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Mage

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Mages are Demons.

Mages are found only in the hell levels (with one quest boss exception) and attack with a variety of magical spells. Mages do not walk, nor possess any melee attacks. They can only teleport and shoot fire or lightning spells at a distance. They use the magic-damage Flash spell at melee range, which does much less damage than their ranged attacks.

Ranged attackers, especially Rogues, find Mages very easy, since mages have low hit points, low armor, and do not move to attack. Spell casters have more trouble since they must get closer to Mages to kill them (except when using Fireballs). Golems can be of great help. Melee fighters usually find Mages very annoying, due to their technique of teleporting to safety when menaced at melee range. Taking out Mages without a melee weapon fast enough to stun lock them is vexing; even more annoying than dealing with Succubi. Mages can be herded into corners, but it's difficult since they may teleport further than expected. Telekilling works very well on them, though.


Statistics[edit]

  • Stats are listed by Normal / Nightmare / Hell difficulty levels.
  • MFL: Magic / Fire / Lightning.
    • I = Immune
    • R = Resistant (75%)
    • - = no resistance or immunity to that element
      • No monsters in Diablo or Hellfire have any physical resistance or immunity.
  • IntF = Intelligence Factor. Values are from 0-3; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D. 

Name

Dungeon Level Monster Level IntF Experience MFL
Counselor 8* 13-14 25 / 40 / 55 O D 3876 / 9752 / 19,504 RRR / RRR / RRR
Magistrate 14-15 27 / 42 / 57 1 D 4478 / 9752 / 19,504 RIR / RIR / IIR
Cabalist 15 29 / 44 / 59 2 D 4929 / 10,956 / 23,716 RRI / RRI / IRI
Advocate 15** 16 30 / 45 / 60 3 D 4968 / 11,936 / 23,872 IRI / IRI / III
  • *Zhar the Mad is quest monster Counselor who has the special ability to shoot Fireballs (rather than Firebolts). He's found on level 8 (single player quest only).
  • **Advocates are only found on level 15 in multiplayer; 4 of them are located within Lazarus' altar room.
    • Advocates are not found on level 15 in single player, but are found on Lazarus' special sub-level (single player only).


Combat Stats[edit]

All mages have the ability to cast Flash, which deals magical damage. This spell is only cast when a character (or golem) is at melee range, and their Flash spells deal very low damage.

  • Counselors cast Firebolts as their primary attack. (Fire damage.)
  • Magistrates cast Charged Bolt as their primary attack. (Lightning damage.)
  • Cabalists cast Lightning Bolt as their primary attack. (Lightning damage.)
  • Advocates cast Fireball as their primary attack. (Fire damage.)

The listed damages for the mages in Jarulf's Guide are meaningless numbers, and do not correspond to the damage of their spells in the game. We've listed those useless numbers again here... well, we're not quite sure why. Trivia?

A general guide: Counselors can be largely ignored by any character with good fire resistance, except in huge concentrations. Magistrates are not very damaging to characters with lightning resistance, but their bolts can be annoying since they bounce around and linger for so long, and because they cause characters to react with their hit animation, which interrupts the combat. Cabalists aren't very damaging with their lightning bolts, but can be dangerous in large groups. Advocates are the real danger, even to characters with maximum fire resistance. Warriors and Sorcerers can survive fairly well with their high hit points and magic (and mana shield) but Rogues, and Hellfire Monks and Bards must be very careful not to get popped by 3 or 4 Fireballs in close sequence, since they can deal upwards of 100 damage each.

Name

Hit Points (Diablo, MP) HPs (Hellfire, SP) AC To/Hit Damage
Counselor 70 / 256 / 283 35 / 155 / 190 0 / 50 / 80 90 / 175 / 210 8-20 / 20-44 / 38-86
Magistrate 85 / 256 / 343 42 / 176 / 268 0 / 50 / 80 100 / 185 / 220 10-24 / 24-52 / 46-102
Cabalist 120 / 361 / 483 60 / 230 / 340 0 / 50 / 80 110 / 205 / 230 14-30 / 32-64 / 62-124
Advocate 145 / 436 / 583 72 / 266 / 388 0 / 50 / 80 120 / 215 / 240 15-25 / 34-54 / 66-106


Movement Speed[edit]

Characters walk at 0.4 speed. See the Diablo Characters page other swing speeds, casting speeds, and other useful character speed break points.

  • Mages do not walk; they only move by teleport, usually when they are threatened by melee attacking characters.
    • The 1 second value is for their fade in/out animation.
  • Since mages hit recovery time is 0.40, attacks must be faster than this to stun lock them so they can not teleport. This is why Warriors need a sword of speed/haste, and why rogues can not stunlock mages with any melee weapon (but can with bows).

Name

Walk time Hit Recovery Time Attack Time Hit Time
Counselor 0.05 / 1.0 0.40 1.00 0.40
Magistrate 0.05 / 1.0 0.40 1.00 0.40
Cabalist 0.05 / 1.0 0.40 1.00 0.40
Advocate 0.05 / 1.0 0.40 1.00 0.40


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