THE MAGICIAN CLASS
| Recommended Magician Class Specific
Reference Links: |
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| Magician Guide CastersRealm
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Everquest Magician Resource | |
| ** Excerpt taken from Magician
Guide at www.castersrealm.com The Magician class is one of the more interesting pure casters in Everquest. The primary focus of a Magician is as a pet class. Magicians have the largest variety of pets in the game. However, even though they have both powerful pets and powerful direct damage and area spells, the Magician is by no means an easy class to play. Magicians get no fear or root spells. They are the only pure caster which has this penalty. In return they get pets which constantly taunt the mobs off them, and some pets have the ability to root a mob as part of their special attacks. Magician pets are also relatively cheap to cast, both in terms of components and mana, even at high levels. Magicians have the downside of having the most difficult research of any class in Everquest. The majority of their pet spells can only be obtained via research and each one requires more components than any other class. This can be a very frustrating element to the Magician class, particularly if you fail. You may very well want to consider raising research with the Concordance Quests so that materials are not lost. Magicians also have the ability to summon items such as food, water, and weapons. They can also conjure devices for levitation and underwater breathing. As such their utility spells are quite handy in many situations. They also have some of the most powerful damage shields in the game, capable of dealing unresistable damage to multiple enemies. The challenge of the Magician class is learning how to effectively use your pets; What is the right pet for each scenario, and how often you can use other damage spells without becoming the primary target of the enemy. This is something gained only through experience in playing. Magicians can solo quite effectively, and with their pets can reduce their downtime by meditating during combat in some situations. The Magician class is well suited for those who enjoy something a little bit different, but one that can try your patience at times with its difficult research or if your pet misbehaves. |
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Picking the Right Race for Your Statistics
Magicians must take into account a number of things. None of the Magician class races have any experience penalties associated with them. Gnomes are generally well liked in most places.
Base Statistics
| RACE | STR | STA | AGI | DEX | WIS | INT | CHA | BONUS |
| Gnome | 60 | 80 | 85 | 85 | 67 | 108 | 60 | 30 |
| High Elf | 55 | 75 | 85 | 70 | 95 | 102 | 80 | 30 |
Spending Your Bonus Points
Magicians can be a great character with any race, although the most popular two are High Elves and Dark Elves. Keep in mind also that humans get no night sight, and have generally low statistics across the board. All Magician races level at the same rate. Here are our suggested bonus point spendings:
Suggested Statistics
| RACE | STR | STA | AGI | DEX | WIS | INT | CHA |
| Gnome | 60 | 80 | 90 | 85 | 67 | 133 | 60 |
| High Elf | 55 | 75 | 90 | 70 | 95 | 127 | 80 |
Religion
Generally speaking being agnostic is a fairly safe bet in Everquest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items and some quests can only be done by followers of certain religions. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight. In the end it will not make an enormous difference to your character which Deity you choose. If you are a roleplayer, then you may want to pick a God which will reflect your characters history.