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Mage

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Contents

General info

Possible races

Statistics

Strength
Rarely used by mages.

  • Determines the amount for which you hit with a weapon.

Intelligence
This is the most important stat for a mage.

  • Determines the amount for which you damage with magic attacks.
  • Determines how often a spell fizzles (is unsuccessful).

Dexterity

  • Determines the ability to dodge as well as hit (with a weapon).

Constitution

  • Determines health points on start and at every level up.

The amount of health points you will gain every level is fixed.

ConstitutionHealth Points
188
198

Wisdom

  • Determines your mana points on start and at every level up.
  • Determines your magic resistance.

The amount of mana you will gain is randomly calculated using your wisdom as a factor.

WisdomMana Points
19
2012-14

Charisma

  • Determines the way you look (in look over).
  • Slightly influences the amount you get healed for.

Stamina

Stamina gains occur on the following levels:

1, 10, 18, 26, 29, 33, 37 (1-alt)

1, 10, 18, 26, 29, 32, 36, 40 (multi-alt)

Spells

Shock

One of the first techniques learned by apprentice mages, by concentrating directly on the path between themselves and their target young mages modify the polar field around them causing a mass electrical discharged, thus instantaneously forming a bolt of lightning.

The weakest of the offensive Mage spells, Shock is available at level 1 from any Mage guild for 100 gold. It costs 3 MP to cast.

Sphere

In balance with their first offensive spell, young mages learn this defensive spell soon after. The young apprentices are taught to channel their energy out and around themselves, thus forming a weak but definitely present barrier around their body. This spell proves useful against the foes normally faced by magic users at the time.

The weakest of the armor spells for Mages, it is available at level 2 from any Mage guild for 300 gold. The effect lasts for 1 minute and costs 6 MP to cast.

Vortex Gate

When high concentrations of magical energy are present in a small area, it is possible for an experienced mage to use the control of their own energies to manipulate the magical field around them. If done properly they may cause a rip in the fabric of existence itself. Upon passing through this rip one may feel disoriented for a few moments, as senses return realization of being in a familiar place is common.

Vortex Gate is a transportation spell that is available from any Mage guild at level 20 for 5000 gold. It costs 40 MP to cast; however, it can only be cast on squares that have a Vortex Gate enabled. "Use" the Vortex Gate to enter it. The amount of time it remains open can vary from a second to a minute.

Flame

Through years of discipline the experienced mage is able to focus his mental power and draw from the natural energies around enabling him to create a massive ball of fire hot enough to melt through the sturdiest armor and consume his foes in battle.

Flame is the next offensive spell that Mages learn after Shock. It can be purchased from any Mage guild at level 15 for 1000 gold. It costs 5 MP to cast.

Blast

An impressive trick of the skilled mage is the ability to use their powers to disturb the kinetic energy flowing through the area. When focused intensely, a violent reaction occurs causing a destructive wave of energy to lash from the caster, injuring those who chose to challenge the caster.

Blast is the next offensive spell learned after Flame, at level 20. It costs 2500 gold in any Mage guild. Blasts costs 8 MP to cast.

Beam

By focusing magical energy into a beam of light, an experienced mage can deliver incredible amounts of damage on an unsuspecting foe. Though due to the extreme focus and concentration required to perform this spell, much practice and training is necessary for a mage to enlist the use of this powerful beam.

Beam is the best readily available offensive spell for Mages. It can be purchased from any Mage guild at level 25 for 5000 gold and costs 15 MP to cast.

Protect

An interesting twist on defensive spells is the aura of protection. By modifying their energy ouput they may shield themselves from inanimate objects such as traps and flying objects. The downside is that the spell has no power if the cause of an assault is directly willed such as someone attacking.

Protect is a defensive spell that shields the Mage from most traps. It is available at any Mage guild for 500 gold at level 12. It costs 15 MP to cast and the effect lasts for 90 seconds. Note: Some death traps bypass the spell and some don't, so in places such as the Icy Cavern, a Mage can use the spell to walk into death traps and live to tell about it!

  • Also see Protect for full range of uses.

Enhanced Sphere

Similar to the spell learned during apprentiship, where they are taught to channel their energy out and around themselves, but at this level the sphere is much stronger as the spellcaster has more energy and focus at his disposal.

Enhanced Sphere is, as the name implies, a more advanced version of Sphere. It is available from any Mage guild at level 15 for 1000 gold. It costs 15 MP to cast and the effect lasts for 1 minute.

Mana Shroud

Mana Shroud is a defensive armor spell learned at level 23 from any Mage guild for 3000 gold. It costs 25 MP to cast and the effect lasts for 1 minute.

Haste

Haste increases the amount of stamina you regain by 1, so if you normally regain 3 stamina, you'll regain 4 while the spell is affecting you. It is available from any Mage guild at level 20 for 3000 gold. It costs 40 MP to cast and the effect lasts for 40 seconds.

Invisibility

Invisibility can be both an offensive and defensive spell, allowing the Mage to make himself invisible. It is available from any Mage guild at level 15 for 1500 gold. It costs 20 MP to cast and the effect lasts for 45 seconds. Can be cast on others.

Dispell

Guilds

As you gain experience your character will gain in levels. To level you must have the experience needed (indicated by a red experience bar, skin depending).To level up you must pay a visit to a certain guild, which will be located anywhere in the Nightmist world. Guild locations on Nightmist Multi and Nightmist 1a are different.

Multi-alt

LevelLocation
1-10Nightmist
11-20Blackthorn
21-25Arilin
25-29Tirantek
26-29Jahanna Desert
30Desert Maze (Jahanna Desert)
31-40Silversail

For level 31: Requires Boots of Time and a Scroll of Aura of Protection. Give the required items to the guild master present and use the given key to access the level 31 guild.

For level 36 onwards: Requires Grandmaster's Insignia.

1-alt

LevelLocation
1-10Nightmist
11-15Resthaven
16-20Arilin
21-24Blackthorn
25-27Harabec
28-30Jahanna Desert
31-40Tirantek

For level 31: Requires 1 Token of the Demilich.
For level 32: Requires 2 Token of the Demilichs.
For level 33: Requires 3 Token of the Demilichs.
For level 34: Requires 4 Token of the Demilichs.
For level 35: Requires 5 Token of the Demilichs.
For level 36: Requires 5 Token of the Demilichs and 1 Gold Trinket.
For level 37: Requires 5 Token of the Demilichs and 2 Gold Trinkets.
For level 38: Requires 5 Token of the Demilichs and 3 Gold Trinkets.
For level 39: Requires 5 Token of the Demilichs and 4 Gold Trinkets.
For level 40: Requires 5 Token of the Demilichs and 5 Gold Trinkets.

Equipment Guide

Weapons

LevelWeapon
1Cobalt Birthday Cake**
1Oak Staff
1Spirit Orb** (1-alt server)
8Broomstick**
13Iron Staff
13Red Hot Iron Staff**
18Bronze Staff
20Staff of Elements
24Silver Staff
25Cobalt Staff of the Winds
25Staff of Light**
30Auric Staff
30Fancy Golden Staff**
30Golden Staff**
30Staff of Power**

Armor

Body Armor

LevelBody Armor
1Plain Robes
2Ornate Robes
3Tattered Robe
10Red Robes
16Shroud of Awe
25Silver Robes
27Golden Robes
30Robe of Storms
36Archmage's Mantle (1-alt server)**

Shields

LevelShield
1Wooden Bracers

Helmets

LevelHelmet
1Circlet

Gloves

LevelGloves
10Tomb Gloves
27Spider Gauntlets
29Gloves of Vigor
29Wizard Cuffs

Boots

LevelBoots
20Boots of Faith
28Boots of Time**
28Epoch Boots
30Vindicator’s Boots
30Silken Sandals of Time**

Jewelry

Amulets

Armour Amulets
LevelAmulet
1Bunny Foot Necklace
1Copper Amulet
1Gold Amulet
1Holiday Amulet
1Silver Amulet
10Amulet of Windia**
20Amulet of the Lich**
29Pendant of Light**
30Hades Amulet
30Platinum Amulet
30Bloodstone**
Intelligence Amulets
LevelAmulet
1Amulet of Aquarius
1Cats Eye Amulet
1Faerie Dragon
1Golden Ankh**
Dexterity Amulets
LevelAmulet
1Amulet of Hermes
1Amulet of Hightail
1Rune of Mercury
30Amulet of Lag Protection**
31Feral Choker** (multi-alt server)

Bracelets

LevelBracelet
1Baron's Bracelet**
30Bracelet of Hope**
31Emerald Bracelet**

Rings

LevelRing
1Gold Ring
1Ring of Venture
1Ring of Windia
17Ring of Apollo
25Crystal Ring**
25Ring of the Demonics** (1-alt server)
30Ring of Astray
30Ring of Thunder
30Ring of Fire
30Glowing Cobalt Ring**