The Wizard's path starts you out in the far, far south in the Galava castle reigon where you will learn the ways of the path of the Mage by becoming an apprentice to the Great Wizard Horvath. When you begin you journey, you meet the Airship Captain. He tells you of Horvath and that his cabin is just to the North. Following the winding roads you soon learn your first spell (Missile of Magic) and learn to dispose of Familliars rather quickly. As your journey north, you find a cabin in the middle of virtually nowhere.
Before you realize what is going on, from out of nowhere hordes of critters flock to your sides but do not attack. Out from the door bursts an tall, older man with a long white flowing beard and in an instant bolts of powerful lightning striking down every creature where they stand. As the smoke clears, you are the only thing that remains standing aside from the Old man. This is the introduction to what you, Jack, shall become as you train with this powerful mage, ladies and gentlemen, meet Horvath, the Great Sorcerer.

© 2000 Westwood Studios
thoguht, or perhaps still alive. Horvath is the center role in your quest as a Mage, and as you advance through the game, you will learn great many things from him in his Castle Galava.

The Mage plays percisely as one would expect. His attributes are focused almost entirely in magic with almost no actual physical strength or dexterity. His strengths are Magic and the development of superior spells which are almost all direct-combat spells. Bolts of lightning, Earthquakes, balls of fire, and of course blasts of pure concentrated death. Mages don't like getting too close to their foes either. They realize they are virtually powerless when it comes to physical melee combat and that they could be turned into Ogre-breakfast in seconds if they aren't careful with what they are doing.
Mages are also the more awnry, snooty types of the world of Nox. They absolutely detest the Warriors of Dun Mir for example. And vice versa. Mages are virtually not welcome to the Fortress City, and if one is seen within it's reigons, well... it isn't going to be pretty. And here's the kicker, later on as you focus on the Mage path of solo play, you are required to enter the City and tip-toe through it's inner walls careful not to be caught or seen by another Warrior, lest you lose your head to a big axe or Great Sword.

Mages are also not very strong in terms of their Vitality. They are in a sense very weak and easy to kill. They cannot wear armor (the Mage Ethos forbids it as well) as it hamepers their spellcasting as well as weighs basically too much for their rather weak frames. The most armor a Mage can wear is a cloack or robe, and a specially designed Wizards cap. In terms of weaponry in those absolutely necessary moments of melee combat, the Mage can use various forums of Staffs and canes. Staffs are specially imbued often with Magical powers with charges to how many times you can use them. A Staff of Fireball for example when playing a Mage is quite the useful weapon and drains no Mana, allowing you to be able to hurl fireballs and bolts of lightning simultaneously if you so desire. Which brings us to our next topic... the Mage when played in an arena.

The Mage is essentially the only one who can create traps. His traps are stationary based, unlike the Conjurer who can summon a "Bomber" and imbue it with spells to cast upon sight of another opponent. The Mage can create small, invisible traps which only are detectable to him and by others only when it's far too close for comfort. The Mage can also use spell combos, and is quite the lethal foe, though if he were to go toe-to-toe with a properly equipped Warrior, or perhaps a Conjurers Mechanical or Stone Golem, there's very little more that he can do other than run and take cover and perhaps cast more lethal spells from afar.



© 2000 Westwood Studios