There are three races that can be a mage: Kanians, Elves and Arisen Zem.
At first, being a mage may seem hard but eventually you will get used to it and the game becomes a leisurely walk through the world of Allods. The main potential of a mage is when he is a part of a
Allods Gold group with other people. For a faster and easier game try to find a guild or friends for co-operative gaming.
Below are some statistics of mage class, and their impact on the ability.
Strength – affects physical damage. Absolutely useless for mages.
Finesse – affects your armour penetration(%). Absolutely useless for mages.
Expertise – affects your chance to physically hit the target(%). Absolutely useless for mages.
Agility – affects your chance to evade a physical attack. Fairly useful both in PvE and PvP.
Luck – affects your chance to critically hit the target(2x dmg) If your Luck is too low then you will get an anticrit (1/2x dmg) (Even if your Luck is high then you will still have a chance to get
Allods Gold an anticrit) It also affects the Endurance of the target. Very important stat for mages.
Instinct – affects the chance of you receiving a critical hit. Don’t allow the % to get higher then 10%.
Stamina- affects your health pool. Very important for mages.
Intelligence – affects your magical damage. Very important for all mages.
Intuition – affects the chance that your target resists your spell either partially or fully. Can be partial resist(1% – 100%). This can be read in the combat log. For enjoyable game play do not let the % get above 20%.(~10% ideal) Is more important for PvE then PvP.
Persistence - affects the chance of disabling spells landing on the target and the duration of the spell on the target (eg: spell “Icy Grave”).
Willpower – affects your chance to Allods Gold resist a disabling effect and the time you stay disabled. (ie: your chance to resist Icy Grave and the duration you stay in Icy Grave).
Rage – affects your chance to cure the target of an inflicted wound. You can see how grave the wounds are by looking at the health bar. The more blood drops you see there the graves and harder to heal that wound is.
Wisdom – affects your effective healing. Almost useless for mages. Mages have only 1 healing talent. Grows by itself without damaging any other stat.(goes hand in hand on gear with many other mage stats)
Spirit – affects your mana pool and mana regeneration rate. Should only be raised if you understand that you don’t have enough mana for a fight.
Armour – affects the damage you receive(reduces incoming damage by a %).
Resistance to Elemental\Natural\Divine Magic – affects the magical damage you receive(reduces incoming dmg by a %). Elemental- Fire, Ice, Lightning. Natural – Poisons, Diseases. Divine – Light, Shadow, Astral.
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