Agile Mage
by Charis


Class: Sorcerer
Tag: AM

Introduction

Since the revised Muscle Mage rules still disallow +dex items, I wanted a melee mage that was somewhere between a Muscle Mage and a Cavalier (quick guy, light armor, with an attitude just a touch different from either).

Compared to a regular MM, while the love for melee is there, he doesn't seek to prove the bulk, but rather the agility of his muscles. Str requirement is not important, and he will forgo wearing the bulky armors which require the waste of a jewel on +str. He likely prefers skillfully getting witches and such from a distance rather than cornering.

Compared to a Sorc Cavalier, no MM type can match the speed of a Warrior or Rogue Cav, and while haste is nice on a weapon, his low damage and need for dex may require a slaughter or heavens instead.

Rules

MAJOR emphasis on dex.

The Agile Mage should be rather coop friendly, with no friendly fire, good resists and blocking, ability to cast TP, H/O, Guardian, and defensive Stone Curse. Dual Class? Goes extremely well with Marshall and Marksman; and Druid (which extends his spell selection). Actually, he would make a nice fire or earth elemental wizard as well, although I haven't tried those combos yet.

Items

Armor
Up to Chain mail typically. No str plates (i.e. Naj) are ok, and if it does not require a +str jewel1, Field Plate or regular plate may be worn after first dot (not Gothic or Full).

1: For example, if it has +Str or +All on the item itself, it will keep itself equipped without having to use a +str jewel over a +dex jewel. Wearing +all to equip such an item is ok, just not +str.

Helms
Full and Great Helms avoided, unless they need no +str and add to dex. (Gotter is thus allowed.) Crowns are a favorite.

Shields
No Gothic, and Tower may only be worn if no +str needed, and only after first dot. Prefer the Holy Defender over Stormshield.

Weapons
Axes are too slow and not at all nimble. Staff and Bow are also too slow unless Swiftness.

Enchantments
+Str items are seen as temporary measures, until a comparably good item with +dex, +all, or harmony is found.

Harmony is important. An Agile Mage locked in recovery is not happy.

Fast Block is even more important. He'll wear a hybrid blocking shield over an Obs/Tiger.

He's not as much a show off, and not attracted to +Light Radius items (but can wear). Doesn't mind partial stealth, up to -40% either, to increase the number of one-on-one battles.

Uniques
+Dex items are nice. These include Leather of Aut, Scav Carapace, Nightscape, Eaglehorn and Fleshstinger (exceptions to the Swiftness rule), Overlord's Helm, Falcon's Talon (also Speed!), Staff of Shadows would be the only unique staff allowed (quick attack).

Civerb's Cudgel and Baranar's Star are the two -Dex items allowed, simply because great skill is required to use them effectively, and the Agile Mage welcomes such a challenge.

Stormshield is allowed due to Fast Block, and providing its own Str, but Holy Defender is to be preferred.

Shrines

Spells

Any scrolls are fine, but certain spells are restricted.

At Any Time
Heal, Heal Other, Town Portal, Phase, Telekinesis

After First Dot
Mana Shield, Teleport, Guardian, Firebolt (vs ranged)

After Second Dot
Golem, Stone Curse, Fireball (vs ranged)

However, Golem is used as a distraction only, not to send off to do his killing.
Guardian is used to scout, not to fill a flaming room.
Stone Curse is used for defense. He never whacks a Stoned creature.
Mana Shield: priority goes to +dex and +all, if he has after that the hp to go without Mana Shield, great, but if not, MS is fine.
Teleport, for positioning, telekill, and quick movement is used often.
Firebolt, Fireball. Vs ranged attackers only, these may be used on a given difficulty *AFTER* a dot has been obtained at that setting, ie they have proven their ability to take out such foes 'manually'. (So firebolt/fireball is NEVER used in 'getting' a dot).

Lightning is never allowed because it takes no dexterity or to hit. Many Agile Mages forgo this use of magic, but others welcome it against cowardly foes who will not fight honorably.