Mage Manual


The mages, or wizards, of Faeo are warriors who possess the ability to cast spells without the help of any sort of scroll, elixir or other such magic item. To perform magic, mages consume their very own magical energy - mana.
How to become a mage

A warrior can become a mage from level 11. To do so, you must complete a task set by one of the War Mages, who live in the  tower on Daylight Square and the  cave on the Square of Fire. Having been initiated into one of the Schools of Magic, you will receive the right to buy that school's spell books. By reading a folio, you will remember the spell and be able to use it in battle.
Wisdom and Intellect

Unlike regular warriors, mages have two additional attributes: wisdom and intellect. The greater a mage's wisdom, the more powerful his spells are; the higher a mage's intellect, the greater the amount of mana he can gain. The current and maximum level of mana can be seen in the upper-left part of the screen, next to the current and maximum life level. The damage caused by a spell consists of the number given in its description plus the damage provided for by the mage's wisdom.
For example, a mage with 609 wisdom will be able to cause 61 damage. If that mage uses the Breath of Darkness spell, which causes 30 damage, the mage will be able inflict a total of 91 damage.
In the guidebook A Mage's Equipment you will be able to read about items which increase wisdom and intellect and replenish mana. (N.B. This guidebook has not yet been published).


Types of spell
There are two types of spell open to a level 11 mage: primary (e.g. Tongue of Flame) and secondary (e.g. Combustion).
Primary spells are used in turn in placed of a regular blow and can only be directed at an enemy standing in front of the mage. These spells are more powerful than the blow of a sword or an axe. If a mage has enough mana, then it is more effective to use a basic spell than a regular weapon. All, or practially all, the damage from these spells comes crashing down on the enemy at the moment of their use.
Secondary spells are not used in turn and can be used as an auxiliary attack before a blow or before a primary spell. These spells deliver their damage gradually, over a lengthy period of time. The effects of secondary spells are weaker than primary spells and they consume significantly more mana. However, if you knowingly have surplus mana in battle, it makes sense to use secondary spells.
Secondary spells can prove indispensable in mass battles when you need to inflict damage on an opponent with whom other members of your team are struggling.



Primary spells

  Secondary spells


How to use spells. Magic stance

Before you use the spells you have learnt, you must place them in your Spell Circle, which can be accessed via the 'Rucksack' menu, 'Book of Spells'. There are 10 spaces in the Spell Circle meaning you cannot use more than 10 types of spell in battle.
In battle, when it is your turn, you can click the blue button with the image of a sword in the battle window. This will make you adopt the magic stance. The circle with the possible blows will change to the Spell Circle and a shimmering circle will appear beneath your feet, symbolising your school of magic. You can now use your spells by clicking on the relevant button on the Spell Circle. To leave the magic stance and return to basic blows, click on the blue button with the lightning image.
You can switch stances no more often than once every 4 seconds and you can cast a spell no sooner than 4 seconds after adopting the magic stance. You can use a spell no sooner than 3 seconds after your previous spell or after using an object. Secondary spells can also be used while waiting for your enemy, substantially increasing your chances over a numerically-superior team.
Magic stance characteristics
A mage adopting the magic stance cannot dodge or block regular blows. But nor can a mage be struck by a critical blow  with a regular weapon, even using the Fury of Dragon Super-blow or Elixirs of Blood.
A mage will suffer all other effects from blows, just as a normal warrior would. In particular, a mage can be stunned with a super-blow, whilst Elixirs of Power, Stolen Life and all super-blows, except Fury of Dragon, will work as normal.
Important! Only living warriors adopt the magic stance. No monster will switch to the magic stance to cast spells.
Critical spells

To correctly use magic, you must understand from what a magic crit comes.
magic crit chance can come through casting the very spell itself. The Charge spell, for example, possesses this quality.
A magic crit chance can be added by various items worn by a mage, or by drinking potions. Details can be found in the guidebook A Mage's Equipment (to be published). Aside from that, every warrior receives a small magic crit chance to their personal attributes when they reach level 11.
A mage can make a blunder when casting a spell, meaning the spell will be harmless to the opponent. The probability of making an error depends on the difference in level between the mage and the target. If the target is the same level as the mage, the chance of a blunder is small. If the target is a lower level, the chance of a blunder is even smaller. But if the target is superior to the mage by 2-3 levels, then casting a successful spell on the target becomes substantially harder and if the level is any greater, it becomes practically impossible. To compensate for the difference between a mage and a target, items can be used, which are described in the guidebook A Mage's Equipment (to be published).
Spell resistance
Some mages and monsters possess the ability to resist part of the damage caused by a spell. If the target has such an ability, they can, at random, ignore 25%, 50% or 75% of the damage caused by a spell.
The greater a target's 'resistance' attribute, belonging to one or another School of Magic, the greater the chance of resisting the damage of a spell from that school, and the greater the portion of that magic resisted. The highest resistance guarantees 75% of damage will be resisted, but no more than 75% is possible.
The ability to resist spells not only depends on the 'resistance' attribute, but on the level of the mage using the spell. For example, 20 'Earth-Water Resistance' guarantees resistance of around half the damage caused by a level 11 Water Mage, but not even a fifth of the damage caused by a level 13 Water Mage.
You can read about items which allow mages to resist enemy spells in the guidebook A Mage's Equipment (to be published).

Defensive auras. Absorbing blows and spells
Mages and some monsters can use auras to protect themselves from spells and blows. A defensive aura fully absorbs a set amount of damage caused by mechanical blows or spells of a defined school. You can read about the means of creating and removing defensive auras in the guidebook A Mage's Equipment (to be published).
Schools of Magic 

There are eight Schools of Magic in the game: Air, Water, Light, Fire, Earth, Shadow, Life and Death. Only Humans can become mages of the first three Schools, and only Magmars of the next three. The magics of Life and of Death are not available to either.
A mage can only belong to one School; you must make your choice and follow your chosen path.
Adherents of the Schools of Air and Fire can only wear Bonecrusher armour, Water and Earth can only wear Heavyweight armour and Light and Shadow can only wear Dodger armour. That means you have already laid the foundations of your future path when, at earlier levels, you began to collect a certain style of armour. The further you advance and grow, the harder it is to reject your fight style and change class. For level 11 warriors, who have been initiated into a School of Magic and collected their magic equipment, it is extremely laborious and expensive to change class.
 Fire Mages and  Air Mages are distinguished by their low stocks of mana, but their spells also require less mana. However, they yield nothing in strength to the spells of the other Schools. Primary Fire and Air spells have a significant chance of causing an opponent critical damage. On the one hand, this gives a unique possibility of finishing off an opponent before they restore their life. On the other hand, the methods which increase the magic crit chance are not as effective for mages of these Schools as for the others. The armour of Fire and Air Mages has the ability to resist the spells of Earth and Water Mages.
 Shadow Mages and  Light Mages have significant stocks of mana; their spells are powerful and require large sums of mana. The primary spells of these schools, as a rule, cause an opponent additional damage over time. The effect is unavoidable and cannot be removed by the usual means of spell dispersal. The armour of Shadow and Light Mages has the ability to resist the spells of Fire and Air Mages.
 Earth Mages and  Water Mages have a large amount of mana at their disposal, whilst their spells consume a relatively small amount. But their primary spells are substantially weaker than the relative spells of the other Schools. Therefore, items which increase Wisdom or the absolute damage of a spell are most important for mages of these schools. Being Heavyweights, Earth and Water Mages can survive longer in battle than others. Their enemies can finish up their mana and means of mana restoration far sooner than the health of an Earth or Water Mage can be worn out. This means that often their enemies are left to resort to regular weapons in battle and are rendered no more effective than ordinary warriors.

Earth and Water Mages have a high level of protection. Although this protection does not allow them to block an opponent's blow in the magic stance, it significantly reduces the level of damage caused by an ordinary weapon. The armour of these mages has the ability to resist the spells of Shadow and Light Mages.

As can be seen, every School of Magic has its pluses and minuses. Fire and Air Mages have an advantage over Earth and Water Mages, Earth and Water Mages have an advantage over Shadow and Light Mages and Shadow and Light Mages have an advantage over  Fire and Air mages.


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