03 May 2010

Allods Mage class Skills

Allods Mage class Skills

In this game skills are spells that must be cast. They have 3 ranks(power levels)
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Fire Arrow – |Element: Fire|Cast TIme:1.5s|Recharge:1s|Distance:40yrds|
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Basic spell for all mages –you receive it from the start. Fast cast, fair damage. Useful skill, Fire Mages usually upgrade it to rank 3.

Icy Flow – |Element: Ice|Cast Time: 0-3s|Recharge: 1s|Distance:40yrds|
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Tactical Spell. For every 0.5 seconds you channel it hits the target for minor damage and debuffs it, reducing both movement speed and damage dealt by 15% per application. Stacks up to 6 times. If the target is damaged by a fire spell then 2 stacks of the debuff are removed and the target receives additional damage. Bonus damage is dealt only once.

Discharge – |Element: Lightning|Cast Time: 0s|Recharge: 1s|Distance: Close Combat|
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Fair damage, close combat. This spell only achieves its True Potential if the target’s hp is less then 25% in which case the damage doubles. Good finishing spell. For beginner mages 5x Discharge + Electric Control is very easy way to kill mobs.

Fire Ball – |Element: Fire|Cast Time: 5s|Recharge: 1s|Distance: 40yrds|

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AoE spell with incredibly high damage. Can only be precasted, after the precast is done, you can activate the spell and a pentogram-in-a-circle will appear where ever you point your mouse(range limit observed). Strongest AoE spell in the game. All fire mages should take rank 3.

Icy Grave – |Element: Ice|Cast Time: 2.5s|Recharge: 10s|Distance: 20yrds|
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Tactical Spell. Freezes the target preventing it from doing anything for the duration of the spell. Damage interrupts the effect. Priests can use their invulnerability spell to get out of it prematurely. If the target is under guidance of one of the 12 apostles then duration is significantly reduced.

Stone Barrier – |Element: Astral|Cast Time: 0s|Recharge: 45s|Distance: Self Only|
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Defensive skill. Puts up defensive layers on the mage. If mage is attacked then a certain amount of damage is absorbed (depends on Intelligence). All mages should take 3 ranks of this spell.

Reflections – |Element: Ice|Cast Time: 0s|Recharge: 30s|Distance: Self Only|
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Defensive skill. The mage creates several mirror images of himself. When he is attacked, there is a chance that the damage will hit 1 of the illusions instead of the mage. The illusion disappears regardless of the damage absorbed after hit. AoE spells remove ALL illusions at once AND hit the mage. All mages should take rank 2 of this spell. Rank 3 should only be taken if you have nowhere else to put your points because 1 extra illusion is hardly worth 3 points.

Thunderbolt – |Element: Lightning|Cast Time: 3s|Recharge: 1s|Distance: 40yrds|
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Medium cast time, medium damage inflicted. The best part about this spell is that it destroys some of the target’s mana. Very useful against mana starved classes such as Necromancers and Druids.

Meditation – |Element: Astral|Cast Time: 0-10s|Recharge: 30s|Distance: Self Only|
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When used, the mage regenerates ALL of his mana. At first rank it will take 10s, second – 8с, third – 6с(to regain all mana). If used in combat it doubles the time it takes to regenerate the mana (20s – 16s – 12s). If you are attacked while meditating you will receive Double Damage. Mana restoration rate is NOT linear. At first tick you will receive almost no mana, on second tick – slightly more and only on the final tick will you regain more than half of your mana at once.

Wall of Flame – |Element: Fire|Cast Time: 0-8s|Recharge:1s|Distance: 40yrds|
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The mage creates a wall of flame in front of him. If the Wall of Flame is created upon a target then the target cannot move but can attack. One mage can keep a target in a Wall of Fire until his mana is gone. Two mages can keep the target immobile forever. (1 keeps up the Wall, the other meditates)

Pulse Lightning – |Element: Lightning|Cast Time: 0-8s|Recharge: 20s|Distance: 40yrds|
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The target receives some damage every second. Huge mana cost, small damage. Can be used as a tactical anti-mage spell(Removes Reflections very fast). Hard to say if it’s worth the points.

Ice Comet – |Element: Ice|Cast Time: 4s|Recharge:1s|Distance: 40yrds|
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The mage creates an ice comet which flies from the mage to the target in a line damaging everything in its path(AoE spell really). Long cast time, medium damage. Hard to say if it’s worth the points.

Elemental Shield – |Element: Astral|Cast Time: 0s|Rechage: 45s|Distance: Self Only|
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Defensive Skill. The mage puts up several magic barriers. If the mage is hit with a Magical(Elementa/Divine) attack then the barrier absorbs some damage(depends on intelligence) and 1 barrier is removed. The shield will not save you from dots of Necromancers because Natural damage is not absorbed. The shield will prevent damage from Priest dots only if the first tick is absorbed fully. Conflagrate completely ignores this shield. All mages should take 3 ranks of this skill unless more important skills are available.

Conflagrate – |Element: Physical|Cast Time: 0s|Recharge: 60s|Distance 20yrds|
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Tactical Spell. Sets the target on fire causing it to be disoriented(disabled). The target will move chaotically in random directions for 4 seconds while receiving decent damage every second. The target is completely disabled during the duration of the spell and thus cannot do anything. Any mage should take at least 1 rank of this spell. Persistence increases the duration of this spell.

Prism Lightning – |Element: Lightning|Cast Time: 3s|Recharge: 1s|Distance: 40yrds|
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Mass Target Spell (a target is needed for cast). Deals medium damage to all targets in a 10yrd radius around the target . Additionally it blinds the initial target for 4 seconds(broken screen effect) Works with “Gift of the Heavens”(chance to restore mana after dealing critical damage). All Lighning mages must take rank 3.

In the beginning of the game you start off with “Fire Arrow” spell. When you get level 2 you will automatically receive “Icy Flow” and when you receive level 3 you will be gifted with “Discharge”.
After that you can put your points where ever you like.
To get 1st rank of a spell you need to put in 1 point.
To get 2nd rank of a spell you need to put in 2 points.
To get 3rd rank of a spell you need to put in 3 points.
To progress further down the Skill Tree you need to put in a certain number of points into the spells that are available to you.
Every lvl you will receive 1 point. Every 5 lvls you will receive 2 points instead of 1.

There are also several abilities/spells that can be received from doing special quests. The first one is your unique racial ability (quest from lvl 7)

Kanian Mages get:
“Concentration” – |Element: Physical|Cast Time: 0s|Recharge: 60s|Distance: Self Only|
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Once every 60 seconds for 20 seconds the mage becomes immune to interruptions and the time to cast a spell will not increase when attacked. However, any disables that hit you will still have full effect on you.

Elven Mages get:
“Might of the Archmage” – |Cast Time: 0s|Recharge: 180s|Distance: Self Only|
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Once every 3 minutes the mage increases their intelligence by 30%. Many believe that this is the best racial for mages.

Arisen Mages get:
Astral Arrow – |Element: Astral|Cast Time: 4s|Recharge: 20s|Distance: 40yrds|
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This spell deals high damage to 1 target. As well it knocks it down for 2 seconds and interrupts anything the target was doing at the time. The knockdown is not affected by Persistence.

There are also several abilities all mages can get by doing special quest chains called “World Secrets”. World Secrets – are special quest chains that award you something for every quest in the chain you do. If you complete all of the quests in a chain you will get a special prize(ie: spell, talent point)

Invisibility – |Element: Astral|Cast Time: 2s|Recharge: 60s|Distance: Self Only|
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You become invisible for 10 seconds. Using this skill you can get past dangerous places or escape from attackers. If you use this spell while fighting a mob then it will reset and stop attacking you. In PvP AoE attacks will destroy your Invisibility so take care.

Gift of Tenses – |Element: Light|Cast Time: 15s|Recharge: 20h|Distance: 40yrds|
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Allows you to resurrect a fallen ally once every 20 hours. Doesn’t need mana and cannot be used in combat.

Exodus – |Cast Time: 10s|Recharge: 600s|Distance: Self Only|
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The mage teleports himself and allies that are close to him to a safe location. Pretty Standard Teleport ^^

Some spells you can prepare beforehand.
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How does it work? If we click a spell that is capable of being precasted(ie: Fire Arrow) without selecting a target then you will cast the spell and the icon of the spell will start flashing and gray out while in your hand a nice shiny ball will appear. Then you can select a target and use the spell without its usual cast time(instant cast). This is very useful with spells that have a long Casting Time such as Fire Ball.
Simply put, if you prepare your Fire Ball before the fight then you can use it as an instant cast in the fight.

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