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Template: Mage

The mage trades the warrior’s simplicity for range, mobility, and the best money-per-danger ratio in the game — once past the reagent-poverty phase. Your damage comes from Magery + Evaluating Intelligence; your endurance from Meditation; your wallet from knowing which monsters die to spells without ever touching you.

Endgame goal (700.0 total): Magery, Evaluating Intelligence, Meditation, Wrestling, Resisting Spells at 100, plus two flex slots (Inscription for income, or Tactics/a weapon for a hybrid).

Full rules: character creation.

  • Stats: 30 STR / 10 DEX / 50 INT. INT is your mana pool and Meditation fuel. 50 is the practical ceiling worth paying for at creation; stat gain raises the rest.
  • Skills: Magery 50, Meditation 50, Evaluating Intelligence 20. Magery’s starting kit is the best in the game: a spellbook with 12 spells — including Fireball, Lightning, and Greater Heal — plus a bag of 50 of each reagent, 3 random scrolls, a wizard’s hat, and a blue robe.
  • The book does NOT contain Recall (or Mark). Buying those two scrolls is your first errand; Recall mobility is half the class.
  • City: Moonglow. Mage shop, scribe, and alchemist clustered by the bank — “training Magery here means never running dry of reagents.” Britain works too (mage shop + everything else); era advice also names Trinsic for reagents, but our Trinsic page lists no mage shop — go Moonglow.

First purchases: Recall and Mark scrolls, blank runes, and more reagents. Your 1,000 gold exists to be converted into black pearl.

Stage 1 — Novice (creation → ~60 Magery)

Section titled “Stage 1 — Novice (creation → ~60 Magery)”

Goals: Magery to ~65 on Fireball/Lightning, mark a rune at your bank, never melee anything.

  • You start at 50 Magery — already past the NPC-training phase era guides begin with. Per the casting table, Fireball (circle 3) stops teaching around 48.6, so your training spells are circle 4: Lightning and Greater Heal carry you to ~63.
  • Train on things that pay for the reagents: ettins (82–99 hits) and ogres (100–117 hits) on the roads die to a few Lightnings and drop Average-tier gold and potions. Harpies (58–72 hits, 50 feathers) are even safer.
  • Learn Recall + Mark immediately (cast from scrolls — scrolls cast two circles easier, per the Magery page). Mark runes at the Moonglow bank and your hunting ground; Recall is also respectable Magery training.

Collect: gold, gems, every scroll (fill your spellbook free), reagents from mage-type corpses. Money: tight. Reagents eat most income this stage — that is normal and temporary.

Goals: Magery to ~91 on Energy Bolt, Eval Int climbing alongside, Meditation passively maxing, a runebook’s worth of marked locations.

  • Shame is the mage dungeon. On this shard it holds earth elementals (76–93 hits, melee-only, slow — a mage’s ideal prey) and air elementals (76–93 hits, caster — practice Resist). Earth elementals drop gold, gems, and mandrake root; the kills partially restock your own pouch. Era guides praise Shame’s fire elemental room; our dungeons page places fire elementals in the Fire Dungeon (unverified) instead — they carry gems and sulfurous ash, same self-restocking logic.
  • Evil mage towers (era location: east of Britain, unverified here): evil mages (49–63 hits — fragile) drop Average gold, medium-circle scrolls, and reagents. Scroll loot is direct profit via your own book or the scribe.
  • Despise ettins/ogres/earth elementals remain solid Recall-in, bolt-things-down, Recall-out farming.

Collect: gems, scrolls (use or sell), mandrake/sulfurous ash, magic items (properties visible — no ID step on this AoS-rules shard). Money: this is where the build flips from poor to comfortable; elemental farming with Recall logistics out-earns any Stage 2 warrior. Consider an Inscription sideline: scribing Recall scrolls sells to every non-mage on the shard (no wiki page yet for Inscription — era advice, unverified).

Goals: GM Magery via Flame Strike (circle 7 trains to ~105), then 8th-circle warfare; GM Eval/Med; Resist against real casters.

  • At high Magery, switch to summon farming: Energy Vortex (and Blade Spirits, cheaper) kill things you cannot safely touch — point them at trolls, liches (103–120 hits, Rich loot + necro scrolls), and Covetous spawn while you loot.
  • Top gold per hour: Deceit lich lords (250–303 hits, FilthyRich packs) and — with a partner or very good kiting — dragons (478–495 hits, FilthyRich ×2 + 8 gems) in Destard.
  • Gate Travel makes you the shard’s taxi service; gating players to dungeons or selling gates at the bank is real income on busy days.
BuyWhere
Reagents (the eternal expense)Moonglow mage shop, Britain mage shop, Vesper mages — see reagents
Recall/Mark/blank runes/spell scrollsMage shops and scribes (Moonglow has both)
Potions, bottlesAlchemists (Moonglow, Britain)
SellWhere
GemsNPC jewelers
Looted scrolls you already knowMage shops, or players
Scribed Recall/Gate scrollsPlayers at banks, forum trade board
Magic item lootNPCs for vendor trash; players for good properties
  • If you are below ~20 Eval Int, your damage spells hit for embarrassing numbers — fix Eval before blaming Magery.
  • If a fizzle streak is eating reagents, you are casting above your window (casting table) — drop a circle or cast from scrolls.
  • If reagents cost more than the corpse pays, the target is wrong: hunt elementals and evil mages, whose loot includes reagents, gems, and scrolls.
  • If something melee-fast closes on you (harpies are slow; brigands are not): Recall out. You have ~30 STR; you lose every wrestling match.
  • Mistake: skipping Eval Int entirely. A GM mage without Eval does less damage than a mid-level warrior.
  • Mistake: carrying your spellbook in a pouch or bag — era wisdom says loose in the main backpack. Note this shard enables auto-renewing item insurance (character creation) which may protect it; insure it and report findings.
  • Mistake: treating the blue robe as armor. It is cloth. You are the squishiest template on this list; range is your armor.