Mage
Overview
The magic-wielding Class in Hack/Mine. Specializes in spells and wands, starting with a Wand of Firebolt. Mages are powerful magic wielders. Cackling maniacally as they teleport and douse their enemies with fire and lightning is not unheard of.
Abilities
| Mana | Cooldown | Description | |
|---|---|---|---|
| Blink | 10 | 1 | Teleports the caster up to 16 blocks, randomized past 8 blocks. |
| Firebolt | 2+Int*.2 | .5 | Launches a ball of fire from the caster's hands! |
| Charged Bolt | 3+Int*.3 | .5 | Launches multiple lightning projectiles, increasing in number as Intelligence is stacked. |
| Lightning | 20 | 2 | Strikes the target with lightning from the sky! Also sets mobs that are close to the impact on fire. |
| Gale | 15 | 5 | Knocks all nearby targets a good distance back (useful in sticky situations.) Fus Ro Dah! |
There's only like ONE way of building mages. Stack Intelligence like there's no tomorrow, while putting a few points into Wisdom when you're running out of mana too quickly until you find a wand that regains mana.
For abilities, the obvious choice would be to spec into the flame breath ability. With a mana steal wand, you would be pretty much unstoppable and the fact flange breath has passive knockback really helps. However, you might have a bit of trouble with skeletons as you're required to ruin up to then first as the range of breath is too short.
Item List (Wands)
Wand - 1-3 OR 3-5 Damage
Yew Wand - 4-7 OR 6-9 Damage
Bone Wand - 7-11 OR 9-13 Damage
Burnt Wand - 10-15 OR 12-17 Damage
Great Wand - 13-19 OR 15-21 Damage
Arch-Wand - 16-23 OR 18-25 Damage
(Holy Bolt, Ball Lightning, Fire Bolt, Cursed Bolt, Ice Bolt, and Noxious Fumes)
Note that all wands have a standard version and a slightly upgraded version, the latter having both minimum and maximum damage increased by 2.