Overview | Suggested Statistics |
Training Information | Level Information
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.
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.
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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.
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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.
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 |
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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 |
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