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General Mage Gameplay | Events, Weapons, and Magic Galore! - Portal Knights

Автор: Shin FTW

Загружено: 2025-03-30

Просмотров: 428

Описание: The last character to show is Mage, and this is quite a showcase. The video's longer than the others because the Mage has Wands, Staffs, Scythes, Skulls, Orbs, Magic Swords, a cursed magical hand that's OP as hell, and a TON of spells!

Mage focuses on elemental mastery with various long-range weapons (or Scythes) of different elements, and heavy use of elemental spells, making Mana Regen a huge key. Main 3 weapons are Staffs, Wands, and Scythes for receiving talent damage buffs.

Aside from Scythes, everything the Mage uses scales with Int. The weapons used in the vid are:

STAFFS: Fire slow arcing magic shots that have knockback, causing subsequent shots to miss occasionally, hindering DPS vs Wands.
-Staff of Hollow Souls I (Fire, 14 dmg, +5% Crit chance, +20% Crit dmg)
-Staff of Hollow Souls II (Earth, 39 dmg, +7% Crit chance, +23% Crit dmg)
-Staff of Hollow Souls III (Electro, 90 dmg, +10% Crit chance, +30% Crit dmg)
-Arctic Thorn (Water, 177 dmg, +22 Mana Regen, +109 Mana, 13% chance to restore 44 Mana when taking damage)
-Arbiter of Truth (Light, 177 dmg, +22 Mana Regen, +109 Mana, 13% chance to restore 44 Mana when taking damage)

WANDS: Fire fast direct magic shots that have no knockback.
-Dreadwand of Poison (Earth, 75 dmg, +18% Crit chance, +14% Crit dmg)
-Gold Masterwork Dreadwand (Light, 126 dmg, +25% Crit chance, +18% Crit dmg, +40 Mana)
-Pumpkin Spice Chocowand (No Element, 136 dmg, 30% chance to loot random candy when defeating an enemy)
-Wand of Sky (Water, 138 dmg, +14% Crit chance, +38% Crit dmg)
-Titanium Masterwork Dreadwand (Dark, 146 dmg, +28% Crit chance, +19% Crit dmg)

SCYTHES: Slow wide melee swings with good knockback. Scales with Str, making them weak due to Mages not having natural Str growth, on top of the weapon's relatively low damage (146 at Titanium level vs 172 for the Druid's Titanium Scythe).
-Fang of the Asmodai (Water, 146 dmg, +14% Crit chance, +38% Crit dmg)
-Titanium Masterwork Scythe (Light, 146 dmg, +41 Melee dmg, +11% Dodge chance, 4% chance to spawn Shooting Wisp when inflicting Melee damage)

MAGIC SWORDS: Slow-attacking floating swords that can hit from a distance. Cannot hit enemies that are too close.
Sword of Ulrich the Unlucky (Earth, 60 dmg, +8 Mana Regen, +40 Mana)
Starscreed (Dark, 162 dmg, +20 Mana Regen, +100 Mana, 40% chance to reset Spell cooldown when defeating an enemy)

Skulls: Skulls of 3 elements (Fire, Electro, Dark) that fire said element at a distance. Electro and Dark variants can hit enemies through solid obstacles.
La Vosilin of the Three Witches (Dark, 162 dmg, +25% Leech chance, +20% Leech, 4% chance to spawn an Explosion when struck by Melee damage)

Orbs: Fire a rapid volley of elemental magic blasts that have AoE explosions upon impact, offset by a mana cost that's also offset by having mana regen.
Orb of the Devout (Light, 136 dmg, 100 Mana cost, +17% Multi-Strike chance, +1 Additional Strikes, +17 Mana Regen)

WEAPON: Hand of Crushing Despair is the single "Weapon" class weapon in the Mage's arsenal. Has the speed of a Wand with the damage of the Mage's ultimate Staffs. The one downside is its crazy knockback, making subsequent shots miss a lot unless the target is immune to knockback.
Hand of Crushing Despair (Fire, 177, +16% Crit chance, +42% Crit dmg)

Aside from that are man spells, like the Warrior's Shouts, Druids Shapeshifts, Rogue's Pounce/Stealth, and Ranger's Explosive Shots. Though Mage uses its skills/spells the most.

C'Thiris Curse (Curse, 80 dmg, 50 Mana cost)
-Fires a Curse orb at the target, which may randomly damage the user for random damage.

Archmage Fireball (Fire, 344 dmg, 182 Mana cost)
-Fires a fireball straight at the target that has AoE that can hit other enemies. Destroys terrain. Causes Fire damage over time for 2 seconds.

Masterwork Lightning (Electro, 344 dmg, 182 Mana cost)
-Fires lightning bolt at enemy that can travel through terrain. May jump to a second nearby enemy. Causes afflicted enemies to be weak to additional Electro damage, making Multi-Strike triggers deadly.

Masterwork Frost Storm (Water, 344 dmg, 182 Mana cost)
-Places a Frost Mine that arms after 2 seconds. Explodes when an enemy is in range, damaging any enemies in the blast area while slowing them down for 5 seconds and making them take increased Melee damage in that time too.

Planetary Strike II (Dark, 380 dmg, 200 Mana cost)
-Lays a Dark orb that explodes twice to deal massive damage to all enemies in range. Destroys some terrain.

Meteor Shower (Dark, 320 dmg, 170 Mana cost)
-Summons a meteor to crash down on every enemy in range.

Light Bomb II (Light, 344 dmg, 182 Mana cost)
-Deals short AoE and knockback around user while healing user and nearby allies for 12% of max HP.

Greater Poison Rain (Earth, 202 dmg, 212 Mana cost)
-Calls down Earth-element orbs to rain down in an area for 8 seconds, dealing constant damage to enemies and terrain.

Archmage Heal (328 Mana cost)
-Restores 526 health to user and a nearby Ally target.

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