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Difference between revisions of "Kurrat's all in one Magician Guide"
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− | Worst level by far! The Fire pet is junk, I memmed it but have never casted it. Malosini is the final spell in it's line and it's the same as the shaman version, you'll rarely need to use it for charmed pets or raids, | + | Worst level by far! The Fire pet is junk, I memmed it but have never casted it. Malosini is the final spell in it's line and it's the same as the shaman version, you'll rarely need to use it for charmed pets or raids, sometimes there isn't a shaman around. Velocity is an awesome spell, it's a pet SoW, use it whenever you're in an outdoor zone to maximize the pets DPS or keep it closer to you when running around. It also makes it's more responsive, sadly it's outdoor only. |
==Level 59== | ==Level 59== |
Revision as of 03:18, 9 February 2023
Welcome P99er's to my all in one guide!
- This guide is still under construction, but in the meantime please use what it is finished.****
Within I hope to enclose everything someone might want to know about the Magician class; fresh Green server starts, mature server raiding, leveling paths, tips and tricks, the epic, item upgrade navigation, character creation, and more! I play Kurrat, a Dark elf mage on the first Green server. I've been playing on P99 off and on since early 2013 and have several characters on blue, including an Erudite mage named Hensatti. I was leveling that mage when Green was announced and decided to reroll mage again because I enjoyed the class so much. I've been very fortunate to be in some great guilds and have access to most parts of the game as we progressed through the timeline, so I've been able to see how mage plays and raids at every part of the game except for Veeshan's Peak and Sleepers Tomb. A lot of the information in this guide is my opinion, and it is based on countless hours of research and first hand experience. It doesn't mean I'm always right, or what I say is the best way for YOU, but I try to look at different points of view and present the information that way. Ultimately Everquest is a game about knowledge, and the point of this guide is to be a repository of game knowledge about the Magician class.
Character Creation
Below is how the developers described the class, I will add my comments throughout in italics.
Magicians are master summoners, able to call elemental pets to do their bidding and to conjure useful items from thin air. Magicians are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. This is all true, and in general a good way to describe the class. While certainly being a magic-using class, a Magician is more like a melee class than the other casters because the pet is such a big part of how you interact with mobs. It's sort of like playing a warrior, who can also cast and summon things, an intelligence caster hybrid.
Elemental pets are at the heart of a magician's offensive strategy, and typically accompany a magician in all his adventures. This pet provides protection for its master, along with powerful attacks and special abilities. Magicians have a large selection of fire and magic-based damage spells, allowing them to mount a damaging magical assault in support of their elemental pet. The pet is everything while leveling up, I wouldn't say they have a large selection of spells at all, if anything they have the least amount of any pure int or wis caster. Direct damage abilities are limited overall, to fire and magic, and mostly just fire.
Magicians have a wide range of summoning spells, allowing them to conjure such diverse items as food, weapons, armor, and magical jewelry. In battle, the magician can encase his entire group in a shield of fire, damaging any opponent that strikes them. Magicians also have spells that lower a monster's resistance to magic, allowing spells to damage them more easily. Item summoning is fun, and useful at all levels, none of them are game changing, but some are very desirable.
Their signature ability at later levels allow them to summon a group member to their location. A highly sought-after ability in both groups and raids. Call of the Hero (COTH) is a blessing and a curse, incredibly powerful spell that is often just used on COTH bots. If you plan on doing any raiding, this spell is your bread and butter.
Magicians are a very focused class, sacrificing some diversity for power in their area of expertise. Magicians are able to adventure solo, but also provide value in a group situation. The magician is a good choice for players who enjoy managing a powerful pet and using a tightly focused spell selection. Mages are a great solo class to level 55 (beyond is much slower), a great grouping class, a good plat farming class, and a necessary raiding class. Some say that high level raiding is boring as a Mage, but some might say that playing a Rogue or a Cleric is equally boring. While Mage is definitely one of the lowest Action per minute (APM) classes, it's a useful class on almost every raiding encounter, good for raid leaders or anyone who is managing more than themselves on a raid. I often think of Magician as a commander class, you spend more time watching and calculating than actually being in the action, whether it's solo, grouped or raiding. Mages control the action from afar and have time to think through what needs to be done to succeed.
Races
Magician can be chosen by five races, here is the basic information for each race, and I will rank them based on a 10/10 scale for fresh start servers and mature raiding servers. Most of the races are comparable to each other, except for humans who have a large stat disadvantage, and gnomes wall vision. In the end, choose what you like to play and what you think looks cool, as the stats won't matter as much once you reach higher levels. Be aware that humans will always be behind intelligence wise and if you are creating a mage solely to be a coth bot, or you think it will be a coth bot in the future: ALWAYS choose gnome. You don't want to be using shrink pots on bots.
Dark Elf DEF
Faction Alignment: Evil Racial(s): Hide, Ultravision Starting City: Neriak Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard Experience Modifier: None Armor: Medium, Small
Best natural vision, although with Summon Coldstone any race can see as well as a Dark elf. Built in hide skill of 50, it work's 35-50% of the time, and is useful for AFKing in weird spots, avoiding trains. Hide isn't the most useful on a mage sadly because it will kill your pet. Second highest starting int. Execelant noobie zone and access to Freeport, has a library in Neriak. Fashionquest is real here, and dark elves look fantastic. Fresh start 8/10, Mature Server 7/10.
Erudite ERU
Faction Alignment: Neutral Racial(s): -5 Disease Resist, +5 Magic Resist Starting City: Erudin, Paineel Playable Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard Experience Modifier: None Armor: Medium
Highest starting int, and that bonus +5 MR is excellent! They start with 70 agility though, which is a serious handicap. Unless you put 5 points in at character creation you will have an AC penalty and often be running slower while encumbered until you get an item with +AGI on it. The noobie zone is pretty bad over all and most people have to take the boat to Qeynos, Erudin does have a library though. Fresh start 4/10, Mature Server 8/10.
Gnome GNM
Faction Alignment: Neutral Racial(s): Tinkering, Infravision Starting City: Ak'Anon Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard Experience Modifier: None Armor: Small
The only small race available for Mage, this is invaluable for using COTH to invite people from the entrance of zones. (We will cover this later). Any race can be shrunk and perform the same trick, but only gnomes can do this at all times with superior wall vision. Decent int, excellent starting zone and access to a library make them a good choice at any point during the timeline. Fresh start 8/10, Mature Server 10/10.
High Elf HIE
Faction Alignment: Good Racial(s): Infravision Starting City: Felwithe Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard Experience Modifier: None Armor: Medium, Small
High elf has decent starting int, the highest charisma, which is actually nice. You will make more money vendoring items throughout the character's lifetime and it adds up. Greater Fay and Crushbone are noob friendly and full of cash making opportunities. Access to the library in Ak'anon as well as the dwarf and gnome starting zones. High elf is never a bad choice, just maybe not the best choice, but style matters and they have it. Fresh start 8/10, Mature Server 7/10.
Human HUM
Faction Alignment: Neutral Racial(s): None Starting Cities: Freeport, Qeynos Playable Classes: Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard Experience Modifier: None Armor: Medium
Lowest int, male beard fashionquest, really good starting locations in Qeynos or Freeport, but the libraries are harder to access. No night vision, play a human to be more unique or to enjoy the advantages on an early server, they get a decent fresh start ranking purely because Qeynos, the Aquaducts, Blackburrow and the Karanas are such a good place to play. Fresh Start 7/10, Mature Server 5/10.
Starting Statistics
RACE | STR | STA | AGI | DEX | WIS | INT | CHA | BONUS |
---|---|---|---|---|---|---|---|---|
Dark Elf | 60 | 75 | 90 | 75 | 83 | 109 | 60 | 30 |
Erudite | 60 | 80 | 70 | 70 | 83 | 117 | 70 | 30 |
Gnome | 60 | 80 | 85 | 85 | 67 | 108 | 60 | 30 |
High Elf | 55 | 75 | 85 | 70 | 95 | 102 | 80 | 30 |
Human | 75 | 85 | 75 | 75 | 75 | 85 | 75 | 30 |

MAGIC ITEM
Slot: CHEST
AC: 14
INT: +8
Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
For Erudites on fresh start server I highly recommend going 25 int/5 agi to cover that agility gap. If you don't have 75 agility there is a run speed penalty when encumbered and an armor class penalty. On a mature server you can use items to cover this gap and instead I would recommend str or sta instead.
If you are the neckbeardiest of the neckbeards and know for sure that you will be gearing this toon out at level 60 with NToV quality loot then you absolutely want to go 25 sta / 5 int. The extra hit points will make a difference later and if you wanted to cap stamina as well as int, it's much harder without the creation sta. I also recommend 25 sta/5 int for experienced players who don't plan on using the character for coth bot status, and are going to twink it. I'll explain more on this later.
Experienced players can also choose 25 int/5 str at creation or a mix of the two stats. Str is very useful on fresh start servers and will pay for itself many times over being able to carry more loot out of a dungeon or exp session. Be wise about this and only choose str if you know what you are doing and understand you will lose out on stats at 60 that you might want at that point.
Deities
In general it doesn't matter what you choose at all, because the diety specific equipment is generally pretty bad for most diety/race/class combos. Bertoxxulous has some decent black sapphire gear, but is it worth being hated by everyone? Agnostic is the best choice for a mage, the only choice for a coth bot, and in general the best choice for most players. If you like the flavor of a diety, or want to roleplay, or just like the idea of it. Go for it! It doesn't matter and in the end, having fun on your character is most important.
Dark Elves:
Agnostic, The Prince of Hate
There is some cultural chain armor that dark elf magicians can wear, you don't need to choose Innoruuk to wear the lower versions, but you do for the best. You will be KOS in many places, but agnostic dark elves are generally tolerated.
Erudites:
Agnostic, The Oceanlord, The Tranquil
Nothing really here for Erudite mages as far as cultural armor or items, some interesting flavor choices or roleplay opportunities and that's it. Nothing evil to choose. An Erudite Mage worshipping Prexus who only used water pets would be a really fun, but limiting way to play.
Gnomes:
Agnostic, The Plaguebringer, The Duke of Below
Bertox has some good jewelry, but that's it. Nothing much here, standard good or evil gnome choices! Brell would be interesting since elementals are kind of his bag and all.
High Elves:
Agnostic, The Rainkeeper, The Queen of Love, The Lightbearer, The Mother of All
Some interesting choices here, Karana and Erollosi Marr, but really if you're going to choose one, Tunare is the best choice. There is cultural chain armor similar to the Dark elf armor and Plane of Growth quest item for mages that's pretty good but Tunare only. A High elf mage worshiping Tunare who only uses earth pets would be a fun way to play and pretty good solo.
Humans:
Agnostic, The Plaguebringer, The Prince of Hate, The Rainkeeper, The Queen of Love, The Lightbearer, The Prime Healer
Humans have the most choices, which is generally true for most human class combinations. Can be evil with Bertox or Inny or choose some goodies. This would be the only way to get Rodcet Nife, although I'm not sure what you would do with that!
Creation Recap
I'd like to stress here that no matter what you choose your character will do fine, and at 60 you will hardly be able to tell the difference. Play what you like and have fun, don't let anyone tell you what's best for YOU or how you choose to play. That being said there is definitely a min/max approach here and if you want to know what is technically the best, or what I recommend, keep reading. A lot depends on what your plan is for the character, is it a first character on a fresh start server that will become a coth bot later? Is it just a coth bot? Is this your main through Velious? Is this character just a fun side project that you enjoy leveling? Have you the longest neckbeard and want to know the absolute best way to create the character? Also please note that Erudite's may need +5 agi at creation to hit that magic 75 agi number.
Farming toon for fresh start Green destined to be a coth bot:
- Race: Gnome
- Diety: Agnostic
- Starting Stats: 25 int/5 str
Coth bot:
- Race: Gnome
- Diety: Agnostic
- Starting Stats: 25 int/5 sta
Main character through entire timeline:
- Race: Any
- Diety: Any
- Starting Stats: 25 int/5 str or sta
Side Project:
- Race: Any
- Diety: Any
- Starting Stats: 25 sta/5 int or str
Neckbeard Project:
- Race: Gnome
- Diety: Agnostic
- Starting Stats: 25 sta/5 int
Gear, upgrades, and item progession
Thoughts on gear priority
Let's take a look at how intelligence and stamina provide mana and hit points. Mana for some reason does not have a set calculation like stamina to hit points does. It varies based on whether you are under 200 int or over it, and how much int you are adding at the time. I verified this because this table looked confusing to me. I reduced my intelligence to below 200, then removed 5 int worth of gear and lost 54 mana, or 10.8 mana per int. I removed 3 int and lost 32 mana or 10.66 mana per int, then I removed 8 int and lost 90 mana or 11.25 mana per int. I repeated the process once over 200 int and added 5 int and gained 22 mana or 4.4 mana per int, then I added 20 int and gained 113 mana or 5.65 mana per int. What does this mean? For whatever reason it is variable and the more int you add or subtract, the more mana per int you will gain or lose. The table below seems to be roughly accurate, and like someone described there are rounding issues so the numbers aren't always exact.
You obviously want to gain intelligence if you can, and have at least 200 int if possible, because post 200 the gains drop off about 50%. Having a larger pool is useful most of the time, but while leveling it really isn't that necessary. Intelligence is one of those stats you will naturally gain as you progress through gear since most int caster gear is loaded with it. I wouldn't go after it, unless you're close to that 200 mark and want to pop over. What's more important is +mana items especially at lower levels. This table is showing mana only at level 60. At level 10 or 20 you will receive very little mana per int, making +mana preferable until 40+ generally. And even then, + mana or + hp gear is still better a lot of the time. A fresh Green server character might want that extra 25 int at creation because of the lack of good int gear in early classic. That 25 int at level 50 is a lot, and helpful, but as time goes on and the farther you progress that 25 int becomes progressively less attractive as mudflation creeps the stats up on gear.
Below or at 200 WIS/INT
Mana gained = ((80 * LEVEL) / 425) * WIS/INT
Above 200 WIS/INT
Mana gained = ((40 * LEVEL) / 425) * WIS/INT
NOTE: This calculation will often be a few points of mana off. This is because the decimal seems to fluctuate based on how much WIS/INT is added, probably due to a rounding issue of some kind. For example:
1. Adding 100 WIS/INT gives you roughly 11.27 mana per point of WIS/INT at level 60 under 200 WIS/INT.
2. Adding 10 WIS/INT gives you roughly 11.3 mana per point of WIS/INT at level 60 under 200 WIS/INT.
3. Adding 5 WIS/INT gives you roughly 11.6 mana per point of WIS/INT at level 60 under 200 WIS/INT.
4. Adding 2 WIS/INT gives you roughly 11.0 mana per point of WIS/INT at level 60 under 200 WIS/INT.
5. Adding 7 WIS/INT gives you roughly 11.5 mana per point of WIS/INT at level 60 under 200 WIS/INT.
Stamina to hit points has a different calculation than mana and has the same values throughout. We can see below that if you choose 25 stamina at creation you will have 50 hit points extra at level 50, and 60 hp at level 60. This isn't a whole lot compared to what the mana would bring in (somewhere in the 11 mana per int range) or approximently 275 mana. It's up to you to decide how you want to split up the hp/mana you'll get there. Stamina isn't a great stat conversion for mages or int casters in general because of the low rate. However, because of how much intelligence gear there is, and the fact you'll be spending hours leveling up, stamina is better than it looks. For the more hardcore of us, I'd always recommend taking stamina at creation and focusing on sta and +HP gear while leveling. At 60, you may want to swap to more +mana, or HP/MP regen items depending on how you're playing your character.
While leveling your Hit points are just not a junk stat that you try to avoid using, by not getting hit. People often play int casters this way, and try to avoid ever being in the mob's crosshairs. This is a limited way of thinking and approaching combat. Mage's don't get a root spell, a mesmerize spell, fear, divina aura, self heals, or any kind of defensive spell at all. Mage's have shielding (AC,HP,MR), phantom armor (AC,HP regen), COTH (when it's working, it can clear aggro), and gate. That's all you have defensively as a mage without your pet. The only thing keeping you from death is your HP/AC values, so these are exactly what you should be looking for as you level. Anything with +HP especially is good, and the earlier you acquire these items you more you'll notice the power of it.
Obviously you'll have a pet out most of the time, and the pets are extensions of your spellbook, they have spells you lack, or more powerful versions of them. The pets from 4-49 are pocket warriors you can pull out at any time for very little cost, and all it costs to complete heal the pet is to summon another one. You can use your health pool as a resource to reduce damage on the pet, take damage while pulling, or facetank the mob while your finishing it off after a pet reclaim. Mages generally sit back and control the action, but it doesn't mean that you shouldn't get involved, be creative and think outside the box and you'll be surprised. Obviously at higher levels this becomes more problematic, but it doesn't change the basic fact that your hit point bar is important resource and not just for the obvious reasons.
Level 60 STA to HP Conversions | ||
---|---|---|
CLASS | Hitpoint returns | |
WAR | 1 STA = 6 HP | |
SHD / PAL | 1 STA = 5.2 HP | |
RNG | 1 STA = 4.2 HP | |
BRD / MNK / ROG | 1 STA = 4 HP | |
CLR / DRU / SHM | 1 STA = 3 HP | |
ENC / MAG / NEC / WIZ | 1 STA = 2.4 HP | |
NOTE: Conversions scale up with level, this chart only shows level 60. |
Level 50 STA to HP Conversions | ||
---|---|---|
CLASS | Hitpoint returns | |
WAR | 1 STA = 4.5 HP | |
SHD / PAL | 1 STA = 3.8 HP | |
RNG | 1 STA = 3.3 HP | |
BRD / MNK / ROG | 1 STA = 3.0 HP | |
CLR / DRU / SHM | 1 STA = 2.5 HP | |
ENC / MAG / NEC / WIZ | 1 STA = 2.0 HP | |
NOTE: Conversions scale up with level, this chart only shows level 50. |
Something else to consider when making gear choices is the weight of the items, you should always be looking at that, and using backpacks that are low weight. You're always going to have issues with carrying capacity with low strength, it's worse at lower levels. Obviously Mages have a leg up with the Dimensional Hole line, but coin is heavy and you'll fill up fast. I like to think that it's like playing a monk with their weight limits for AC penalty. So I try to keep my int casters at 20 stones or less until you raise strength over 100. Most Mages will start with just 55 or 60 str so if you can keep your weight to 10 or 15 stone that 40-45 stones of coin/loot you can carry out with you. This is why items like Thick Banded Belt or Idol of the Thorned are great to have. One thing a mage can do really well is farm greens for cash and you'll need the str to carry that junk out with ya!
Gear by the different Eras
We will go through the different eras and talk about what gear you will be want to be looking for, the stats that are important and what I call the chase item for each expansion and how to acquire it. If you are starting on a mature server, some of the leveling gear tips may still be useful to you.
Classic Era
This is the first 6 months or so of the game, before Plane of Hate and the Temple of Sol Ro updates. We start with just Lord Nagafen, Lady Vox and Phinigel Autropos as raid mobs and a very limited selection of loot. I enjoyed this time a lot however and it was fun using the old gear and camping all the items I wanted. Lower Guk and Solusek B are the places to be, with so much good loot to grind/camp out, not the least including
MAGIC ITEM
Slot: PRIMARY SECONDARY
Effect: Mana Convert (Any Slot, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 12
DEX: +15 INT: +15 HP: +50 MANA: +50
WT: 1.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Classic Gear
Here's some gear that is great for classic, remember we are looking mostly for +HP/+Mana gear but other items will sneak in there too! I'll put a capitol B by the items which I consider best in slot (BIS) for this era.
- Ears - Polished Bone Hoop,Polished Bone Hoop
Slot: EAR
MANA: +10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Alligator Tooth Earring,Alligator Tooth EarringMAGIC ITEM
Slot: EAR
HP: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Obsidian Bead Hoop,Obsidian Bead HoopMAGIC ITEM
Slot: EAR
AC: 2
INT: +3 AGI: +3
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Batskull Earring,Batskull EarringMAGIC ITEM
Slot: EAR
INT: +5
WT: 0.2 Size: TINY
Class: ALL
Race: ALL
Ivandyr's Hoop,Ivandyr's HoopMAGIC ITEM LORE ITEM
Slot: EAR
Charges: 6
AC: 6
WIS: +6 INT: +6 HP: +6
Effect: Spirit Tap (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL except DRU MNK BRD
Race: ALL except BAR ELF HIE DWF HFL
Diamondine Earring,Diamondine EarringMAGIC ITEM
Slot: EAR
AC: 2
STR: +3 HP: +12
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Black Sapphire Electrum EarringBBlack Sapphire Electrum EarringSlot: EAR
AC: 2
HP: +35 MANA: +25
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Fingers - Clawed Knuckle-Ring,Clawed Knuckle-Ring
MAGIC ITEM
Slot: FINGER
HP: +20
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Jaded Platinum Ring,Jaded Platinum RingSlot: FINGER
AC: 4
HP: +20 MANA: +20
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Platinum Skull Ring,Platinum Skull RingMAGIC ITEM
Slot: FINGER
CHA: -5 HP: +30 MANA: +20
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Moonstone Ring,Moonstone RingMAGIC ITEM
Slot: FINGER
STR: +3 MANA: +30
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Platinum Fire Wedding RingB,Platinum Fire Wedding RingSlot: FINGER
AC: 5
HP: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Djarns Amethyst RingBDjarns Amethyst RingMAGIC ITEM LORE ITEM
Slot: FINGER
AGI: +9 HP: +80
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Neck - Chipped Bone Collar,Chipped Bone Collar
MAGIC ITEM
Slot: NECK
AC: 4
HP: +10 MANA: +10
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL
Glowing Bone Collar,Glowing Bone CollarMAGIC ITEM LORE ITEM
Slot: NECK
AC: 5
HP: +25 MANA: +25
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL
Sapphire Platinum Necklace,Sapphire Platinum NecklaceSlot: NECK
STR: +7 INT: +7
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Black Sapphire Platinum NecklaceB,Black Sapphire Platinum NecklaceSlot: NECK
HP: +55 MANA: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Petrified Erudite Heart AmuletPetrified Erudite Heart AmuletMAGIC ITEM
Slot: NECK
AC: 2
INT: +5 MANA: +15
WT: 0.2 Size: SMALL
Class: BRD NEC WIZ MAG ENC
Race: ALL
- Helm - Whirling Crystal,Whirling Crystal
Slot: HEAD
AC: 3
HP: +10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Nightshade Wreath,Nightshade WreathMAGIC ITEM
Slot: HEAD
AC: 1
WIS: +5 INT: +5
WT: 0.1 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
Runed Cowl,Runed CowlMAGIC ITEM
Slot: HEAD
AC: 2
WIS: +5 INT: +9
WT: 0.3 Size: SMALL
Class: BRD NEC WIZ MAG ENC
Race: ALL
Platinum TiaraBPlatinum TiaraMAGIC ITEM LORE ITEM
Slot: HEAD
AC: 3
HP: +35 MANA: +50
WT: 1.2 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
- Face - Carved Ivory Mask,Carved Ivory Mask
MAGIC ITEM
Slot: FACE
AC: 2
AGI: +4 HP: +10
WT: 0.9 Size: SMALL
Class: ALL
Race: ALL
Sheer Bone Mask,Sheer Bone MaskMAGIC ITEM
Slot: FACE
AC: 3
INT: +3
WT: 1.5 Size: SMALL
Class: ALL
Race: ALL
Pair of Bent Spectacles,Pair of Bent SpectaclesSlot: FACE
MANA: +15
SV MAGIC: +5
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Polished Mithril Mask,Polished Mithril MaskMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 5
WIS: +7 INT: +7
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Tobrin's Mystical EyepatchBTobrin's Mystical EyepatchMAGIC ITEM
Slot: FACE
WIS: +15 INT: +15
Effect: See Invisible (Worn)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Chest - Flowing Black Robe,Flowing Black Robe
MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 8
STA: +5 INT: +3
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Robe of the Oracle,Robe of the OracleMAGIC ITEM LORE ITEM
Slot: CHEST
AC: 9
WIS: +5 INT: +5 MANA: +25
WT: 2.0 Size: MEDIUM
Class: MNK NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Shining Metallic Robes,Shining Metallic RobesMAGIC ITEM
Slot: CHEST
AC: 10
INT: +9
SV FIRE: +8 SV COLD: +8
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Robe of the KedgeBRobe of the KedgeMAGIC ITEM NO DROP
Slot: CHEST
AC: 8
STA: +10 MANA: +100
WT: 1.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Arms - Embroidered Black Sleeves,Embroidered Black Sleeves
MAGIC ITEM
Slot: ARMS
AC: 4
HP: +10 MANA: +25
WT: 0.4 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
Hollowed Bone Bracers,Hollowed Bone BracersMAGIC ITEM
Slot: ARMS
AC: 6
MANA: +15
SV MAGIC: +7
WT: 2.5 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
Gatorscale SleevesBGatorscale SleevesMAGIC ITEM
Slot: ARMS
AC: 6
INT: +4 HP: +15
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL
- Back - Mystic Cloak,Mystic Cloak
LORE ITEM NO DROP
Slot: BACK
Charges: 10
AC: 8
INT: +5
SV MAGIC: +5
Effect: Steelskin (Any Slot, Casting Time: Instant)
WT: 0.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Molten Cloak,Molten CloakSlot: BACK
AC: 4
WIS: +4 INT: +4
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL
Hooded Black CloakBHooded Black CloakMAGIC ITEM LORE ITEM
Slot: BACK
AC: 10
STR: +5 HP: +45
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL
- Belt - Lizardscale Belt,Lizardscale Belt
Slot: WAIST
AC: 2
HP: +10 MANA: +10
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL
Braided Cinch Cord,Braided Cinch CordMAGIC ITEM
Slot: WAIST
AC: 2
INT: +4 HP: +8
WT: 0.2 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Giants Reminder String,Giants Reminder StringMAGIC ITEM
Slot: WAIST
AC: 2
INT: +5
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL except HUM ERU HEF
Thick Banded BeltBThick Banded BeltMAGIC ITEM
Slot: WAIST
AC: 8
STR: +15
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL
- Shoulder - Embroidered Black Cape,Embroidered Black Cape
MAGIC ITEM
Slot: SHOULDERS
AC: 4
HP: +15 MANA: +20
WT: 0.3 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
Squallsurge ShawlB,Squallsurge ShawlMAGIC ITEM
Slot: SHOULDERS
AC: 5
STA: +5 MANA: +50
WT: 0.3 Size: SMALL
Class: NEC WIZ MAG ENC
Race: ALL
- Wrists - Golden Jaded BraceletB,Golden Jaded Bracelet
Slot: WRIST
AC: 2
HP: +15 MANA: +15
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Polished Bone Bracelet,Polished Bone BraceletMAGIC ITEM
Slot: WRIST
AC: 2
WIS: +3 INT: +3
WT: 0.4 Size: TINY
Class: ALL
Race: ALL
Bracelet of Woven Grass,Bracelet of Woven GrassMAGIC ITEM
Slot: WRIST
AC: 1
INT: +3 HP: +12
WT: 0.2 Size: TINY
Class: ALL
Race: ALL
Golden Chitin BracerGolden Chitin BracerMAGIC ITEM
Slot: WRIST
AC: 5
INT: +5 AGI: +5
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL except IKS
- Legs - Black Chitin LeggingsB,Black Chitin Leggings
MAGIC ITEM
Slot: LEGS
AC: 7
HP: +10 MANA: +10
WT: 7.5 Size: LARGE
Class: ALL
Race: ALL except IKS
Silversilk LeggingsSilversilk LeggingsMAGIC ITEM
Slot: LEGS
AC: 4
AGI: +4 HP: +12
WT: 0.7 Size: MEDIUM
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
- Hands - Gem Inlaid Gauntlets,Gem Inlaid Gauntlets
MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 8
DEX: +3 STA: +3
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL
Dusty Bloodstained Gloves,Dusty Bloodstained GlovesMAGIC ITEM
Slot: HANDS
AC: 2
MANA: +25
WT: 0.4 Size: SMALL
Class: NEC WIZ MAG ENC
Race: ALL
Impskin GlovesBImpskin GlovesMAGIC ITEM
Slot: HANDS
AC: 2
INT: +5 MANA: +10
WT: 1.5 Size: SMALL
Class: ALL
Race: ALL
- Feet - Kobold-Hide Boots,Kobold-hide Boots
MAGIC ITEM
Slot: FEET
AC: 5
AGI: +3 HP: +10
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL
Wolf Fur Slippers,Wolf Fur SlippersMAGIC ITEM
Slot: FEET
AC: 2
AGI: +7 MANA: +20
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL
Golden Efreeti BootsBGolden Efreeti BootsMAGIC ITEM
Slot: FEET
AC: 5
WIS: +9 INT: +9
WT: 2.5 Size: MEDIUM
Class: ALL
Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM
- Primary - Black Tome with Silver Runes,Black Tome with Silver Runes
MAGIC ITEM
Slot: PRIMARY
INT: +4 MANA: +30
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
Sacrificial Dagger,Sacrificial DaggerMAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 5
INT: +5
WT: 2.5 Size: MEDIUM
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL
A Glowing Black StoneB,A Glowing Black StoneLORE ITEM
Slot: PRIMARY SECONDARY
INT: +9
SV MAGIC: +10
WT: 0.4 Size: TINY
Class: ALL
Race: ALL
Stein of Moggok,Stein of MoggokMAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Charges: 3
DEX: +5 INT: +10 HP: +10
SV DISEASE: +25
Effect: Light Healing (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL
Jeweled Skull,Jeweled SkullMAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
INT: +5 HP: +20 MANA: +20
SV COLD: -5 SV MAGIC: +5
WT: 1.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Staff of Elemental Mastery: WaterBStaff of Elemental Mastery: WaterMAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Water
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
- Secondary - A Shimmering Orb,A Shimmering Orb
MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 15
HP: +20
WT: 0.2 Size: TINY
Class: BRD NEC WIZ MAG ENC
Race: ALL
Rokyls Channelling CrystalB,Rokyls Channelling CrystalMAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 10
HP: +50 MANA: +50
WT: 0.2 Size: TINY
Class: BRD NEC WIZ MAG ENC
Race: ALL
A Glowing Black Stone,A Glowing Black StoneLORE ITEM
Slot: PRIMARY SECONDARY
INT: +9
SV MAGIC: +10
WT: 0.4 Size: TINY
Class: ALL
Race: ALL
Stein of MoggokStein of MoggokMAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Charges: 3
DEX: +5 INT: +10 HP: +10
SV DISEASE: +25
Effect: Light Healing (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL
- Range - Dragoon Dirk,Dragoon Dirk
MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 23
DMG: 6
DEX: +2
SV MAGIC: +3
WT: 2.5 Size: SMALL
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL
Thex DaggerThex DaggerLORE ITEM
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 24
DMG: 4
SV DISEASE: +50
WT: 2.5 Size: SMALL
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL
Raid Gear
There isn't much to go for here, so if you're raiding with your guild, the top priorities would be the drops off Phinny. The
MAGIC ITEM NO DROP
Slot: CHEST
AC: 8
STA: +10 MANA: +100
WT: 1.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Water
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 25
DMG: 7
STR: +9 STA: +9 MANA: +35
Effect: Tashania (Combat, Casting Time: Instant) at Level 40
WT: 1.5 Size: SMALL
Class: BRD NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: BACK
AC: 10
DEX: +9 AGI: +9 HP: +50
SV FIRE: +15
Haste: +36%
WT: 0.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: WAIST
AC: 5
STR: +10 DEX: +10 STA: +10
Haste: +31%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
You definitely want to be raiding in Kedge, and going to every Phinny kill you can. The water staff is a game changer and the only focus item you can get during this period. It makes the 49 water pet the best pet in general due to the increase in hit points and the added level/max hit. Nothing cooler in this era than a mage in the Kedge robe and having a giant water pet when everyone else has tiny little pets. It's beyond cool, and you can do a lot of farming with that staff. I spent countless hours at Seafury island farming plat, or in Solb, and Lguk camping items. You certainly don't need it, but you definitely should want it. If I had a chase item for each particular chunk of the game, this would be it for sure.
Clickies and Legacy
If your neckbeard is thick and oily you can camp a
MAGIC ITEM
Slot: PRIMARY SECONDARY
Effect: Mana Convert (Any Slot, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM NO DROP
Slot: FACE
AC: 4
CHA: +13
SV MAGIC: +7
Effect: Illusion: Dark Elf (Any Slot, Casting Time: 6.0)
WT: 0.4 Size: SMALL
Class: BRD ROG
Race: ALL

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 19
Effect: Rubicite Aura (Worn)
WT: 6.0 Size: LARGE
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR
HFL GNM

MAGIC ITEM
Charges: 3
Effect: Ensnaring Roots (Any Slot, Casting Time: 1.5 seconds)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 6
DEX: +7
Effect: Levitate (Any Slot, Casting Time: 6.0)
WT: 5.0 Size: MEDIUM
Class: ALL
Race: ALL

EXPENDABLE Charges: 10
Effect: Spirit of Wolf (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 10
Effect: Null Aura (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 10
Effect: Invisibility versus Undead (Any Slot, Casting Time: 3.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 10
Effect: Calimony (Any Slot, Casting Time: Instant)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Cazic Gate (Any Slot, Casting Time: Instant) as Level 35
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

EXPENDABLE Charges: 10
Effect: Counteract Poison (Any Slot, Casting Time: 2.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 10
Effect: Counteract Disease (Any Slot, Casting Time: 2.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: NECK
INT: +13 HP: -100
SV MAGIC: +10
Effect: Illusion: Skeleton (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ENC MAG NEC WIZ
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
EXPENDABLE Charges: 1
Effect: Divine Aura (Any Slot, Casting Time: Instant) as Level 20
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 5
Skill: 2H Blunt Atk Delay: 44
DMG: 14
Effect: Walking Sleep (Any Slot, Casting Time: 2.0)
WT: 11.0 Size: GIANT
Class: CLR SHM
Race: BAR DWF TRL OGR IKS

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 1
Skill: 2H Slashing Atk Delay: 40
DMG: 12
STR: +4
Effect: Complete Heal (Any Slot, Casting Time: Instant)
WT: 13.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS
Hate and Sky Era
Plane of Hate opens along with Temple of Sol Ro, followed by Sky some months later. I'll go through each and the items you should be looking for, Hate brings the motherlode with our first armor set, and the first chase item:
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Earth
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
AC | STR | STA | AGI | DEX | WIS | INT | CHA |
---|---|---|---|---|---|---|---|
+39 | +13 | +12 | +13 | +26 | +37 | +10 | |
WT | HP | MANA | MR | FR | CR | PR | DR |
3.9 | +71 | +102 | +10 | +10 | +10 | +10 | +10 |
Apothic Armor is the planar armor set for Magicians. It drops in the Plane of Hate.
A full set gives +39 AC, +71 HP, +102 MANA, +13 STR, +12 STA, +13 AGI, +26 DEX, +37 INT, +10 CHA, +10 all resists.
- Apothic BootsApothic Boots
MAGIC ITEM NO DROP
Slot: FEET
AC: 4
AGI: +13 HP: +18
SV POISON: +10
WT: 0.7 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
- Apothic CrownApothic Crown
MAGIC ITEM NO DROP
Slot: HEAD
AC: 5
CHA: +10 INT: +9 HP: +10 MANA: +10
SV MAGIC: +10
WT: 0.3 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
- Apothic GlovesApothic Gloves
MAGIC ITEM NO DROP
Slot: HANDS
AC: 4
DEX: +13 INT: +7 MANA: +12
SV DISEASE: +10
WT: 0.4 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
- Apothic KiltApothic Kilt
MAGIC ITEM NO DROP
Slot: LEGS
AC: 5
STR: +5 HP: +25
SV COLD: +10
WT: 0.5 Size: MEDIUM
Class: MAG
Race: HUM ERU HIE DEF GNM
- Apothic RobeApothic Robe
MAGIC ITEM NO DROP
Slot: CHEST
AC: 11
DEX: +5 STA: +12 INT: +14 MANA: +40
WT: 1.0 Size: MEDIUM
Class: MAG
Race: HUM ERU HIE DEF GNM
- Apothic SleevesApothic Sleeves
MAGIC ITEM NO DROP
Slot: ARMS
AC: 4
INT: +7 HP: +18
SV FIRE: +10
WT: 0.4 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
- Apothic WarbandApothic Warband
MAGIC ITEM NO DROP
Slot: WRIST
AC: 3
STR: +4 DEX: +4 MANA: +20
WT: 0.3 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
It's a decent armor set, the itemization is off as you can see on the boots and bracers. The legs are execelant, the HP and str are very welcome. Helm is good, but overshadowed by the platinum tiara. The robe is as classic as it gets, and while it's good stats for the era, the Alendine robe is better. Some of the pieces are worth picking up just for the resists. Generally you'd be wearing the sleeves and legs until Kunark items drop, the rest you can find other upgrades that are better. I picked up a full set because it was cheap and easy, and we did lots of Hate early on when it was new. I used all the pieces at different times, and I still use the helm for my charisma vendoring set.
With the end of the legacy era comes the Temple of Sol Ro, and all the quests that come with it! There are some great items you can quest for here, let's list them out below.
Temple of Solusek Ro armor:

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 5
WIS: +3 INT: +3 AGI: +3
WT: 0.1 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
This quest is skippable, it's not a great item, it's low weight at least.

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 4
SV MAGIC: +5
Effect: Eye of Zomm (Any Slot/Can Equip, Casting Time: Instant) at Level 20
WT: 1.0 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
This item is incredible, definitely get this. You will use it soooo many times later once you get Call of the Hero (COTH). It's also a good global cooldown reset item, you can use it while you have a pet and it still resets.

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 5
STA: +5 HP: +15
Effect: Invisibility versus Animal (Any Slot/Can Equip, Casting Time: Instant) at Level 1
WT: 2.0 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM
This is a decent clickie, one I've never really found a way to use effectively, but the stats are nice for classic if you don't have GEBS.

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 9
INT: +4
SV FIRE: +5 SV COLD: +5
WT: 3.5 Size: MEDIUM
Class: MAG
Race: HUM ERU HIE DEF GNM
Cool robe, looks like Alendine, and has good stats for low level characters. Quest it for fun because it doesn't have any +HP or +mana.
Magician Focus Items
Do all of these quests, do them as early as you can. If you're already 50 when temple drops, you may not want to get the torch or stein if you're using a water staff. You do need the broom and shovel for the epic quest. These quests are fun, and you can easily farm all the dropped versions in Najena while leveling there, which I highly recommend!

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2 AGI: +3
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Air
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
STR: +3 INT: +2
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Earth
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2
SV COLD: +5
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Water
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2
SV FIRE: +5
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Fire
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM

MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 4
HP: +25 MANA: +25
SV FIRE: +30 SV DISEASE: -5 SV COLD: -5 SV MAGIC: -5 SV POISON: -5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
STR: +5 HP: +75 MANA: +35
WT: 0.1 Size: TINY
Class: MAG
Race: ALL
Huge +points on this one, snag one when you can, you'll use it a long time!

LORE ITEM NO DROP
Slot: BACK WRIST
AC: 6
CHA: +1 INT: +9 MANA: +10
WT: 0.5 Size: MEDIUM
Class: MAG
Race: ALL
An interesting item because you can wear it on your back or bracer, I used it for a while for the extra mana, it's not great and somewhat rare.

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
Charges: 5
AC: 4
DEX: +7 INT: +7 AGI: +7
Effect: Burnout III (Must Equip, Casting Time: Instant) at Level 45
WT: 0.4 Size: SMALL
Class: MAG
Race: ALL
With the sheer lack of good face items for casters in this era, this comes out on top unless you get the Bent Spetacles. Not a hard or rare quest, not rechargeable.

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 48
DMG: 16
INT: +15 MANA: +75
SV FIRE: +10 SV COLD: +20 SV POISON: +10
WT: 4.0 Size: LARGE
Class: MAG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 12 AC: 5
STA: +2 CHA: +2 INT: +5
WT: 2.0 Size: LARGE
Class: NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 2
INT: +5 MANA: +50
WT: 0.1 Size: TINY
Class: MAG
Race: ALL

Slot: NECK
HP: +55 MANA: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
Charges: 10
AC: 6
STA: +5 HP: +50 MANA: +50
Effect: Malaise (Must Equip, Casting Time: Instant) at Level 45
WT: 2.5 Size: SMALL
Class: MAG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 15
STR: +15 HP: +100
SV FIRE: +15 SV COLD: +15
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS ARMS WRIST
AC: 12
STA: +5 HP: +100
SV COLD: +10 SV MAGIC: +5
Effect: Aura of Battle (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
Charges: 1
AC: 4
WIS: +5 INT: +5 MANA: +30
Effect: Harmshield (Must Equip, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: MAG
Race: ALL
This ring is pretty incredible, finally a defensive spell! I can't overstate how powerful it is to have up to two charges of DA ready to go at anytime. You can carry the recharge box around with you so you get two uses per sky trip. It's useful for running away, jumping into Yael's pit in the hole from Paineel, pulling mobs, engaging raid mobs, training raid mobs, plus whatever else you may think of. This is top tier raid kit and quality of life kit right here.

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Air
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
This is probably the hardest sky quest besides the Amice, because you need to kill the boss on island 8 for it. If your guild is good at Sky, and clears it each week, you will get a chance for the rare drop and the stave off the Sister on island 7. Just keep at it and be patient. This item is 100% the best focus item you can get besides the Earth staff. Air pets are underused and under appreciated, and using this staff with the 59 air pet is the strongest non epic pet you can have. It's like a mini epic, get one, use it, love it.
Classic Chase
And now we come to the the most important thing you will need before Kunark drops, besides having fun of course! There's no contest here, this is the single best time to acquire a
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Earth
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
This staff turns your earth pet into a complete beast, the elemental staves are better than the regular focus items because they add a level to the level range your pet can be. During the Magician Best of the Best tournament all the top Mages had the earth staff, and it wasn't because they were the neckbeardiest. It makes a huge difference for what you can do in the game. The water/air staves also provide a significant boost, but the earth pet opens doors for you with the ability to root CC mobs. If you can't get it during classic era, there is still time during Kunark, but you'll be wanting to save your DKP for the Kunark chase item, which as a hint is something you will want for Velious raiding and is completely unique in it's ability.
Kunark Launch Era
The first expansion! Kunark opens up so many new zones, more raid targets, new loot and of course the ten new levels to grind out to 60. It gets pretty hectic trying to level up while everyone else is at the beginning of the expansion, you don't need any of the new gear at all to do it. Some of the spells are obviously helpful as you go. There isn't really a lot of new loot for casters, they don't receive class specific armor sets like everyone else does. Veeshan's Peak has some great items, but this is a zone that isn't open to everyone. I wore a lot of my classic gear through Kunark, but I also focused a lot on resist gear, which you CAN get now in Kunark much easier. I'll list some of the new items I think are worth looking at, the Loam set that comes out with The Hole zone release as well as some of the nice resist gear you can get. I'll put a B by what I think is BIS and a R by the resist pieces you want to pick up. I'm listing everything you can get in Kunark here on this part, mostly because Kunark is such a short expansion, not even a full year and there just isn't that much loot added for Mages. This is a melee expansion for sure.
- Ears - Earring of Essence,Earring of Essence
MAGIC ITEM LORE ITEM
Slot: EAR
HP: +30
SV MAGIC: +10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Twisted Bone Earring,Twisted Bone EarringMAGIC ITEM LORE ITEM
Slot: EAR
AC: 5
DEX: +5 INT: +6 HP: +20
WT: 0.2 Size: TINY
Class: ALL
Race: HUM BAR ERU ELF HIE DEF TRL OGR HFL IKS
Fingerbone HoopB,R,Fingerbone HoopMAGIC ITEM LORE ITEM
Slot: EAR
AC: 2
STR: +5 STA: +5 CHA: -10 INT: +5
SV FIRE: +5 SV DISEASE: -8 SV COLD: +5 SV MAGIC: +5 SV POISON: -8
Effect: See Invisible (Worn)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Yunnb's EarringBYunnb's EarringMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 2
WIS: +15 INT: +15 HP: +35 MANA: +50
SV FIRE: +10 SV COLD: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Fingers - Band of Eternal FlameRBand of Eternal Flame
MAGIC ITEM LORE ITEM
Slot: FINGER
AC: 5
STR: +4 INT: +4 HP: +25 MANA: +35
SV FIRE: +10 SV COLD: -10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Neck - The Skull of Torture,The Skull of Torture
LORE ITEM
Slot: NECK
AC: 2
INT: +5 HP: +10 MANA: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL except ELF HIE DWF HFL
Necklace of SuperiorityNecklace of SuperiorityMAGIC ITEM LORE ITEM
Slot: NECK
AC: 5
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +10 MANA: +10
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Head - Helot Skull Helm,Helot Skull Helm
MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 6
CHA: -15 INT: +7 MANA: +25
SV MAGIC: +5
Effect: Serpent Sight (Worn)
WT: 0.6 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Circlet of FireR,Circlet of FireMAGIC ITEM LORE ITEM NODROP
Slot: HEAD
Charges: 4
AC: 5
MANA: +20
SV FIRE: +15
Effect: Supernova (Must Equip, Casting Time: 4.0) at Level 50
WT: 1.0 Size: SMALL
Class: WIZ MAG
Race: ALL
Crown of RileBCrown of RileMAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 16
STR: +20 WIS: +20 INT: +20 HP: +75 MANA: +75
SV MAGIC: +25 SV POISON: +25
Effect: Extinguish Fatigue (Must Equip, Casting Time: Instant)
WT: 1.1 Size: MEDIUM
Class: ALL
Race: ALL
- Face - Loam Encrusted Veil,Loam Encrusted Veil
MAGIC ITEM LORE ITEM
Slot: FACE
AC: 3
CHA: +3 INT: +1 HP: +20 MANA: +5
WT: 0.2 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Enshrouded VeilBEnshrouded VeilMAGIC ITEM LORE ITEM
Slot: FACE
AC: 7
WIS: +2 INT: +2 HP: +30 MANA: +30
SV FIRE: +10
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
- Chest - Shiny Robe of the UnderfootR,Shiny Robe of the Underfoot
MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 12
STR: +3 INT: +7 MANA: +30
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Froglok Bonecaster's Robe,Froglok Bonecaster's RobeMAGIC ITEM LORE ITEM
Slot: CHEST
AC: 10
STR: +8 INT: +8 MANA: +40
SV FIRE: +10 SV MAGIC: +10
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Tolapumj's Robe,Tolapumj's RobeMAGIC ITEM LORE ITEM
Slot: CHEST
AC: 14
STR: +5 WIS: +5 INT: +10 MANA: +50
Haste: +36%
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Loam Encrusted Robe,Loam Encrusted RobeMAGIC ITEM LORE ITEM
Slot: CHEST
AC: 9
DEX: +10 INT: +5 AGI: +10 MANA: +80
SV MAGIC: +10
WT: 1.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Manna RobeBManna RobeMAGIC ITEM
Slot: CHEST
AC: 14
INT: +8
Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
- Arms - Loam Encrusted SleevesLoam Encrusted Sleeves
MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 4
INT: +5 MANA: +5
SV FIRE: +10
WT: 0.4 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Back - Hierophant's Cloak,Hierophant's Cloak
MAGIC ITEM LORE ITEM
Slot: BACK
AC: 10
STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4 HP: +75 MANA: +75
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL
Shroud of VeeshanBShroud of VeeshanMAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 15
STR: +8 DEX: +8 STA: +8 CHA: +8 WIS: +12 INT: +12 AGI: +8 HP: +55 MANA: +110
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL
- Waist - Loam Encrusted SashR,Loam Encrusted Sash
MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 4
STR: +8 MANA: +10
SV FIRE: +5 SV MAGIC: +5
WT: 0.2 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Belt of FireR,Belt of FireMAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 4
DEX: +8 CHA: +4 AGI: +8 MANA: +10
SV FIRE: +10
WT: 1.5 Size: MEDIUM
Class: WIZ MAG
Race: ALL
Runebranded Girdle,Runebranded GirdleMAGIC ITEM LORE ITEM
Slot: WAIST
AC: 7
STR: +8 DEX: +8 STA: +8 HP: +25 MANA: +25
Haste: +27%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Brell's GirdleBBrell's GirdleMAGIC ITEM LORE ITEM
Slot: WAIST
AC: 10
STR: +10 DEX: -5 STA: +10 AGI: -5 MANA: +50
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
- Shoulders - Wurm Scale CoatR,Wurm Scale Coat
MAGIC ITEM LORE ITEM
Slot: SHOULDERS
AC: 8
SV FIRE: +20 SV MAGIC: +10
WT: 0.0 Size: MEDIUM
Class: ALL
Race: ALL
Mantle of Mirth,Mantle of MirthMAGIC ITEM LORE ITEM
Slot: SHOULDERS
AC: 4
STR: -2 WIS: +2 INT: +2 MANA: +10
SV DISEASE: -10
WT: 1.0 Size: TINY
Class: ALL
Race: ALL
Loam Encrusted Amice,Loam Encrusted AmiceMAGIC ITEM LORE ITEM
Slot: SHOULDERS
AC: 4
INT: +3 AGI: +8 MANA: +10
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
WT: 0.3 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Obulus Death ShroudObulus Death ShroudMAGIC ITEM LORE ITEM
Slot: SHOULDERS
AC: 10
STR: +3 STA: +5 WIS: +3 MANA: +25
SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL
- Wrists - Skullchip Bracelet,Skullchip Bracelet
MAGIC ITEM LORE ITEM
Slot: WRIST
WIS: +3 INT: +4 MANA: +10
WT: 0.1 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL except BAR TRL OGR
Golden Bracer,Golden BracerMAGIC ITEM LORE ITEM
Slot: WRIST
AC: 5
STR: +7 INT: +7
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL except IKS
Loam Encrusted Bracelet,Loam Encrusted BraceletMAGIC ITEM
Slot: WRIST
AC: 3
CHA: +3 INT: +3 MANA: +15
WT: 0.3 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Supple Scale ArmbandSupple Scale ArmbandMAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 3
WIS: +5 INT: +5 MANA: +25
SV FIRE: +10
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
- Legs - Loam Encrusted PantaloonsLoam Encrusted Pantaloons
MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 5
INT: +3 AGI: +8 HP: +10 MANA: +5
SV DISEASE: +10
WT: 0.7 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Hands - Gloves of Fire,Gloves of Fire
MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
DEX: +10 CHA: +4 MANA: +10
SV FIRE: +8
Effect: Fingers of Fire (Must Equip, Casting Time: 5.0)
WT: 2.0 Size: MEDIUM
Class: WIZ MAG
Race: ALL
Ancient Shissar GauntletBAncient Shissar GauntletMAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 15
STR: +10 STA: +10 INT: +20
SV DISEASE: +12 SV POISON: +12
WT: 5.0 Size: SMALL
Class: NEC WIZ MAG ENC
Race: ALL
- Feet - Loam Encrusted Lined ShoesLoam Encrusted Lined Shoes
MAGIC ITEM LORE ITEM
Slot: FEET
AC: 4
DEX: +8 CHA: +8 AGI: +8 MANA: +15
SV POISON: +10
WT: 0.7 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Primary - Stein of Tears,Stein of Tears
MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
STA: +5 CHA: +5 WIS: +5 INT: +5 MANA: +25
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL
Staff of the Waterwalker,Staff of the WaterwalkerMAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 38
DMG: 18
WIS: +10 INT: +10 HP: +100
Effect: Enduring Breath (Worn)
WT: 7.5 Size: LARGE
Class: ALL
Race: ALL
Tome of Miragul,Tome of MiragulMAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
STR: -5 DEX: -5 STA: -5 CHA: -25 WIS: +6 INT: +6 HP: +50 MANA: +50
SV DISEASE: -10
WT: 4.0 Size: SMALL
Class: NEC MAG ENC
Race: ALL except IKS
Cone of the Mystics,Cone of the MysticsMAGIC ITEM LORE ITEM
Slot: PRIMARY
AC: 5
WIS: +5 INT: +5 MANA: +50
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Rod of Oblations,Rod of OblationsMAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 27
DMG: 6
MANA: +60
SV FIRE: +10 SV COLD: +10
WT: 0.1 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Left Eye of Xygoz,Left Eye of XygozMAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
WIS: +12 INT: +12 MANA: +80
Effect: Ultravision (Worn)
WT: 1.5 Size: SMALL
Class: ALL
Race: ALL
Sarnak Summoners Staff,Sarnak Summoners StaffMAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 48
DMG: 20
DEX: +10 INT: +15 AGI: +10 MANA: +100
Effect: Summon Lava Diamond (Must Equip, Casting Time: 15.0) at Level 50
WT: 6.5 Size: LARGE
Class: MAG
Race: ALL
Orb of MasteryBOrb of MasteryMAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Charges: 1
Skill: 1H Blunt Atk Delay: 30
DMG: 20
STR: +15 DEX: +5 STA: +10 INT: +20 MANA: +100
SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
Effect: Manifest Elements (Must Equip, Casting Time: 20.0) at Level 46
WT: 1.0 Size: TINY
Class: MAG
Race: HUM ERU HIE DEF GNM
- Secondary - Drachnid Thyxl,Drachnid Thyxl
MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 5
INT: +5 MANA: +40
SV MAGIC: +10
WT: 3.0 Size: SMALL
Class: NEC WIZ MAG ENC
Race: ALL
Ornate Rune ShieldR,Ornate Rune ShieldMAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 15
INT: +8 MANA: +10
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 3.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Insignia ProtectorR,Insignia ProtectorMAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 20
CHA: +5 WIS: +10 INT: +10 MANA: +20
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
WT: 3.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Book of ObulusBook of ObulusMAGIC ITEM LORE ITEM
Slot: SECONDARY
WIS: +8 INT: +8 MANA: +45
SV FIRE: +5 SV MAGIC: +5
WT: 5.0 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
- Range - Idol of the Thorned,Idol of the Thorned
MAGIC ITEM LORE ITEM
Slot: RANGE
AC: 10
STR: +7 STA: +10
WT: 4.0 Size: TINY
Class: ALL
Race: ALL
Dustscryer's Crystal Ball,Dustscryer's Crystal BallMAGIC ITEM LORE ITEM
Slot: RANGE
INT: +2 MANA: +30
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL
Idol of the UnderkingIdol of the UnderkingMAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY SECONDARY
STR: +3 HP: +20 MANA: +20
WT: 2.5 Size: TINY
Class: ALL
Race: ALL
Epic Era
With Veeshans peak and then epics coming out, that completes most of the Kunark content. The epic patch is fun, so many people running around trying to be first, using their existing drops to do turn ins. If you didn't get an Earth staff yet, don't worry about it, there is still time to get it off Innoruuk and of course there is the post Hate revamp where the staff is moved to Magi P`Tasa. Personally I was still leveling to 60 during this time and not raiding much, I didn't do my epic until post revamp. I'll put up the Epic guide here, it was written with all eras in mind, but if you're serious about completing it here is my walkthrough.
Have you ever wondered about the mage epic? How it functions exactly? Why is it so rare? There is very little information out there on the wiki or otherwise on this rare and unique spell. Yes the final reward is a spell: Summon Orb. I will detail how it all works, as well as an updated walk-through for the quest itself.
DISCLAIMER:
This quest is enormously difficult to complete. Be aware before reading this or starting the quest that many will be unlikely to complete it. This is because of the rarity of Staff of Elemental Mastery: Earth
- The final reward for this epic quest is a spell.
- Requires level 46
- Costs 500 mana
- 5 second cast
- Recast time of 5 minutes
Summon Orb summons the actual weapon, here it is below. Notice is it magic, lore, no drop but NOT no rent. This is the first Magician summoned item that doesn't disappear on log out!

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Charges: 1
Skill: 1H Blunt Atk Delay: 30
DMG: 20
STR: +15 DEX: +5 STA: +10 INT: +20 MANA: +100
SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
Effect: Manifest Elements (Must Equip, Casting Time: 20.0) at Level 50
WT: 1.0 Size: TINY
Class: MAG
Race: HUM ERU HIE DEF GNM
- The final effect is Manifest Elements which summons a unique elemental pet
- 20 second cast time
- Spent orbs need to be destroyed and resummoned
- No reagent required
- Reclaim does not return any mana
- The pet looks like a large Air elemental and has properties from all four elemantals
- Warrior class (earth) it will bash and kick
- Cold damage attack (water) 143 damage
- Stun attack (air) 84 damage stun for 3 seconds
- 50 point damage shield (fire)
- Always the same level, 49 (confirm)
- Always the same hit points (confirm)
- Max hit for 67
Note: Earlier in P99 history the epic pet had nonclassic Luclin hit tables where it would hit for 81, in 2019 this was reduced to the classic value of 67.
Checklist
The Beginning
- Go find Rykas in Lake Rathetear. Receive Token of Mastery.
This part can be skipped.
- Take the Token to Jahsohn Aksot in West Commonlands.
You do not need the token to speak to Jahsohn, procure the items and return them to him when done.
Words of Magi'Kot
- Kill an enraged dread wolf in Kithicor Forest. Loot Torn Page of Magi`kot pg. 1.
Semi rare off the Wolves, you can solo this by running around at night and looking for them. I recomend finding someone to help you track to save time.
- Kill Tentacle Terrors in the Estate of Unrest. Loot Torn Page of Magi`kot pg. 2.
Very common off these guys, best way is to grab one while leveling up there. Otherwise just be courteous to people exping down there.
- Kill a bloodthirsty ghoul in Lower Guk. Loot Torn Page of Magi`kot pg. 3.
This part can be tricky, this room can be split and soloed at 60, but it is difficult. You will need root nets, and possibly gate out after each of the first couple kills. There are three spawn points that can have a bloodthirsty, frenzied, or regular placeholder. Bring a friend who can root to split the pull, space out the kill timers on the mobs and it's a fairly easy solo camp.
- Take them to Jahsohn Aksotin West Commonlands. Receive Words of Magi`kot.
No need to speak to him first, just bring the Words to him when done.
Power of the Elements
- Kill a gypsy dancer in Mistmoore. Loot the Power of Wind.
Always drops, can solo this at 50, just be careful and go slow. Invis to the castle, summon a pet outside and single pull with cancel magic until you get to the music room.
- Kill Lava elemental or Blazing Elemental in Solusek's Eye. Loot the Power of Fire.
This part can be time consuming, I recommend camping the Lava elemental as he seems to drop it every time. You can keep his PH down as well as all the blazing elementals if you're creative in finding a path in between.
- Kill famished ravener/Hungered Ravener/Gorged Ravener in Kaesora. Loot the Power of Water.
This part is challenging if you want to preserve your faction with the outpost. Once inside Kaesora, invis up, take first left and down the drop off. Then right and straight, make sure to con the spiders, some see invis(Location 3). Go through the door and the broken wall in the closet. This is where you can swap to IvU, bring some Potion of unlife awareness. Head down the tunnels and around, keep an eye out for the raveners. With a bit of luck and level advantage you should be able to skirt the library (Location 5) and pop into the side room to the right (Location 6). There is a broken building in the middle, watch the pathers and wait for an opportunity to summon a pet. There are two spawns in the back room of the house, usually Raveners, and they often drop the power.
- Kill A Fairy Guard/a faerie guard in Lesser Faydark. Loot Power of Earth.
There are only 4-5 guards, does not always drop. I recomend clearing the camp, then zoning into Mistmoore to get the Wind, then go back out and hopefully you'll have it drop in one of those two clears.
- Give these to Walnan in the Butcherblock Mountains. Receive the Power of the Elements.
She wanders along the road between Kaladim and the docks.
Words of Mastery
- Kill A Magician and A Goblin Magician in Najena or an alligator in Cazic Thule (or possibly The Feerrott?) until you have the:
- Give the words to Akksstaff in Najena. Receive the Words of Mastery.
Najena is a zone built for magicians, you can level here 15-35 easily. There are hidden camps and leveling routes all throughout the zone. The words can drop off more then just the various magicians (the named, dark bones, etc) murder everything for fun and profit. Akksstaff is in a hidden nook between Najena's pool and the Widowmistress area.
Power of the Orb
- Go back to Rykas in Lake Rathetear. Give him the Words of Magi`kot, the Power of the Elements, and the Words of Mastery. Receive the Power of the Orb.
This is the only time you need to come to Lake Rathe to speak to Rykas, do all three subquests first then come to turn in.
Element of Fire
- Kill Neh'Ashiir in the City of Mist. Loot the Torch of the Elements.
This is one the harder parts of the quest since you need a group and the Torch is definitely the rare drop off of this mob. If Neh spawns with the staff or shield you will see it, and when he has the torch he will not be holding anything. The bare minimum you need is a cleric, enchanter, and mage. Neh can complete heal AND charm, so he needs to be mana drained. The easiest way to pull him is to have the cleric, or enchanter pacify their way up the ramps to the upper level. Use the levitate trick to get past the locked door (hit your windows keys at the lowest point of levitate bob, and click in game at highest point to gain height) climb above the door and run across the gap to the other side. You can pull the black reaver through the door with pacify critical resists or by pet pulling. Drop the reaver in the broken gap in the walkway and he will fall onto this spot below for an easy kill. You can fight above, but have to deal with possible adds with respawns if you get too many reavers or Neh complete heals too many times. Expect to kill him 3-5 times.
- Kill (in order of difficulty) Gylton Phurzikon, or Nezekezena in the Burning Woods until one drops a Burning Embers.
These mobs are soloable at 60, but still difficult since they can summon you, bring a Shiny Brass Idol to help resummoned pets get aggro. I definitely recommend you bring a friend for this as they are easily duoed.
- Kill Undertow in Kedge Keep. Loot the Blazing Wand.
This can be soloed 57+, check out my leveling guide for a detailed write up on how to solo Undertow and his guards.Kurrat's Magician Leveling Guide 50-60 As far was spawning him (he has an 8 hour timer) your best bet is to park there and check periodically until you find him or his placeholder up. Then you can keep his spawn locked down as long as you wish. He seems to drop the wand about 50% of the time.
- Take Power of the Orb and these items to Jennus Lyklobar in Skyfire Mountains. Receive the Element of Fire.
Jennus is hiding out near a lava river towards Veeshan's Peak
Element of Earth
- Kill Innoruuk//Magi P`Tasa (depending on timeline) in the Plane of Hate. Loot the Staff of Elemental Mastery: Earth.
There are three main ways to acquire this difficult piece, first I'll explain how to on a fresh Green server. Level to 50 as fast as you can, join one of the top guilds on the server and raid as much as you can. Once Plane of Hate is released make sure you track Innoruuk and goto every Inny kill you can. Be in the top 2 for Mage DKP in your guild. Eventually you will get the Staff, this is the best way, but for most of us out of reach.
For the more casual players you will need to wait for Epic revamp which is a few months into Velious, when the staff is moved to Magi P'Tasa, a miniboss. There are 10 minibosses and 12 (confirmed) spawn points in Hate. Each spawn point can be a regular mob or any of the minis, there can be multiple minis with the same name up at the same time. The spawn timer is 72 hours with 12 hour variance, I have confirmed this 24 hour window multiple times and have caught minis spawning when others have given up. There are 3 spawn points in Inny's old room, on the concrete pads and one to the south. There are two in the organ hall, 4 in different parts of the church, and 2 north of port in in the 4rd and 5th building. (counting port in room as the first.) Make sure you are tracking on a ranger for two reasons: A. you can find the direction of the mini from your tracking spot, this will help your puller find it faster, B. You can bind sight and physically see many of the different spawn points to verify if there is a PH up or if it's still in window. These maps are from the wiki but updated by Mikhal in Force of Will who was able to use some guild knowledge and a whole lot of time spent bind sighting to confirm these locations. The mini spawn points are all marked with A and a number, please note that some are second floor of first floor buildings, while A10,11,12 are in all Innoruuk's old room on the actual second floor.
So in order to catch a Magi pop you need to be tracking, if your guild kills minis then you will have the spawn windows, you can also watch for others killing them to find the window. The best time for this is after an Earthquake, usually 5 or 6 minis will pop and someone will go up and kill them all. Because of the frequency of earthquakes you will the most spawn windows on the weekends, and centered on Wednesdays. If you want to the most possible mini spawns, clear the PH's/minis every weekend and every Wednesday. Once you have a window you can start tracking. Count three days from the first kill, then subtract 12 hours for the start and add 12 hours for the finish. Don't sit there spamming the track hotkey for the whole 24 hours, that's insane and a one way ticket to burnout town. Check track every 30-60 minutes and eventually you will catch some spawns. Yes, you might miss some pops or be late by not checking track constantly, but the people who do will burnout and not be up there for long. Just be patient and keep at it and you will start to get Magi kills. He sometimes crushes when he has the staff, and the drop rate seems to be about 1 in 5 or so. Like any rare drop, the RNG can make this extremely rare so don't get discouraged if you don't get the staff right away. Your guild needs to be able to pull and kill Magi within 15-20 minutes from when you spot him up and send out a batphone in order to be competitive.
For the more hardcore players who couldn't acquire a Staff during the classic era, you can one group Magi if you know what you're doing. He is even soloable by enchanters, much to the dismay of most players. This route is problematic, and I'm not going to go into detail on this, because I feel that farm crews ruin this awful grind and make it worse than it should be. If you're serious, and you have friends who are skilled, you can definitely kill mini's with small crews. Be aware of the server rules, and your reputation if you decide to go this route.
- Kill Slixin Klex in the Burning Wood. Loot Dirt of Underfoot.
Slixin is always up, although he is sometimes used as a charm pet, just ask the zone who has him. Slixin does not ways drop the dirt, but it's an easy solo kill. You will probably have to pet swap so find a place you can kite around. The hardest part is not getting adds during the fight.
- Quest for Shovel of Ponz.
- Quest for Broom of Trilon.
Do these subquests while you're leveling in Najena and working on the torn pages. These focus items are something you should have while leveling up anyways.
- Bring these all to Tiblner Milnik in Firiona Vie. Receive Element of Earth.
He wanders near the entrance to Firiona Vie, beware as an evil character there are many KOS mobs wandering around near him.
Element of Water
- Kill Phinigel Autropos in Kedge Keep. Loot Staff of Elemental Mastery: Water.
If you were fortunate to acquire this during classic when guilds still raided Phinny, this was the easiest way. He has a 12 hour spawn timer with no variance and can be killed with as few as 3 or 4 pet classes. I recommend minimum 4 pet classes to do this. One pet class binds at entrance, then everyone swims down to the lair and summons pets. The person who bound then sends their pet to attack the seahorses and gates back to entrance and waits until one of the others has pulled Phinny from the lair and engages with all the other pets. The puller can then zone out and back in to be Cothed down to the group. The staff is semi rare, expect to kill him 3-5 times.
- Kill Captain Rottgrime in The Overthere. Loot Tears of Erollisi.
This could be duoed I'm sure, but safest with 3 pet classes. Have a factioned puller park a pet at Rottgrime in the outpost then run out and attack with the pet. Pull him back towards Skyfire ramp, then zone out and have the others send pets to engage. Zone back in and kill him, easy step.
- Kill Tarbul Earthstrider in East Karana. Loot Rain of Karana.
His placeholder is the rogue lion that paths between the hill southeast of the northeast village towards the road and beyond. Look for the rogue lion you see in this area to isolate the spawn, Tarbul drops the Rain everytime.
- Takes the three items to Jinalis Andir in Dagnor's Cauldron and receive the Element of Water.
Heads up for evil characters, none of the quest givers in this quest have any faction EXCEPT for this one, no idea why. Jinalis is on Erudite caster faction, so evil folks (or folks that have killed in Erudin) will be KOS to her. I was stumped on this part until someone suggested share wolf form, this brought my dark elf from scowls to apprehensive, which was enough to turn in.
Element of Wind
- Kill mobs on the 7th island on the Plane of Air. Loot the Crown of Elemental Mastery.
Common drop off the trash mobs on island seven, your guild should have some banked for the Air staff quest or the epic. If not, just make sure you attend Sky raids and you will get one eventually.
- Kill mobs in the Hole. Loot the Elemental Binder.
Super common, always rotting drop. You can solo the entrance easily to get your own.
- Kill Quillmane in South Karana. Loot the Pegasus Feather Cloak.
Due to the changes in Quillmanes spawn mechanics this has become a difficult item to acquire. Once these changes have been figured out hopefully someone will edit this and add the information in. For now, the best method is to have a tracker friend and kill everything you see that wanders near Splitpaw.
- Give these items to Kihun Solstin in the Plane of Air and receive the Element of Wind.
Kihun is in the hallway where you port into the quest room.
Spell Summon Orb
- Go to the Master of Elements and give him the four Elements. Receive Spell: Summon Orb.
- (If Master of Elements isn't spawned, Hail Kihun Solstin and say "I want to see the master.")
The master is in the quest room above the brazier. Make sure you're standing close to him when turning in, use hail to verify.
- Scribe your spell and summon the Orb of Mastery!
- Ask around for a Water staff MQ, people frequently have these banked and it's monitary value is low. This allows you to keep your Water staff if you have one.
- Alot of folks have Blazing wands laying around as well, can probably get an MQ for free.
- You can buy a Pegasus cloak MQ if you have the cash, this one won't be cheap. You can also buy one so you can keep yours, free levitate is win.
- A large portion of this quest can be completed during classic on a fresh start Green, if you plan well you can be almost done by the time the epic patch comes out.
- On a mature server you can acquire many of these items while leveling, saving lots of running time later.
Thanks for reading my guide! Hopefully this will help people understand this item and quest better and maybe lead to some more folks being able to complete it. Thanks to everyone who helped me with the groupable parts, the many CoM Neh kills and the endless Hate runs and rezes and tracking and batphones. My guild is awesome and supportive and there's no way I could've completed it or made this guide with out them!
Kunark Chase
There's really one contender here, that's right, it's
MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY
Skill: 1H Blunt Atk Delay: 40
DMG: 60
INT: -50
SV MAGIC: +10
WT: 5.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 14
INT: +8
Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
So let's do some numbers here to illustrate how the robe works. Just like Manastone it costs 60 health for 20 mana, except there's a three second cast time. There's a few ways to use it and I'll go over each method.
Natural sitting regen at 60: 21 mana per tick. 10 ticks a minute gives you 210 mana. With me so far?
Method 1:
Standing and spamming the Manna robe, you can get two casts per tick, but because of latency and human error it won't be exactly two every time. Here's a (edited guild chat out) log excerpt to show what I mean:
- [Sat Nov 26 22:09:31 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:31 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:33 2022] You can't use that command right now...
- [Sat Nov 26 22:09:34 2022] You can't use that command right now...
- [Sat Nov 26 22:09:34 2022] You can't use that command right now...
- [Sat Nov 26 22:09:34 2022] You can't use that command right now...
- [Sat Nov 26 22:09:34 2022] You feel your life draining into your mind. You have taken 60 points of damage.1
- [Sat Nov 26 22:09:34 2022] You can't use that command right now...
- [Sat Nov 26 22:09:34 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:34 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:35 2022] You can't use that command right now...
- [Sat Nov 26 22:09:35 2022] You can't use that command right now...
- [Sat Nov 26 22:09:35 2022] You can't use that command right now...
- [Sat Nov 26 22:09:36 2022] You can't use that command right now...
- [Sat Nov 26 22:09:36 2022] You can't use that command right now...
- [Sat Nov 26 22:09:36 2022] You can't use that command right now...
- [Sat Nov 26 22:09:36 2022] You can't use that command right now...
- [Sat Nov 26 22:09:37 2022] You can't use that command right now...
- [Sat Nov 26 22:09:37 2022] You can't use that command right now...
- [Sat Nov 26 22:09:37 2022] You can't use that command right now...
- [Sat Nov 26 22:09:37 2022] You can't use that command right now...
- [Sat Nov 26 22:09:37 2022] You feel your life draining into your mind. You have taken 60 points of damage.2
- [Sat Nov 26 22:09:38 2022] You can't use that command right now...
- [Sat Nov 26 22:09:38 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:38 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:38 2022] You can't use that command right now...
- [Sat Nov 26 22:09:38 2022] You can't use that command right now...
- [Sat Nov 26 22:09:40 2022] You can't use that command right now...
- [Sat Nov 26 22:09:40 2022] You can't use that command right now...
- [Sat Nov 26 22:09:41 2022] You feel your life draining into your mind. You have taken 60 points of damage.3
- [Sat Nov 26 22:09:41 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:41 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:41 2022] You can't use that command right now...
- [Sat Nov 26 22:09:41 2022] You can't use that command right now...
- [Sat Nov 26 22:09:43 2022] You can't use that command right now...
- [Sat Nov 26 22:09:44 2022] You can't use that command right now...
- [Sat Nov 26 22:09:44 2022] You can't use that command right now...
- [Sat Nov 26 22:09:44 2022] You feel your life draining into your mind. You have taken 60 points of damage.4
- [Sat Nov 26 22:09:44 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:44 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:44 2022] You can't use that command right now...
- [Sat Nov 26 22:09:44 2022] You can't use that command right now...
- [Sat Nov 26 22:09:47 2022] You can't use that command right now...
- [Sat Nov 26 22:09:47 2022] You can't use that command right now...
- [Sat Nov 26 22:09:47 2022] You feel your life draining into your mind. You have taken 60 points of damage.5
- [Sat Nov 26 22:09:47 2022] You can't use that command right now...
- [Sat Nov 26 22:09:47 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:47 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:47 2022] You can't use that command right now...
- [Sat Nov 26 22:09:48 2022] You can't use that command right now...
- [Sat Nov 26 22:09:48 2022] You can't use that command right now...
- [Sat Nov 26 22:09:50 2022] You can't use that command right now...
- [Sat Nov 26 22:09:50 2022] You can't use that command right now...
- [Sat Nov 26 22:09:50 2022] You can't use that command right now...
- [Sat Nov 26 22:09:50 2022] You can't use that command right now...
- [Sat Nov 26 22:09:50 2022] You feel your life draining into your mind. You have taken 60 points of damage.6
- [Sat Nov 26 22:09:50 2022] You can't use that command right now...
- [Sat Nov 26 22:09:51 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:51 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:53 2022] You can't use that command right now...
- [Sat Nov 26 22:09:53 2022] You can't use that command right now...
- [Sat Nov 26 22:09:53 2022] You can't use that command right now...
- [Sat Nov 26 22:09:54 2022] You can't use that command right now...
- [Sat Nov 26 22:09:54 2022] You feel your life draining into your mind. You have taken 60 points of damage.7
- [Sat Nov 26 22:09:54 2022] You can't use that command right now...
- [Sat Nov 26 22:09:54 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:54 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:57 2022] You can't use that command right now...
- [Sat Nov 26 22:09:57 2022] You can't use that command right now...
- [Sat Nov 26 22:09:57 2022] You can't use that command right now...
- [Sat Nov 26 22:09:57 2022] You feel your life draining into your mind. You have taken 60 points of damage.8
- [Sat Nov 26 22:09:57 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:09:57 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:09:57 2022] You can't use that command right now...
- [Sat Nov 26 22:10:00 2022] You feel your life draining into your mind. You have taken 60 points of damage.9
- [Sat Nov 26 22:10:00 2022] You begin casting Mana Conversion.
- [Sat Nov 26 22:10:00 2022] Your Manna Robe begins to glow.
- [Sat Nov 26 22:10:00 2022] You can't use that command right now...
- [Sat Nov 26 22:10:01 2022] You can't use that command right now...
- [Sat Nov 26 22:10:01 2022] You can't use that command right now...
- [Sat Nov 26 22:10:01 2022] You can't use that command right now...
- [Sat Nov 26 22:10:03 2022] You feel your life draining into your mind. You have taken 60 points of damage.10
So from 22:09:31 to 22:10:03 I was able to click the robe 10 times.
10 clicks = 200 mana,
It took 32 seconds to do this so 3.2 seconds per cast. We can reasonably assume I would get a similar number if I did it again, so let's double it.
20 clicks = 400 mana in 64 seconds.
Compare that to 210 mana in 60 seconds just sitting down. Note that the 'you can't use that command right now...' spam is me spamming clicking the hotkey when the timer is low so I get it started asap.
Method 2:
Shamans have this spell as a class, and often do something called the 'canni dance'. This can be done by watching for their hp or mana to tick up, then standing up and casting cannibalize, then sitting and waiting for the tick up again. Rinse repeat. This allows the caster to utilize natural sitting regen as well as the spell regen. You can do this too with Manna robe, it's pretty simple, but it's intensive and you have to be paying close attention. Let's go through the numbers.
Sitting natural regen = 210 mana in 10 ticks. Dancing 10 robe clicks = 200 mana in 10 ticks
410 mana in one minute
This is more efficient then standing and spamming the robe, but a lot more work to achieve what is basically 30ish more mana. I'll leave it up to you to decide which is best.
Method 3:
If you're just soloing, farming some greens, or grouping just clicking the robe every time you stand up to move or cast another spell is a great way to add some mana without really focusing on it. Basically you want to make sure your health is never full, so just use it liberally whenever your about to sit down. It'll add a small amount of regen per minute even though you aren't sitting for those seconds. This is kind of a lazy, play as you go and it's more for laid back situations. No matter what you do, once you get this robe you will finally have some serious mana regen without the aid of others.
Velious Launch Era
Here we are at the last full release in the timeline, there are still patches to go, but the bulk of the game is now available! Velious opens so much more raiding, just Temple of Veeshan alone has more raid targets than all of Kunark, it's a whole different game. We get three major factions warring for the continent to choose from, each having a quest armor set for each class, each having a city leader raid boss. There are more group and solo opportunities, quests, and the more gear to choose from than in Classic and Kunark combined. There are finally serious upgrades for every slot, and the mudflation is through the roof, everything has large amounts of +HP/Mana. There is also a ton of HP/Mana regen items availible which are perfect for increasing your efficiency, most require some work to get, or are raid items. Let's look at the new items availible. We'll have a general overview of non armor set items, and a BIS list as well, that has a few non Velious items, but also most of the top tier items in the game.
- Ears - Blue Diamond Electrum Earring,Blue Diamond Electrum Earring
MAGIC ITEM
Slot: EAR
MANA: +15
SV FIRE: +6 SV DISEASE: +11 SV COLD: +6 SV MAGIC: +4 SV POISON: +11
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Dragons Tear Earring,Dragons Tear EarringMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 10
WIS: +7 INT: +7 HP: +10 MANA: +40
SV DISEASE: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Earring of the Frozen Skull,Earring of the Frozen SkullMAGIC ITEM LORE ITEM
Slot: EAR
Charges: 4
AC: 4
MANA: +40
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
Effect: Divine Aura (Any Slot/Can Equip, Casting Time: 1.0)
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Earring of the Icecaster,Earring of the IcecasterMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 10
WIS: +5 INT: +5 AGI: +5 HP: +35 MANA: +35
SV FIRE: +15 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
WT: 0.0 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Essence Pearl,Essence PearlMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
STA: +10 WIS: +10 INT: +10 HP: +65
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Helssen's Prismatic Trinket,Helssen's Prismatic TrinketMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 5
CHA: +8 MANA: +55
SV MAGIC: +5
WT: 0.3 Size: TINY
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Kin Magi Earring,Kin Magi EarringMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
INT: +7 MANA: +25
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Rijoely's Earring,Rijoely's EarringMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 2
INT: +3 MANA: +35
SV MAGIC: +7
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
Hammered Golden Loop,Hammered Golden LoopMAGIC ITEM NO DROP
Slot: EAR
AC: -15
STA: +8 HP: +75
SV MAGIC: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Earring of Everfount,Earring of EverfountMAGIC ITEM LORE ITEM
Slot: EAR
AC: 2
HP: +35 MANA: +35
Effect: Everfount (Must Equip, Casting Time: 4.0) at Level 44
WT: 0.3 Size: TINY
Class: MAG
Race: HUM ERU HIE DEF GNM
Pearly Sarnak Bangle,Pearly Sarnak BangleMAGIC ITEM NO DROP
Slot: EAR
AC: 2
STA: +10 HP: +35
SV DISEASE: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Solist`s Earring of InsightSolist`s Earring of InsightMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 25
INT: +15 HP: +90 MANA: +90
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
- Fingers - Ring of Stealthy Travel,Ring of Stealthy Travel
MAGIC ITEM LORE ITEM
Slot: FINGER
HP: +35 MANA: +35
Effect: Gather Shadows (Must Equip, Casting Time: 2.0) at Level 49
WT: 3.0 Size: SMALL
Class: RNG SHD DRU SHM NEC WIZ MAG ENC
Race: ALL
Ring of the Frost Spiders,Ring of the Frost SpidersMAGIC ITEM LORE ITEM
Slot: FINGER
AC: 5
WIS: +2 INT: +2 HP: +25 MANA: +25
SV POISON: +10
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
Diamond Wedding Band,Diamond Wedding BandMAGIC ITEM LORE ITEM
Slot: FINGER
AC: 2
DEX: +3 WIS: +5 INT: +5 MANA: +15
SV FIRE: +8 SV COLD: +8
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Engineer's Ring,Engineer's RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 20
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +5 MANA: +20
WT: 0.1 Size: TINY
Class: WAR CLR PAL SHD ROG NEC WIZ MAG ENC
Race: GNM
Dragon's Eye Sage Ring,Dragon's Eye Sage RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 7
DEX: +5 WIS: +8 INT: +8 MANA: +50
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Velium Fire Wedding Ring,Velium Fire Wedding RingSlot: FINGER
AC: 6
HP: +65
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Ring of the Frozen Flame,Ring of the Frozen FlameMAGIC ITEM NO DROP
Slot: FINGER
AC: 4
STA: +5 HP: +60
SV FIRE: +7
Effect: Serpent Sight (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Ring of Winter,Ring of WinterMAGIC ITEM LORE ITEM
Slot: FINGER
AC: 3
WIS: +5 INT: +5 HP: +55 MANA: +25
SV MAGIC: +5
WT: 0.0 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Coldain Hero's Insignia Ring,Coldain Hero's Insignia RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 9
STR: +9 STA: +9 HP: +50
SV MAGIC: +9
Effect: Shield of the Eighth (Must Equip/Can Equip, Casting Time: Instant)
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL
Reaper's Ring,Reaper's RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 10
STA: +15 HP: +50 MANA: +50
Effect: Grim Aura (Any Slot, Casting Time: Instant)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Ring of Superiority,Ring of SuperiorityMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 7
STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +35 MANA: +35
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Ring of Pureblood,Ring of PurebloodMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 3
STR: +5 CHA: +5 WIS: +5 INT: +5 HP: +30 MANA: +30
WT: 0.1 Size: TINY
Class: CLR PAL WIZ MAG ENC
Race: HIE
Knotted Turtlebone Ring,Knotted Turtlebone RingMAGIC ITEM LORE ITEM
Slot: FINGER
AC: 5
STR: +3 HP: +25 MANA: +35
Effect: Enduring Breath (Worn)
WT: 0.1 Size: TINY
Class: ALL except WAR MNK BRD ROG
Race: ALL
Di`zok Begirding,Di`zok BegirdingLORE ITEM
Slot: FINGER
WIS: +5 INT: +5 HP: +5 MANA: +20
SV DISEASE: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Regal Band of Bathezid,Regal Band of BathezidMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
Charges: 5
AC: 5
STA: +5 CHA: +2 WIS: +2 INT: +2
HP: +85 MANA: +50
Effect: Aegis of Bathezid (Must Equip, Casting Time: Instant) at Level 49
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Pitted Iron Ring,Pitted Iron RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
Charges: 5
AC: 4
STA: +5 INT: +10 HP: +50 MANA: +50
SV FIRE: +5 SV COLD: +5
Effect: Mana Flare (Must Equip, Casting Time: 5.0) at Level 50
WT: 0.2 Size: TINY
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Ring of Dain Frostreaver IV,Ring of Dain Frostreaver IVMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 10
STR: +10 STA: +10 HP: +100
SV MAGIC: +10
Effect: Frostreaver's Blessing (Must Equip, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Ring of Lightning,Ring of LightningMAGIC ITEM LORE ITEM
Slot: FINGER
AC: 10
INT: +10 HP: +75 MANA: +75
SV MAGIC: +10
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
Essence Ring,Essence RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 8
HP: +65 MANA: +65
SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Ring of Destruction,Ring of DestructionMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 30
STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Crystasia`s Crystal RingCrystasia`s Crystal RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 30
HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
- Neck - Ayillish's Talismanor other +6 Talisman,Ayillish's Talisman
MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 7
STR: +6 DEX: +6 STA: +6 CHA: +6 WIS: +6 INT: +6 AGI: +6 HP: +30 MANA: +30
SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6
WT: 0.5 Size: TINY
Class: ALL
Race: ALL
Qeynos Badge of Honor,Qeynos Badge of HonorMAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 5
STR: +4 WIS: +4 INT: +4 AGI: +4 HP: +25 MANA: +25
Effect: See Invisible (Worn)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Silver Charm of Tranquility,Silver Charm of TranquilityMAGIC ITEM LORE ITEM NO DROP
Slot: NECK WRIST
AC: 35
STR: +10 STA: +15 HP: +100 MANA: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.5 Size: TINY
Class: ALL
Race: ALL
Choker of the Wretched,Choker of the WretchedMAGIC ITEM LORE ITEM
Slot: NECK
AC: 8
STR: +8 CHA: +8 WIS: +8 INT: +8 HP: +40 MANA: +40
Effect: Flowing Thought I
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Spinning Orb of Confusion,Spinning Orb of ConfusionMAGIC ITEM LORE ITEM NO DROP
Slot: NECK RANGE PRIMARY SECONDARY
AC: 25
STA: +15 CHA: +15 AGI: +15 HP: +25 MANA: +25
Effect: Spin the Bottle
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Medal of Deep Thought,Medal of Deep ThoughtMAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 10
WIS: +9 INT: +9 HP: +75 MANA: +30
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
WT: 0.0 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Amulet of the DreadgazerAmulet of the DreadgazerMAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 15
STR: +5 STA: +5 WIS: +5 INT: +5 HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Truesight (Worn, Casting Time: Instant)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
- Head - Ice Silk Cap,Ice Silk Cap
MAGIC ITEM
Slot: HEAD
AC: 5
CHA: +11 WIS: +8 INT: +10 HP: +10 MANA: +20
SV COLD: +5 SV MAGIC: +5
WT: 0.3 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Iksar Hide Cap,Iksar Hide CapMAGIC ITEM
Slot: HEAD
AC: 10
WIS: +7 INT: +7 HP: +25
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL
Circlet of Summer,Circlet of SummerMAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 25
WIS: +10 HP: +70 MANA: +70
SV COLD: +25
WT: 2.0 Size: TINY
Class: ALL
Race: ALL
Circlet of Silver Skies,Circlet of Silver SkiesMAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 25
DEX: +7 STA: +7 CHA: +14 WIS: +7 INT: +7 AGI: +7
MANA: +60
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
White Dragon Helm,White Dragon HelmMAGIC ITEM LORE ITEM
Slot: HEAD
AC: 22
STR: +10 DEX: +15 STA: +12 HP: +100 MANA: +60
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Endure Magic (Worn)
WT: 1.5 Size: SMALL
Class: ALL
Race: ALL
Circlet of Suffering,Circlet of SufferingMAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 20
STR: +7 STA: +7 HP: +100 MANA: +50
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Platinum Blue Diamond Tiara,Platinum Blue Diamond TiaraMAGIC ITEM
Slot: HEAD
MANA: +25
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Crown of the Kromzek Kings,Crown of the Kromzek KingsMAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 35
STR: +10 WIS: +10 INT: +10 HP: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +25 SV POISON: +10
Effect: Truesight (Worn)
WT: 1.0 Size: TINY
Class: ALL
Race: ALL
Circlet of the FalinkanCirclet of the FalinkanMAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 12
STR: +7 DEX: +5 WIS: +5 INT: +5 HP: +50 MANA: +75
SV FIRE: +5 SV COLD: +5 SV MAGIC: +5
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
- Face - Crystal Spider Eyes,Crystal Spider Eyes
LORE ITEM
Slot: FACE
AC: 8
WIS: +3 INT: +3 HP: +35 MANA: +35
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Tattered Flesh Veil,Tattered Flesh VeilMAGIC ITEM LORE ITEM
Slot: FACE
AC: 4
WIS: +7 INT: +7 MANA: +40
SV POISON: +10
WT: 3.0 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL
Mask of Secrets,Mask of SecretsMAGIC ITEM LORE ITEM
Slot: FACE
AC: 7
CHA: +5 INT: +5 MANA: +20
SV POISON: +5
WT: 3.0 Size: SMALL
Class: NEC WIZ MAG ENC
Race: ALL
Stained Cloth Mask,Stained Cloth MaskMAGIC ITEM LORE ITEM
Slot: FACE
Charges: 10
AC: 6
CHA: +4 HP: +20 MANA: +20
SV DISEASE: +5 SV POISON: +5
Effect: Ultravision (Must Equip, Casting Time: 5.0)
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL
Eye of Cazic Thule,Eye of Cazic ThuleMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 15
STA: +5 CHA: -25 WIS: +5 INT: +5 HP: +50 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL
Transparent Eyepatch,Transparent EyepatchMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 2
DEX: +10 MANA: +100
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Mask of the Silver Eyes,Mask of the Silver EyesMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 25
STA: +12 WIS: +12 INT: +12 HP: +20 MANA: +80
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Ssra`s Bloodstone Eyepatch,Ssra`s Bloodstone EyepatchMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 35
STR: +10 WIS: +15 INT: +15 HP: +75 MANA: +75
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
Effect: Truesight (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Mask of Fall,Mask of FallMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 15
INT: +7 MANA: +55
SV DISEASE: +10 SV POISON: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Darkbrood Mask,Darkbrood MaskMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 7
STR: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV POISON: +5
WT: 1.0 Size: SMALL
Class: WAR CLR SHD ROG NEC WIZ MAG ENC
Race: DEF
Dragon Scaled Mask,Dragon Scaled MaskMAGIC ITEM
Slot: FACE
AC: 10
STA: +10 CHA: +25 INT: +12 HP: +50 MANA: +50
WT: 0.1 Size: SMALL
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
Sky Watcher's Monocle,Sky Watcher's MonocleMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 15
DEX: +10 WIS: +10 AGI: +10 HP: +50 MANA: +50
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Akkirus` Mask of WarfareAkkirus` Mask of WarfareMAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 30
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +100 MANA: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
- Chest - [[:]], [[:]], Sal`Varae`s Robe of DarknessSal`Varae`s Robe of Darkness
MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 60
STR: +15 DEX: +15 STA: +25 CHA: +25 WIS: +25 INT: +25 AGI: +25 HP: +100 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Flowing Thought I
WT: 1.0 Size: TINY
Class: CLR NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Arms - [[:]]
- Back - [[:]]
- Waist - [[:]]
- Shoulders - Runed Coldain Prayer ShawlRuned Coldain Prayer Shawl
MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 7
STA: +7 CHA: +7 WIS: +7 INT: +7
SV FIRE: +7 SV COLD: +7 SV POISON: +7
Effect: Flowing Thought I (Worn)
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL
- Wrists - [[:]], [[:]]
- Legs - Astral Leggings of the Titans,Astral Leggings of the Titans
MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 5
INT: +10 AGI: +8
SV MAGIC: -5
WT: 3.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL
Ice Silk Pantaloons, [[:]]Ice Silk PantaloonsMAGIC ITEM
Slot: LEGS
AC: 5
CHA: +6 INT: +5 HP: +20 MANA: +5
SV COLD: +9
WT: 0.7 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Hands - Spider Fur Gloves,Spider Fur Gloves
MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 4
INT: +3 MANA: +35
SV COLD: +2
WT: 0.2 Size: SMALL
Class: NEC WIZ MAG ENC
Race: ALL
Coldain Skin GlovesColdain Skin GlovesMAGIC ITEM
Slot: HANDS
AC: 12
STA: +9 WIS: +6 INT: +6 HP: +20 MANA: +20
WT: 1.5 Size: SMALL
Class: ALL
Race: ALL
- Feet - Coldain Skin Boots, [[:]]Coldain Skin Boots
MAGIC ITEM
Slot: FEET
AC: 3
WIS: +8 INT: +8 MANA: +35
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL
- Primary - [[:]], [[:]]
- Secondary - [[:]]
- Range - [[:]], Kromzek Surveyor ScopeKromzek Surveyor Scope
MAGIC ITEM
Slot: RANGE
INT: +5
Effect: Telescope (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- This part is under construction while I parse out the Chardok loot and add it to it's own section and remove the BIS list.****
- Ears - Solist`s Earring of Insight,Solist`s Earring of Insight
MAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 25
INT: +15 HP: +90 MANA: +90
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
Yunnb's EarringYunnb's EarringMAGIC ITEM LORE ITEM NO DROP
Slot: EAR
AC: 2
WIS: +15 INT: +15 HP: +35 MANA: +50
SV FIRE: +10 SV COLD: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
- Fingers - Ring of Destruction,Ring of Destruction
MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 30
STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Crystasia`s Crystal Ring,Crystasia`s Crystal RingMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 30
HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Ring of Dain Frostreaver IVRing of Dain Frostreaver IVMAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 10
STR: +10 STA: +10 HP: +100
SV MAGIC: +10
Effect: Frostreaver's Blessing (Must Equip, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
- Neck - Amulet of the DreadgazerAmulet of the Dreadgazer
MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 15
STR: +5 STA: +5 WIS: +5 INT: +5 HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Truesight (Worn, Casting Time: Instant)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
- Head - Crown of RileCrown of Rile
MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 16
STR: +20 WIS: +20 INT: +20 HP: +75 MANA: +75
SV MAGIC: +25 SV POISON: +25
Effect: Extinguish Fatigue (Must Equip, Casting Time: Instant)
WT: 1.1 Size: MEDIUM
Class: ALL
Race: ALL
- Face - Akkirus` Mask of WarfareAkkirus` Mask of Warfare
MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 30
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +100 MANA: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
- Chest - Sal`Varae`s Robe of DarknessSal`Varae`s Robe of Darkness
MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 60
STR: +15 DEX: +15 STA: +25 CHA: +25 WIS: +25 INT: +25 AGI: +25 HP: +100 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Flowing Thought I
WT: 1.0 Size: TINY
Class: CLR NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS
- Arms - Shiny Metallic SleevesShiny Metallic Sleeves
MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 15
STA: +15 INT: +9 MANA: +70
SV FIRE: +8 SV COLD: +8
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
- Back - Shroud of VeeshanShroud of Veeshan
MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 15
STR: +8 DEX: +8 STA: +8 CHA: +8 WIS: +12 INT: +12 AGI: +8 HP: +55 MANA: +110
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL
- Waist - Belt of Dwarf SlayingBelt of Dwarf Slaying
MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 20
STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Aura of Battle (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
- Shoulders - Drake-Hide AmiceDrake-Hide Amice
MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
Charges: 10
AC: 6
STA: +5 HP: +50 MANA: +50
Effect: Malaise (Must Equip, Casting Time: Instant) at Level 45
WT: 2.5 Size: SMALL
Class: MAG
Race: ALL
- Wrists - Camii`s Bracer of Vigor,Camii`s Bracer of Vigor
MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 35
STR: +15 STA: +20 WIS: +15 INT: +15 HP: +50 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Invigor (Any Slot/Can Equip, Casting Time: 1.5) at Level 50
WT: 0.0 Size: TINY
Class: ALL
Race: ALL
Silver Charm of TranquilitySilver Charm of TranquilityMAGIC ITEM LORE ITEM NO DROP
Slot: NECK WRIST
AC: 35
STR: +10 STA: +15 HP: +100 MANA: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.5 Size: TINY
Class: ALL
Race: ALL
- Legs - Shining Metallic PantaloonsShining Metallic Pantaloons
MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 10
STA: +10 INT: +15 MANA: +80
SV FIRE: +8 SV COLD: +8
WT: 3.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
- Hands - Shiny Metallic GlovesShiny Metallic Gloves
MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 20
INT: +9 MANA: +90
SV FIRE: +8 SV COLD: +8
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
- Feet - White Dragonscale BootsWhite Dragonscale Boots
MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 15
WIS: +17 INT: +17 HP: +85 MANA: +110
SV FIRE: +5 SV DISEASE: +5 SV COLD: +20 SV MAGIC: +10 SV POISON: +5
Effect: Flowing Thought II
WT: 1.5 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
- Primary - Orb of MasteryOrb of Mastery
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Charges: 1
Skill: 1H Blunt Atk Delay: 30
DMG: 20
STR: +15 DEX: +5 STA: +10 INT: +20 MANA: +100
SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
Effect: Manifest Elements (Must Equip, Casting Time: 20.0) at Level 46
WT: 1.0 Size: TINY
Class: MAG
Race: HUM ERU HIE DEF GNM
- Secondary - Essence of NatureEssence of Nature
LORE ITEM NO DROP
Slot: SECONDARY
AC: 10
CHA: +15 INT: +15 HP: +50 MANA: +100
SV FIRE: +12 SV DISEASE: +12 SV POISON: +12
Effect: Flowing Thought V
WT: 2.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL
- Range - Brain of Cazic ThuleBrain of Cazic Thule
MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 10
STR: +10 STA: +10 CHA: -25 WIS: +10 INT: +10 HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 10.0 Size: LARGE
Class: ALL
Race: ALL
Revamp to Chardok Era
Velious Chase
Magician Play Basics and Leveling
So we've covered how to create your character, how to equip your character, let's take a dive into how to play your character. When you have a pet summoned, the pet will steal 50% of the exp, unless you do 51% of the damage to the mob. If you're grouped with just one person, and they are in range to get experience, you don't take the penalty. Duoing is a great way to exp, and maximize your experience. These methods I'll go over here are for soloing. We will cover other basics as we go through the levels and talk about spells. So here we go!
Basics
Method One: Shoot first and ask questions later
The simplest thing to do is just let the pet eat the 50% experience, and try to kill as much as you can to make up for it. This works well 1-20, there a lot of times you want to just let the pet rampage around and kill everything it can. At a certain point you're just hurting you progress, you will have to decide when that is. It's usually post 20 in my experience.
Method Two: Nuke the Mob
This one is easy, just do 51% of the damage to the mob. The best way to make sure you're doing 51% is to pull the mob with your best nuke and hover your mouse over it's HP bar. You'll see the % of it's health and see how much the nuke does. So if it does 20% you'll you to nuke three times to break that 51% barrier. You can also cast damage shield to add to non pet damage, it doesn't count for anyone so it reduces the % for you. So in the 20% HP nuke scenario, nuking twice plus a damage shield might be enough to pop you over. Just count how many times the shield goes off and compare it to the nuke damage to be sure.
Method Three: Reclaim the Pet
This method works best level 24 or 29 plus, but you can use it at anytime. Summon your pet, put a damage shield on it, let the mob beat itself down to 5% - 10% health. Then cast Reclaim Energy on your pet, all of it's damage is now 'gone' so to speak, so you just need to nuke for that 5% and finish the mob. Bingo, 100% experience. Reclaim energy returns the mana cost of the summoned pet (but not the reagent) based on it's health, it's not exactly 50% pet health = 50% mana cost. However 100% pet health does return 100% mana cost. I'm not sure exactly how the return values work, it requires some testing.
Pets
Before we go over the spells let's talk about the different pets. People often ask: "What is the best pet?", or "What pet should I use at this level?", or something similar to these questions. My response is generally: "It's complicated." There isn't always a single answer that fits all situations or levels. People have all sorts of different experiences with each pet at each rank and obviously your personal preference should come into play here. Play with what you like! If you want to have every pet at every spell rank and use each one situationally then go for it. If you want to stick with just one that works too. Up front I'll say this: the earth pet is generally the best pet while leveling up. You can't go wrong with this guy, he always has the most hit points, has root (your only real crowd control spell), and post 50 always hits the hardest. That doesn't mean the other pets don't have value or aren't useful, in fact most of them are. Let's look at the level 49 rank pets to get a general idea of how they work, and as we go through the spell levels we can compare the different pets by rank.
PET SKILLS: All pets except the Fire Pet gain the ability to double kick/bash.
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Greater Conjuration: Air | 37-41 | 2200-2400 | 48-56 | 23-25 | 0 | |
Greater Conjuration: Earth | 2600-2900 | 23-25 | 0 | |||
Greater Conjuration: Fire | 1550-1750 | N/A | 38-42 | 39-43 | ||
Greater Conjuration: Water | 2350-2600 | 23-25 | 38-42 |
Some of the info in these tables may be incorrect, I haven't tested everything since the pets were reset to classic values during the first Green timeline, but you can still see the differences between each pet. Earth always has the highest HP, followed by Water, then Air, and then Fire, this never changes. At levels 4-49 they are all warrior class NPC's and all four will have the same hit range, in this case 48-56 damage. The biggest difference between them in classic levels is the abilities they have. The spells they cast for Earth/Fire/Water is all around the same time at every 6-9 seconds. Air's spell is slower more like every 15-18 seconds.
Earth: Casts a root.
Water: Casts a cold based direct damage.
Air: Casts a magic based stun attack and also casts invisibility on itself when idle.
Fire: Casts a fire based direct damage as well as casting a personal damage shield that is far higher than what the Magician can cast at level.
Think of the pets spells as extensions of your own spellbook. If you want a cold based damage over time (DoT) then pop out the Water pet, if you want a fire based DoT then use Fire. The Air pets stun is the only way that Mages can cast this spell without the use of items. The same goes for Earth's root. So while Mages may not get as many spells as other classes, don't forget that each pet is a spell that you continually cast as long as it's attacking a mob. It's like a turret or a totem that you can move around and focus it's effects on a target mob. Think Shaman totems in WoW here and you'll get the idea. That being said, the pets are also just big meat walls that you can resummon on a whim, warriors in your pocket. The 49 Earth pet costs 200 mana for 2600-2900 HP (more with a shovel focus item), and if you want to complete heal that sucker, just cast another Earth pet. This kind of power is why Mages didn't scale well into Velious, the Devs had trouble balancing the power of the pets versus their other spells, but I digress. Levels 4-49 the pets generally fall into two categories; solo or grouped. This isn't a hard or fast rule, but a good rule of thumb when you're adventuring.
Solo
Earth - It has the highest hit points and root is invaluable for splitting pulls up and controlling adds. Some groups won't want you rooting every mob you fight. This is the best solo pet in my opinion.
Fire - It's damage shield makes it the best way to burn down melee mobs quickly, if it can handle the damage output before dying. A focused fire pet is incredibly powerful against the right mobs, and generally the fastest way to level 24-49. The lack of kick/bash means it can't interrupt casters and you want to interrupt in groups.
Grouped
Water - Good hit points coupled with a safe cold damage spell. This is a safe option, but unless you have a Water staff in classic era this guy is generally the worst pet 4-49.
Air - Lower hit points, but this doesn't matter as much in a group. What is useful here is the pet won't aggro as many things being invisible and the stun is very useful against caster mobs. This is the best group pet in my opinion.
To summarize I would like to re-iterate that what pet you choose to play with in each situation is entirely up to you. Play what you like and what is fun, and don't let people tell you that you have to play a certain way or the best choice is the only choice. I have laid out what is best but ultimately you decide what's fun for you. If your in a group and they ask you to use a certain pet, be open to it, it's like someone asking for a buff, or asking someone to pull. Having those options is fun, enjoy the experience.
Level 1-11
We will break spells down into categories:
S = Can skip N = Nice to have M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Burst of Flame | Single Target Fire-based Direct Damage (DD) (Max: 5) *Starting spell | Cla | Evo. | Vendor | 7 |
Flare | Casts a flame that will travel directly ahead of you S | Cla | Evo. | Vendor | 3 |
Minor Shielding | Self Only Hit Points (HP) and Armor Class (AC) Buff *Starting spell | Cla | Abj. | Vendor | 10 |
Reclaim Energy | Kills pet and gives you mana M | Cla | Con. | Vendor | 5 |
Summon Dagger | Summons 1 Summoned: Dagger MSummoned: Dagger ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 10 |
Summon Drink | Summons 1 Summoned: Globe of Water NSummoned: Globe of Water ![]() TEMPORARY |
Cla | Con. | Vendor | 10 |
Summon Food | Summons 1 Summoned: Black Bread NSummoned: Black Bread ![]() TEMPORARY |
Cla | Con. | Vendor | 10 |
True North | Turns player to the North S | Cla | Div. | Vendor | 5 |
None of your level one spells are that great to be honest, picking up summon dagger early gives you a better weapon to melee with. This spell is incredibly useful later for equipping your pet to hit magic mobs and to duel wield. Summon food/water are great for saving a little money early and for practicing conjuration. Decaying skeletons are the best mobs you can be fighting in your noobie zone, they have the best loot and coin, and armor for you. Not much to say about 1-4 other than kill stuff, aim for skeletons, and try to get a couple bags and some spell money. Butcherblock, Freeport, and Qeynos have the best noobie yards for skeletons, followed by Steamfont (decent) and then Toxxulia/Greater Fay being pretty bad for skeletons. No pet makes for slow going, focus on making money and getting cloth drops.
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Burn | Single Target Fire-based Direct Damage (DD) (Max: 14) N | Cla | Evo. | Vendor | 15 |
Elementalkin: Air | Summons an Air Elemental Pet S | Cla | Con. | Vendor | 40 |
Elementalkin: Earth | Summons an Earth Elemental Pet M | Cla | Con. | Vendor | 40 |
Elementalkin: Fire | Summons a Fire Elemental Pet S | Cla | Con. | Vendor | 40 |
Elementalkin: Water | Summons a Water Elemental Pet S | Cla | Con. | Vendor | 40 |
Fire Flux | Area of Effect (AE) Fire-based Point Blank (PB) Direct Damage (DD) (Max: 12) S | Cla | Evo. | Vendor | 23 |
Gate | Returns you to your Bind Point M | Cla | Alt. | Vendor | 70 |
Sense Summoned | Points you in the direction of the nearest summoned creature in the zone M | Cla | Div. | Vendor | 5 |
Summon Bandages | Summons 20 Summoned: Bandages for binding wounds MSummoned: Bandages ![]() TEMPORARY |
Cla | Con. | Vendor | 15 |
Summon Wisp | Summons 1 Summoned: Wisp Stone as a light source SSummoned: Wisp Stone ![]() MAGIC ITEM LORE ITEM TEMPORARY |
Cla | Con. | Vendor | 30 |
REGENERATION: All Magician pets start with 6 HP/tick regeneration.
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Elementalkin: Air | 4-6 | 65-75 | 8-12 | 6 (@6+) | - | - |
Elementalkin: Earth | 85-95 | Root | ||||
Elementalkin: Fire | 37-47 | - | 5-7 | 6-8 | ||
Elementalkin: Water | 62-72 | 6 (@6+) | - |
Time for pets! I recommend you pick up just the earth pet at level 4, you will fly through these levels and there's no need to spend money on the others. Otherwise it's a fairly boring spell rank, Gate being the gem of the bunch. This is your best defensive spell, always keep it memmed, and never be afraid to use it. Appearing at your bind point with your clothes on is always preferable to having to run back naked to your corpse. It's hard to practice alteration at this level so expect some fizzles. You will be level 8 in no time with the pet doing the heavy lifting for you, it can kill yellows pretty easily if you summon a max level pet.
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Dimensional Pocket | Summons 1 Dimensional Pocket MDimensional Pocket ![]() TEMPORARY |
Cla | Con. | Vendor | 40 |
Elementaling: Air | Summons an Air Elemental Pet S | Cla | Con. | Vendor | 80 |
Elementaling: Earth | Summons an Earth Elemental Pet M | Cla | Con. | Vendor | 80 |
Elementaling: Fire | Summons a Fire Elemental Pet S | Cla | Con. | Vendor | 80 |
Elementaling: Water | Summons a Water Elemental Pet S | Cla | Con. | Vendor | 80 |
Eye of Zomm | Summons a small eye you can control and see with N | Cla | Con. | Vendor | 30 |
Flame Bolt | Single Target Fire-based Projectile Direct Damage (Fire DD) (Max: 47/1.18 DPM) M | Cla | Evo. | Vendor | 40 |
Invisibility | Single Target Invisibility M | Cla | Div. | Vendor | 30 |
Lesser Shielding | Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M | Cla | Abj. | Vendor | 25 |
Renew Elements | Pet Only Heal (Max: 50) M | Kun | Alt. | Vendor | 25 |
Shield of Fire | Single Target Damage Shield (DS) and Fire Resist (FR) Buff M | Cla | Abj. | Vendor | 40 |
Shock of Blades | Single Target Magical Direct Damage (DD) (Max: 35/1.17 DPM) N | Cla | Con. | Vendor | 30 |
Staff of Tracing | Summons 1 Summoned: Staff of Tracing SSummoned: Staff of Tracing ![]() MAGIC ITEM LORE ITEM NO RENT |
? | Con. | Vendor | 20 |
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Elementaling: Air | 6-9 | 160-175 | 10-16 | 7-14 | - | - |
Elementaling: Earth | 235-275 | Root | ||||
Elementaling: Fire | 113-128 | - | 7-10 | 8-11 | ||
Elementaling: Water | 180-200 | 7-14 | - |
So much going on here at level 8! Again I'd say just go for earth for the hit points and crowd control. Damage shield, pet heal, new shielding, a real nuke with Flame bolt, invisibility and dimensional hole open up the gameplay. This is the first level Mage starts to play like one. Damage shield isn't that effective yet, but try it out and see what you think. You can easily nuke for exp now with Flame bolt. If you're on a mature server the pet heal is very useful if you're holding a max level pet and trying to keep him up. Invis is great for traveling and setting up your camps. There are some good places to level now, Qeynos aquaducts, Blackburrow, Befallen, Crushbone, Windmills in Steamfont just to name a few. A note on Shock of Blades, this is your first conjuration nuke, if you're having trouble raising conjuration skill use this nuke instead of Flame bolt for a while to add some skillups.
Level 12-15
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Bind Affinity | Single Target new Bind Point M | Cla | Alt. | Vendor | 100 |
Burnout | Pet Only 15-min Strength (STR) and Haste buff M | Cla | Alt. | Vendor | 35 |
Cancel Magic | Removes a magical effect from your target M | Cla | Abj. | Vendor | 30 |
Column of Fire | Area of Effect (AE) Fire-based Direct Damage (DD) around target S | Cla | Evo. | Vendor | 65 |
Elemental: Air | Summons an Air Elemental Pet S | Cla | Con. | Vendor | 120 |
Elemental: Earth | Summons an Earth Elemental Pet M | Cla | Con. | Vendor | 120 |
Elemental: Fire | Summons a Fire Elemental Pet S | Cla | Con. | Vendor | 120 |
Elemental: Water | Summons a Water Elemental Pet S | Cla | Con. | Vendor | 120 |
Rain of Blades | Area of Effect (AE) spell that hits your target(s) with 3 waves (Max: 26) N | Cla | Evo. | Vendor | 62 |
Summon Fang | Summons 1 Summoned: Snake Fang NSummoned: Snake Fang ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 40 |
Ward Summoned | Single Target Direct Damage (DD) vs Summoned (Max: 41) S | Cla | Evo. | Vendor | 30 |
MAGIC ATTACKS: Pets of level 11+ attack as if wielding magic weapons.
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Elemental: Air | 10-13 | 175-250 | 12-18 | 12-15 | - | - |
Elemental: Earth | 290-400 | 12-15 | Root | - | ||
Elemental: Fire | 130-185 | - | 11-14 | 12-15 | ||
Elemental: Water | 9-13 | 200-300 | 12-15 | 11-14 | - |
Again this level I would skip all the pets except for earth, if you want them and can afford them, go for it! Earth is just so good at these levels for the extra hit points and root crowd control it's just the most efficient and safest option. There are a couple good spells on this rank, you can bind yourself finally, Burnout is amazing. Use this spell anytime you keep your pet up for more than a mob or two, it adds a really good amount of DPS. Don't forget to give your pet two summoned daggers so it can duel wield at this rank as well! Cancel magic is a great pulling tool against caster mobs, the rain spell is nice in Velious timeline when rains work. This is a soft spell rank, use this chance to save money. From here on out I will put some leveling spots for each rank to give you an idea of where to go.
Crushbone
Level Range: 8-16
Pros and Cons
- Easy to find a group
- Good loot
- Can be overcrowded
- Good exp for 8-20
- Small zone so easy to zone out
- Funky pathing
- Not enough mobs sometimes, and loads of greens in the way
- Exp turn in loot
Loot
- Belts n Pads! These are great for bonus exp as well as selling to players to make extra money, my Gfay characters are always the richest noobie characters I have.
- Slaver keys are good exp as well, hold onto them and find the right miners to give them too.
- Decent coin and trash loot
- Some magic items
Crushbone is a storied and beloved leveling zone for many folks, it's really hard to go wrong here, you can find groups, duo and solo opportunities here. It's close to the bank, it's tiny and full of danger and fun. You can start here at 8 if you like, but it's safer at higher levels. The solo experience starts to fall off around 16+ unless you can get into the throne room. Post 12 you'll want to sell the belts n' pads so you can afford spells and what not. I used the money I made here on a baby no twink Mage toon to buy the items for a Shovel of Ponz at level 15, it was amazing!
Blackburrow
Level Range: 8-20
Pros and Cons
- Close to Qeynos
- Gnoll Teeth bonus exp.
- Train central
- Can be crowded sometimes
- Dangerous especially with some weird pathing in spots
- Decent loot
Loot
- Gnoll Teeth!! A+
- Magic items off the named
- Decent coin and junk loot
- A few quest items
Blackburrow is another of those storied and beloved dungeons that is an essential part of the noobie experience. It's a classic dungeon with high risk and reward, and with the Gnoll Teeth turn in quest makes it some of the fastest experience in the game for this level range. If you save all your teeth until you're higher level and the mobs have greened out you'll get at least a couple of extra levels out of it. This zone is fun to pull, fun to learn and also dangerous. Watch out for trains, learn where the safe spots are and where the train tracks run.
Lavastorm Mountains
Level Range: 12-20
Pros and Cons
- Always empty, so plenty of mobs
- Mobs can drop gems
- Can be hard to navigate
- Very few KOS mobs
- Lower ZEM (zone experience modifier)
- Not close to a city unless you can use Neriak
- Gypsy merchants and druid ring
Loot
- Few rare named mobs with magic items
- Decent coin and gem drops
- The Goblins drop a lot of decent junk items
This is always my go to spot for level 12, it's safe, plenty of mobs, start to make some cash, and there are a ton of zonelines to run to if you get in trouble. Start with the Fire drakes (they assist each other) and work your way up to goblins, imps, elementals, and dervishes. Watch out for the snakes they generally aren't worth killing, and the dervishes will assist each other so make sure they are by themselves when you pull them. If you're evil, this zone is right outside Neriak, if you're good it's not that far to Freeport but it isn't close either. Lavastorm is one of those zones that is safe, efficient and boring; it gets the job done!
Level 16-19
S = Can skip N = Nice to have M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Identify | Obtain Item Lore Information S | Cla | Div. | Vendor | 50 |
Minor Summoning: Air | Summons an Air Elemental Pet S | Cla | Con. | Vendor (OoT) | 160 |
Minor Summoning: Earth | Summons an Earth Elemental Pet M | Cla | Con. | Vendor (OoT) | 160 |
Minor Summoning: Fire | Summons a Fire Elemental Pet S | Cla | Con. | Vendor (OoT) | 160 |
Minor Summoning: Water | Summons a Water Elemental Pet S | Cla | Con. | Vendor | 160 |
Phantom Leather | Self Only Armor Class (AC) and Hit Point (HP) Regeneration Buff (+1/tick) (Consumes Cat's Eye Agate when cast) M | Cla | Abj. | Vendor | 60 |
See Invisible | Single Target Vision Enhancer M | Cla | Div. | Vendor | 25 |
Shielding | Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M | Cla | Abj. | Vendor | 50 |
Shock of Flame | Single Target Fire-based Direct Damage (DD) (Max: 97/1.37 DPM) N | Cla | Evo. | Vendor | 70 |
Staff of Warding | Summons 1 Summoned: Staff of Warding SSummoned: Staff of Warding ![]() MAGIC ITEM LORE ITEM TEMPORARY |
Cla | Con. | Vendor | 40 |
Summon Heatstone | Summons 1 Summoned: Heatstone for light and Infravision NSummoned: Heatstone ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 40 |
Summon Throwing Dagger | Summons 20 Summoned: Throwing Dagger s NSummoned: Throwing Dagger ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 20 |
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield | Dodge/Parry | Double Attack |
---|---|---|---|---|---|---|---|---|
Minor Summoning: Air | 13-17 | 250-360 | 13-20 | 13-16 | - | - | @17+? | @17+ |
Minor Summoning: Earth | 400-550 | 13-16 | Root | |||||
Minor Summoning: Fire | 185-275 | - | 14-18 | 15-19 | @13+? | No | ||
Minor Summoning: Water | 300-450 | 13-16 | - | @17+ | @17+ |
Level 20-23
Spell Name | Spell Description | Era | Class | Location | Mana |
Bolt of Flame | Single Target Fire-based Projectile Direct Damage (DD) (Max: 156/1.49 DPM) | Cla | Evo. | Vendor | 105 |
Elemental Shield | Self Only Fire Resist (FR) and Cold Resist (CR) Buff | Cla | Abj. | Vendor | 50 |
Expulse Summoned | Single Target Direct Damage (DD) vs Summoned (Max: 94) | Cla | Evo. | Vendor | 60 |
Lesser Summoning: Air | Summons an Air Elemental Pet | Cla | Con. | Vendor | 200 |
Lesser Summoning: Earth | Summons an Earth Elemental Pet | Cla | Con. | Vendor (OoT) | 200 |
Lesser Summoning: Fire | Summons a Fire Elemental Pet | Cla | Con. | Vendor (OoT) | 200 |
Lesser Summoning: Water | Summons a Water Elemental Pet | Cla | Con. | Vendor (OoT) | 200 |
Rain of Fire | Area of Effect (AE) Fire-based spell that hits your target with 3 waves (Max: 56) | Cla | Evo. | Vendor | 125 |
Renew Summoning | Pet Only Heal (Max: 220) | Sky | Alt. | Vendor | 100 |
Shield of Flame | Single Target Fire-based Damage Shield (DS) (Max: 9) | Cla | Abj. | Vendor | 80 |
Spear of Warding | Summons 1 Summoned: Spear of Warding Summoned: Spear of Warding ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 60 |
Summon Arrows | Summons 20 Summoned: Arrow sSummoned: Arrow ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 30 |
Summon Waterstone | Summons 1 Summoned: Waterstone Summoned: Waterstone ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 40 |
PET SKILLS: All 20+ pets have Dodge and Parry, and 20+ non-Fire pets also have Double Attack.
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield | Dual Wield Weapons | Weapon Double Attack |
---|---|---|---|---|---|---|---|---|
Lesser Summoning: Air | 16-20 | 325-445 | 16-22 | 14-16 | - | - | @20 | @20 |
Lesser Summoning: Earth | 525-665 | 14-16 | Root | |||||
Lesser Summoning: Fire | 250-350 | - | 17-21 | 18-22 | - | |||
Lesser Summoning: Water | 400-540 | 14-16 | - | @20 |
Level 24-28
Spell Name | Spell Description | Era | Class | Location | Mana |
Cornucopia | Summons 20 Summoned: Black Bread Summoned: Black Bread ![]() TEMPORARY |
Cla | Con. | Research | 25 |
Everfount | Summons 20 Summoned: Globe of Water Summoned: Globe of Water ![]() TEMPORARY |
Cla | Con. | Research | 25 |
Flame Flux | Area of Effect (AE) Fire-based Point Blank (PB) Direct Damage (DD) (Max: 96) | Cla | Evo. | Vendor | 123 |
Major Shielding | Self Only Hit Point (HP), Armor Class (AC), and Magic Resist (MR) Buff | Cla | Abj. | Vendor | 80 |
Malaise | Single Target Fire Resist (FR), Magic Resist (MR), Cold Resist (CR), and Poison Resist (PR) Debuff | Cla | Alt. | Vendor | 60 |
Shock of Spikes | Magic-based Direct Damage (DD) (Max: 176/1.6 DPM) | Cla | Con. | Vendor | 110 |
Staff of Runes | Summons 1 Summoned: Staff of Runes Summoned: Staff of Runes ![]() MAGIC ITEM LORE ITEM TEMPORARY |
Cla | Con. | Vendor | 60 |
Summoning: Air | Summons an Air Elemental Pet | Cla | Con. | Research | 240 |
Summoning: Earth | Summons an Earth Elemental Pet | Cla | Con. | Vendor | 240 |
Summoning: Fire | Summons a Fire Elemental | Cla | Con. | Research | 240 |
Summoning: Water | Summons a Water Elemental Pet | Cla | Con. | Research | 240 |
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Summoning: Air | 19-23 | 425-540 | 18-26 | 15-17 | 0 | |
Summoning: Earth | 650-820 | 15-17 | 0 | |||
Summoning: Fire | 325-415 | N/A | 20-24 | 21-25 | ||
Summoning: Water | 525-675 | 15-17 | 20-24 |
Level 29-33
Spell Name | Spell Description | Era | Class | Location | Mana |
Burnout II | Pet only Strength (STR) and Haste Buff | Cla | Alt. | Vendor | 75 |
Dismiss Summoned | Single Target Direct Damage (DD) vs Summoned (Max: 162/1.8 DPM) | Cla | Evo. | Vendor | 90 |
Expedience | Outdoor Only Pet Movement Speed Buff | Vel | Alt. | E. Com. | 45 |
Greater Summoning: Air | Summons an Air Elemental Pet | Cla | Con. | Vendor | 200 |
Greater Summoning: Earth | Summons an Earth Elemental Pet | Cla | Con. | Research | 200 |
Greater Summoning: Fire | Summons a Fire Elemental Pet | Cla | Con. | Vendor | 200 |
Greater Summoning: Water | Summons a Water Elemental Pet | Cla | Con. | Research | 200 |
Inferno Shield | Single Target Damage Shield (DS) & Fire Resist (FR) Buff | Cla | Abj. | Vendor | 80 |
Phantom Chain | Self Only Armor Class (AC) and Hit Point (HP) Regeneration (+2/tick) (Consumes Cat's Eye Agate x2 when cast) | Cla | Abj. | Vendor | 100 |
Rain of Spikes | Area of Effect (AE) spell hits your target with 3 waves (Max: 91) | Cla | Evo. | Vendor | 162 |
Summon Coldstone | Summons 1 Summoned: Coldstone that gives Ultravision and 5 Armor Class (AC)Summoned: Coldstone ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 75 |
Sword of Runes | Summons Summoned: Sword of Runes Summoned: Sword of Runes ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor: Ak'Anon ![]() ![]() ![]() |
75 |
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield | Double Attack |
---|---|---|---|---|---|---|---|
Greater Summoning: Air | 22-26 | 525-700 | 20-28 | 16-18 | 0 | Yes | |
Greater Summoning: Earth | 800-1000 | 16-18 | 0 | Yes | |||
Greater Summoning: Fire | 390-510 | N/A | 23-27 | 24-28 | @ 26 | ||
Greater Summoning: Water | 650-800 | 16-18 | 23-27 | Yes |
Level 34-38
Spell Name | Spell Description | Era | Class | Location | Mana |
Blaze | Single Target Fire-based Direct Damage (DD) (Max: 295/1.9 DPM) | Cla | Evo. | Vendor | 155 |
Cinder Bolt | Fire Projectile Direct Damage (DD) (Max: 333/1.9 DPM) | Cla | Evo. | Vendor | 175 |
Dimensional Hole | Summons 1 Dimensional Hole Dimensional Hole ![]() TEMPORARY |
Cla | Con. | Vendor: Ak'Anon, Erudin, Neriak | 60 |
Greater Shielding | Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff | Cla | Abj. | Vendor | 120 |
Minor Conjuration: Air | Summons an Air Elemental Pet | Cla | Con. | Research | 200 |
Minor Conjuration: Earth | Summons an Earth Elemental Pet | Cla | Con. | Vendor | 200 |
Minor Conjuration: Fire | Summons a Fire Elemental Pet | Cla | Con. | Research | 200 |
Minor Conjuration: Water | Summons a Water Elemental Pet | Cla | Con. | Vendor | 200 |
Monster Summoning I | Summon a Monster Pet | Vel | Con. | Vendor | 200 |
Nullify Magic | Removes a magical effect from your target | Cla | Alt. | Vendor | 50 |
Staff of Symbols | Summons 1 Summoned: Staff of Symbols Summoned: Staff of Symbols ![]() MAGIC ITEM LORE ITEM TEMPORARY |
Cla | Con. | Vendor: Ak'Anon, Erudin, Neriak | 80 |
Summon Shard of the Core | Summons 1 Summoned: Shard of the Core Summoned: Shard of the Core ![]() MAGIC ITEM TEMPORARY |
Vel | Con. | NPC Drop | 50 |
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Minor Conjuration: Air | 25-29 | 675-800 | 26-34 | 17-19 | 0 | |
Minor Conjuration: Earth | 950-1150 | 17-19 | 0 | |||
Minor Conjuration: Fire | 500-575 | N/A | 26-30 | 27-31 | ||
Minor Conjuration: Water | 775-920 | 17-19 | 26-30 |
Level 39-43
Spell Name | Spell Description | Era | Class | Location | Mana |
Barrier of Combustion | Single Target Damage Shield (DS 18-20) & Fire Resist (FR) Buff | Cla | Abj. | Vendor | 100 |
Dagger of Symbols | Summons 1 Summoned: Dagger of Symbols Summoned: Dagger of Symbols ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor | 100 |
Expel Summoned | Single Target Direct Damage (DD) vs Summoned (Max: 273) | Cla | Evo. | Vendor | 130 |
Flame Arc | Area of Effect (AE) Point Blank (PB) Fire Direct Damage (DD) (Max: 181) | Cla | Evo. | Vendor | 199 |
Lesser Conjuration: Air | Summons an Air Elemental Pet | Cla | Con. | Vendor | 200 |
Lesser Conjuration: Earth | Summons an Earth Elemental Pet | Cla | Con. | Research | 200 |
Lesser Conjuration: Fire | Summons a Fire Elemental Pet | Cla | Con. | Vendor | 200 |
Lesser Conjuration: Water | Summons a Water Elemental Pet | Cla | Con. | Research | 200 |
Rain of Lava | Area of Effect Fire-based spell that hits your target with 3 waves | Cla | Evo. | Vendor | 250 |
Summon Companion | Summon your Pet to Your Location | Vel | Con. | E. Com. | 50 |
Summon Ring of Flight | Summons 1 Summoned: Ring of Levitation that gives levitationSummoned: Ring of Levitation ![]() MAGIC ITEM TEMPORARY |
Cla | Con. | Vendor. | 100 |
REGENERATION: At this level pets begin regenerating 30 HP/tick instead of 6.
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Lesser Conjuration: Air | 29-33 | 800-960 | 32-40 | 19-21 | 0 | |
Lesser Conjuration: Earth | 1150-1450 | 19-21 | 0 | |||
Lesser Conjuration: Fire | 575-760 | N/A | 30-34 | 31-35 | ||
Lesser Conjuration: Water | 920-1200 | 19-21 | 30-34 |
Level 44-48
Spell Name | Spell Description | Era | Class | Location | Mana |
Arch Shielding | Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff | Cla | Abj. | Vendor | 200 |
Conjuration: Air | Summons an Air Elemental Pet | Cla | Con. | Research | 200 |
Conjuration: Earth | Summons an Earth Elemental Pet | Cla | Con. | Research | 200 |
Conjuration: Fire | Summons a Fire Elemental Pet | Cla | Con. | Vendor | 200 |
Conjuration: Water | Summons a Water Elemental Pet | Cla | Con. | Research | 200 |
Elemental Armor | Self Only Cold Resist (CR) and Fire Resist (FR) Buff | Cla | Abj. | Vendor | 100 |
Elemental Maelstrom | Single Target Magic-based Damage over Time (DoT) (Max: 600) | Vel | Evo. | NPC Drop | 240 |
Malaisement | Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 40) | Cla | Alt. | Vendor. | 100 |
Modulating Rod | Summons 1 Summoned: Modulating Rod that can convert Hit Points (HP) to Mana (225 HP to 150 Mana)Summoned: Modulating Rod ![]() MAGIC ITEM LORE ITEM NO RENT |
Sky | Con. | Vendor | 200 |
Phantom Plate | Self Only Hit Point Regeneration (+3/tick) and Armor Class (AC) Buff (Consumes Cat's Eye Agate x3 when cast) | Cla | Abj. | Vendor | 200 |
Shock of Swords | Single Target Magic-based Direct Damage (DD) (Max: 600/2.4 DPM) | Cla | Con. | Vendor | 250 |
PET SKILLS: All pets at this level gain innate dual wield without needing to equip weapons
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Conjuration: Air | 33-37 | 960-1125 | 40-48 | 21-23 | 0 | |
Conjuration: Earth | 1450-1675 | 21-23 | 0 | |||
Conjuration: Fire | 760-880 | N/A | 34-38 | 35-39 | ||
Conjuration: Water | 1200-1350 | 21-23 | 34-38 |
Level 49-50
Spell Name | Spell Description | Era | Class | Location | Mana |
Banish Summoned | Single Target Direct Damage (DD) vs Summoned (Max: 585, 2.6 DPM) | Cla | Evo. | Vendor | 225 |
Burnout III | Pet Only Armor Class (AC), Strength (STR) and Haste Buff | Cla | Alt. | Vendor | 150 |
Greater Conjuration: Air | Summons an Air Elemental Pet | Cla | Con. | Research | 200 |
Greater Conjuration: Earth | Summons an Earth Elemental Pet | Cla | Con. | Vendor | 200 |
Greater Conjuration: Fire | Summons a Fire Elemental Pet | Cla | Con. | Research | 200 |
Greater Conjuration: Water | Summons a Water Elemental Pet | Cla | Con. | Research | 200 |
Lava Bolt | Single Target Fire-based Projectile Direct Damage (DD) (Max: 810, 2.7 DPM) | Cla | Evo. | Vendor. | 300 |
Rain of Swords | Area of Effect (AE) Magic-based Direct Damage (DD) that hits your target(s) with 3 waves (Max: 324 per Wave) | Cla | Evo. | Vendor. | 375 |
Shield of Lava | Single Target Damage Shield (DS) & Fire Resist (FR) Buff (Max: 25) | Cla | Abj. | Vendor | 120 |
PET SKILLS: All pets except the Fire Pet gain the ability to double kick/bash.
Spell | Pet Levels | Pet HP | Melee Dmg | Bash/Kick Dmg | Proc Dmg | Damage Shield |
---|---|---|---|---|---|---|
Greater Conjuration: Air | 37-41 | 2200-2400 | 48-56 | 23-25 | 0 | |
Greater Conjuration: Earth | 2600-2900 | 23-25 | 0 | |||
Greater Conjuration: Fire | 1550-1750 | N/A | 38-42 | 39-43 | ||
Greater Conjuration: Water | 2350-2600 | 23-25 | 38-42 |
Level 50-60 Spell Guide
Let's go over the new spells, we'll use the same format as before S = Can skip N = Nice to have M = Must buy. Please note that some of the spells are rewards from the Magician Spells (Good) or Magician Spells (Evil) quests. If you're having trouble with getting any of these, just keep at it until you receive the spells you want, the only spell you really need there is Scintillation. I think it's a good idea to complete your spell book, but there are still plenty of skips here.
I have two major gripes with the way the game designers developed this class; the Epic click, and Mage spells level 50 plus. They had such a great opportunity to really rethink how the class works, or add new features. Instead they basically just repeated the 1-50 spell ranks, the only new types of spells we get are the summon pet, pet run speed and, a group buff, CoTH, a DoT and monster summoning. One of the level 60 spells is the last rank of monster summoning, why?! It's a cosmetic spell, it's fun! But why?! The new 60 spell in Velious should have been the Epic pet spell (not the orb, just the orb click effect) and the epic should have been more in line with the other int casters, clicks of spells you already have but are potentially very useful to have mana free. It could have summoned a tradable mana stone with a cooldown, it could have a root or snare spell, or it could be a nuke even.
Anyway, there just isn't new mechanics besides Call of the Hero, arguably it's a good mechanic. I shouldn't be that ungrateful, at least Mages have a spell that makes them raid necessary. It just becomes such a one dimensional tool. Necromancers get a whole new resource mechanic with stealing souls, it may be expensive but it's interesting and cool. Magicians should have more spells that cost gems, or summoned items used as reagents for spells, some ice spells or a minor Lure (-resist) spell would have been welcome too. There are some stand out spells here in the 50-60 lines, Scars of Sigil, CoTH, the Greater Vocaration Pets (minus Fire), Sirocco, Gift of Xev, Mala (but why is it worse than Malo?!), Aegis of Ro. So enough griping let's get into it!
Level 50
Spell Name | Spell Description | Era | Class | Location | Mana |
Monster Summoning II | Summons a Monster Pet S | Vel | Con. | NPC Drop | 200 |
No reason to pick this up unless you really enjoy this spell. The focused 49 earth pet is superior in every way.
Level 51
S = Can skip N = Nice to have M = Must buy.
Spell Name | Spell Description | Era | Class | Location | Mana |
Gift of Xev | Summons Glowing Backpack , Glowing Backpack ![]() TEMPORARY Summoned: Black Bread , Summoned: Black Bread ![]() TEMPORARY Summoned: Globe of Water , and Summoned: Globe of Water ![]() TEMPORARY Summoned: Bandages MSummoned: Bandages ![]() TEMPORARY |
Kun | Con. | NPC Drop | 60 |
Malosi | Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 60) N | Kun | Alt. | Firiona Vie Overthere | 175 |
Scintillation | Area of Effect (AE) Fire-based Point Blank (PB) Direct Damage (DD) M | Kun | Evo. | Quest | 361 |
Vocarate: Earth | Summons an Earth Elemental Pet (Warrior Class) N | Kun | Con. | Firiona Vie Overthere | 300 |
Gift of Xev is an incredible spell, 10 slots 100% WR bags, food and water all in one cast. I stopped buying food or water after 51, I just log out with Gift of Xev loaded. Keep your bag slots low and you can fill them with free bags to farm goods with. Malosi is a useful tool, but I don't think I ever actually casted this rank of the spell, safe to skip. Scintillation is the final point blank AoE Mage's receive and while you may not use it very often, it's so much fun to haul out during AoE clears on raids or for farming lots of green mobs, think the goblin fort with Grachnist here. This Earth pet is generally inferior to the shoveled 49 Earth, it's a vendor spell so pick it up and try it out and see what you think. I almost never used it, and it's uses are pretty niche. The best I could think of is you're in a group and they want to use an earth pet for whatever reason, using the higher level version with the slightly higher hit would be worthwhile. Your mileage may vary.
Level 52
S = Can skip N = Nice to have M = Must buy.
Spell Name | Spell Description | Era | Class | Location | Mana |
Bristlebane's Bundle | Summons Summoned: Ale , Summoned: Ale ![]() MAGIC ITEM TEMPORARY Summoned: Cake , Summoned: Cake ![]() MAGIC ITEM TEMPORARY Summoned: Spinning Bottle , and Summoned: Spinning Bottle ![]() MAGIC ITEM TEMPORARY Summoned: A Firework SSummoned: A Firework ![]() MAGIC ITEM TEMPORARY |
Kun | Con. | NPC Drop | 50 |
Char | Single Target Fire-based Direct Damage (DD) (max: 702, DPM: 2.7) M | Kun | Evo. | Firiona Vie Overthere | 260 |
Phantom Armor | Personal Armor Class (AC) and Hit Point (HP) Regeneration Buff (Consumes Cat's Eye Agate x4 when cast) M | Kun | Abj. | Firiona Vie Overthere | 225 |
Vocarate: Fire | Summons a Fire Elemental Pet (Wizard class) S | Kun | Con. | Quest | 300 |
Bristlebanes Bundle is a fun spell, but you don't need it. Being able to summon booze is fun, and the fireworks will confuse people sometimes. Char is the best single target non bolt fire nuke Mages get, it's useful for certain raid encounters where you can't use bolts or magic nukes. Phantom armor is the final rank of this spell and comes with a whopping HP regen of +5, this is a great spell, I keep it up as a nice junk buff on raids, pairs well with Manna robe. It's the only good spell in this rank. The Vocarate Fire pets are pretty bad, you can safely skip them. Try for yourself but you'll see the damage just isn't there, and they use the Wizard damage shield so it's +5. Sadly a junk spell and safe to skip.
Level 53
S = Can skip N = Nice to have M = Must buy.
Spell Name | Spell Description | Era | Class | Location | Mana |
Annul Magic | Removes a magical effect from your target M | Kun | Abj. | Firiona Vie Overthere | 75 |
Boon of Immolation | Group Damage Shield (DS) & Fire Resist (FR) Buff (Max: 25) N | Kun | Abj. | Quest | 360 |
Quiver of Marr | Summons 1 Quiver of Marr with 60 Summoned: Arrow of Marr M | Kun | Con. | NPC Drop | 60 |
Vocarate: Air | Summon an Air Elemental Pet (Monk class) N | Vel | Con. | Quest | 300 |
Annul magic is the final rank of the dispell line. Useful for pulling or for dealing with mobs that have damage shields on them. It's not something you'll use every day but very nice to have. Boon of Immolation is the first of two group buffs, you may find it useful if you group a lot, but I found that once I got 56 and Cadeau for the +33 DS I never used it. You can skip it, or not. Quiver of Marr is a nice upgrade to summon arrows since it summons 60 at a time, you'll use it sometimes when melee's need 'em. Vocarate Air is the first monk pet Mages get, if you have a Air focus staff this is absolutely worth picking up. If you don't, it's still nice to use in groups for the stun but it's not as great for soloing without the focus. The Air pets are the real tanks 50+ since monk evasion is so overpowered.
Level 54
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Bandoleer of Luclin | Summons 1 Bandoleer of Luclin and 60 Summoned: Knife of Luclin M | Kun | Con. | NPC Drop | 60 |
Scars of Sigil | Single Target Fire-based Projectile Direct Damage (DD) (Max: 450, DPM: 2.57) M | Kun | Evo. | NPC Drop | 175 |
Shield of the Magi | Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M | Kun | Abj. | Firiona Vie Overthere | 300 |
Vocarate: Water | Summons a Water Elemental Pet (Rogue class) M | Vel | Con. | NPC Drop | 300 |
Bandoleer is useful sometimes, you'll get requests rarely for them. It's cheap, so pick it up! Scars of Sigil is one of Mages best nukes, it's also one of the highest DPS spells in the game. That two second cast time is amazing, it's useful in so many ways. I also prefer it over bigger nukes because you get more chances to land damage compared to the others. You can pull aggro off of tanks with this one, so be careful! The final Mage shield is a nice one, but it's no different than the others besides the name. Here's the first Vocarate Water spell, it's a great DPS pet as it's a rogue class and can backstab. You'll need to position it to get the most out of it but it's worth the effort!
Level 55
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Burnout IV | Pet Only Armor Class (AC), Strength (STR) and Haste Buff M | Vel | Alt. | NPC Drop | 150 |
Call of the Hero | Summons Target Group Member to the Caster and erases aggro on (Consumes 1 Pearl) M | Kun | Con. | NPC Drop | 500 |
Pouch of Quellious | Summons Pouch of Quellious and 60 Summoned: Shuriken of Quellious M | Kun | Con. | NPC Drop | 60 |
Rage of Zomm | Summon a Suicidal Eye S | Kun | Con. | NPC Drop | 200 |
Sirocco | Area of Effect (AE) Fire-based spell that hits your target(s) with 3 waves (max: 1890) 1.57/3.15/4.73 DPM M | Kun | Evo. | Firiona Vie Overthere | 399 |
Wrath of the Elements | Short Duration Damage over Time (DoT) (Max: 800) 3.01 DPM N | Vel | Evo. | NPC Drop | 265 |
This is the juiciest level in the 50-60 range, so many good spells here! The final Burnout isn't a huge improvement over III but it's still worth casting, every little bit counts. Call of the Hero is immensely powerful, especially when it clears aggro at all ranges, time to start carrying pearls! Pouch of Quellious is a nice spell to have but one of those you'll rarely cast, grab it so you can fulfill the rare request. Rage of Zomm is a weird spell, I've never actually used it, but I believe it works like the cleric hammer or wizard flaming sword. Junk. Sirocco is our best nuke once rain spells are fixed in Velious! Check out the damage per mana on it, even if one wave resists it's still more efficient than Seeking Flame at 59. Two waves will go through almost always, make sure to cast it before the mob gets too low as below a certain % it automatically resists. It doesn't lock your casting so cast Sirocco then GCD spam Scars of Sigil in the top spell gem to maximize DPS. Wrath of the Elements is a welcome addition and you could also use this during Sirocco and than spam Scars to add DPS, the issue with this spell is that it's magic based and it's DPM and cast time aren't that great.
Level 56
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Cadeau of Flame | Single Target Damage Shield (DS) & Fire Resist (FR) Buff (Max: 33) M | Kun | Abj. | Firiona Vie Overthere | 155 |
Dyzil's Deafening Decoy | Summons a Fire Element Pet with a Damage Shield (DS) and AE damage spell. M | Kun | Con. | NPC Drop | 350 |
Exile Summoned | Single Target Direct Damage (DD) vs Summoned (Max: 725) 3.0 DPM S | Kun | Evo. | Firiona Vie Overthere | 250 |
Muzzle of Mardu | Summons Summoned: Muzzle of Mardu that gives Haste (11%) MSummoned: Muzzle of Mardu ![]() MAGIC ITEM TEMPORARY |
Kun | Con. | NPC Drop | 100 |
Cadeau is a wonderful spell and a nice upgrade over Lava shield at 49. You'll use this a lot in solo, group, or raid play. Keep it up on the tanks at all times, use /assist to find out who the mobs are hitting, you can be the top DPS easily by using this spell liberally. Dyzil's is the real Fire pet of the 50's, and while it's melee damage is pretty low compared to the other pets it's damage shield is incredible. It's a welcome solo tool and helps to power through 56 to get to the final Earth pet next rank. It's not able to be focused sadly but still a nice pet. Exile Summoned is the final summon nuke, it has a -50 MR modifier on it, the only problem is that you will never use it except maybe in the Hole....safe to skip it if you want. Muzzle was such a great idea by the devs, one of the few stand out spells post 50. It's useful in every encounter and all of your pets should be using one unless your just chain petting. Make sure you muzzle everyone's pets in raids and groups, even shaman pets benefit. You can give them to NPC's as well, like the Dwarves in the ring war.
Level 57
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Eye of Tallon | Summons Eye of Tallon that has Invisibility and See Invisible S | Kun | Con. | NPC Drop | 65 |
Greater Vocaration: Earth | Summons an Earth Elemental Pet M | Kun | Con. | Firiona Vie Overthere | 400 |
Shock of Steel | Single Target Magic-based Direct Damage (DD) (Max: 825, DPM: 3.0) M | Kun | Con. | Firiona Vie Overthere | 275 |
Eye of Tallon looks cool, but I've never had a reason to use it. I suppose using it to CoTH wall drop in an area where you're not sure the wall is safe or not might be okay. Can skip this. The final Earth pet is beastly and is such a huge upgrade, it makes soloing so much easier post 57. While the Air pet is the best all around solo pet, the Earth pet is for solo exping and for situations where you need CC. It's hard to explain how much of an upgrade it is, it really is a step up from the Greater Conjuration and Voracate lines. Shock of Steel is the final shock/conjuration based nuke and it's pretty good, if you're conjuration specialized it's DPM is 3.32 which is better then Seeking Flame and a two wave Sirocco, the only downside is the long cast and magic based damage.
Level 58
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Greater Vocaration: Fire | Summons a Fire Elemental Pet S | Kun | Con. | NPC Drop | 400 |
Malosini | Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 60) M | Kun | Alt. | Firiona Vie Overthere | 200 |
Velocity | Pet Only Movement Speed Buff M | Kun | Alt. | NPC Drop | 60 |
Worst level by far! The Fire pet is junk, I memmed it but have never casted it. Malosini is the final spell in it's line and it's the same as the shaman version, you'll rarely need to use it for charmed pets or raids, sometimes there isn't a shaman around. Velocity is an awesome spell, it's a pet SoW, use it whenever you're in an outdoor zone to maximize the pets DPS or keep it closer to you when running around. It also makes it's more responsive, sadly it's outdoor only.
Level 59
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Greater Vocaration: Air | Summons an Air Elemental Pet M | Kun | Con. | NPC Drop | 400 |
Manastorm | Area of Effect (AE) Magic-based Rain Damage and Mana Drain Spell that hits your target(s) with 3 waves (Max: 675 HP and 50 Mana per Wave) N | Kun | Evo. | NPC Drop | 427 |
Seeking Flame of Seukor | Single Target Fire-based Projectile Direct Damage (DD) (Max: 1024, DPM: 3.1) M | Kun | Evo. | Firiona Vie Overthere | 330 |
Valiant Companion | Pet Only Fear Immunity M | Vel | Alt. | E. Com. | 200 |
Here's a decent level, we start with the final Air pet. This guy is the tankiest Mage pet, especially while focused, if you can get the Focus stave this is the best solo pet besides epic. Manastorm is marginally better than Sirocco but it's MR based so it'll resist more on more mob types, I typically stick to Sirocco. The mana drain portion could use some testing to see if the drain goes through even if the damage is resisted. Seeking Flame is the final bolt spell and it's a decent nuke, I find that it's very situational but in the times where you can cleanly use a bolt spell that won't resist fire it's easily the best fire nuke for efficiency. Finally Valiant Companion is a great spell on dragons that fear or any necro or cleric type mobs that cast fear. It's definitely a very situational spell but still useful.
Level 60
S = Can skip
N = Nice to have
M = Must buy
Spell Name | Spell Description | Era | Class | Location | Mana |
Aegis of Ro | Group Damage Shield (DS) & Fire Resist (FR) Buff (Max: 33) M | Kun | Abj. | NPC Drop | 450 |
Banishment | Direct Damage vs Summoned (Destroys target & consumes 1 Star Ruby) S | Kun | Evo. | NPC Drop | 500 |
Greater Vocaration: Water | Summons a Water Elemental Pet M | Kun | Con. | NPC Drop | 400 |
Mala | Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 35, unresistable) M | Kun | Alt. | NPC Drop | 350 |
Monster Summoning III | Summons a Monster Pet N | Vel | Con. | NPC Drop | 400 |
It seems like a long run from 50 to 60, and when you finally reach the summit, these are the spells you get... Aegis of Ro is a powerful spell that is amazing in groups and useful in raids for the fire resist that stacks with other spells. I use it more often now that mass group buff is working and I don't need to join groups to use it. Banishment is such a cool spell, that you will never use, you can skip it. It's super cheap so it's worth the complete. The final Water Pet is a beast! Such a great spell, and worth waiting for. A max level focused water pet has the highest potential DPS if you can land the cold proc and position it correctly for backstabs. Mala is a great spell but it's inferior to the shaman version, pick it up you will use it, but shamans will generally handle using this spell. MSIII is a fun cosmetic spell, I suppose there could be reasons to use a warrior pet that doesn't root sometimes, but I've never seen the use. A lot of reasons to be sad here, there's no class defining spell or capstone anything, it's just the Water pet basically.
Level 50-60 Leveling Guide
This is a guide for leveling Magicians in the expansion levels; level 50-60. We will cover locations, pros and cons, loot, and other tips and tricks. Many people only level their mage to level 55 to be a Call of the Hero (COTH) bot, but for those who enjoy the class and don't have time to find groups for leveling post 55 I hope this guide will help you on your journey. I will make several assumptions about your character and your knowledge of the game for this guide to work.
- You are at least level 49
- You have some basic +mana or intelligence gear
- You have a Torch of Alna
- You have a Shovel of Ponz
- You are current on Fire and Earth Pet spells
- You are current on Burnout and Damage Shield spells
- You understand basic magician leveling mechanics
- You will be acquiring your new spells as you level through the 50's
Bloodgill Goblins (Lake of Ill Omen)
Level Range:49-52
Pros and Cons
- Underwater, which is fun and/or annoying
- Often camped
- Come in two pulls
Loot
- Sometimes get a junky Harpoon
- Words and Runes
- Nothing here really, this is an experience camp
This is a fun easy camp, the a bloodgill goblin are all under water around the temple of Veksar. Bring an Enduring Breath item if you have one, otherwise don't forget to buy your Summon Waterstone spell. This is often a contested camp, and it greens out at 52. The upper Bloodgills come in two pulls, you can use root nets to split one out, and nuke one down. You can also pull them to land with SoW and kite one with the pet kills one by itself, or have the pet facetank both and nuke one down quickly. The Bloodgills areound the entrance to Veksar come single but are more often camped.
City Guards (Various)
Level Range: 49-57
Pros and Cons
- Fine steel weapons
- Close to merchants
- Usually zonelines nearby
- Often NPC guildmasters or high level KOS npcs
- Often overcamped depending on location and class
- Ruins factions
- Experience slows way down at 55
Loot
- Cash flow is good with guards, can range from 150-500 plat an hour depending on location
- Use your summoned Bags Gift of Xev is huge for guards
- Some decent coin loot
- Words and Runes etc
City Guards are always a good option. No matter your racial choice, there is a place for you to hunt guards.
- Kelethin is the best place for guards (if you don't care about faction) but with pathing issues and merchants assisting I would be careful here. You can use Cancel Magic to pull mobs down from below the platforms, just type /target Guard_<name> and cast it. Watch out for strange pathing and the gate guards. This is a high plat per hour spot, similar to Grobb.
- Oggok is a popular location, sometimes hard to get singles, and there is a neutral merchant anyone can sell too. I believe this greens out early and probably tops out around level 50.
- Steamfont has several single pulls you can do AFK style. They are generally found on the path and one is at the windmills.
- Kaladim has tons of guards inside you can kill, as well as many outside in Butcherblock. You can sell at the druid ring.
- Freeport is a great zone,but it's a bit lower level and will green out quickly for you. Great place to run tight cycles, near the docks in East Freeport are excellent. There are three higher level guards in North Ro near the Inn.
- Grobb is another popular location, and I believe you can sell outside at the hand merchant. This tops out in low 50's but excellent plat per hour, often camped by enchanters. Watch out for the various guild trainers.
- Neriak Foreign quarter greens out early, Commons guards all duel wield and have high damage and are higher level. Third gate guards are clerics, and best avoided because they complete heal.
- Halas I've never done, but I know there are some guards in Everfrost on 6min40sec timers are an excellent laid back camp. They are the Mcmarrins, look for them at the passes between the snow maze and the tundra.
- Rivervale is another place I've never done, but it's definitely popular, it's lower level than other cities. This would be more of a plat farm.
- Felwithe these guys are paladins, this place is for necromancers, not mages!
Bats n' Bugs (Solusek B)
Level Range: 49-53
Pros and Cons
- Easy to get to
- Nearby neutral merchants
- Trains happen here, luckily you should be fighting at the zone line to SolA
- Somewhat dangerous when Noxious spider spawns
- Exp ZEM mod isn't great, camp really slows down at 52
Loot
- Trash loot is mostly just words, little coin
- Guano harvester has some great items
- Noxious spider has some decent caster items
Camp Details
There are two ways to break into the Bats n' Bugs (BnB) area in SolB. You can clear in from the Nagafen's Lair Lavastorm entrance, or you can clear in through the Solusek's Eye back entrance to Guano harvester. I recommend learning the way through Guano. This is the camp you will want anyways.
SolA Route
On the SolA route you drop down into the corridor at the lava river and follow it around. Once you zone into Guano, the first pull will likely be two bats. I recommend nuking one down quickly, then zoning or chain summoning a second pet. After that it's all simple single pulls. The only real danger here at this camp is that the Noxious spider paths all the way up to camp. You need to be ready to handle a Lava duct crawler or Nox. You should be able handle all the bats plus the beetles and sometimes Nox. Grab yourself a bag while you're here. Experience tops out at 52, but you could stretch it to 53.
- Purple line is Noxious spider Route
- Yellow dots are Lava beetles
- Brown dots are Sonic bats
- Red dot is Guano harvester
Seafuries (Ocean of Tears)
Level Range: 49-57
Pros and Cons
- Great loot
- Often Overcrowded
- Great experience
- Quag
- Corrupted Cyclops
- Takes time to travel
- Surrounded by water
Loot
- Perfect loot for mages, gems and jewelry cash drops!
- Decent coin loot
- Ice Giant Toes off of Gornit
This is some of the best experience 50-55 you're going to get solo. The Cyclops on Seafury island respawn in just a couple of minutes. If it's not heavily camped I recommend finding a nice spot on the beach to camp at and pull the mobs in. If there are a lot of people, the best thing to do is find a single spawn point and camp it.
This map has most of the spawn points (roughly) I'll leave the rest up to you to find, most points have at least one pather that walks through. The only truly safe spot and in my opinion the best, is the tree spawn north of the pirates along the water. I spent maaaany hours here and other than the occasional runner I had zero issues with pathers.
Cyndreela (the Feerrott)
Level Range 49-55
Pros and Cons
- Not often camped
- Surrounded by annoying low level mobs
- Raids often show up
Loot
- Gems
- Words
- Bronze
Cyndreela is a necromancer who summmons a pet and has approximently two thousand hit points. She will buff herself, so the first thing to do when breaking in is to dispel her twice. Just nuke her down and let your pet clean up her pet. Each spawn after will be way easier. This is a decent AFK camp.
Nallar Q`Tentu (Neriak - 3rd Gate)
Level Range: 49-57
Pros and Cons
- Easy to get too
- Mind numbingly boring
- Good city ZEM
- Easy single pull
- No faction
Loot
- Absolutely nothing
- Zilch
- Nada
This is a quest giver in the Neriak Third Gate library. He isn't on any faction and respawns in 400 seconds (6m 40s). He's a necromancer that buffs and casts but doesn't summon a pet. This is super straight forward AFK style camp. He will green out once you hit 58. This is slower then Dyrna, but a good back up plan if she is camped. If you root him at his spawn, you can LOS his spells.
Dyrna Nlith (High Keep)
Level Range:49-57
Pros and Cons
- Easy exp
- Hard to get camp sometimes
- Slows down 55-57
Loot
- Clawed Knuckle Ring
- Random junk
Dyrna Nlith in High Keep is a low 40's necromancer. She doesn't summon a pet and has around 2000 hp. There's a green named Flayer Hopkins that will aggro with her, but he's nothing to worry about. This camp is super easy, just summon a pet, buff it, nuke her down. Rinse and repeat every 6 minutes and 40 seconds. If you're evil there is a wizard guy in the jail behind that will aggro you as well, watch out for him. The biggest struggle at this camp is remembering to tab back over to kill her.
Nyzil Bloodforge (Butcherblock Mountains)
Level Range:49-60
Pros and Cons
- Easy exp
- Hard to get camp sometimes
- Slows down 56+
Loot
- Bloodforge Hammer
- Random Bits
- Coin
Easy single spawn in a high ZEM zone, he spawns by the anvil, just pull him back to where he is the picture, super tiny on the left! Great easy afk camp, easiest way to kill him is nuke for 50% damage.
Durkis Battlemore (Butcherblock Mountains)
Level Range:56-60
Pros and Cons
- Solid blue to 60
- Difficult solo kill, not the most efficiant
- Always open
Loot
- Nothing
This guy is a much harder Nyzil, and a good spot to go if you can't get the Nyzil camp. His guardhouse is the first you encounter on the road to the docks from Kaladim. There are two guards in the front, ignore them and set up camp on the back end shown here.
This is a two pet fight so if you're using Dyzil's you'll need a long run way to resummon and then kite him around. If you're using 57 earth, let the root snap the aggro, don't forget to apply that DS right away. He runs when he is low so pull a ways back from the guardhouse. To pull him, type /target durkis to grab him through the wall and cast cancel magic, he will pop out without aggroing the two guards in the front.
Frost Giant Elites (Great Divide)
Level Range: 56-60
Pros and Cons
- Outdoors: easy to kite
- Good faction/heads/toes
- Near Thurgadin
- Laid back easy camp
Loot
- Thurg quest items
- Various velium
- Random vendor weapons
There is a plateau behind the giant fort that random giants will path through, the scouts are easy faction kills ( kill them to spawn more elites ) the berzerkers are light blue and will yield a small amount of experience. The elites are tough, have at least 6000 hit points, but a fully buffed 57 earth pet will take them down most of the time with no trouble. Just be ready to nuke or tank for a bit in case you get a low pet summon. I also did this spot at 56 with Dyzil's decoy, you'll need two per elite - this doesn't work as well now with pet aggro dumping onto the caster.
The red lines are the paths that most of the elites will walk on, this isn't exact, and they like to wander around the canyons below the plateau to the south and west. The red X's are the safer spots to sit and fight. The screenshots show the viewpoints from the two red X's, make sure you clear those two entrance mobs at the fort in case of a runner. Most of the mobs will wander on a north/south line.
Suits (Wakening Lands)
Level Range: 57-60
Pros and Cons
- Easy experience
- Often camped
- Some nasty pathers
- No singles, have to break two pulls
Loot
- Velious armor quest gems
- Regular gems
- Sentient Armor drops
a suit of sentient armor in Wakening Lands are a popular spot for quad kiting wizards and druids, and sometimes bards using charm. There are two camps, one has four suits in one house, this is known as 4s. The other has six suits, four inside a house, and two outside in a ruin, this is known as 6s. They most always come in pulls of two, the four might all aggro at lower levels. I don't come here until 57+ anyways, if someone wants to confirm that would be great.
So you start with a two pull, and these mobs have over 6000 HP. Start with your strongest pet, fully buffed and guard him back towards the wall. Run down to your suit house and pull using Scars of Sigil, and drag the two up towards your pet. It helps to swap targets right after you attack, you want the pet to attack the one you didn't nuke. Send the pet and kite the second around in tight circles, keep an eye on your pet's health versus the suit. You may need to nuke some if you summoned a low level pet. A method to mitigate this issue is to test your pet on low level mobs before you start this part.
Once that first suit goes down send your pet in, it will be below 50% health. Run a distance away and watch the health spam. When your pet gets to 15% or so start summoning a Greater Vocaration Earth, cast a Cadeau and send it in. It's important for the second pet to be Earth so it can root and snap that aggro immediately. Burn it out and reap the rewards. Repeat this method for second set of two suits and congratulations you have broken 4s or 6s!
This experience is about as good as it gets 57-60, it's mostly relaxing. Although if you are KOS to the Thanes and Dixies and Giants there are mobs that will go after you sometimes that path nearby. Keep your eyes open and watch the paths to find the safe places to sit. A corrupted Faun paths through 6s and that guy will wreck your day so fast you don't even know what hit you. Most people time the mobs and sit way up on the hill zone line to avoid issues like this. The red lines on the map are good places to sit and kite.
Brownies (Lesser Faydark)
Level Range: 57-60
Pros and Cons
- No loot
- Safe zone
- Modest experience
- Hard to break the two pull
- Not often camped
- 1.7% exp per hour or so at 59, kind of slow
Loot
- Brownie Parts
- Random words
Brownies are a great afk style, laid back camp. You will need to break a two pull, so get your MR gear on and read on. Either use a Crystalline Silk Net or summon a max level Earth pet. There is a pixie camp nearby you can test the pet on first. The red 'circles' in the picture are where they spawn.
A. Net
Buff the pet and pull one of the brownies with root net, pull the other brownie far enough way to avoid cast range. Annul magic it twice, then spam Scars of Sigil until it dies. Your pet will be at 30-50% health, you can resummon or use the last bit of health on the second brownie, who will be coming right about when you finish the first. Sometimes things will go south on this fight, don't be afraid to gate after killing the first one and come back. The spawn time is fourteen minutes, so this tactic works really well.
B. Two at once
Pull a brownie with Annul magic, pull them both back a ways so you don't aggro stuff inside with the pet. Use a clicky to refresh your gems, annul the brownie again and start spamming Scars of Sigil. Make sure you keep your pet focused on the kill target. The first brownie should die when the pet is around 15-30% health. Be ready to summon a new (earth) pet and get it on the second brownie, don't forget to annul magic it twice.
Lava Duct Crawlers (Solusek B)
Check out this guide for this interesting spot, this is a more advanced camp. It's the first guide I wrote and I'm putting it here unedited for posterity. It's also a really fantastic place to camp if you can manage it, it's complicated and rewarding!
Hail and well met adventurers!
This is a guide intended to explain how to break into, and solo as the Magician class, in the Lava Duct Crawler caves in the Nagafen's Lair zone. Magician leveling 55 plus can be difficult and frustrating, as there are not many locations to solo (espiecially pre-Velious.) The Lava Duct Crawler's (LDC or LDC's) stay dark blue through 59 at which point some of them drop off to light blue (green but give experience.) This is a great location to gain solo experience in your late 50's. The experience per hour rate is about the same as anywhere else you will solo, sometimes better since there is rarely someone camping the LDC's
I will make several assumptions about your character and your knowledge of the game for this guide to work.
- You are level 57.
- You are up to date on your spells.
- You can acheive 150 MR with buffs / potion.
- You can achieve 150 FR with buffs.
- You understand Magician leveling mechanics.
- You are somewhat familiar with the Nagafen's Lair (SolB) zone.
Background Information
Approach
The best way to approach is through the bat caves (Map location 9), once you arrive at the bat caves the only bats you need to worry about are two pathers (one of them is the Guano harvester) and one static bat in the cubby in the Noxious spider(Nox)room, Map location 12. There are two LDC's that path outside of the LDC caves, the Nox spider PH as well as Pather A who spawns in the Stone spider (SS) room.
Lava Duct Crawlers
To understand this camp you must first understand how the spawns work, thanks to this picture (credit to Baler), we can get a clear picture of the LDC spawns.
- There is a room of three static LDC's.
- There is one static on the Lava Ledge that leads to the Fire Giant area (across the lava).
- There is a room of two static spawns, this is the Stone Spider room (map location 13). Pather's A, B, and C all spawn here as well. Pather A (PatA) will path all the way to the three way hallway between SS, Guano and Nox. It's possible to aggro both PatA and the Nox PH at the same time in the hallways in between.
- Pather B (PatB) spawns in the tunnel that connects the two static LDC's rooms and paths in between. It's possible to wall look to see his location on either side of that tunnel.
- Pather C (PatC) spawns at the bottom of the ramp that leads up to the Fire giant area and paths up the ramp to the two Fire Giant guards at the end of that tunnel.
- There is always a point in time where all three pathers (A,B, and C) are all out of the SS room at the same time, allowing one to pull the two statics (one being the SS PH) out of the room to the lava ledge where the single static LDC spawns.
- To clarify A,B, and C they are the orange spawns from left to right.
The Mobs
Lava duct crawler
These are warrior mobs with with approximently 4900 HP according to the wiki. Very straightforward except for the fact that can cast Boil Blood on you. This is where you need Fire resist, at least 150. Idealy you want 180, because at that point you will resist most of the Boil Bloods that come your way. It's best to wear your Fire resist suit at all times.
Noxious spider
This is a warrior mob with more hit points than a regular LDC. The wiki says 5266, but I believe that to be lower than it actually is. This guy can cast Deadly Poison on you, and it's initial damage is 100 each time so watch out. A low level pet may die from Nox, so you may have to nuke. Don't let it touch you, but the easy counter is 10 Dose Ethira's Poison Antidote. One click removes the poison.
Stone spider
This guy is the ballbuster, the reason this camp stays open, the one thing that can and will definitely murder you if you are not prepared. He is a warrior with approximately 6000 hit points according the wiki, this does seem about right. He is completely MR and FR immune, so you can't nuke, root or cast any mage spells on him. He casts a 20 Stone Spider Stun and can easily kill you during this stun period if he catches you. This is why you need/want 150 MR, at that point you will resist almost every stun.
The Break
Clear in from the first bat cave, if you find the Nox PH pathing, kill it and move on. Watch out for PatA also coming from the SS room. Move up to the hallway to the Lava ledge and wait for PatA to come out. It's important to kill that mob first before the Lava ledge (LL) static so you don't get jumped. After you kill PatA, kill the LL static and med up. You'll want to be close to full mana for when you do the two pull inside the SS room.
At around 90-95% mana, buff your Earth pet (Cadeau and Burnout) and go halfway through the tunnel to SS room, you can wall look and peak around corners to find out where PatB and PatC are currently. If the SS is up, hang up your hat you will need help to break that room. If the two statics are both LDC's, you are in business. Wait for PatB and PatC to leave the room, then pull the two statics out to LL.
It's important to remember which one is NOT the PH, the one farthest away is the PH and you will want to kill that one second. There are two ways to do this part; you can pull them both out and have your pet tank them both while you nuke one down. This works fine, but is harder after the pet damage nerf, I recommend using a instant-click item to rest your global cooldown on your nuke. The best nuke for this is Scars of Sigil, speed is crucial here you need to drop that first LDC immediately.
The other way is use to one of the two root nets Crystalline Silk Net,Wooly Spider Silk Net to root the PH spider and easily solo kill the non PH spider down. This is easier, and barring any early breaks will trivialize this fight for you. Once you have killed both spiders, set a timer for 5 minutes and start medding. This is to ensure that you have time to kill the SS before the next spawn. Please note that rooting the PH in the SS room will aggro PatB and C on you. Pull them both out to LL before rooting.
After 5 minutes are up, peak through the wall or corner and pull PatB or PatC. This order doesn't matter, pull it to the LL and kill it. Then pull and kill the other. Congratulations! You have cleared the SS room. You can kill all three pathers, the two LDC's in SS room and the LL LDC every round. On the second clear, make sure you leave time in between the first SS room LDC and the SS PH. You definitely don't want to be fighting the SS with another mob. Make sure you reclaim pet and nuke for full experience on each kill.
The Stone Spider
So you've broken the camp, life is good, until the Stone Spider shows up and wrecks your day. Hope your pet is higher level, this will help, if not prepare to summon at least two more pets. Have your pet ready to kill the SS as soon as it spawns, and after your pet engages run up the ramp and down the hallway. Not too far or you will aggro the giants. Now spam your pet health hotkey and when your pet is at 8-15% health start casting a new one. It will take a moment for the SS to path up to you so you should be done casting by the time he arrives. Make sure you aren't touching the walls or looking through them when you cast. As soon as the SS makes it up to you, run by him and jump off the ramp and go sit at LL.
Most of the time the pet will have gained aggro at this point, cast Cadeau as soon as it does. If your pet has not gained aggro repeat the process in reverse and run back up your spot where you summoned a new pet. The pet will definitely have aggro by then. Often two pets are enough to kill him, but not always, if you need to summon a third pet, pick the most distant spot you won't aggro anything and resummon, then run past SS (you will resist the stun if you have good MR) and run back up/down the ramp. This will disrupt your spawn timers on the rest of the cycle, so make sure you wait 30 seconds or so before killing each following mob for the next two or three cycles to reset times and keep yourself from having two LDC's at once.
Breaking the Three Spawn Room
If the stone SS is up or the room is already camped, you can also break the 3 spawn (3S) room and solo it. This one is much trickier and I haven't tried it since the pet damage nerf so I recomend using root nets to break it open.
Clear into the bat caves and wait the Nox PH to path down to it's spawn point. Kill it then move up and kill all the beetles above the 3S room, then clear all of the mobs up the ramp to Guano so you can run out of the zone without being stunned. if you get a max or close to max level pet, baby it and keep it alive. I usually chain summon here to get a max level pet. Once you cleared the zoneout, head down to 3S and sit above where the beetles spawn, you can wall look and watch PatB as it roams back and forth between SS and 3S. Get full mana and when PatB goes back to SS, go down and pull the 3 LDC's up. Root one and back up, root another and back up.
Chain nuke this mob down with Scars of Sigil and an instant click, then head for the zone out to clear aggro. Once you zone back in, resummon, rebuff. Check for PatB and pull the remaining two, you can chain nuke one down and zone out, or just kill them together with another charge of root. You can then kill PatB when he returns. Congratulations! You have broken 3S and can kill the 3 that spawn there, PatA, PatB, and Nox PH fairly safely each round. Be aware that because PatB spawns and waits 30 seconds before pathing that your timers will have to shift every round. This camp is inferior in many ways but still doable.
Tips and Equipment
- Greater Null Potion
- 10 Dose Ethira's Poison Antidote
- 10 Dose Potion of Stinging Wort
- Wurm Scale Coat
- White Satin Gloves
- Crystalline Silk Net
- Wooly Spider Silk Net
- Shiny Robe of the Underfoot
- Platinum Diamond Wedding Ring
- Golden Diamond Mask
- Keep Elemental and Phantom Armor up at all times
- Be ready to gate or Leatherfoot Raider Skullcap out if things go south. It's a lot easier to rebreak this than it is to corpse recover.
Undertow's Temple (Kedge Keep)
Level Range: 57-60
Pros and Cons
- Underwater - this can be annoying!
- Hard to get a rez if you screw up
- Interesting loot
- High ZEM zone
- The experience here is good still at level 60
- Difficult camp to pull off
Loot
- Blazing Wand
- Squallsurge Shawl
- Sharkbone Warhammer
- Sharkskin Drum
- Various runes/words/etc
- Some coin
This camp is a bit dangerous, but rewarding and almost always open, since few people exp down in Kedge. The first thing to do is learn the path to the mermaid temple and Seahorse caves. It's actually pretty easy and only one mob see's invisibility the whole way down. Estrella of Gloomwater spawns at number 8 on the map and will see through invis, at level 60 she will not aggro if you hug the wall and swim by on the far side on the room. Beware!
The red lines on the map are more or less where you are going straight on the same plane in the room / tunnel. The green circles are where you descend or ascend. The hallway at number 7 is a safe hall if you're out of LOS. The purple X is the best place to camp after you've set up and start breaking in. When going down Tube 'D' there is a small hallway half way down, you don't want to go all the down that tube into the shark room.
So once you reach number 7, summon a pet, buff yourself and med up to full. This is the hard part, you need to break a two pull, and it definitely requires root nets. There are two ways to do this, both risky, both work fine. You can break the pull in two 100% and not worry about the second, or keep the second one rooted. I'll break each way down below.
Kill both at once:
Swim up the small tube to the grate and go in and to the left where the purple X is. Have the pet attack the tiny fish to find out what level you've summoned, you need to get a max level or second to max level pet (58/60 hits if focused, 56/58 hits if not for the G.Voc pets.) Once you've summoned the right pet, buff him and start clearing the weird recessed ceiling tiles, there are little piranhas in there. You can also test pet level on those guys, be careful not to get too close to Undertow's room and aggro his guards. Once you've cleared all the piranhas (minus the two closest to Undertow's room, those are too close!!) med up to full and then rebuff the pet.
Swim close enough to see his guards, they are either a druid or a ranger class and have a good amount of hit points. Cast root on one, and swim back to the purple X. Control your pet and make sure he doesn't go into the room after the rooted one. The second guard will be here by then, put the pet on him and cast Annul Magic twice. Then use a GCD item such as Star of Eyes to spam cast Scars of Sigil, if all goes well the mob will die when your pet is around 30-50% health. You'll have a little time left before the root breaks and the second mob comes. Sometimes you can just nuke this second one down before your pet dies, but often you will need to summon a second pet. Pop that earth pet and send it on the mob, make sure to dispel it twice just like the first. Congrats! The camp is easy peasy from here on out.
Use COTH to single one out
Swim up the small tube to the grate and guard the pet near it, clear the small fish that swim around it so you can sit in the X spot. Stay close to the ground so you don't aggro the piranhas, you can clear some if you want but it usually isn't necessary to do this. Root one of the guards and pull the other in to your pet, then root him as well. Swim back down to the hallway safe spot in 7 and cast COTH on yourself, make sure you use your /pet get lost social macro right before COTH finishes casting so your pet doesn't screw up the aggro drop. Immediately summon a new pet buff, cast DS and swim back up to the rooted guard. Kill it at your leisure, no need to nuke it down. Make sure to Annul Magic it twice and haste pet as well afterwords. Med up and then pull the second guard to the X, be aware that you can get piranhas sometimes doing this, you can also fight in Undertows room, which is where you want to fight them in the future. Congrats! You've broken the two pull and can move on to the next spawns.
If Undertow is up, med up to full or almost full mana, then burn him down. He's a wizard with a ton of hit points, make sure you dispell him as well. If his PH is up, it's usually a easy green con, just kill it and mark the time, respawn is 8 hours. After you've cleared Undertow's room you can kill the mermaid at number 10 on the map. Coralyn Kelpmaiden spawns here and has a couple neat drops. If you're looking for mobs to kill swim back down to 7, there are two mermaid two pulls right outside that hallway. Use the same techniques you used to kill Undertow's guards to split these pulls. The spawn time is 22 minutes you can pretty easily kill 5 mobs every cycle and get some great experience.
Plane of Mischief
Level Range: 55-60
Pros and Cons
Loot
Raiding on a Magician
Once you've reached the level cap, and get some basic dungeon gear, what's next? Some folks don't enjoy Raiding, and there is some hyper competitiveness that can ruin the fun on P99, but for others this is part of adventure; winning the race to the pixels. Raiding can be a very rewarding a fun experience and is part of the progression of the game. So let's dive into it! We'll go over some basic stuff, then more advanced techniques, and finally we will look at some of the kit that you could use/want.
Raid Basics
Etiquette
One of the most important things to do is be able to listen, don't show up without loading up comms so you can listen to instructions. People sometimes forget the communal nature of this game and how we play it. Show up on time if it's scheduled, turn on comms, and don't train people with anything! Always be willing to ask questions if you're not sure about something, or be open to instruction or direction from raid leaders. This is the most basic requirement in my opinion and is truly raiding 101, I'm adding this here for folks that may be new to raiding or reluctant to get their feet wet since it can be daunting or intimidating scene to jump into on these servers. Everquest is an old game and a lot of the encounters are pretty easy for most classes, it's a game about knowledge, so you really have to play it to learn it. Don't be afraid to try it!
Pet Management
First things first, always ask before summoning a pet! Until you learn which zones/situations pets are safe to use in you should always be careful about this. You can also wait until you see others using them as well, but it's safest to ask first. Once you do have a pet out you have a responsibility to watch it, and make sure you know where it is. I have seen people lose their pets so many times, especially when caster mobs around. Here's some easy tips:
- Guard your pet so that he backs up faster, there's a glitch where backing a guarded pet makes it warp back to it's guard spot, rather than walking to you when not guarded.
- Memorize the name of your pet so if someone mentions it on comms you know right away it's yours that is doing something wrong.
- Cast Velocity on your pet or get a sow from a ranger/druid so your pet reacts faster (confirm)
- If there is more than one mob in camp always get your target from the main assist on the raid.
- Turn pet taunt off to lower chances of getting aggro
- Don't drag your pet around when moving locations unless your absolutely sure it's okay. Guard and summon it or dismiss it.
- Don't use earth pets unless instructed to do so, water or air are the raid pets of choice.
Nuking
In the classic and Kunark era you will probably have some opportunities to nuke while raiding. Be aware of your aggro, and the fact that many of our spells are bolts which can hit any mob on the path between you and the mob you cast it on. I can't tell you how many times I've screwed that part up, thinking that the path is clear and pulling aggro on the wrong thing or breaking mez... oops! Sometimes it's better to use a regular nuke instead just to be sure. If you picked conjuration specialization then Shock of Swords is close to the same ratio as Lava Bolt so you can use that instead if the mobs aren't magic resistant.
Once we get Kunark spells you can use Char or Shock of Steel for safety, I almost never use Seeking Flame of Seukor, it's just too slow to be worth the mana ratio in my opinion. The star of the show here is Scars of Sigil, it's our highest DPS nuke because of the cast time. It's also very useful for burning down mobs fast or just popping up to cast a nuke in between ticks. There isn't a better nuke to use if you can safely use bolts. It bears testing but it seems like I have better results from using Scars over Seeking Flame on resisty mobs that long cast times are okay on. It's breaking up the resist checks so I feel like more damage gets through.
In Velious there really isn't much that Mage's can nuke. The mob levels and resistances are sky high, there's some trash that you can nuke in PoG, Kael, Fear, or ToV but that's about it. Scintillation and Sirocco are the nukes you'll want to be using as well as Scars. Rain spells get fixed in Velious, so they become excellent choices, just be wary of using AoE spells. Make sure you are safe to do so. It's best to ask or watch others before nuking or AoEing on a raid.
Mod Rods
Mod Rods come around in the Sky era and aren't that useful right away since a lot of people have Manastones and can still use them in the planes. They start to shine in Kunark and finally break out in Velious where the fights become much longer and mana really becomes a problem. Here's some tips on using them effectively:
- Summon one when you're full mana or first log on as a battery for later when you're running low
- Hand them out to your groups for people to hold or use
- If you're full mana on raid, drop some down on the ground, someone might find it useful
- Keep the rods close to the healers
- Keep them bunched up tight
- Pick them up and drop them every few minutes, you can cycle them for a while, there are ways to cycle many which is in the advanced section. It's pretty easy to cycle a few even in a group for emergencies if you have the extra mana.
One of the things I often see people do with rods is drop them randomly all over the raid. This does no one any good, always keep them in a tight bunch near where the healers are sitting in a place where they can see them. I really can't stress this enough, think about and be deliberate how you place them.
Rip Sticks
Staff of Runes is a useful summoned item that gives you charge of cancel magic on an instant click. It has a small amount of aggro so you can use it to pull, beyond the fact that it can dispell the mob. Pullers may not want one in every situation, but they are often used on raids with lots of trash. Think Hate, Fear, Kael, or Halls of Testing. Keep it handy in your spellbook in case someone asks for one. It's easy to keep 2-3 on the ground and cycle them until people pick them up.
Pet Items
There's a period of time where the Sword of Runes can proc on any type of creature, the actual timeframe isn't 100% established as of yet, we will see on Green 2.0. During this era, people will ask you for swords for their pets for the extra DPS. There's no need to wait for people to ask, just summon and equip every pet on the raid with two. It's a small thing that's easy to do and helps the raid be more efficient. You can also drop them near the raid for people to pick up. I often would keep 4 or so summoned in my bags for whenever someone would ask or summon/charm a new pet. They are also useful on charmed pets.
At level 56 we get Muzzle of Mardu and this little guy is awesome. There's nothing else like this in the game, and while we can't use pets on every encounter we can certainly equip every pet when we can with these. This is a decent little DPS boost for little cost. Keep them in your bags, give every pet you see one, even shaman pets or charmed pets. During Ring wars people will give them to the dwarves defending the city, along with torches to make them duel wield.
Call of the Hero (COTHing)
Magician's signature spell, both a blessing and a curse. It's in an incredible resource, but also the main reason people will want a Magician on a raid. Call of the Hero is a 12 second cast spell for 500 mana and a pearl. It can be reset while using it in the top spell gem slot by using a clickie item, but still has three seconds recharge. You can count in your head or use a clickie item that has a three second cast time, this is where Manna Robe stands out. It has a three second cast, so it's perfect for reseting CoTH and it gives you mana back in the process. It is also supposed to clear aggro on the person being CoTHed but it breaks sometimes on P99 and the devs can be slow in fixing it, don't count on this working for you.
- Carry around at least 60 pearls with you.
- Always carry a clickie item to reset GCD on top slot
- Memorize the spell in the top gem slot
- Make and use a macro so that people can see who you're moving around. For example: "/gu Cothing -- %T --" is a good place to start.
- Carry shrink pots if needed to be shrunk for dropping Eyeballs.
- Learn which walls are safe for dropping eyes through.
- Often people will anchor for you so that you don't need to drop eyes or watch who's zoning in. You can create this link by dropping on eye, or by keeping that person targeted while you're being CoTHed and invite them to your group after you land and drop the other CoTH group.
Eye of Zomm wall drop
This is where the Gnome racial ability of wall vision really shines, if you're short or shrunken you can see through walls in first person mode. When your looking through a wall like that cast Eye of Zomm or use your Clay Bracelet and the eye will fall through the world and appear in the safe spot. The safe spot is generally the zone in for most zones. This allows you to target and invite folks for your group or raid, and then you can CoTH them up. It's really slick and easy, and if you're in a place where everyone needs a CoTH up to the raid, it's nice to watch the entrance and catch people as they come in. A dedicated player can handle CoTH's without having someone anchor them a lot of the time. One thing to watch out here for is having the Eye pop out above you or to the side and aggroing something since it is level one. Make sure your wall doesn't share any space o n the other side and that is is solid above you, rocks and other outcroppings may not work.
Advanced Techniques
Large Rod piles
This isn't what it sounds like!
Train Aways
DA engage
Coth Racing
Raid Kit
Potions
Travel Kit
Jboot,Peggy Cloak,Invis ring, see invis bracer/earring
Resist Gear
Consumables
Idol,Reaper,Mallet
Spell Clickies
BoBCalling, Shissar Guardian Staff, Velious armor sets, clay bracelet
Pet Deep Dive
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