Magician

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[edit] General Information

Magicians, also called Mages for short or MAG as the official abbreviation, are a popular class to play as a solo player, and are also welcomed in some groups for their utility, moderate spell-based DPS output, and damage shields. Many of a Magician's spells are focused on the art of summoning pets and gear, as well as useful and annoying trinkets out of thin air.

[edit] Race & Diety

In general, Magicians are considered to be a "neutral" class, with no inherent social penalties.

  • Dark Elf: Considered an evil race and will be KOS to many races if worshiping Innoruuk. Innate infravision and racial ability to hide.
  • Drakkin: Considered a neutral race.
  • Erudite: Erudite Magicians are good/neutral, and will be KOS to Paineel. Agnostics are welcome in Neriak. No form of night vision.
  • Gnome: Small in stature and considered a neutral race, will be KOS to some evil races. Innate infravision. Only race able to tinker.
  • High Elf: Considered a good race, and will be KOS to evil races. Innate infravision.
  • Human: Neutral race, but KOS so some evil races. No form of night vision.

[edit] What race is the best?

There is no "best" race to pick to be a magician. While each race has advantages, they each have disadvantages. An Erudite has the highest base INT, but also have very low STR, AGI, and no form of night vision. While a Human will have the lowest base INT, they also have very well balanced stats for everything else.

Only Gnomes can tinker, keep this in mind.

[edit] What deity should I follow?

Because Magicians are essentially a neutral class, some players will choose to be Agnostic. If you choose to follow a good or evil god, your faction with the opposing gods will be adjusted. Agnostics will have the greatest freedom of travel.

[edit] Skills

A Magician starts off with the following melee skills (max skill level at 75 in parentheses):

Spell skills govern fizzle rates. They are also available at level 1:

The Meditate skill, gained at level 4, maxes at 252.

Ability to research is granted at level 16. Several spells between level 20 and 35 are only available to a Magician by using research to create the scroll. Unfortunately, about half of our pets are flagged as research only in this range of levels. Many young Magicians will skip over getting these pets, but the common ways of obtaining them are leveling up research or finding a high level researcher to make them for you. As with all tradeskills, the max is currently 300.

Specialization in a spell casting skill is granted at level 20, only one may be taken to skill level 250, with an AA from GoD that allows one additional specialization to go to 125.

Additional skills usable at level 1:

[edit] What Specialization should I choose?

This is a topic of debate among the Magician community. Magicians were created as master summoners, but they also have evocation-based direct damage spells. Only one specialization for the mana preservation bonus can be maxed at a time. At skill level 50, specialization equates to about 3% mana preservation. At max skill level, it's 11%.

Until high levels, all of a Magician's fire-based DDs, as well as all rains, bolts, PBAoEs, and anti-summon DDs are Evocation based. Only our Shock nukes (including Shock of Fiery Blades and Sun Vortex) are Conjuration based.

However, the vast majority of Magician spells, including all pet summons, are Conjuration based. Additionally, higher level pet heals are Conjuration based as well

Ultimately, you should specialize in which ever type of spell you cast the most. If you mostly use Evocation spells, then specialize Evocation. Likewise if you use mostly Conjuration spells then you should specialize Conjuration.

[edit] Pets

A good portion of a Magician's DPS comes from an elemental pet. Magicians are rarely seen without their faithful pet by their side.

[edit] Air Pet

Image:Airpet.jpg

Below 50, Air is a defensive pet, sporting high AGI but low HP. Below level 50 it casts the stun Air Elemental Attack. Above level 50 its stun, Air Elemental Strike I, gains a small DD component, as well as the ability to turn invisible. Air also features a near-immunity to cold-based attacks. The elemental air pet is similar to the Monk class. At high levels, it is the best pet in all around situations.

[edit] Fire Pet

Image:Firepet.jpg

Below 50, Fire is a pure offense pet, sporting a DS, called Fire Elemental Aura, and a proc, called Fire Elemental Attack. Above 50 it becomes a Wizard and casts various spells. The main disadvantage to Fire is its low HP, far below that of other pets. Fire also has a near-immunity to fire-based attacks. The Serpent's Spine expansion introduced a helpful stance spell for the fire pet. Blazing Stance will root the fire pet and give it a good mana regen buff. This forces the pet to cast spells only, since a wise mage will keep the fire pet out of melee range.

[edit] Earth Pet

Image:Earthpet.jpg

Earth is the workhorse of the elementals. It sports the most HP, highest AC, and highest ATK, but the lowest AGI and DEX. From levels 4 to 49 it casts Earth Elemental Attack, a root. At 51 and 57 it casts Earth Elemental Strike, and Earth pets over level 65 cast a more powerful version (also called Earth Elemental Strike); both of which are root with a DD component. Earth also sports a near-immunity to Disease-based spells. An earth pet is the only way that a Magician can gain the ability to root enemies (aside from an in-game item that no longer drops). Its DPS output is slightly lower than the Air pet.

[edit] Water Pet

Image:Waterpet.jpg

Below 50, Water is the most well-rounded of the elementals, sporting average stats across the board. Above 50 it takes on the characteristics of a Rogue, gaining the ability to backstab from behind, but losing much of its tanking capabilities. Below 50 it casts Water Elemental Attack, and above 50 it casts Water Elemental Strike. Water is nearly immune to poison-based attacks.

[edit] Monster Summoning

Monster Summoning I, Monster Summoning II, and Monster Summoning III are an oddity to be sure. To start, they are given the illusion of a random monster in the zone they are summoned in, anywhere from a snake to a sand giant. They fall around Earth pet in terms of HP, and cast SumMonsterAttack.

Monster Summoning IV is a beast of a pet. In addition to casting Bull Rush, it also casts Prism Strike, which autocasts Prism Skin on the pet, a rune that absorbs any one incoming hit to the pet, be it a spell or a melee attack.

Monster Summoning V is the newest version of this pet, and sports all the same upgrades as IV had, as well as more hitpoints and a DPS output between the Air pet and the Water pet.

[edit] Spells

A Magician has access to Fire-based and Magic-based direct-damage spells. Many of the fire-based ones are Evocation, while the magic-based ones are Conjuration (With a few exceptions).

All gear summoned by a Magician is TEMPORARY, the only exception being the Orb of Mastery.

[edit] Call of the Hero

Perhaps one of the most useful spells for a Magician was added in the expansion Ruins of Kunark. The spell Call of the Hero allows the Magician to summon a player in the same group to the Magician's current location. This spell is invaluable for players without maps or basic knowledge of a zone, as well as to circumvent certain in-zone flags (such as keys) or barriers that are challenging to overcome (such as the Plane of Fire wall).

[edit] Mod Rod

Magicians also have what is commonly referred to a Death Stick or mod rod spell. The Modulating Rod/Rod of Mystical Transvergence/Wand of Elemental Transvergence spells summon a temporary scepter on the cursor of a targeted player. Each scepter has charges (1, 3, 3 respectively) that convert HP to mana. The Rod of Mystical Transvergence and Wand of Elemental Transvergence have AoE versions that provide a mod rod to everybody within range; Mass Mystical Transvergence and Mass Elemental Transvergence, respectively.

[edit] Raging Servant

With the addition of the Depths of Darkhollow expansion, Magicians received a powerful spell called Raging Servant. Granted upon completion of the level 70 spell arc, this spell summons a gargoyle swarm pet that lasts for 18 seconds and attacks the target. This spell puts out amazing DPS, but the base cost for it is steep at 1650 mana.

The Buried Sea gave Magicians an upgrade to this spell in the form of Rampaging Servant, Rampaging Servant Rk. II, and Rampaging Servant Rk. III. The first rank can be purchased for 300 Doubloons from Halon Griere in The Buried Sea, after achieving "warmly" faction status with the Blacksail Smugglers. Lasting for 18 seconds, the spell costs 1980 mana. The second rank lasts for 20 seconds with a mana cost of 2063. It can be purchased from Trader Markus in Katta Castrum for 350 Orux after achieving "ally" faction status with the Combine Empire Merchants. The third rank is available only through Solteris raids. Not much is currently known on how to acquire.

[edit] Pet Gear

Magicians have the ability to summon weapons and armor for pets. The gear summoned is not limited in usability to the Magician's pet; Necromancer and Beastlord pets can also utilize the gear, as well as the Shaman pet and the Enchanter animation pet (weapons only)

Weapons at low levels can be used by PCs as well as pets. After level 60, all weapons and gear is flagged as Race: None and Class: None, restricting the gear to pets only.

One item in the game is flagged as NO PET. This is the Di`zok Oracle Shillelagh. This item is flagged as NO PET because the item procs a slow available only to the Shaman class.

Common pet gear includes a mask with haste, a belt with a good chunk of bonus HP and stats, two weapons and some low AC armor.

[edit] TSS Spell Vendor

The TSS Magician spell vendor is located in Sunderrock Springs. Pesha of the Mist can be found at location (1615, -1060, 570). Purchasing from her is the only way to gain the rank one versions of the spells from levels 71 to 75. She sells all spells with the exception of the pet gear spells and the bag of focus items (Summon Muzzle of Mowcha, Summon Elemental Armaments, Summon Plate of the Elements, and Summon Aenda's Trinkets).

[edit] AA's

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[edit] Useful Clickies

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[edit] Epic

The three Magician epics are the Orb of Mastery (1.0), the Staff of Elemental Essence (1.5), and the Focus of Primal Elements (2.0); the Magician epic 2.5 augment is the Primal Shard of the Ancients. Thorough guides and information is available at these two websites:

[edit] See Also

[edit] External Links

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