Path
Can choose Light or Shadow path
The Story
The Dragon Mage is part of a cloak-and-dagger dragon cult from a remote part of the world. The members of this cult are not only respected but also accepted by dragons and live together with them in a community. Only a chosen few are granted the honour of being instructed by the dragons for training in the ancient dragon magic. A magic that comes from a dimension beyond this world. This energy can take on the powerful T-Energy, which is the source of all life and all magic on Ancaria.
Only the most powerful who complete this training are capable of assuming the form of a dragon and of using the concentrated power of dragon magic. Only they have the privilege of being allowed to carry the title “Dragon Mage”.
Dragon Mage Starting Attributes
Base starting attributes level 1, silver difficulty, no survival bonus, naked.
All skills in the left column below may be chosen as soon as a character reaches level two.
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All skills in the right column below may be chosen only after a Primary skill from the left column has reached level 5.
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[u]Primary:[/u]
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Concentration Improves regeneration for all Combat Arts, and allows the use of up to three simultaneous buffs when mastered.
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Mentalism Lore Increases damage, critical chance, and cast speed for this aspect.
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[u]Secondary:[/u]
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Combat Discipline Increases damage and improves regeneration for Combos. Also increases the number of Combat Arts allowed in a combo.
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Ancient Magic Increases damage for non-weapon based Combat Arts and reduces the opponent's spell resistance when mastered.
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Mentalism Focus Improves regeneration and raises max Combat Art level for this aspect.
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[u]Primary:[/u]
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Pole Arms Increases attack speed, chance to hit, and max item level usable without penalties when wielding a pole arm.
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Magic Staffs Increases attack speed, chance to hit, and max item level usable without penalties when wielding a staff.
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Tactics Lore Increases damage and chance for critical hits with all weapons.
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[u]Secondary:[/u]
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Sword Weapons Increases attack speed, chance to hit, and max item level usable without penalties when wielding a sword.
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Speed Lore Increases attack and defense, and run speed.
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Damage Lore Provides a better chance for applying "status effects" (e.g., burning with fire damage) on monsters.
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[u]Primary:[/u]
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Shield Lore Grants the ability to use higher-level shields without penalties and increases their Defense Value.
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Armor Lore Improves resists, increases maximum item level without penalties, and decreases regeneration penalty from armors.
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Spell Resistance Increases resistance to spells and protection from spell-based critical hits.
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[u]Secondary:[/u]
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Toughness Improves resists and provides minimal % damage mitigation.
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Combat Reflexes Improves Evasion statistic (chance to dodge attacks), and reduces the chance of receiving a critical hit from an attack.
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Pacifism Reduces damage taken in PvP (all possible ramifications still unknown).
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General skills:
[u]Primary:[/u]
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Alchemy Enhances the effectiveness of all potions and allows use of certain consumables.
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Bargaining Item price is displayed in inventory, and merchants will offer more favorable prices and better items.
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Enhanced Perception Increases chance of "seeing" invisible monsters and "magical hiding places."
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[u]Secondary:[/u]
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Riding Grants the ability to ride better horses, reduces regeneration penalty while mounted, and unlocks special abilities.
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Divine Devotion Improves regeneration of the Divine Gift (God spell) and unlocks some additional attributes.
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Aspects
Turn into a "dragon berserk", attack extend the transformation time. A player cannot talk to NPCs or use merchants, smiths or runemasters while in this form. Gives +% attack.
Turn into a dragon, can cast certain fire spells & gains a % armour & a % attack/defence bonus.
Calls a dragon for aerial attacks (dragon flies over & casts a massive fireball doing AoE DoT fire damage.
Ignites an enemy & easily jumps over to nearby enemies (like VD, but does fire DoT).
The mage summons a small dragon familiar which increases his stats (Increases Intelligence, Health Points and Willpower) (buff)
Summons stone spirits that attack nearby enemies & explode (summons ~4 minions that run to a random monster & explode doing damage).
A strong gust of wind can damage, stun or knock back enemies.
Summons a protective barrier of earth and stone.
Calls an earth elemental protector (buff)
Unleashes a small tornado that moves towards the enemies.
Combat Trance reduces the caster's combat art cooldown and protects him from effect damage and stuns.
Magic energy damages and burns enemies in the area of effect. (Starting Combat Art)
Enemies are slowed and weakened in the area of effect, missiles are slowed (casts a massive dome over the targetted area).
A mental blow that deals more damage to armored targets and slows the regeneration for their combat arts.
(buff)
A magic armour that offers protection from melee attacks and spells (+physical armour, Block Chance: Combat Arts & chance to stun the target).