Playing as a “pure” mage on Rel Por is a fun and more importantly, viable approach to combat. Combinations of skills will unlock abilities that work in tandem with the skills of a mage to make them potent combatants.

The tank mage hasn’t gone anywhere, either. Tanks remain masters of burst damage in tandem with their significant utility.

Players are able to play the way they enjoy playing and without having to sacrifice viability in combat.
 
 
For a full listing on skill changes with mages consult:
Mage Skills Information

For a full listing on individual spells consult:
Spells Information

Pure Mage Template Options:

The Poison Mage:

  • Chance to apply greater and deadly poison (and with enough skill, even lethal poison) if they have the poisoning and taste identification skills via casting the poison spell.
  • Must have poisoning and taste identification to utilize.
  • The higher their skills and the closer they are to their target, the better the chance at dealing higher level poisons.

 

The Heal Mage:

  • Chance to temporarily stun an opponent upon activating and successfully landing a stunning punch.
  • Drains 10 mana upon activation, regardless of success.
  • Has a 30 second cooldown period before reactivation.
  • Must have at least 60 Wrestling, 60 Healing and 60 Anatomy to utilize.
  • Chance to stun does not increase with additional skill points in any of the aforementioned skills.
  • Usage: [stunpunch

 

The Inscription Mage:

  • The inscription mage empowers the defensive spells of magic reflect, reactive armor and protection.
  • Magic reflect will reflect additional circles of spells, up to 8 circles at 100 Inscription and 100 Spirit Speak. Can only be used every 120 seconds.
  • Reactive armor will absorb additional physical damage. Can only be used every 120 seconds. Increased Spirit Speak and Inscription skill improves potency of damage mitigation.
  • Protection will make it more difficult for the mage to be interrupted while casting. Can only be used every 150 seconds. Increased Spirit Speak and Inscription skill improves probability of resisting interruption.
  • Must have Inscription and Spirit Speak to utilize.

 

The Disarm Mage:

  • Chance to disarm the equipped weapon of an opponent with a disarming punch. Typically used by active and bold thieves in combat.
  • Drains 10 mana upon activation, regardless of success.
  • Has a 20 second cooldown period before reactivation.
  • Must have 50 Arms Lore skill utilize.
  • Chance to disarm does not increase with additional skill points in Arms Lore.
  • Usage: [disarm

 

The Parry Mage:

  • Order and Chaos shields on Rel Por possess the unique ability to allow spell casters to continue arming them while casting spells.
  • Must have 50 parrying skill and 50 wrestling skill to utilize.

 

The Tank Mage:

  • The same as it always has been. A mage in tandem with mastery of a weapon skill and tactics to enable themselves to discharge significant damage upon opponents in short spans of time.