After 1240 hours of gameplay on my mage I have finally filled my spellbook, I have exclusively been a mage on this single character, with many others ranging from Footfighter, Paladin or meme. I believe I have some qualification of time investment and experience in this classification. I've done all the bosses in the game, and every dungeon to date. I have most of the content under my belt, as well as most of the magic schools currently in the game.
Magic is a powerful tool, there is no doubt that dropping burst damage feels good against other players, even on NPCs during a boss fight. In a traditional MMO or RPG the MO2 Mage would be a coin toss on being overpowered or made to be useless in one aspect of gameplay. In this retrospective I am going to try and explain the pro's and cons in the unique playstyle that is Mortal Online’s mage.
Lets start with what makes MO2s mage unique. In most games a mage or caster lives or dies by their mana bar. Most casters are not healers, and most healers are not Damage dealers. In this case healers generally die when the mana bar goes out, or the mage fails to function as the fight drags on too long and goes oom as well needing to sit out. In Mo2 the mage is both a Healer, DPS and Support. in most cases you regen more mana than a lesser heal assuming you have Mental Focus leveled, allowing you to regen mana while healing. Most spells in the game do high amounts of damage for a decent amount of mana, in most cases a mage only gets 4-5 casts of the larger spells before going dry on mana. The only time we can say this is not the case is casting 'Spurt' or 'Outburst' though unlike with healing their mana cost is high enough that regening while casting is impossible with these spells.
The Mo2 Mage has a marathon progression system to acquire new magic schools and spells in a Spellbook. Unlike in other games you do not go to a trainer, or level up to get new spells. You have a spellbook that you either bought or ran a dungeon to obtain. You must then actively seek out and either learn scribing to put these spells into your book or trust a Scribe to hold your book to scribe the spell into. This system requires an unhealthy amount of time & Commitment. The upside is that as a mage in most cases the cost of your progression is frontloaded. Once you have these spells unlike a sword will never lose them unless the book in question is lost or stolen as it is soulbound. This item can and has sold for 10k gold a 'stack' or more. A full spellbook, is more gold than the average player will ever have their hands on in this game. The amount of time and effort to create such a thing is a quest in of itself.
One more major difference is the reliance on Reagents, as it was said the daily cost is front heavy and the needed materials for specific spells can mostly be bought in towns, or from other players as a byproduct in professions for cheap. Spells requiring these reagents causes a desire to carry more things on the mage than they may need in any given situation. they may never need or have the ability to use the spell but when the situation comes about it is a painful lesson that many do not wish to see repeated. The 'Kit' of the mage is extremely cheap compared to a Footfighters armor and weapons however knowing the amount of time the mage needs to spend and the cost of such a thing to reach that point, one can understand why.
Magic is a powerful tool, there is no doubt that dropping burst damage feels good against other players, even on NPCs during a boss fight. In a traditional MMO or RPG the MO2 Mage would be a coin toss on being overpowered or made to be useless in one aspect of gameplay. In this retrospective I am going to try and explain the pro's and cons in the unique playstyle that is Mortal Online’s mage.
The Mage of Mortal
Lets start with what makes MO2s mage unique. In most games a mage or caster lives or dies by their mana bar. Most casters are not healers, and most healers are not Damage dealers. In this case healers generally die when the mana bar goes out, or the mage fails to function as the fight drags on too long and goes oom as well needing to sit out. In Mo2 the mage is both a Healer, DPS and Support. in most cases you regen more mana than a lesser heal assuming you have Mental Focus leveled, allowing you to regen mana while healing. Most spells in the game do high amounts of damage for a decent amount of mana, in most cases a mage only gets 4-5 casts of the larger spells before going dry on mana. The only time we can say this is not the case is casting 'Spurt' or 'Outburst' though unlike with healing their mana cost is high enough that regening while casting is impossible with these spells.
The Mo2 Mage has a marathon progression system to acquire new magic schools and spells in a Spellbook. Unlike in other games you do not go to a trainer, or level up to get new spells. You have a spellbook that you either bought or ran a dungeon to obtain. You must then actively seek out and either learn scribing to put these spells into your book or trust a Scribe to hold your book to scribe the spell into. This system requires an unhealthy amount of time & Commitment. The upside is that as a mage in most cases the cost of your progression is frontloaded. Once you have these spells unlike a sword will never lose them unless the book in question is lost or stolen as it is soulbound. This item can and has sold for 10k gold a 'stack' or more. A full spellbook, is more gold than the average player will ever have their hands on in this game. The amount of time and effort to create such a thing is a quest in of itself.
One more major difference is the reliance on Reagents, as it was said the daily cost is front heavy and the needed materials for specific spells can mostly be bought in towns, or from other players as a byproduct in professions for cheap. Spells requiring these reagents causes a desire to carry more things on the mage than they may need in any given situation. they may never need or have the ability to use the spell but when the situation comes about it is a painful lesson that many do not wish to see repeated. The 'Kit' of the mage is extremely cheap compared to a Footfighters armor and weapons however knowing the amount of time the mage needs to spend and the cost of such a thing to reach that point, one can understand why.