![]() ![]() It seemed funny that I could learn spells from this book earlier than Fire Ball in the first book, but I sort of like this feature and makes the spell books feel less linear. The last of the town spell books and you're going to have to save up to get it. Recharging is a vital spell, even more so once you have learned the magical tap in the next spell book (free mana baby). Frost bolt is a great spell and farming pits of M's is a good way to level up and get rich through your CL 20s and 30s. Identify is obviously very handy since scrolls of identify rune are relatively rare (until you no longer need them, and then they're everywhere). Treasure detection is a classic utility spell and will see use all through the game. Aside from this you probably won't bother carrying the spellbook at the end. It's a shame the mage doesn't get any sort of mapping ability (apart from detecting doors/stairs) but rods of magic mapping are a dime a dozen once you start getting deeper and until you get them you can carry and recharge a stave.įire ball is kicking out 100 damage by the end game and still only costs 5MP, so it's pretty good at toasting vampire pits or little forests of huorns. You'll need all the spells to survive to the mid game but it is easier than a necromancer (just because they come unstuck against undead and even large kobolds). I don't think it's necessary to break down all of the mage spells so here are some highlights from each spell book and some general thoughts about the class.Ī fairly balanced mix of spells for the early game. I wrote a detailed review of the ranger spell book recently. Just won with a HE mage, I don't think I've ever killed Morgorth quite so effortlessly (it was also easy with my BG using bloodlust but he felt like he had to sweat a bit for it). TLDR: Mages are Gods of Angband, if you die beyond CL45 then it's an act of suicide ![]()
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