Overview
Mages are a very flexible class. You can be a strong fighter with some magic to back yourself up, a mix of the two, and a strictly-magic Mage.
Races
Thunderlords: A Thunderlord mage is a force to be reckoned with, as they automatically levitate, get flight at level 17, can recall out of dungeons automatically, and can "ride the straight road", which works like a Teleport To spell.
Sub-race choice affects your spell points. Zombies and skeletons get only 70% of the normal spell points, and barbarians get a mere 50%. Spectres get a 5% bonus, and hermits get a 20% bonus.
Also note that some races cannot be barbarians, and some cannot be hermits, etc.
Chatter
RedNaga: i'm sorry, but i don't see a great connection between thunderlord and mages - i mean, *all* thunderlords have the powers listed above, not just mages - is there some reason that i don't grasp for which they are more useful to a mage? Just asking, of course.
TheFury: I've never actually played a thunderlord, but having levitate and flight as in innate for mages, along with all of their resists, makes them a powerful mage. Lava, and other things that may damage their books doesn't do as much damage.
ErintiAkairis: Well, yes, but that's good for anyone, not just a mage. What's so special about mages and/or those intrinsics that makes the combination so explosive?
RedNaga: exactly what i was meaning. By the time lava and elemental attacks become common and dangerous enough, most characters will have resists and levitate anyway, and many even immunities and flight - plus, thunderlords are pretty lousy, and mages (with their low hp) are very susceptible to surprise attacks in the mid-game.
KermitCrill: The part about books being less susceptible to damage makes sense, but it's probably only enough fire "proofing" to make a small difference at the beginning.
NeilStevens: Single resistance to fire doesn't protect your inventory. Only double resistance does that.
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