Mage classes specialize in both offensive and defensive
capabilities, to varying degrees. There are three types of mages:
sorcerers who are excellent at defensive spells; wizards, specializing
in offensive spells, and the necromancer, who does a bit of both.
Not only do mages have high intelligence and spell points so they
can cast the best types of spells, but they have several other virtues
as well. All of them are adept at using all types of spell weapons and
devices. Also, mages regenerate spellpoints in sunlight twice as fast
as fighters. But it is important to note that because mages are
sensitive to sunlight with respect to their spell casting, they are
also affected to a small degree by the phase of the moon. So when
venturing into a dungeon with a mage, it is better to go when the phase
of the moon is in your favor. Otherwise, spells could cost a little
more to cast. Finally, mage classes all have the ability to cast portal
spells which can be invaluable when you need to make a hasty retreat to
safetey.
Unfortunately, the mages' inclination toward intellectual pursuits
leaves them lacking in phsyique. All mages are relatively weak and
vulnerable compared to the fighters, and therefore will be safer if you exchange them with other characters positions so that they occupy the last two slots (back row) of your party where they are out of reach of melee attacks.
Sorcerers are the only class that have the
ability to cast powerful healing spells. Though the necromancer can
convert some damage done to enemies as the result of a successful
attack during combat into hitpoints and limited access to low level
healing spells, only the sorcerer can choose any
given healing spell to apply to any character at will. Few
adventurers are brave enough to venture into combat without the
confidence that comes with the accompanyment of a good healer.
Sorcerers carry other noteworthy types of defense besides healing. They
have the ability to cast spells to temporarily increase the abilities
of fellow party members during combat and spells to lower the armor
class (or resistances) of the entire party for a short time.
Though the necromancer's art is an ancient practice, it has only
recently re-surfaced and become an accepted form of practice by the
Wizard Council. Necromancers are best known for their life and energy
sucking offensive spells. While even low level necromancers have the
ability to heal themselves at the same time as damaging their enemies,
higher level necromancers have powerful spells that can attack multiple
targets and convert the resulting life forces into both health and
spell points for the entire party. When used against large groups of
foes, these spells are most effective at both offense and defense.
In rare cases, when faced with a large group of powerful foes, high
level necromancers can severely weaken their enemies, heal their
entire party, and end up giving their party more spell points than
they started the battle with.
Necromancers also have the ability to summon minions. What
distinguishes the necromancer's minions from those cast by wizards is
that except for the powerful, but low-level Grizzly, necromancer
minions play a dual role with the ability to both directly attack
enemies as well as cast offensive and defensive spells.
Some believe fighters are the best at combat because of their
devastating melee attacks. Others say archers are the best because they
push foe away with their far foe spell while sniping at them with their
bow. But those who have seen powerful wizards in action know that the
best offensive attacks are those cast by the wizard. Wizard spells are
not only comparable in strength to fighters' blows, but they can be
cast at foes at a distance, and some can even target multiple monsters or
even multiple monster groups. If that weren't enough, wizards summon
the most powerful types of minions. Though the wizard's minions are
incapable of casting spells (like those of the necromancer), they are
fearsome creatures, even to the most lethal monsters. All this power
does come at a price, however. Unlike fighters' attacks, the wizard
quickly learns the limits of his power when his spellpoints run
low.
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