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Masters of the elements

Since the dawn of time, spirits, creatures, and eruptions of energy from the elemental planes have shaped Telara in profound ways. Mortals watched planewalkers call forth elemental power, and gleaned from their techniques the basics of arcane magic. Through research and experimentation, the ancient Mages learned to control the elements without pledging themselves to any gods or minor spirits. After mastering broad elemental incantations, Mages focused their studies on individual elements, tapping the potential of primal forces controlled by a skilled hand.

Magical study is no solitary affair. Mages gather to share their arts and research, and arcane schools have risen and fallen throughout Telara's history. The two greatest schools still in existence are Quicksilver College, where Mathosian students come to study under ancient elven masters; and the new academy in the stronghold of Meridian, where Defiant scholars accumulate the recovered knowledge of the Eth.

Gameplay[edit | edit source]

Devastating long-range combatants, the arcane powers Mages wield can tear through any opponent, regardless of armor. While Mages are renowned as a fearsome offensive force on the field of battle, a number of orders specialize in potent support and healing magic as well.

A Mage must carefully manage the arcane energies they draw from the planes to power their spells. With each spell cast, excess planar energies seep into Telara, building a charge around the Mage, who can let this excess energy bleed off over time, or harness it for even greater power.

Mechanics[edit | edit source]

Most of the Mages spells consume Mana. These spells also produce Charge. The Mage's current charge is displayed in a bar underneath the Mana Bar. Charge can be spent on powerful spells, most of which consume all of the mages current charge, or consume charge while active. Spells which consume charge while active stop the mage from building more charge.

Equipment[edit | edit source]

The art of weaving magic does not favor heavy armors that distract the senses and restrict movement. Though the Mage's traditional light cloth robes leave their bodies vulnerable, their mind is their true bulwark. Mages employ a variety of arcane items such as staffs, wands, tomes, and totems to focus their spell-casting. In addition, many Mages protect themselves in close combat with a simple edged weapon such as a dagger or short sword. [1]

Confirmed Souls[edit | edit source]

Soul archon.png
Soul chloromancer.png
Soul dominator.png
Soul elementalist.png
Soul necromancer.png
Soul pyromancer.png
Soul stormcaller.png
Soul warlock.png
Soul mage.png
Archmage (PvP)

Unlocking Souls[edit | edit source]

Unlocking additional souls is done by completing quests, you can only have one active Soul quest at a time. Many of these soul quest NPC are in the major faction cities. The NPC will have the soul name in <> under their name. Guardian soul quest NPCs can be found around the Quicksilver College, west of the Argent Glade, while Defiant soul quest NPCs can be found throughout Meridan.

These quests involve traveling to a rift, successfully closing it, then summoning a tormented version of the soul for which you are questing. Once you defeat the summoned soul your quest is complete.

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References[edit | edit source]

  1. Official Rift Game page on the Mage -