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Magicians



Class:  Magician
Arch-type:  Caster
Abbreviation:  MAG
Specialty:  Master of the Elements
Special Abilities:  Pet buff or Summon Item
Primary Stats:  Intelligence & Agility
Description:  These masters of conjuration draw upon the four primal elements of Norath for their power. Their focus is on the creation of items and powerful pets to aid them in battle.

Strengths:
  • Have some of the most powerful pets in the game
  • Each elemental pet has its own special ability
  • Can summon powerful items that are often sought out by others
Weaknesses:
  • Pets can sometimes draw agro from tanks
  • May not always have the elemental pet of the right level/type for a given situation (i.e. grouping vs soloing)
  • Must determine specialty for Mastery early on or else waste valuable CM points
Creation Tips:   Magicians are a very strong class if played well. Their pets each have their own special ability: Earth = Taunt, Water = Heal, Fire = Offensive proc, Air = AoE. The problem is having the correct level pet for a given situation. You don't want to use an Air Elemental in a dungeon or cave and pull added mobs, for example. Once you get to level 24, you can begin buying class masteries for a specific pet. This is good but is bad since you are only 1/3 of the way through your character's levels and must decide or else waste CM points.

Magicians can also create valuable items; the most popular item is the Phase Ring (Invisibility) which is sought by many classes that are adventuring but can't invis themselves. You can also summon various other items such as weapons (can fight but not have repair bill for your weapon) but these may not be as good as items you can buy. The downside to any summoned item is that they are NO RENT. That means that when you log off of the game, the item(s) disappear from your inventory.

Agility and Intelligence are your primary stats but you will also want to put points into Dexterity (for better nukes) and Stamina (for HP).

Starting Stats:  
  STR     STA     AGI   DEX    WIS    INT    CHA    STARTING CITY  
 Dark Elf   50     65     70     65     65     90     50     Neriak  
 Elf   50     60     70     65     70     80     60     Fayspires  
 Erudite   50     60     70    60     70     95     50     Highbourne  
 Gnome   50     60     80     65     60     90     50     Klik Anon  
 Human East   55     65    75     60    65     80   55    Freeport  
 Human West   55     65    75     60    65     80   55     Qeynos  


Suggested Starting Stats:  
  STR     STA     AGI   DEX    WIS    INT    CHA    STATS CHANGED  
 Dark Elf   50     65     85     70     65     90     50     +15 AGI +5 DEX  
 Elf   50     60     80     65     70     90     60     +10 AGI/INT  
 Erudite   50     60     82    68     70     95     50    +12 AGI +8 DEX  
 Gnome   50     60     90     68     60     93     50     +10 AGI +7 DEX +3 INT  
 Human East   55     65    85     60    65     90   55     +10 AGI/INT  
 Human West   55     65    85     60    65     90   55     +10 AGI/INT  

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