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Overview | Suggested Statistics | Training Information | Level Information

Mage Overview

Mages are the most popular class on Isengard. They are also the easiest and the hardest to play. Now before you get confused, let me explain that... Provided you have a good connection (read: No Lag) and a good mud client (read: Macros/Aliases) then playing a mage is a snap. If you don't then you better have fast fingers and/or not mind releveling.

Newbies love to play mages. Newbies also have an exceedingly hard time getting them past level 7. First off, they tend to not have their wimpy set (on my mage I have wimpy set at 90% of her total hps). Secondly, they tend to not stun monsters, preferring to blast them. This method is fine if the monster you are fighting only hits for a maximum of 11 and has less than 70 hps. Most monsters that are worthwhile to kill hit for much more than 11 and have much more than 70 hps. So...Here's a little class on how to stun and kill monsters.

If you have 18-21 intelligence you should: Stun, Cast, Stun Cast...etc until you run out of mp, or get hit (in which case you should flee or hazy - dignity or 3k to buy a hazy is much better than having to spend a lot of time regaining the experience lost by dying)

If you have 22-23 intelligence you can: Stun, Cast, Cast, Stun, Cast, Cast...etc until you run out of mp, or get hit (in which case you should flee or hazy - dignity or 3k to buy a hazy is much better than having to spend a lot of time regaining the experience lost by dying). Note that some monsters have higher intelligence and recover from stunning faster. If you get hit at any time before your second stun (or immediately before) Flee! and come back after ticking and use the Stun, Cast, Stun, Cast method.

If you have 24+ intelligence you can: Stun, Cast, Cast, Cast, Stun, Cast, Cast, Cast... etc until you run out of mp, or get hit (in which case you should flee or hazy - dignity or 3k to buy a hazy is much better than having to spend a lot of time regaining the experience lost by dying). Note that some monsters have higher intelligence and recover from stunning faster. If you get hit at any time before your second stun (or immediately before) Flee! and come back after ticking and use the Stun, Cast, Cast, Stun, Cast Cast method.

By doing this, even level 4 mages can kill the biggest of perms. Of course I don't advise that. One hit from a perm as easy as Fallon can kill low level mages. Only mages higher than 7 or in groups should go after level 12+ perms. Also, remember that you can only stun +5 levels above your current level. For example, if you're level 7 and you try to stun a level 15 perm, you will fail your stun. Also remember that due to realm proficiency your stun may fail against a perm that needles you so be careful trying to kill Grimms at level 7. Lastly, there are golden rules to playing a mage. 1) Never get hit 2) patience, patience, patience. If you abide by those rules, you'll advance quickly.

Suggested Statistics

str: 7 dex: 3 con: 8 int: 18 pie: 18
Pros:
These are the most common stats and the ones that I myself use. There really isn't any improving that could be done to this set. Mages should always be elves. By using 8 con, you will actually start with 7 con due to elf -1 con penalty. However, this will give you 4HP per level.
Cons:
Since you will have low str, your carrying capacity will be limited. Even at level 10, you will still only have enough to carry basic necessities [hazy, green potions] and one or two weapons, max.

Training Information

Training to levels 2 through 6 is done in the facility on the south side of Celduin. It is marked as "O" on the map of Celduin in the map section. There are no items or keys required.

Training for levels 7-11 is done in the facilities in Celduin's University (marked "G" and "H" on the map of Celduin in the map section. Each of these levels requires some sort of item to train:

Level 7: You must obtain a registration fee. In the Financial Aid office along the campus walk sit and wait for a Registrar to appear. Use the selection command to see what she's selling. Purchase the item which costs about 7k (I'm pretty sure this one is called the registration fee). Take it back and trade it for the key, the locked door is hidden and should have the same name as the key you just received.

Level 8: You must obtain a necromancer's talisman. There are two ways to get the talisman. The first and easier method, is to go to Spindril's Castle outside of Parth. You will need fly in order to get up there. At the bottom of the stairway near the rubble in the room which has the "alcove" exit, the necromancer's talisman is hidden. The second method, is to go down into the sewers of Celduin and enter the hidden valve chamber and go northwest all the way and kill a Sewer Demon. The demon is in a resist-wind room and I believe resists stun, it also blocks exits so you must kill it or hazy to escape. The talisman weighs approximately 80lbs, so travel lightly when you go get it. Take it back and trade it for the key, the locked door is hidden and should have the same name as the key you just received.

Level 9: You must obtain a glowing talisman. The glowing talisman is guarded by the minor lich in Underhall. You'll need detect-invisible and levitate to reach the minor lich, which can be found near the permed ghoul. Take it back and trade it for the key, the locked door is hidden and should have the same name as the key you just received. (Note: You'll need to have detect-invisible still on to get into the room, since both key and door are invisible.)

Level 10: You must obtain a proof of enrollment. Go back to the Financial Aid office and wait for a Registrar again. This time, purchase the item that she sells for approximately 30k (I'm pretty sure this one is called the proof of enrollment.) This time, instead of going to the classroom on the north side of the hallway, go to the south classroom. You must have detect-invisble in order to see the person with whom you trade the item for the key, the locked door is again hidden and should have the same name as the key you just received. (Note: the key you receive for this...the flaming key...is a handy light source for any characters that can't see in the dark)

Level 11: You must obtain a shaping cloak. The shaping cloak is guarded by Thuringwethell (It's been a couple years, so don't scream at me if I spelled it wrong). Thuringwethell is in a dead end in the Allisk Labyrinth (I'll get around to mapping it one of these days.) I believe he resists stun and is invisible.

Level 12: You must obtain a parchment of enchanting. The parchment of enchanting is through the rift on the bottom of Lake Parth. If you're lucky you'll avoid having to battle anyone and can just snatch it, if not...

Training for levels 13+ is done in Parth in the library's Golden Door. It is marked as "4" on the map of Parth in the maps section. There are no items or keys required.

Level Information

Use the Isengard Stat Engine to create your character!

I just thought it might be interesting for people to find out what each specific class' hps/mps are at each level, starting with 7 con.

Level 1 2 3 4 5 6 7 8 9 10 11 12
HP 14 18 22 26 30 34 38 42 46 50 54 58
MP 5 10 15 20 25 30 35 40 45 50 55 60
Level
13 14 15 16 17 18 19 20 21 22 23 24
HP 62 66 70 74 78 82 86 90 94 98 102 104
MP 65 70 75 80 85 90 95 100 105 110 115 120

For those of you who want to know what statistic will go up at your next level, here is a table showing which stat raises at a given level.

Level 2 3 4 5 6 7 8 9 10 11 12 13
Stat pty dex con str int pty int dex con int pty dex
Level
14 15 16 17 18 19 20 21 22 23 24 25
Stat con str int pty int dex con int pty dex con str


© K. Welch