Mage Guide


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==Weapons==
==Weapons==
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===Staves===
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There are two types of weapons for mages: <b>staves</b>, and <b>wands</b>; both are two-handed weapons. Staves have less damage, magic damage, and critical% than wands, but they have higher aim and a higher attack rate than wands. Practically, their damages (physical) and attack rates are irrelevant for mages: damages from spells depend on the total <i>mdamage</i> of that cast, while the cast rate depends on the spells casted. Unlike fighters, mages do not have weapon-specific spells.
-
'''Advantages'''
+
-
*Higher accuracy than wands
+
-
*More damage over time than wands (but only when used in melee)
+
-
'''Disadvantages'''
+
-
*Lower critical rate than wands
+
-
*Less magic attack power than wands
+
-
'''Special Staves'''
+
-
*There are special staves you can get by doing certain side quest's in Fiesta one of them is:
 
-
*The Zombie King staff a level 30 staff  
+
<b>Choosing between using a staff or a wand</b>
-
*This staff having way more attack and aim than the normal version is a good choice but it also gives bonus stats here is a good staff to look for  
+
Apart from the above differences, the following should be taken into consideration:
 +
* When enhanced to +9, the difference between the total damages of the two types of weapons (of the same level) increases significantly
 +
* The difference in the accuracy of a basic staff and a basic wand of the same level is small, compared to the effects of aim scrolls
 +
* Green weapons have a variety of mods. Increased aim, base magic damage, critical%, +INT (which adds directly to <i>mdamage</i>), +DEX (which adds directly to aim and evasion), +END (which adds to HP and defense), +SPR (which adds to SP and magic defense), and +STR (useless as far as spells are concerned), are all possible on either a staff or a wand. <b>It is likely, with the right mods, that an green staff is superior in all practical aspects to an NPC wand, or a green wand with less desirable mods</b> (if they are enhanced, the wand will still come out to have more magic damage at +9).
 +
* Bear in mind that the +END mod also adds to HP and defense; both are highly desirable for mages. The presence of highly desirable mods may take priority over the effective magic damage
 +
* Dungeon Boss weapons (King Marlone, Zombie King, Giant Goblin King, Chief Guard, Giant Orc Captain, and Giant Harpy prefixes) have elevated aim, magic damage, and critical% compared to NPC ones. Additionally, they may have mods (up to 4 sometimes), some of which will further increase the aim and magic damage of the weapons. <b>Even without taking into account the mods on these weapons, they are effectively green weapons with +INT, +DEX (just the aim), and increased crit%</b>
 +
* If the staff or the wand is blue, then congratulations! There is really no need to ponder at this stage
-
*Unlike the wand you do not need to find a good dex stat on the staff as it has great aim already you should look into big boost of INT, SPR, and END thus giving you more defense, hp, critical rate, sp, and attack power
 
-
 
+
The differences between staves and wands are not as clear-cut as the differences between maces and hammers are, so more thoughts should go into the pick. The best way to do this is to compare the weapons in concern side-by-side. Weapon stats aside, staves and wands have dramatically different appearances; this may well affect your preference. Also, both weapons, when enhanced to +9, can be either cyan or pink.
-
Special staves done by: mike2223312
+
-
 
+
-
===Wands===
+
-
'''Advantages'''
+
-
*Better magic attack power than staves
+
-
*Higher critical rate than staves
+
-
'''Disadvantages'''
+
-
*Lower accuracy than staves
+
-
*Less damage over time than staves (only when used in melee)
+
-
 
+
-
'''Special Wands'''
+
-
 
+
-
*Wands such as Zombie King with added stats
+
-
*Look for these wands with added dex and spr mainly, Because these types of wands are only 10 - 15 less aim than the staffs of the same kind
+
-
 
+
-
*Example - a Zombie King wand with 19 dex, 17 spr and 15 int will give you an added bonus of accuracy, attack and critical rate along with its much higher attack it is the best way to go if you can find a good dex, int and spr stated wands.  
+
-
 
+
-
*The END stat on wands is very helpful aswell as it adds bonus defense and hp
+
-
*Never get a zombie King or any other special wand with just the str stat as it will be completely useless to a mage.
+
-
 
+
-
Special wands done by: mike2223312
+
==Armor==
==Armor==

Revision as of 18:37, 2 April 2008

Image:mages.png

Welcome to FiestaFan's Official Mage guide.

Contents

Introduction

So you have chosen to become a Mage. The Mage is weak of body, but incredibly powerful in the arcane. The advantage of the Mage is the ability to strike down the enemy before they can reach you.

In addition, Mages always cast spells. You will be pressing the keys on your keyboard constantly.


== ==Leveling Help== ==

Levels:


1-3 Slimes;

4-6 Mushrooms

7-13 Fire Mushrooms;

14-15 Ratmen;

16-17 KQ, Boars;

18-20 KQ, Boogy, and Boars;

21-25 KQ, Mara Pirates;

26-34 KQ, Moonlight Tomb, also see if you can get a party in Collapsed prison;

35-40 KQ, Collapsed prison, you can go to Moonlight tomb and solo there if you want;

40-48 KQ, Solo in goblin camp; Also try to find a party to Abysmal Summit, or solo, entrance is in GC;

49-55 Ancient Elven Woods, Forest Of Slumber, may be hard to find a party;

55-79 Forest Of Slumber, make this your home, trust me you will like it.

I am only lvl 72 at the moment, I will add stuff as they update.

-custard3413-

Weapons

There are two types of weapons for mages: staves, and wands; both are two-handed weapons. Staves have less damage, magic damage, and critical% than wands, but they have higher aim and a higher attack rate than wands. Practically, their damages (physical) and attack rates are irrelevant for mages: damages from spells depend on the total mdamage of that cast, while the cast rate depends on the spells casted. Unlike fighters, mages do not have weapon-specific spells.


Choosing between using a staff or a wand

Apart from the above differences, the following should be taken into consideration:

  • When enhanced to +9, the difference between the total damages of the two types of weapons (of the same level) increases significantly
  • The difference in the accuracy of a basic staff and a basic wand of the same level is small, compared to the effects of aim scrolls
  • Green weapons have a variety of mods. Increased aim, base magic damage, critical%, +INT (which adds directly to mdamage), +DEX (which adds directly to aim and evasion), +END (which adds to HP and defense), +SPR (which adds to SP and magic defense), and +STR (useless as far as spells are concerned), are all possible on either a staff or a wand. It is likely, with the right mods, that an green staff is superior in all practical aspects to an NPC wand, or a green wand with less desirable mods (if they are enhanced, the wand will still come out to have more magic damage at +9).
  • Bear in mind that the +END mod also adds to HP and defense; both are highly desirable for mages. The presence of highly desirable mods may take priority over the effective magic damage
  • Dungeon Boss weapons (King Marlone, Zombie King, Giant Goblin King, Chief Guard, Giant Orc Captain, and Giant Harpy prefixes) have elevated aim, magic damage, and critical% compared to NPC ones. Additionally, they may have mods (up to 4 sometimes), some of which will further increase the aim and magic damage of the weapons. Even without taking into account the mods on these weapons, they are effectively green weapons with +INT, +DEX (just the aim), and increased crit%
  • If the staff or the wand is blue, then congratulations! There is really no need to ponder at this stage


The differences between staves and wands are not as clear-cut as the differences between maces and hammers are, so more thoughts should go into the pick. The best way to do this is to compare the weapons in concern side-by-side. Weapon stats aside, staves and wands have dramatically different appearances; this may well affect your preference. Also, both weapons, when enhanced to +9, can be either cyan or pink.

Armor

Mages Armor

  • Much less defense than any other class, But more magic defense.
  • As you are first starting out I would recommend you keep up to date on all your armor so you can take a few hits from the things you can kill.
  • As you level up you will notice some armor has a green name and that some armor even has stat bonuses. Stat bonus's are what you should look for with any mage here is the best route to go you will also need to be a skilled money maker to afford these items check out the money making guide.

Stats you should look for when it comes to armor

  • First off never str it is completely useless to any and all mages.
  • END is great adds that extra little bit of protection and hp
  • DEX is wonderful for wand user's, If you use a staff you don't really need the extra DEX
  • INT is extra attack power and doesn't everyone need that?
  • SPR is more SP and magic defence.

SPR from armor or weapons does not add critical rate!

  • Armor can have more than 1 type of stat bonus, It can have many INT + SPR + END is what i would look for in the armor. These are very rare and will cost a fortune but they are worth every silver you spend on them

Skills

(Blue denotes Advantages, Red denotes Disadvantages)

image:Magic_missle_02.png Magic Missile Fires a magical missile at the target. It has mediocre attack power, short cooldown and low SP consumption (level 1).
image:Ice_bolt_01.png Ice Bolt Fires a bolt of ice at the target. It has a chance of slowing down the target's movement speed but it has low attack power and a long cooldown.
image:Fire_bolt_01.png Fire Bolt Fires a bolt of fire at the target. It has high attack power and low SP consumption but a long cooldown.
image:Lightning_bolt_01.png Lightning Bolt Fires a bolt of lightning at the target. It has a chance of causing additional damage (shown by red text) but it has a long cooldown.
(You can only acquire these skills listed below after advancing to WizMage at level 20.)
image:Magic_burst_01.png Magic Burst Creates a burst of magic. It is an AoE (Area of Effect) spell and has a short cooldown but it has low attack power and high SP consumption.
image:Magic_blast_01.png Magic Blast A more powerful variation of Magic Missile, but it has a long casting period. Its cooldown is independent from Magic Missile.
image:Ice_blast_01.png Ice Blast A more powerful version of Ice Bolt, but it has a long casting period. Its cooldown is shared with Ice Bolt.
image:Fire_ball_01.png Fire Ball A more powerful version of Fire Bolt, but it has a long casting period. Its cooldown is independent of Fire Bolt.
image:Chain_lightning_01.png Lightning Blast A more powerful version of Lightning Bolt, but it has a long casting period. Its cooldown is independent of Lightning Bolt.
image:Life_tap_01.png Life Tap Converts your HP into SP, but the conversion ratio is poor..
image:Dispel_01.png Dispel Removes one curse or debuff from yourself or another player. These effects are not curable by Cleric spells.

NOTE: Dispel can no longer remove bleeding in CB2.

image:Mana_burn_01.png Mana Burn Drains the target's SP (only useful in PvP). It has a VERY long cooldown.

NOTE: Even if all SP has burned, monsters can still use special attacks.

image:Purge_01.png Purge Remove one buff from the target. It has a VERY long cooldown.


Mage Skills

All skills except for Magic Missile level 1 must be purchased from Ruby. She has level 1-19 spells.


Mage Skills Levels 1-19

*Magic Missile

    • Level 1 (Aquired at level 1 automatically.)
    • Level 2 (May be used at level 7)
    • Level 3 (May be used at level 13)
    • Level 4 (May be used at level 19)
    • Level 5 (May be used at level 25)
    • Level 6 (May be used at level 31)
    • Level 7 (May be used at level 37)
    • Level 8 (May be used at level 42)

*Ice Bolt

*Fire Bolt

*Lightning Bolt

*Life Tap

*Lightning Burst

*Magic Blast

*Magic Burst

Level 1 is currently glitched and not sold at Skill masters. Instead, it is sold at Item Merchant Nina, or obtained in a quest. (The quest scroll will be bound to you, so you can't sell/trade/store it.)

note: you can get the the upgrades of this spell every 11 lvls Another person's sarcasm: same for Mana Burn, not such an amazing thing.

*Mana Burn

*Purge

Passive Skills Level 1-19

*Staff Mastery

*Wisdom



More Coming soon.


Inform either fullback1719, Rightclaw, NavMan, or Keetos if you want to report any misinformation.

Skill Empowerment

Tips:

  • Basically we should empower attack power.
  • When empowering attack power, the effect is proportional to base attack power.
  • Another way is:
  • To fully max the cooldown times in the following order
  • Magic missile - firebolt
  • after firebolt has a maxed cooldown max it's power for the most attack the fastest

Recommended Empowerment

image:Magic_missle_02.png Magic Missile Spamming level 1 is efficient for total damage and SP consumption; using max level and hit-and-run is good for avoiding risk of damage (if you solo).

Recommended Empowerment: Cooldown, Attack power (if you use max level)

image:Ice_bolt_01.png Ice Bolt Its effect of slowing enemy travel speed is useful for kiting.

Recommended Empowerment: Nothing

image:Fire_bolt_01.png Fire Bolt When empowering attack power, the effect is proportional to its base attack power. Therefore, empowering the attack power of Fire Bolt is very useful.

Recommended Empowerment: Attack power, Cooldown

image:Lightning_bolt_01.png Lightning Bolt The additional damage frequency increases to two times when duration time is empowered (when tested, duration time was increased to 5 but additional damage frequency did not increase to three times).

Recommended Empowerment: Nothing

image:Magic_burst_01.png Magic Burst If you solo with this, you'll use HP stones faster than SP stones. However, you usually cast this spell in a party.

Recommended Empowerment: Decrease SP consumption

image:Magic_blast_01.png Magic Blast Recommended Empowerment: Attack power, Cooldown
image:Ice_blast_01.png Ice Blast Recommended Empowerment: Nothing
image:Fire_ball_01.png Fire Ball Recommended Empowerment: Attack power
image:Chain_lightning_01.png Lightning Blast Recommended Empowerment: Currently not tested
image:Life_tap_01.png Life Tap Solo: Useful for equalizing your SP and HP meters, and therefore minimizing mushroom house resting time.
Party: Can save you some MP stones if you party with a cleric, but keep in mind your friendly cleric must spend HIS MP to heal you. Since mage has so little HP, even a low level 20s cleric can heal you right back to full with his level 1 or 2 heal skill. The relatively low cost to his MP more than makes up for the amount of damage the mage is capable of. So, Life Tap like crazy. But beware, if your cleric is busy, he may not be able to heal you in a mob. Note: You cannot kill yourself with this spell. If you don't have enough HP, it won't let you cast it.

Recommended Empowerment: Nothing

image:Dispel_01.png Dispel Recommended Empowerment: Currently not tested
image:Mana_burn_01.png Mana Burn Recommended Empowerment: Currently not tested
image:Purge_01.png Purge Recommended Empower: Currently not tested

Skill Combinations

Basic Combo 1(5-hit): Missle[max]->Ice[max]->Lightning[max]->Fire[max]->Missle[max]

It's the most basic combo. However, we usually can't defeat a enemy by using this combo. We need to deal more damage.

Basic Combo 2(7-hit): Missle[01]->Ice[max]->Missle[01]->Lightning[max]->Missle[01]->Fire[max]->Missle[01 or max]

It's the advanced combo. You can deal more damage than combo(1) but need more time for cast all spells, and you will maybe get some damage from enemy. It's risky but you can beat monsters faster. If you need more XP than money, it's recommended style.

High DPS Combo(7-hit, decrease cooldown is required in Magic Missle): Missle[max]->Ice[max]->Lightning[max]->Missle[max]->Burst[max]->Fire[max]->Missle[max]

Magic Burst is also useful when you are fighting with only 1 monster for chain skills. This combo has high DPS but you need more SP.

Another combo(9-hit) (from Sheapy): Fire[01]->Missle[01]->Lightning[max]->Missle[01]->Fire[01]->Ice[max]->Missle[01]->Fire[01]->Missle[01]->run around till Missle appears->Fire[01]->Repeat with other bolts

It's 9-hit! however please note certain between Firebolt[01] and Firebolt[max] a considerable difference in attack power. (Especially, if you have high level of fire bolt or empowered its attack power.)

AoE Combo (from Terranwolf): Fire[max]->Burst[max]->Missile[01]->Lightning[max]->Missle[01]->Ice[max]->Missle[01]->Burst[max]->Missle[01]->Missle[01]->Missle[01]->Missle[01]->Burst[max]

When you're in a party and have more than two monsters attacking your tank (suggested to be Warrior/Fighter), this helps. It's suggested for use of level 30 or higher players. As long as nobody needs to be running around unless luring/gathering more monsters into the area, this provides extremely fast grinding. This is not for you if you need to rest/house, because there's usually no time to stop in this kind of grinding session. If you're lucky, you'll make more than enough money to compensate for your consumption.
Make sure you have at least 3 to 4 points on cooldown of Fire, or you might have to throw in another Missile[01] before it.

Jerath's combo(from Jerath)

I personally guarantee that this string of attacks will be the best for any mage. If you listen to my reasoning you will see what I mean.

Ice(max)->Missle[01]->Bolt[max]->Missle[01]->Fire[01]->Missle[01]->Burst[max]->Missle[01]->Fire[01]->Missle[01]

Basically this combo works well for the solo mage and does the most damage in the shortest period of time with the least risk to you when combatting a single enemy with NO WAIT AT ALL. I chose to use level 1 magic missle and fire because the cooldowns are good. anything after level 1 for fire brings the cooldown from 5 secs up to 15 with the ligntning and ice. Keeping fire at level 1 allows for the highest possible attack strings with a relatively low overall mana cost. I will also mention that I used no skill points to change attack cooldowns, damage, ect. I figured that if Fire[max] wasn't going to do AT LEAST double damage why bother waiting 3 times as long to use it? Why not pay less mana and use it more, ultimately achieving more damage in a shorter time. Additionally, more attacks means more chances for criticals, so it's a win-win situation. Plus the fact that starting with ice has a very good chance of slowing the enemy and it's 1.5m farther attack distance above all other attacks the mage has makes it the only obvious choice for the first attack. The first 10 attacks have no gaps between them, so you get 10 attacks before your ice finishes cooling down and usually your foe is dead. If not, wait 2 seconds and start the whole thing over again, plus throw a magic missle while you wait those 2 whole seconds out. If you wanted to phase out cooldown completely, just reduce the cooldown on ice and lightning and you're golden.


mike2223312's combo (-done by mike2223312)

must be 50+ ICE-MM1-FB1-MM1-BLAST-MM1-FB1-FIREBALL-MM1-FB1-MM1-BLAST-MM1-FB1-MM1-BLAST- REPEAT

requirements for the neverending chain= mm1, fb1, Cool time maxed SP-saving AOE(by Yosei):

Make sure you use Magic Missile 1, Fire Bolt 1, and your highest magic burst with all SP decrease.

magic burst[max]-> magic missile[1]-> fire bolt[1]-> magic missile[1]-> (repeat)

I love to AOE when grinding, it makes things quicker, but it is also sp and stone consuming.If you like to use magic blast, you can replace the 3rd magic missile with it.

Endless combo (by Fireriot)

Required level: 20+(for learn Magic Burst)

Required empowerment: Cooldown +5 in Magic Missle and Cooldown +5 in Fire Bolt

Missle[1]-> Fire[1]-> Missle[1]-> Ice->

Missle[1]-> Fire[1]-> Missle[1]-> Burst->

Missle[1]-> Fire[1]-> Missle[1]-> Lightning->

Missle[1]-> Fire[1]-> Missle[1]-> Burst->(repeat)

The combination of MFM(Missle[1]->Fire[1]->Missle[1]) is very convenient. Cast your favorite spell after MFM will become help of the your combo customizing.

For example, you can use Magic Blast instead of Magic Burst if you have it.

The Basics

Screenshot of Roumen by Pritcher from FiestaFan.

So you have just created your Mage character, and have spawned in a city called Roumen. All you have is a basic Staff in your inventory. To equip the Staff, press the "I" key or click on the Inventory icon in the bottom right corner. Click on the Staff and click on either slot of the slots with a "hand" background(or just right-click your staff in your inventory).

After you have equipped your Staff, talk to Element Helper Remi to being your "First Steps" quest, which will provide you with your first experience, money, and fame. Follow the directions and eventually you will be directed to Healer Julia. Continue following the directions and you'll be done with the "First Steps" quest! By now, you should have 3 Experience and 6 copper, as well as a little fame.

Now you are ready for combat. As a level 1 player, the only monster weak enough will be Slimes. Talk to Weapon Title Master Zach to begin "Killer Slime" quest. In this quest, you will need to kill 10 Slimes. You will only need to kill 7 slimes to level, but you will want to kill 10 in order to finish the quest and get your "Novice Boots", your first piece of armor!

You will get more armor as you level up and do more quests.

Basic Combat Guide for Mages

Mages have high magic attack power but very low physical attack power. So, you have to use spells for the win.

At first, check your shortcut bar and find Magic missle icon.

Image:Shortcut_mage.png('5' key is Magic missle)

Second, click a enemy for target and press '5' key for cast your magic missle. All spells(and skills) have cooldown time, and you can't cast a spell during cooldown time. You should run away from enemy until your spell is ready(if you have other attack spell and it's ready, you can cast it).

  • Since an earlier update, 1 and 2 are no longer your hp/sp stones, those are now buttons Q&E and are displayed by your character's info. The other three buttons are shifted left and 3 is now the default key for magic missle.

perfect hotkey set - mike2223312

1: MM 2: pick up 3: FB 4: blast 5: ice 6: burst 7: fireball 8: mana burn 9: purge 0: horse - lightning = hp pots S1: sp pots S2: production skill S3: production skill

General FAQ

  • Q. Should we put skill points into decrease SP consumption?
  • A. It's NOT necessary because you use the HP stones faster than SP stones when solo. Also, fighters use the SP stones faster than yours when party.
  • A2. But putting your first skill point on SP reduction on your magic missle will save a lot of SP over time. I would not recommend putting anymore on any other skill thus you would be wasting potential cooldown and power upgrades
  • Q. Should we put skill points to decrease cool down times for Ice/Fire/Lightning bolt?
  • A. Decreasing cooldown time for Fire Bolt is good, but it's not necessary for Ice/Lightning Bolt. The most important point is to decrease cooldown time for Magic Missle.
  • Q. I'm poor though!
  • A. At least, you should use a max-level weapon that you can equip (refining is taboo if you have no money). Please defeat a low-level (yellow- or green-named) enemy who can knock it down by receiving damage only a little. You'll also save SP consumption if you max cooldown of Magic Missile[01] and use that, since it only costs 3 SP to cast. Some people choose to grind by Maxing Magic Missile's cooldown and casting Magic Missile[01] at enemies where they can kill the monster before it hits them (or only has enough time to hit you once).

Credits

Fireriot - For writing the guide. Fullback, Sheapy, and Terranwolf - For the Skills section.
Inform either fullback1719, Rightclaw, NavMan, or Keetos if you want to report any misinformation.

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