Essay written by jibber.

Battlemages

Battlemages are the epitome of the name, literally being warrior magi. Completely opposite of an invoker, and generally the same as a warrior minus weapon selection, and most of their defenses and offense come from spells. Battlemages look strong on the outside because of their immense ability to dish out damage and quickly. They have the ability to virtually use two of the three weapon types they don't know to harm their opponents without actually wielding the weapon. Battlemages also have the ability to lag, blind, and cripple their opponents damage output by reducing hitroll, damroll, size, and speed. Overall, while Battlemages seem very strong, they can be extremely fragile.

Key Skills and Spells

NameDescription of the Skill or SpellTips
terra shield The main defensive capability of a battlemage. While staple at higher levels, before level 30 this spell is essentially useless. After level 30 your terra shield will become a "terra field" and move along with you. Note: you cannot move ground onto any water, thus this spell fails when you walk across any watery surfaces.Master this spell, and make sure this spell is up at all times. Few know that even socket attacks such as flame blind, shocking bite, wrath, and icy touch are sometimes blocked by this shield.
air shield A staple defensive spell. Any physical damage directed at the battlemage will be reduced, effectively giving the battlemage resistance to all physical attacks. This spell also gives you -ac equal to your level.Not necessary to master, however, this spell should always be active while fighting and exploring.
blur This spell will cause opponents fighting against the battlemage to occasionally miss, or "swing wildly". While this might not seem an effective spell in most situations, be aware that having blur up at all times will make it harder for a ninja to study, and assassinate you.This spell should also be up at all times. Don't fight without it. There are times when a full round will pass and your opponent swings wildly and misses. The more defense the better.
armor, shield, and stoneskin These three spells will give you -20, -20, and -40 ac to help deflect and defend against many attacks. The lower one's armor class is (-, not +) the better defensive skills and spells become, such as parry and terra shield.Only armor and shield can be cancelled. This is important because if you're going to be fighting an Invoker, you want to have as MUCH +AC as possible. Stoneskin isn't able to be cancelled, so be wary.
mirror imageThis spell creates a 'dummy' of you next to you. Players will be able to see this mirror image, but if it's first in the room and they try to cast a spell on you, murder you, or whichever, they'll hit the mirror image instead.Possibly the most important spell to have up at all times. It's worth the effort and upkeep with mana to keep one beside you indefinitely. It WILL save your life.
bladesThis spell summons a pair of blades to rapidly whirl around you in combat, increasing your attacks per round by 2. This spell also serves as a defensive shield, sometimes, although rarely, deflecting various attacks from hitting you.Keep this spell up at all times. It will master through use and ranking (you don't have to spam it) and will be invaluable to ranking alone if you have to.
flashfireSimilar to the shaman and necromancer's blind spells, this spell attempts to blind everyone in the room, mobs and players alike.This spell is staple when fighting any opponent, or exploring. Blinding those who fight you decrease their chances to hit you, and with only a one round lag, you can effectively blind a whole room in a matter of rounds. Use this spell like a warrior would use dirt kick.
thunderclapThis spell disorients the person you cast it on if you see the echo "%1 ears trickling with blood, %1 looks around dazed and confused.". It reverses two different random directions on your opponents keypad. For instance, it may switch UP and EAST around, making it so if the player wishes to go EAST, he'd have to type UP, and if he wanted to go UP, he'd have to type EAST. Very effective in sealing kills.Master this at your first opportunity. This spell generally should be an opener, and could also be used as a closer if timed right to confuse your opponents.
slowReduces your attacks by one, reduces your dex, and greatly increase mana, hp, and move regeneration.This should be used only to attrition against those whom you fight or while exploring. This should NOT be in your affects WHILE you're fighting someone. If you have to slow yourself to regen, disappear and find a hiding place. Before returning, if you have slow still up, cast haste on yourself to negate the effect entirely. (One should also note that while slowed, walking nearly takes twice as many moves then if you weren't slowed, so don't retrieve/take cabal items while slowed.)
hasteIncreases your attacks by one, increases your dex, and greatly decreases mana, hp and move regeneration.This should be used while fighting others. While it's okay NOT to use it, having it up all the time can have detrimental effects. Because battlemage spells all have an upkeep, lower mana regeneration is a bad thing. The good thing about this is you can cancel haste when you're not fighting. Another good use of haste is when you're slowed, and get attacked. Being hasted also will make it a little harder for ninjas and thieves to knock you out. Assassinating you also becomes a little harder.
enlargeIncreases your size by one. Also increase con, and strength.This spell should be up at all times. This reduces bash lag on top of the already minor reduction while using reflective shield. This spell also reduces the chance to be knocked out, and/or assassinated.



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    Last edited November 10, 2011 12:32 am by Jibber (diff)

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