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Magician Creation

Creation | Skills | AA's | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0

 

The Magician class is one of the more interesting pure casters in EverQuest. The primary focus of a Magician is as a pet class. Magicians have the largest variety of pets in the game. However, even though they have both powerful pets and powerful direct damage and area spells, the Magician is by no means an easy class to play.

Magicians get no fear or root spells. They are the only pure caster which has this penalty. In return they get pets which constantly taunt the mobs off them, and some pets have the ability to root a mob as part of their special attacks. Magician pets are also relatively cheap to cast, both in terms of components and mana, even at high levels.

Magicians have the downside of having the most difficult research of any class in EverQuest. The majority of their pet spells can only be obtained via research and each one requires more components than any other class. This can be a very frustrating element to the Magician class, particularly if you fail. You may very well want to consider raising research with the Concordance Quests so that materials are not lost.

Magicians also have the ability to summon items such as food, water, and weapons. They can also conjure devices for levitation and underwater breathing. As such their utility spells are quite handy in many situations. They also have some of the most powerful damage shields in the game, capable of dealing irresistible damage to multiple enemies.

The challenge of the Magician class is learning how to effectively use your pets; What is the right pet for each scenario, and how often you can use other damage spells without becoming the primary target of the enemy. This is something gained only through experience in playing. Magicians can solo quite effectively, and with their pets can reduce their downtime by meditating during combat in some situations. 

The Magician class is well suited for those who enjoy something a little bit different, but one that can try your patience at times with its difficult research or if your pet misbehaves.

Statistics

Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. As an Magician, Strength is important at lower levels for your melee damage output, and at higher levels for how much you can carry. Unlike other pet classes, Magicians can summon the weapons for their pets as they play, meaning they do not need to have large carrying capacities. Generally Strength is not something to be too concerned with when allocating your bonus points.

Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. It also affects how long you can swing weapons before tiring, and how often you can jump before becoming exhausted. The main boon to stamina for a Magician is the extra hit points. However, the amount of extra hit points received is minimal, and generally it isn't worth putting your bonus points into this stat at creation.

Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Many feel that it doesn't make enough difference to worry about. Even though Magicians generally force their pets to tank when soloing, a good AC is always something to work towards and putting some bonus points into this statistic is certainly not going to hurt.

Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. This really only has any relevance to Magicians at lower levels when they are forced to melee. You should not put points into this skill at creation.

Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. This skill has absolutely no relevance for the Magician class and bonus points should not be put into it.

Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. It is the core statistic for Magicians and a good amount of your bonus points should be allocated here. Whilst some people may say it is easy to reach the soft cap of 200 intelligence through the many bonus items in the game, this is one stat which you can never have enough of. Once you reach 200 intelligence you can then free up slots for other stat enhancers such as for hit points, direct mana, AC, or charisma.

Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. Since Magicians are always buying gem components for their pets, extra charisma is always useful. However it is wiser to outfit yourself with a set of charisma enhancing jewelry when buying these goods than to waste bonus points in this statistic at creation.

Choosing A Race

Magicians must take into account a number of things. None of the Magician class races have any experience penalties associated with them. A lot of Magicians choose the Erudite race since it has the highest base intelligence. Humans are popular for their rounded stats, and Dark Elves for their high agility. Gnomes are generally well liked in most places, however Dark Elves are often killed on sight. 

Base Statistics

Race STR STA AGI DEX WIZ INT CHA Bonus
Dark Elf 60 75 90 75 83 109 70 30
Erudite 60 80 70 70 83 117 70 30
Gnome 60 80 85 85 67 108 60 30
High Elf 55 75 85 70 95 102 80 30
Human 75 85 75 75 75 85 75 30

 

Spending Your Bonus Points

In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in intellegence.

Religion

Generally speaking being agnostic is a fairly safe bet in Everquest.  Religion serves only to get you into trouble in many situations.  The disadvantage to doing this is that some items and some quests can only be done by followers of certain religions.  Following a religion will at worst get you killed in some areas, but generally you can avoid these.  Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight.  In the end it will not make an enormous difference to your character which Deity you choose.  If you are a roleplayer, then you may want to pick a God which will reflect your characters history.

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