weapon that gives neutral damage into a weapon that gives elemental damage — at the cost of a reduction in the weapon's base damage. See table below for details.

For a list of Neutral weapons, see Neutral Weapons.

The recipe for this type of enchant consists of two ingredients: a weapon that gives neutral damage + a smithmagic potion. Smithmagic potions are crafted by Alchemists and can usually be found in Alchemist Sellrooms. See the article on metarias, the main ingredient of smithmagic potions, for an understanding of the elemental nature of these potions.

Metaria type Normal Triam Mage
New damage 50% 68% 85%
Air Draught Potion Gust Potion Hurricane Potion
Earth Tremor Potion Landslide Potion Earthquake Potion
Fire Spark Potion Blazing Fire Potion Fire Potion
Water Drizzle Potion Shower Potion Tsunami Potion

The following is an equation to predict the new base damage after enchanting.

Note: the "Math.floor()" function below, rounds the final value inside the function down before storing it.
Min = The minimum neutral damage on the weapon
Max = The maximum neutral damage on the weapon
Rate =  The rate of the potion (see the table above)

Formula:
New Min = Math.floor( (Min - 1) * (Rate / 100) ) + 1
New Max = Math.floor( (Min - 1) * (Rate / 100) ) + Math.floor( (Max - Min + 1) * (Rate / 100) )

Rune Maging

All Mages can use smithmagic runes to add/modify bonuses to a weapon or equipment according to their specific specialization.

The recipe consists of two ingredients: a weapon/equipment + a smithmagic rune. The type of rune determines the type of bonus, and the level of the rune determines the size of the bonus. See the table below for details.

Rune Type Level 10 Level 20 Level 30
Bonus 1 3 10
Wisdom Sa Rune Pa Sa Rune Ra Sa Rune
Strength Fo Rune Pa Fo Rune Ra Fo Rune
Vitality* Vi Rune Pa Vi Rune Ra Vi Rune
Intelligence Ine Rune Pa Ine Rune Ra Ine Rune
Agility Age Rune Pa Age Rune Ra Age Rune
Chance Cha Rune Pa Cha Rune Ra Cha Rune
AP Ga Pa Rune -- --
MP Ga Pme Rune -- --
Critical hit Cri Rune -- --
Heals So Rune -- --
Damage Do Rune -- --
Percent damage Do Per Rune Pa Do Per Rune Ra Do Per Rune
Reflect Do Ren Rune -- --
Range Po Rune -- --
Summon Summo Rune -- --
Pod Pod Rune Pa Pod Rune Ra Pod Rune
Damage to traps Pi Rune Pa Pi Rune Ra Pi Rune
 % Damage to traps Pi Per Rune Pa Pi Per Rune Ra Pi Per Rune
Initiative Ini Rune Pa Ini Rune Ra Ini Rune
Prospecting Prospe Rune Pa Prospe Rune --
Resist Fire Fire Re Rune -- --
Resist Air Air Re Rune -- --
Resist Water Water Re Rune -- --
Resist Earth Earth Re Rune -- --
Resist Neutral Neutral Re Rune -- --
 % Resist Fire Fire Ré Per Rune -- --
 % Resist Air Air Re Per Rune -- --
 % Resist Water Water Re Per Rune -- --
 % Resist Earth Earth Re Per Rune -- --
 % Resist Neutral Neutral Re Per Rune -- --
Life Vie Rune -- --
Hunting Weapon Hunting Rune -- --

Notes

  • Prior to v1.27.0 some runes (as listed above) can be upgraded to Pa at a rate of 100 to 1, and from Pa to Ra at a rate

of 5 to 1.

  • Pa and Ra runes are now obtainable only by shattering an item, and can no longer be made by combining regular smithmagic runes
  • Runes can be obtained by shattering items on a Munster Crusher. Prior to v1.16.1 runes were dropped by monsters
  • There are Rune Sell rooms in Bonta and Brakmar.
  • The Vi Rune grows in another pattern: Power 3/10/30 instead 1/3/10.

Mass Crafting

To mass produce, you need to do the following:

  • Add the item you want to mage.
  • Add the amount of runes you want to merge.
  • Click on the "Merge all" button to start the process. The button changes to "Stop", allowing you to stop the process at any moment.
  • You can also use the runes one by one by clicking on the "Merge Once" button.

Do NOT attempt to mass craft for someone else (via the 'invite to workshop' option), as it will destroy both the pile of runes and the item.

Experience

  • Maging yields 10, 30, ??,?? or ?? experience points per successful merge, depending on various factors such as the difficulty of the craft, the type of rune, etc. (See the discussion page.)
  • Failed merges give no experience and may decrease some of the item's bonuses (up to 10% each, which means +1 to +9 bonus sometimes don't decrease).

Note: Prior to version 1.16.1, experience was gained in proportion to the item power. If the crafting failed, you lost the item but still gained experience.

The success rate depends on the level of the mage and on which item you are trying to mage. The base success rate starts at 5% and reaches 94% at level 100. The real success rate varies from item to item. (It used to be (base rate - power), with a minimum success rate of 10%.)

For math junkies, your base success rate is:

90/100 * (magus_level - 1) + 5 rounded down, by linearity between (lvl 1 - 5%) and (lvl 101 - 95%).

Success rate

  • Rune maging[1]

The success rate shown is the success percentage of a level 100 magus. If you have 80% then you have only 80% of success compared to level 100 for the same rune, not 80% of success. The 94 % is useless for level 100 as their sucess rate is 100% of a level 100.

The real success rate is hidden and depends on the rune, weapon, bonus.

  • The rate decrease when any bonus is close to the usual best bonus.
  • The best rate is trying to raise an item bonus while it's under the usual lowest bonus.
  • The success decrease to "very low" when a "new" bonus has been added, for instance a +1 life on a gobball headgear. The difficulty of "overmaging" or adding new bonuses has been increased in the 1.27 update.
  • Prior to 1.27: RA rune are more difficult than PA rune and normal rune are the easiest. After 1.27: "Runes of superior power (Ra or Pa) have now exactly the same chance of causing a loss of a powerful stat than the equivalent in a less powerful rune."
  • easiest runes are Vi, Ini, Pod [2]
  • Change of element or signature rune doesn't change the success rate.
  • As of 1.27 the overall quality of the object affects the success rate. Prior to 1.27 it was mostly only the level of the magus.
  • The level of the object now affects the success rate (as of 1.27)

Automatic failure [3]

All runes have a maximum of 100 "power" unless the bonus is better (In which case the maximum is the best natural bonus). Any try to go further will be an automatic failure.

Some rune "power" :

  • RA PA, RA Pme, RA Po : power = 100 ( maximum +1 ; exception of natural +2 range bonus)
  • Cri, Do : power = 30 ( maximum +3 ; exception natural bonus better than 3)
  • Element maging [4]

The success rate to element maging as a maximum difficulty of 84 of based on the weapon's power( ie number of AP, damage dealt, bonus added ...).

The sucess rate is calculated as following : base rate - difficulty = real rate (hidden)

For instance someone with a rate of 94% and a 84 difficulty will have only 10% of success in element maging. And someone with a rate of 90 % will have only a 6% real rate for the same difficulty.

A level 100 will have 94% success rate.

Guides

See Mage/Guides.

Reference

  1. BillFR, Ankama Games, jeuxonline forum 08/01/07 (french)[[1]]
  2. Mary Pumpkins, Ankama Games, jeuxonline forum 08/01/07 (french) [[2]]
  3. Mary Pumpkins, Ankama Games, jeuxonline forum 08/01/07 (french) [[3]]
  4. BillFR, Ankama Games, jeuxonline forum 08/01/07 (french)[[4]]

This article uses material from the "Mage" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010
(Redirected to Category:Mage article)

From EQ2i, the EverQuest II wiki

Mage (spells)
Sorcerer (AAs) (spells)
 - Warlock (epic) (AAs) (Shadows AAs) (spells)
 - Wizard (epic) (AAs) (Shadows AAs) (spells)
Enchanter (AAs) (spells)
 - Coercer (epic) (AAs) (Shadows AAs) (spells)
 - Illusionist (epic) (AAs) (Shadows AAs) (spells)
Summoner (AAs) (spells)
 - Conjuror (epic) (AAs) (Shadows AAs) (spells)
 - Necromancer (epic) (AAs) (Shadows AAs) (spells)

Subcategories

This category has the following 18 subcategories, out of 18 total.

B

C

D

E

I

N

P

R

S

S cont.

W


This article uses material from the "Category:Mage" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Mage may refer to:


This article uses material from the "Mage" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

While in common language the term Mage generally denotes a spell caster, in Guild Wars the term is used exclusively for elementalists.


This article uses material from the "Mage" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Contents

Mages

See also: Combat classes

A mage fighting with the spells Fire Wave and Entangle.
A mage casts the spell High Level Alchemy.
Jack, the first mage in Gielinor trains with Fire and Air runes to try to create a fire. He soon grew up and founded the Wizards' Guild.

Mages, or wizards, are players in RuneScape who mainly use magic for combat. Their magic can also be used for alchemy, smithing, and other skills. A mage generally wears robes and carries a magical staff with them. Mages are strong against warriors, as warriors' armour conducts magic, but are weak against rangers, whose dragonhide armour can absorb magic attacks, and whose arrows can easily pierce mages' robes.

When casting spells, mages use different kinds of runes, which are magically charged stones that are used up when a spell is cast. There is also a kind of mage referred to as a pure mage - mages that only raise their magic level - but in 2008 this became less popular as runes became more expensive.

Throughout Runescape you can find three main types of magic, the modern magics, lunar magics, and ancient magics. The ancient magics can only be unlocked by the completion of the desert treasure quest. The Lunar magics spell book can only be accessed by the completion of the lunar diplomacy quest. Though spells in all three books are useful a player may only use one of the spellbooks at a time.

Magic armour

Magic armour includes, but is not limited to:

  • Wizard robes - This is the most popular robes for Free-to-play.
  • Combat robes - This is a popular degradable set of Free-to-play robes and is often used by higher level mages in those worlds.
  • Druidic mage robes - This is another popular set of Free-to-play robes and has slightly weaker stats as the Combat Robes yet it looks different and is cheaper than the Combat robes in the Grand Exchange and is also used by higher level mages in F2P worlds.
  • Anti-dragon shield - Colour matches Warlock/Witch robes and the shield also has a magic bonus, often used in Free-to-play.
  • Warlock/Witch set - Given to the player in a during the 2008 Halloween event. Warlock set is for male player characters, Witch set is for female player characters. Often used in Free-to-play. Note that the sets give no stat bonuses whatsoever, they are purely for looks.
  • Mystic robes - Popular with medium- to high-level mages, due to its relatively low cost.
  • Ahrim's robes - Popular with high-level mages, especially in Player-Verses-Player combat.
  • Splitbark armour - Useful for medium-level mages who like to use close combat mixed with magic, as this armour gives improved defence to melee attacks, but gives no defence to ranged attacks.
  • Arcane spirit shield - Gives the highest magic attack bonus of any shield slot item.
  • Runecrafting robes - Gives less bonuses than Fist of Guthix items but they do not degrade over time and are available for f2p

Magic weapons

Magic weaponry includes, but is not limited to:

  • Staff - A basic staff.
  • A detailed image of a Mage.
    *Magic staff - Popular for amateur mages.
  • Elemental staves - Very popular, due to the ability to provide infinite runes of its type.
  • Elemental Battlestaves and Mystic staves - Battlestaves give improved melee combat abilities, and also give infinite runes of their type. Mystic staves give even better melee combat abilities.
  • God staves - Very popular due to the fact that they are the only staves that can cast the God spells, save the Void knight mace.
  • Void knight mace - Not as popular as other staves, since players prefer to buy the armour for its bonuses. The mace is good in melee (roughly the same as a Rune mace), and it gives a 10% magic damage bonus.
  • Wands - Popular among mages striving for the highest magic attack bonus and they give a 10% magic damage bonus.

Runes

  • Air Rune - One of the four basic elemental runes, used mostly for air combat spells
  • Water Rune - One of the four basic elemental runes, used mostly for water combat spells
  • Earth Rune - One of the four basic elemental runes, used mostly for earth combat spells
  • Fire Rune - One of the four basic elemental runes, used mostly for fire combat spells
  • Mind Rune - Used for the basic level combat spells air, water, earth, and fire strike
  • Chaos Rune - Used for lower level combat spells air, water, earth, and fire bolt and the crumble undead spell
  • Death Rune - Used for medium level combat spells air, water, earth, and fire blast and also used in the advanced level combat spells air, water, earth, and fire surge
  • Blood Rune - Used for the high level combat spells air, water, earth, and fire wave and also used in the advanced level combat spells air, water, earth, and fire surge, blood runes are used in the claws of guthix, flames of zamorak, and saradomin strike spells
  • Body rune - Used in spells that directly effect ones and skills, the spells weaken, and curse used body runes
  • Soul Rune - Used in spells that directly effect ones and skills, the spells vunerability, enfeeble, stun, and all of the tele-other spells use soul runes
  • Nature Rune - Used in spells that directly effect ones body and used in alchemy spells, the spells bones to bananas, bind, low level alchemy, superheat item, snare, high level alchemy, bones to peaches, and entangle all use nature runes
  • Law Rune - Used in all teleport and tele-other spells, also used in the tele-grab spell
  • Cosmic Rune - Used in all spells that enchant other items, the jewelry enchant spells, and the charge orb spells
  • Astral Rune -  Used only after the lunar diplomacy quest and is needed for all lunar spells

See Also

Trivia


This article uses material from the "Mage" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

Strictly speaking, the word "mage" refers to any person or creature that uses magic. In Tibia, depending upon the context, the word "Mage" can have various meanings:

  • When referring to a Player, the word "mage" will mean either a Sorcerer or a Druid.
  • Some NPCs will use the word "mage" to refer to other NPCs, characters or creatures.

This article uses material from the "Mage" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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