Mage Classes

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.

Sorcerer Class:

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.

Swords: Very bad
Bows: Very bad
Spell Weapons and Devices: Excellent
Spells: All healing spells, cure (and resurrection) spells, protection spells, attribute modifying spells.
Special Abilities: Due to the sorcerer's high dedication to his faith, all sorcerers get discounts for healing (even resurrection) at most temples.

Necromancer class:

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.

Swords: Very bad
Bows: Very bad
Spell Weapons and Devices: Excellent
Spells: Vampire spells, Necro minion summoning and dispelling spells.
Special Abilities: None.

Wizard class:

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.

Swords: Very bad
Bows: Very bad
Spell Weapons and Devices: Excellent
Spells: Attack spells, Wizard summoning and dispelling spells.
Special Abilities: None

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