Monster · Heroic Humanoid
Mage
Mages are spellcasters without a specialization. They are the most common type of mage, though most will soon specialize in an element or magic type. They exist in every race, though human mages are the rarest ones.
- Name
- Mage
- Type
- Heroic Humanoid
- Danger Level
- F
- Hp
- 60
- Mana
- 5
- Ap
- 4
- Rp
- 7
- Initiative
- +5
- Focus
- 5
- Power
- 5
- Agility
- 5
- Toughness
- 4
- Evasion
- 12 / 25
- Guard
- 4 / 16
- Movement Speed
- 20ft
- Fitness
- 1
- Cunning
- 2
- Reason
- 7
- Awareness
- 3
- Presence
- 2
- Notable Skills
- Knowledge(Everything)+12
- Light Attack
- +5 Accuracy, 2d4+5
- Heavy Attack
- +5 Accuracy, 4d6+10
- Strong Against
- Large groups
- Weak Against
- Assassins
- Appearance
- A humanoid creature.
- Habitat
- Can be found anywhere.
Strategy
Mages prefer to stay in the back, using either Glittershards to block off enemy ranged attackers or using Arcane Net to entrap enemy melee attackers. Possibly both. Afterwards, they will use Missile Barrage to soften up all enemies. Depending on their allies and the battle situation, mages may want to retain some mana to recast the net or glittershards.
If they are under threat, they will want to reserve 1 mana to make Block a valid option. A mage engaged in melee combat can’t do much, they will have to disengage and move away.
Running this monster
Mages are intended to be a base for generic heroic enemies that focus on being both a ranged controller and AoE striker. They can be used for any race or situation and can easily be added to fit what you need. They are the heroic version of the ‘Apprentice’ generic enemy.
Mages can function with Grunt level allies, though they will need to be set up in situations where their control abilities can shine. They can function in a group with around 3 generic heroic level enemies like the Defender, Assassin etc.
Mages generally use a channeling weapon and wear no armor.

