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Topic: General Strategy


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Author: Tyler Steck (steckdev [at] gmail [dot] com)
Date: 14-Dec-13, 03:10:14
I ALWAYS start out with a mage (there are probably long-winded reasons why, but suffice to say mages get auto hit every attack AND they do NOT lose their weapons if/when they die provided you rely upon cast spells rather than a staff). The early goal for HATs that have decent shops is to gather GOLD. Mages are excellent for that since you do not lose your gold when you die. So a naked mage risks only a moderate XP loss (no gear nor gold loss) for dying. And it doesn't take long to gather a LOT of gold since every attack hits and then you have area effect spells (like firewall) that rapid kill big monsters.

With all that gold you outfit a brand new fighter in full B2 or better B3 gear plus full pods. Starting like that, your fighter is in horror maps in a matter of hours. In the long run, I have found that your fighter actually winds up ahead of those people who started out with a fighter (plus you have a fully skilled up mage to boot).

As for favored skill.....for fighter I always choose bludgeon (because most monsters seem to be resistent to that therefore it tends to be hardest to skill up). Since your favored weapon gives an XP boost, it just means you can skill up all skills to 100 faster with that boost. Similar reasons for mages (but even more pronounced effect) I ALWAYS choose earth skill because that is the only magic type that does not have an area effect spell. So earth is always hardest to skill up for that reason....and the XP boost thus helps to even your skilling rates. In the end, the starting stats and favored skill really don't mean much because your character winds up in the same place anyway (100 is the max skill level still, and stat maxes are determined by figher/mage and male/female only). If stat pods are going to be scarce on the HAT, you can start your character out with more evenly balanced stats just to try cutting down on the TOTAL number of pods you'll have to collect to max all your stats out. Say for a fighter drop one or two body points (will need 2 more body pods) but you can now raise things like spirit by upwards of 8 or 10 points (and thus need 8 or 10 fewer spirit pods to max out).

Anyway, I hope all the above gibberish is helpful in some small way. See ya on the HAT.
NOVA
 
Author: Tyler Steck (steckdev [at] gmail [dot] com)
Date: 13-Dec-13, 22:54:43
ather than a staff). The early goal for HATs that have decent shops is to gather GOLD. Mages are excellent for that since you do not lose your gold when you die. So a naked mage risks only a moderate XP loss (no gear nor gold loss) for dying. And it doesn't take long to gather a LOT of gold since every attack hits and then you have area effect spells (like firewall) that rapid kill big monsters.

With all that gold you outfit a brand new fighter in full B2 or better B3 gear plus full pods. Starting like that, your fighter is in horror maps in a matter of hours. In the long run, I have found that your fighter actually winds up ahead of those people who started out with a fighter (plus you have a fully skilled up mage to boot).

As for favored skill.....for fighter I always choose bludgeon (because most monsters seem to be resistent to that therefore it tends to be hardest to skill up). Since your favored weapon gives an XP boost, it just means you can skill up all skills to 100 faster with that boost. Similar reasons for mages (but even more pronounced effect) I ALWAYS choose earth skill because that is the only magic type that does not have an area effect spell. So earth is always hardest to skill up for that reason....and the XP boost thus helps to even your skilling rates. In the end, the starting stats and favored skill really don't mean much because your character winds up in the same place anyway (100 is the max skill level still, and stat maxes are determined by figher/mage and male/female only). If stat pods are going to be scarce on the HAT, you can start your character out with more evenly balanced stats just to try cutting down on the TOTAL number of pods you'll have to collect to max all your stats out. Say for a fighter drop one or two body points (will need 2 more body pods) but you can now raise things like spirit by upwards of 8 or 10 points (and thus need 8 or 10 fewer spirit pods to max out).

Anyway, I hope all the above gibberish is helpful in some small way. See ya on the HAT.

NOVA
 
Author: Tyler Steck (steckdev [at] gmail [dot] com)
Date: 13-Dec-13, 21:01:56
Hey it's been a while since I last played. I'm not too sure of the layout if the items and stat potions. Does anyone have a recommendation of starting stats and weapon? Thanks.
 
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