Tech Mage
Tech Mage is one of the starting classes you can choose when you register for EpicDuel.
Base Stats
- Health: 55
- Energy: 56
- Strength: 20
- Dexterity: 21
- Technology: 22
- Support: 17
- Starts with Apprentice Staff
Description:
Tech Mages have potent, unblockable energy attacks with powerful side effects, such as stuns from Overload and lifesteal from Supercharge.
They also take advantage of many passive abilities which allow them to increase gun damage or regenerate energy to fuel their attacks.
Story
Wreathed in mystery, Tech Mages are an anomaly found only on the post-apocalyptic world of Delta V.
It was discovered early in the initial stages of colonization that some humans were affected in curious ways by direct contact with Varium under certain circumstances. They began to take on bizarre characteristics and accumulate the unusual faculties necessary to work with and even "communicate" with machines in a seemingly fraternal way. Before long, the men and women susceptible to the bizarre genetic mutations brought on by their exposure to Varium developed the means to absorb electricity and maintain a substantial store of energy in their bodies. This energy, charged and ready, could be unleashed in a torrent that could power a failing generator back to life or send a crew of mining androids into overdrive.
Tech Mages are, essentially, living batteries.
Before The War, these powerful men and women were neutrally aligned, for the most part. They created organizations like churches, the hierarchy that of a religious group, and elected to remove themselves from the politics of Delta V. Of course, as War drew near, their valued neutrality found itself falling by the wayside. These Tech Mages were human before they were anything else (though some considered themselves to be gods, like Caden) and chose to use their powers to benefit the factions whom they associated the most.
At one point, you must remember, these Tech Mages were a godsend amongst labor crews. They walked among fields of machinery performing an unusual kind of maintenance that only they could muster. Attuned to the voices of the machines, Tech Mages kept them running and kept the miners working smoothly, day in and day out. Their friendships were ironclad with the miners and freighter pilots of Delta V. When these people turned their machines on one another, the Tech Mages were there to protect their friends, and, some say, even more-so to protect the machines that they had helped to maintain for so long.
In either case, the Tech Mages were not protected during the banishment. They too found themselves floundering in chaos worlds, exiled to the spaces between time. When they returned, it was to a world full of broken machines and failing computers. Work needed to be done, so to work they would attend. Now, Tech Mages across the pitted surface of Delta V work to bring the lifeless machines of a broken planet back from the dead. For what end? Creation? Destruction? Only time will tell.
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Story written by EpicDuel head writer BigTuna
Skill Tree
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Skills
Field Medic: Restores your health or an ally's health during combat. Cures poison.
- Energy Required:
- Level 1: 17
- Level 2: 19
- Level 3: 21
- Level 4: 23
- Level 5: 25
- Level 6: 27
- Level 7: 29
- Level 8: 31
- Level 9: 33
- Level 10: 35
- Energy Required:
- Weapon Required: None
- Stat Required: 16 Technology at level 1 (+3 per skill level) ; 43 Technology at Max
- Level Required: 1
- Improves With: Level
- Warm Up: 0
- Cool Down: 4
Defense Matrix: Increases physical defense for you or any ally during combat. Improves with Support.
- Energy Required:
- Level 1: 9
- Level 2: 11
- Level 3: 13
- Level 4: 15
- Level 5: 17
- Level 6: 19
- Level 7: 21
- Level 8: 23
- Level 9: 25
- Level 10: 27
- Weapon Required: None
- Stat Required: None
- Level Required: 1
- Improves With: Support (+1 Defense at 22 Support; +1 Defense per 4 Support after)
- Warm Up: 0
- Cool Down: 2
- Energy Required:
Plasma Bolt: Fires a bolt of energy damage at an enemy target. Improves with Technology
- Energy Required:
- Level 1: 13
- Level 2: 15
- Level 3: 17
- Level 4: 19
- Level 5: 21
- Level 6: 23
- Level 7: 25
- Level 8: 27
- Level 9: 29
- Level 10: 31
- Weapon Required: Staff
- Stat Required: None
- Level Required: 1
- Improves With: Technology (+1 damage per 3 Technology)
- Warm Up: 0
- Cool Down: 2
- Energy Required:
Technician: Improves technology of any allied character during combat. Improves with dexterity.
- Energy Required:
- Level 1: 9
- Level 2: 10
- Level 3: 11
- Level 4: 12
- Level 5: 13
- Level 6: 14
- Level 7: 15
- Level 8: 16
- Level 9: 17
- Level 10: 18
- Weapon Required: None
- Stat Required: None
- Level Required: 2
- Improves With: Dexterity (+1 Technology gained at 22 Dexterity; +1 Technology gained per 4 Dexterity after)
- Warm Up: 0
- Cool Down: 1
- Energy Required:
Bludgeon: Inflicts enhanced physical damage via the weapon's blunt end. Improves with strength.
- Energy Required:
- Level 1: 10
- Level 2: 12
- Level 3: 14
- Level 4: 16
- Level 5: 18
- Level 6: 20
- Level 7: 22
- Level 8: 24
- Level 9: 26
- Level 10: 28
- Weapon Required: Staff or Sword
- Stat Required: 16 Dexiterity (at lvl 1)
- Level Required: 2
- Improves With: Strength
- Warm Up: 0
- Cool Down: 2
- Energy Required:
Overload: Fires a lightning bolt with a 30% base chance to stun. Improves with dexterity.
- Energy Required:
- Level 1: 12
- Level 2: 14
- Level 3: 16
- Level 4: 18
- Level 5: 20
- Level 6: 22
- Level 7: 24
- Level 8: 26
- Level 9: 28
- Level 10: 30
- Weapon Required: Staff
- Stat Required: 16 Technology (+2 per level)
- Level Required: 2
- Improves With: Dexterity (+1 damage at 22 Dexterity; +1 damage per 4 Dexterity after)
- Warm Up: 0
- Cool Down: 2
- Energy Required:
Malfunction: Strike and reduce an enemy's technology during combat. Improves with support.
- Energy Required:
- Level 1: 14
- Level 2: 16
- Level 3: 18
- Level 4: 20
- Level 5: 22
- Level 6: 24
- Level 7: 26
- Level 8: 28
- Level 9: 30
- Level 10: 32
- Weapon Required: None
- Stat Required: 19 Strength at level 1 (+2 per skill level; 37 Strength at Max)
- Level Required: 5
- Improves With: Support (+1 Tech Reduction at 22 Support; +1 Tech Reduction per 4 Support after)
- Warm Up: 0
- Cool Down: 1
- Energy Required:
Reroute: Passively converts a percent of all damage received to energy (passive skill). Improves with none.
- Energy Required: 0 (passive)
- Conversion:
- Level 1: 12%
- Level 2: 15%
- Level 3: 18%
- Level 4: 21%
- Level 5: 23%
- Level 6: 25%
- Level 7: 27%
- Level 8: 28%
- Level 9: 29%
- Level 10: 30%
- Weapon Required: None
- Stat Required: 24 Technology (+2 per level)
- Level Required: 5
- Improves With: None
- Warm Up: None
- Cool Down: 0
Plasma Rain: Inflicts energy damage all enemy targets. Deals 85% damage if it hits multiple targets.
- Energy Required:
- Level 1: 14 (1) 22 (2)
- Level 2: 16 (1) 24 (2)
- Level 3: 18 (1) 26 (2)
- Level 4: 20 (1) 28 (2)
- Level 5: 22 (1) 30 (2)
- Level 6: 24 (1) 32 (2)
- Level 7: 26 (1) 34 (2)
- Level 8: 28 (1) 36 (2)
- Level 9: 30 (1) 38 (2)
- Level 10: 32 (1) 40 (2)
- Weapon Required: Staff or Sword
- Stat Required: None
- Level Required: 5
- Improves With: Dexterity (+1 damage at 24 Dexterity; +1 damage per 4 Dexterity after)
- Warm Up: 1
- Cool Down: 2
- Energy Required:
Assimilation: Strikes an enemy for 85% damage, absorbing some of their Energy.
- Energy Required: 0 (No Cost)
- Energy Steal (Progression depends on Character Level):
- Level 1: 5
- Level 2: 7
- Level 3: 8
- Level 4: 9
- Level 5: 10
- Level 6: 11
- Level 7: 12
- Level 8: 13
- Level 9: 14
- Level 10: 15
- Weapon Required: Staff
- Stat Required: None
- Level Required: 10
- Improves With: Strength (+1 Energy per 9 Strength)
- Warm Up: 0
- Cool Down: 3
Super Charge: Fires an energy charge; ignores 20% resistance; 30% life stealing. Improves with Technology.
- Energy Required:
- Level 1: 32
- Level 2: 35
- Level 3: 38
- Level 4: 41
- Level 5: 44
- Level 6: 47
- Level 7: 50
- Level 8: 53
- Level 9: 56
- Level 10: 59
- Weapon Required: Staff
- Stat Required: 24 Dexterity (+2 per skill level)
- Level Required: 10
- Improves With: Technology (+1 damage at 25 Technology; +1 damage per 5 Technology after)
- Warm Up: 3
- Cool Down: 3
- Energy Required:
Deadly Aim: Passively increases the damage of the equipped sidearm (passive skill). See Deadly Aim Scale.
- Energy Required: 0 (passive)
- Gun Damage Increase:
- Level 1: 5%
- Level 2: 8%
- Level 3: 11%
- Level 4: 14%
- Level 5: 16%
- Level 6: 18%
- Level 7: 20%
- Level 8: 21%
- Level 9: 22%
- Level 10: 23%
- Weapon Required: Side Arm
- Stat Required: 24 Support
- Level Required: 10
- Improves With: None
- Warm Up: None
- Cool Down: None
Removed Skills
- Super Charge (3 hits)
| Classes | |
|---|---|
| Starting Classes | Tech Mage - Bounty Hunter - Mercenary |
| Evolved Classes | Blood Mage - Cyber Hunter - Tactical Mercenary |


