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World
of Warcraft-->Classes-->Mage
The Mages of Warcraft once centered their powers
within the mageocracy of Dalaran. After that
kingdom's destruction by the Burning Legion the
arcane arts spread to the far corners of the
world.
The Mage is a very important and helpful party
member. One of the Mage's most powerful
abilities is Polymorph, which allows it to
control the number of monsters currently
attacking the party. The mage is also able to
use a teleportation spell, allowing it to travel
through the land more quickly. Mages can even
summon in food and drink to help everyone
recover faster from battle.
Strengths:
Can Summon Food and Drink
Powerful Area of Effect Damage Spells
Can Teleport around
Weaknesses:
Has difficulty fighting monsters that resist
spells
Very fragile and easily killed in certain
situations
Can only wear cloth armor
Information
Class Role
When seeking someone to introduce monsters to a
world of pain, the Mage is a good choice. With
their elemental and arcane attacks, it's a safe
bet something they can do won't be resisted by
your chosen enemy. Damage is the name of the
Mage game, and they do it well. Their arsenal
includes some powerful crowd control spells,
also, giving them the ability to keep hordes at
bay -- in fact, these abilities can be used on
the most common creatures in the game, thus
making them extremely valuable for this purpose.
We're not telling you how to play the game - one
of the fascinating practices of this genre is
the ingenuity exercised by the players every
day!
Challenges
Staying alive
Managing Monster Hate
Allowable Races: Human, Gnome, Undead, Troll
Standard Bars: Health/Mana
Allowable Equipment: Cloth
Allowable Weapons: Staves, Wands, Daggers (with
training), Swords (with training)
Ice Armor and Frost Armor do not stack.
The Chilled effects from Ice Armor and Frost
Armor do not stack
Other Information
This page does not have a complete listing of
all abilities that are available. Look for more
once our database section is active.
Arcane Magic Arcane Intellect (Buff) - Increases
the target's Intellect by X for Y min. Always
have this ability active on yourself and cast it
on other players that need it as well.
Arcane Brilliance (Party Buff) - Infuses the
target's party with brilliance, increasing their
Intellect by X for 1 hour. Requires Reagent:
Arcane Powder. This is only available for level
56+ players via a looted book.
Arcane Missiles - Launches Arcane Missiles at
the enemy, causing X damage each second for Y
seconds. This spell has a spectacular animation.
Arcane Missiles cannot be cast if silenced.
Polymorph - Polymorph transforms enemy Beasts,
Humanoids, and Critters into a sheep, forcing it
to wander around for the duration of the spell.
While wandering, the sheep cannot attack or cast
spells and will regenerate health very quickly.
Only one target can be Polymorphed at a time and
any damage will transform the target back into
its normal form, dismounted if applicable. There
is also an increased chance of the spell
breaking early especially if cast on players.
Players targets get decreased duration of the
effect and a better chance to break free, such
that it is unlikely the effect will last more
than 15 seconds. Multiple castings on a single
target are subject to diminishing returns for
the spells' durations.
Dampen Magic - Dampen magic reduces the effects
of magic on a targeted party member. This will
decrease the damage taken by harmful spells by X
and healing spells by Y. Lasts Z min. Use this
to protect party members from harmful spells,
but be aware that it will also reduce the effect
of healing spells that are cast on them while
the effect of Dampen Magic persists.
Amplify Magic - Amplifies magic used against the
targeted party members, increasing damage taken
from spells by X and healing spells by Y. Lasts
Z min. This would be helpful if you want to
increase healing and are not worried about
increased spell damage.
Arcane Explosion (AOE) - Causes an explosion of
arcane magic around the caster, causing X to Y
damage to all targets within Z yards. This
ability would be useful when the caster is
surrounded by targets.
Detect Magic - Detects beneficial magic effects
on the target for X min. This is an information
gathering spell. It's helpful to know what buffs
the monster is using so you know how to counter
them or know what the monster is capable of. If
you can remove those buffs it is even more
helpful.
Remove Lesser Curse - Removes 1 lesser curse
from a friendly target. Curses can be damaging,
last a long time, and are annoying. Use this to
remove curses from yourself and friends.
Blink - Teleports the caster to the targeted
location, breaking free of any bonds that hold
the Mage. Blink is a spell Mages enjoy. It has
multiple uses, from escaping a monster's spell
to aiding exploration and traveling. Blink
counters stun effects.
Mana Shield - Absorbs X physical damage,
draining mana instead. Lasts Y min. This is a
good spell to use if you're in trouble and about
to die. Since it drains your mana, your hope is
the monster will die (usually in a party
situation) before you do.
Counterspell - Counters the enemy's spell X% of
the time, preventing him from casting that spell
or any other spell from that school of magic for
10 sec. This ability is to be used against other
spell casters. Remember that the monsters will
be really angry at you when you use it.
Mage Armor - Increases your resistance to all
magic by X and allows Y% of your Mana
regeneration to continue while casting. Lasts Z
min.
Slow Fall - Slows falling speed for X seconds.
You can use this ability to jump from high
heights without taking damage. This ability
requires a reagent.
Teleport - Teleports the caster to X. You need
to go get training for specific locations. This
ability requires a reagent to use.
Portal - Creates a portal, teleporting group
members that use it to X. You need to go get
training for specific locations. This ability
requires a reagent to use. Each portal spell has
an individual cooldown. .
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