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M a g e
Much like the inventor class, mages lack physical strength and defense and start with low hit points. This though is once again made up for with extremely useful magic that is much needed in the party format, and even more strategic for solo fighting as well. Possessing powerful offensive magic spells in the form of ice elemental magic, the mage class is also gifted with the most comprehensive sent of curative magic of any class, including spells to restore hit points,later on the ability to revive fallen characters to full strength, and they’re able to cast the haste spell on allies.

S t a t i s t i c s

S t a r t i n g L e v e l  U p
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  »  Hit Points: 65
  »  Mana Points: 12
  - – - – - – - – - – - – - – - -
  • Pwr: 2
  • Def: 3
  • Spd: 8
  • Mag: 8
  • Eva: 6
  • M-Def: 8
  - – - – - – - – - – - – - – - -
  – - – - – - – - – - – - – - – -
  »  Hit Points: +5
  »  Mana Points: +3
  - – - – - – - – - – - – - – - -
  • Pwr: +1
  • Def: +1
  • Spd: +1
  • Mag: +3
  • Eva: +2
  • M-Def: +2
  - – - – - – - – - – - – - – - -
T e c h n i q u e s
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  •  A u r a
    »  Description: The mage produces a small aura which surrounds one ally and restores some of their hit points.
    »  Information: MP Cost (1), HP cured (Mag x2)
    »  TP Cost: Starter technique.
  – - – - – - – - – - – - – - – - – - – -
  •  P r o v o k e
    »  Description: Using status magic, the mage attempts to unsettle and confuse a single enemy.
    »  Information: MP Cost (1), Effect (Confuses on 1-3 on d10)
    »  TP Cost: 20
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  •  I c e
    »  Description: Hands held high, the mage summons a rain of ice that strikes one enemy doing elemental damage.
    »  Information: MP Cost (2), Damage (Mag x3)< Elemental (Ice)
    »  TP Cost: 70
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  •  C u r e
    »  Description: The mage summons a aura which surrounds an ally recovering a good deal of lost HP.
    »  Information: MP Cost (2), HP cured (Mag x3)
    »  TP Cost: 140
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  •  H a s t e
    »  Description: Summoning a red aura, the mage powers up an ally, increasing their speed in combat.
    »  Information: MP Cost (6), Effect (Haste lasts 3 rounds)
    »  TP Cost: 200
  – - – - – - – - – - – - – - – - – - – -
  •  I c e   2
    »  Description: Much like the basic ice spell, though the mage is able to summon more ice to damage all enemies.
    »  Information: MP Cost (8), Damage (Mag x5), Elemental (Ice)
    »  TP Cost: 360
  – - – - – - – - – - – - – - – - – - – -
  •  C u r e   2
    »  Description: The most powerful curative spell, restores all lost hit points for one ally.
    »  Information: MP Cost (5), HP cured (100%)
    »  TP Cost: 500
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  •  L i f e   2
    »  Description: Revives a fallen ally and fully restores both their lost hit points and mana points to max.
    »  Information: MP Cost (15), HP/MP cured (100%)
    »  TP Cost: 680
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