Mage
From Duels Content
Paths > Path of the Staff > High Path of the Mage
Contents |
[edit] OPENERS I
[edit] Gremlins
Type: Opener (Tier I),
Duration: Instant, Limited turns
- Your opponent loses 1.6% of max hp for the first (1 - (Their Resistance)) * (Your Int / Your Level) turns, after which they heal the same amount.
- Your opponent loses 3.2% of max hp for the first (1 - (Their Resistance)) * (Your Int / Your Level) turns, after which they heal the same amount.
- Your opponent loses 4.8% of max hp for the first (1 - (Their Resistance)) * (Your Int / Your Level) turns, after which they heal the same amount.
- Your opponent loses 6.4% of max hp for the first (1 - (Their Resistance)) * (Your Int / Your Level) turns, after which they heal the same amount.
- Your opponent loses 8.0% of max hp for the first (1 - (Their Resistance)) * (Your Int / Your Level) turns, after which they heal the same amount.
Understanding Gremlins : The duration of gremlins is reduced by resistance of the opponent.
Gremlins Strategy : Gremlins is an offensive opener. The only strategy is to kill your opponent before they start to recover health
[edit] Madrox's Multiplicity
Type: Opener (Tier I),
Duration: Instant, Limited
Illusory doppelgangers confound your opponent. In their confusion, they may attack one of the illusions instead of you.
"It is actually quite simple to tell which one I am. It will be the one striking you down." - Madrox
- A mystical illusion that creates 2 copies of the caster confusing your opponent. The next 2 critical strikes against you hits the copy, destroying it, and the attack misses you.
- A mystical illusion that creates 3 copies of the caster confusing your opponent. The next 3 critical strikes against you hit one of the copies, destroying it, and the attack misses you.
- A mystical illusion that creates 4 copies of the caster confusing your opponent. The next 4 critical strikes against you hit one of the copies, destroying it, and the attack misses you.
- A mystical illusion that creates 5 copies of the caster confusing your opponent. The next 5 critical strikes against you hit one of the copies, destroying it, and the attack misses you.
- A mystical illusion that creates 6 copies of the caster confusing your opponent. The next 6 critical strikes against you hit one of the copies, destroying it, and the attack misses you.
Understanding Madrox's Multiplicity : The copies of the mage cause critical and extreme hits to deal zero damage.
Madrox's Multiplicity Strategy : Madrox's Multiplicity is used against opponents that use critical attacks as the major source of their damage. It can be used offensively or defensively.
[edit] Blood Mastery
Type: Opener (Tier I)
Duration: Instant, Permanent
You know the intricacies of the body, and can manipulate its basic energies. By willing subtle changes in metabolism, temperature, and a thousand other physiological subsystems, you can enhance your own prowess or diminish your enemy's.
"In truth, the best cure for most maladies is a well-placed thought." - Gizlowe of good humours
- +5% Resist.
- +10% Resist and gain +10% to Health.
- +15% Resist and gain +15% to Health.
- +20% Resist and gain +20% to Health.
- +25% Resist and gain +25% to Health.
Understanding Blood Mastery : It does exactly as it states.
Blood Mastery Strategy : Despite the simplicity of the skill, this an extremely effective and versatile opener. Beside its obvious defensive merit, it can also be used to give an offensive loadouts and actions more time to work.
[edit] Wand Slinger
You are practiced in the art of the fast draw. You can have your wand out before your enemy knows they are in a fight.
"On the count of three... One, two - DRAW!" - Unknown Duelist
- Reduces opponent's ability to dodge and resist wand attacks by (Intelligence + Speed) / 70. 10% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
- Reduces opponent's ability to dodge and resist wand attacks by (Intelligence + Speed) / 35. 20% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
- Reduces opponent's ability to dodge and resist wand attacks by (Intelligence + Speed) / 23. 30% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
- Reduces opponent's ability to dodge and resist wand attacks by (Intelligence + Speed) / 17. 40% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
- Reduces opponent's ability to dodge and resist wand attacks by (Intelligence + Speed) / 14. 50% chance that your opponent is blinded and loses their next attack whenever your wand does damage.
Understanding Wand Slinger : The dodge and resist debuffs are subtractive.
Wand Slinger Strategy : Best used as an offensive strategy. Focus on getting the highest wand damage you are capable of and this opener will allow them to hit.
[edit] OPENERS II
[edit] Energy Drain
Duration: Instant, Limited turns
You take your opponent's strength as your own.
"It's great if people want to be intoxicated fast." - Arkan, the Lush of Tarkas
- Targets opponent's highest attribute when the duel starts and drains 3% each turn. Energy Drain cannot be resisted. Lasts for (Intelligence / 300) turns.
- Targets opponent's highest attribute when the duel starts and drains 6% each turn. Energy Drain cannot be resisted. Lasts for (Intelligence / 150) turns.
- Targets opponent's highest attribute when the duel starts and drains 9% each turn. Energy Drain cannot be resisted. Lasts for (Intelligence / 100) turns.
- Targets opponent's highest attribute when the duel starts and drains 12% each turn. Energy Drain cannot be resisted. Lasts for (Intelligence / 75) turns.
- Targets opponent's highest attribute when the duel starts and drains 15% each turn. Energy Drain can not be resisted. Lasts for (Intelligence / 60) turns.
Understanding Energy Drain : The attribute stolen is not returned when energy drain completes its duration.
Energy Drain Strategy : Energy drain is only effective against opponents that are relying on having a large amount of a particular attribute. Further strategic thoughts depend on your opponent.
[edit] Talak's Transformation
Duration: Instant, Limited turns
You cast aside your frail human body, becoming a monstrous embodiment of savage, physical might.
"While there is indeed satisfaction in the acquisition of cerebral power, there is something to be said for tearing loose and wholloping the sense out of someone." - Talak
- Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (Int + Speed) * .3 to (Int + Speed) * .38.
- Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (Int + Speed) * .6 to (Int + Speed) * .76.
- Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (Int + Speed) * .9 to (Int + Speed) * 1.14.
- Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (Int + Speed) * 1.2 to (Int + Speed) * 1.52.
- Exchanges your normal attacks for one monsterous attack for 3 turns. The attack automatically hits for absorbable damage range equal to your (Int + Speed) * 1.5 to (Int + Speed) * 1.9.
Understanding Talak's Transformation : The damage caused is reduced by armour.
Talak's Transformation Strategy : Talak's transformation generates large amounts of damage in a short time.
[edit] Hold Person
Duration: Instant, Limited turns
"Where do you think you're going?" - Unknown Duelist
- Freeze your opponent for a # of turns equal to the Power of your main hand divided by 475, rounded up. While your opponent is frozen, your main hand attacks automatically Crit.
- Freeze your opponent for a # of turns equal to the Power of your main hand divided by 400, rounded up. While your opponent is frozen, your main hand attacks automatically Crit.
- Freeze your opponent for a # of turns equal to the Power of your main hand divided by 325, rounded up. While your opponent is frozen, your main hand attacks automatically Crit.
- Freeze your opponent for a # of turns equal to the Power of your main hand divided by 250, rounded up. While your opponent is frozen, your main hand attacks automatically Crit.
- Freeze your opponent for a # of turns equal to the Power of your main hand divided by 175, rounded up. While your opponent is frozen, your main hand attacks automatically Crit.
Hold Person Strategy : A full hybrid opener. Hold person will deal a large amount of damage the initial turns. However the stun portion offers protection against opponents who deal high damage with their weapons.
[edit] OPENERS III
[edit] Infernal Protection
Type: Opener (Tier III)
Duration: Instant, Limited
Abominable energies, summoned from the lands of the dead shroud you, protecting your body and mind from external harm.
"Of course, the real question is what price may be asked for this protection?" - Archmage Meredeth Teadors
- Absorb +6% of all damage this fight up to starting health. Adds 5% to your Resistance and 180 to your Armor.
- Absorb +12% of all damage this fight up to starting health. Adds 5% to your Resistance and 360 to your Armor.
- Absorb +18% of all damage this fight up to starting health. Adds 5% to your Resistance and 540 to your Armor.
- Absorb +24% of all damage this fight up to starting health. Adds 5% to your Resistance and 720 to your Armor.
- Absorb +30% of all damage this fight up to starting health. Adds 5% to your Resistance and 900 to your Armor.
Understanding Infernal Protection : The damage reduction takes place at the same time as damage, despite the display of the reduction after damage.
Damage reduction will stop when it has reduced damage equivalent to the mages starting health. The other effects of the opener continue to function.
Infernal Protection Strategy : Due to the fact that this opener is not tied to any attribute, infernal protection can be used in any number of situations. You can use it in a totally defensive method or you could be offensive and use infernal protection to stall your opponent.
[edit] Blast Wave
Type: Opener (Tier III)
Duration: Delayed
You unleash a powerful wave of magical energy.
"They've BOTH gone down!!! the crowd is hushed in anticipation..." - Box announcer
- When you would be reduced to 0 health, you explode, dealing an amount of damage equal to the round number times your Intelligence divided by 25, mitigated by your opponent's Resistance.
- When you would be reduced to 0 health, you explode, dealing an amount of damage equal to the round number times your Intelligence divided by 12, mitigated by your opponent's Resistance.
- When you would be reduced to 0 health, you explode, dealing an amount of damage equal to the round number times your Intelligence divided by 8, mitigated by your opponent's Resistance.
- When you would be reduced to 0 health, you explode, dealing an amount of damage equal to the round number times your Intelligence divided by 6, mitigated by your opponent's Resistance.
- When you would be reduced to 0 health, you explode, dealing an amount of damage equal to the round number times your Intelligence divided by 5, mitigated by your opponent's Resistance.
Understanding Blast Wave : For the purposes of the blast wave damage resistance acts in the same manner as absorb.
Blast Wave Strategy : Blast wave is a versatile opener which has many strategic variations. It can be used in a defensively in order to build to a large blast wave or it can be used offensively in order to deal a lot of damage and use a smaller blast wave to finish the duel.
[edit] Fire Shield
Type: Opener (Tier III)
Duration: Instant, Limited
You shroud yourself in molten arcane flames burning those foolish enough to touch you.
"Suddenly, her skin was like the surface of the sun!" - Foolish Mugger
- Creates a fiery shield that reduces your opponent's Resistance by 10% to a minimum of 40% and does damage equal to 15% of your Intelligence on normal hits by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
- Creates a fiery shield that reduces your opponent's Resistance by 10% to a minimum of 40% and does damage equal to 20% of your Intelligence on normal hits by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
- Creates a fiery shield that reduces your opponent's Resistance by 10% to a minimum of 40% and does damage equal to 25% of your Intelligence on normal hits by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
- Creates a fiery shield that reduces your opponent's Resistance by 10% to a minimum of 40% and does damage equal to 30% of your Intelligence on normal hits by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
- Creates a fiery shield that reduces your opponent's Resistance by 10% to a minimum of 40% and does damage equal to 35% of your Intelligence on normal hits by your opponent. Lasts for a number of turns equal to your Intelligence divided by 25.
Understanding Fire Shield : It does exactly as it states.
Fire Shield Strategy : Fire shield requires a defensive strategy in order to to be effective. The main goal is to allow you to absorb a lot of your opponents attacks in order for your fire damage to have as many chances as possible to cause damage.
