The Mage is one of the starting playable classes in Remixed Dungeon. Mages excel at spellcasting and magical combat, with access to various magical abilities and elemental spells.
* Starting HP: 20 * Starting STR: 10 * Starting SP: 15 (vs 10 for other classes) * Starting Equipment:
* Quickslots: Wand of Magic Missile and Wind Gust spell * Known Items: Scroll of Identify * Magic Affinity: Elemental * Spell User: Yes
* Wand of Magic Missile: Starts with a unique Wand of Magic Missile that can be “disenchanted” to upgrade another wand * Faster Wand Recharge: Recharges wands faster than other classes * Wand Food Bonus: When eaten, any piece of food restores 1 charge for all wands in the inventory * Wand Melee: Can use wands as a melee weapon * Elemental Magic: Uses mana to cast Elemental spells (starts with 15 max SP) * Identified Scrolls: Scrolls of Identify are known from the beginning
* Higher spell capacity allows more spell usage per level (15 vs 10 SP) * Wand of Magic Missile for reliable ranged damage * Wind Gust spell for crowd control * Scroll of Identify already known * Can use wands as melee weapons * Food restores wand charges
* Wand charges can run out and require recharging * Lower durability than Warrior class * Limited to wand and spell resources * Weaker in close combat without proper equipment
* Warlock * Battle Mage
Mages can obtain class-specific armor by using an Armor Kit on any armor, which transforms it into Mage Armor.
Mages have access to various spells including: * Healing * Ignite * Root * Wind Gust * Freeze * Magic Torch
* Focus on ranged combat using wands and spells * Make use of the wand food bonus to keep wands charged * Consider the Battle Mage mastery for combining melee and magic * Manage mana effectively for spell casting * Use Wind Gust to push enemies off ledges or away from danger
* Java: HeroClass.MAGE * Configuration: initHeroes.json#MAGE