Mortal Online 2 Best Build for Mage – Character – Skills – Basic Gameplay

Mortal Online 2 Best Build for Mage – Character – Skills – Basic Gameplay 1 - steamsplay.com
Mortal Online 2 Best Build for Mage – Character – Skills – Basic Gameplay 1 - steamsplay.com

Mages are a complex and distinguished archetype in Mortal Online (both the original and the Remaster). This guide serves as a starting ground for making a totally 100% self-sufficient foot combat mage that is capable of solo gathering ALL of the materials they need, and capable of crafting 100% of gear. Emphasis is placed on survivability and mobility, while maximizing the benefits of being a mage.
 
 
Disclaimer: There is likely some unoptimal character choices. Since the meta around the game evolves constantly and there is always changes, take this guide with a grain of salt and use good judgement if you want to make changes. This guide was drafted on 1 November 2021 for patch 0.1.9.10.
 
 

Introduction

Mages are a complex and distinguished archetype in Mortal Online (both the original and the Remaster). This guide serves as a starting ground for making a totally 100% self-sufficient foot combat mage that is capable of solo gathering ALL of the materials they need, and capable of crafting 100% of gear.
 
 
Mortal Online 2 Best Build for Mage - Character - Skills - Basic Gameplay - Introduction - 254D048
 
 
Disclaimer: There is likely some unoptimal character choices. Since the meta around the game evolves constantly and there is always changes, take this guide with a grain of salt and use good judgement if you want to make changes. This guide was drafted on 1 November 2021 for patch 0.1.9.10.
 
 
Special thanks to Apsalar for helping theorycraft, giving feedback, and developing specific portions of this build.
 
 
 

Character Build

Clade:
 
Pureblood Sheevra.
 
 
You can adapt this build to other clades, but it is specifically designed for Sheevra.
 
 
Attributes:
 
Age: 31
 
Size: Minimum
 
Strength: 30 or 25 or or 15. (We’ll get to WHY in the Equipment section)
 
Dex: 112
 
Constitution: 101
 
Psyche: 60 or 64 or 74. (Dependent upon Str choice)
 
Intelligence 104 if Str is 30, 105 if Str is anything lower.
 
 
Mortal Online 2 Best Build for Mage - Character - Skills - Basic Gameplay - Character Build - A0338E5
 
 
There is some slight leeway with this build. Int could be lowered to 104, strength can be modified to use specific weapons, and dexterity could be lowered to 110 to put into pysche or int.
 
 
There are alternative builds that may be used, particularly an age 31-35 Sheevra which is FAT weight instead of stout. It is slower than the above build on foot, but it has a non-negligible increase in mana pool. Utilizing a build like this would require a fine tuning of stats/attributes/skill points in order to make it work.
 
 
 

Clade Gifts

Mortal Online 2 Best Build for Mage - Character - Skills - Basic Gameplay - Clade Gifts - 23B86B3
 
 
One change some people might want to make is dropping the skinning or dendrologist gifts for the “True Sight” +5% weakspot. Do not do this. After testing approximately 100 head hits with the daggers this build uses, not a single weakspot was recorded. The weapon this build uses is not capable of weakspot hits.
 
 
 

Action Skills

Disclaimer: This section will likely change A LOT with upcoming balance and content updates.
 
 
Action Skills:
 
 
Vitalism 100
 
Mental Training 100
 
Mental Offense 100
 
Blocking 100
 
Defensive Stance 100
 
Aggressive Stance 100
 
Sprinting 100
 
Armor Training 6*
 
Survival 50*
 
Controlled Riding 100
 
Combat Manouvering 100
 
Endurance 50
 
Taming 50*
 
Creature Control- 16*
 
Daggers 100
 
Ecumenical 79*
 
 
Notes:
 
 
Armor training 6 can be modified to meet the needs of your build and desired armor weight. With 30 strength and 6 armor training you can use 5.04 weight gear. Ideally you should use weight 5.00 armor or less.
 
 
Survival 50 is sufficient to swim quickly in the water and underwater, especially paid with the Alvarin “Naiad” clade gift.
 
 
Controlled riding 100 is mandatory due to the size of the world. If you want to go pure foot, substitute taming, creature control, and controlled riding for maximizing aggressive stance, endurance, and survival.
 
 
Taming 50 allows for taming of all horse types. Further points is a waste.
 
 
Creature control 36 allows for the use of level 125 horses with only 10 mammalia lore. Should you decide to use 100 mammalia (as opposed to 100 arthropoda), this can be lowered to 16.
 
 
Ecumenical 79 is sufficient for corrupt, fireball, greater heal, lesser heal, flamestrike, and purify. I do not value fulmination as it can be purified easily. The main offensive spell for burst should be flamestrike. The main mana efficient spell for damage is outburst. Tinker with your ecumenical level to meet the minimum requirements for the spells you like most.
 
 
 

Profession Skills

Profession Skills:
 
 
Arthropoda 10*
 
Mammalia 100*
 
Reptilia 10*
 
Shield Crafting 100
 
Botany 100
 
Advanced Dendrology 100
 
Metallurgy 100*
 
Textile Lore 100
 
Weapon Crafting 100*
 
Basic Blade Crafting 100*
 
Armorcrafting 100
 
Soft Armor Crafting 100*
 
Pet Equipment Crafting 100
 
Horse Equipment Crafting 100
 
 
Notes:
 
 
Arthropoda, Mammalia, and Reptilia lores are NOT NECESSARY for this build. Skinning with full material lores + 10 zoology lore yields ~63% compared to full lores. Spending 270 points for butchery yields is not ideal, and this build is tight. Mammalia is kept at 100 just to lower creaturte control cost in the Action tree. If desired the build can be tinkered to allow for mammalia to be dropped to 0. The Faunist clade gift offsets the low zoology lores. Also should reptile or arthropod mounts be released, mammalia can be easily replaced with those lores since those synergize better with the armor materials.
 
 
Metallurgy 100 is necessary for crafting maximum skill level cuprum daggers. While we have no way to extract cuprum from rocks, it is available in the world without trading other players. This will be covered in the gear section.
 
 
Weaponcrafting 100 and Basic Blade Crafting 100 are all that is needed for Risar Weapon Head and Risar Weapon Handle Crafting. These skills are what we use to make our daggers.
 
 
Soft Armor Crafting 100 is all that is needed for our armor sets. Anything that requires lamellar or plate crafting is too heavy for a mage.
 
 
 

Equipment

Gear is what this entire build is tailored around. Armor weight, weapon strengths, and access to resources are the primary motivators for profession lores. As material balance changes and new resources are added, gear optimization is bound to change. This section is more of a template rather than a perfect guide.
 
 
Weapon: The dagger is the biggest game changer that mages have ever had in the history of Mortal Online. With this specific build, Risar Head/Risar Handle is the optimal dagger. It does NOT weakspot, but it hits really high, and doesn’t cost much strength. The downside of daggers is range. As the dagger is meant to be a PvE tool and a last resort weapon for PvP, your philosophy of use determines exactly what type of dagger you want to use. Your specific strength level determines
 
 
Sample recipes:
 
 
All daggers are comprised of three parts, the core, the grip, and the head. The core and grip material choices mostly affect durability and are largely irrelevant. The blade is where the bulk of the stats originate from.
 
 
Head: This being the most important part also impacts your character build choices. Your strength level comes in 3 separate tiers: 30, 25, and 15.
 
 
30 strength: cuprum head. Cheap as hell, and can hit for high 60’s on creatures. Costs the most in terms of mana loss due to losing out on psyche.
 
30 strength: tungsteel head. Expensive as hell and the best in slot with our profession lores.
 
25 strength: steel head. An acceptable way to have more mana at the cost of no access to cuprum. Better than cuprum, naturally.
 
15 strength: crepite. This allows you to do 30’s on creatures very quickly while retaining 100% of your maging ability. Do this if you plan to never use daggers for pvp.
 
 
Core: I personally use Ironwood for all of my daggers because I have access to it and it gives an acceptable level of dura, but realistically bron will give you the biggest bang for your buck if you have access to it.
 
 
Grip: Silk is the easiest material to use that doesn’t cost a fortune and gives good dura. Quality leather is acceptable too since it is very close to silk without any real consequences Platescales are theoretically the best in slot, but this specific build does not have scales lore.
 
 
An example dagger that I use:
 
 
Ironwood/Silk/Cuprum. Hits for 20’s and up on plate armor. I have literally used this to kill foot fighters in a 1v1.
 
Ironwood/Silk/Steel. Better than cuprum, but expensive and I do not have a reliable way of acquiring it.
 
 
Tailor your dagger to your strength level and specific needs. Note that 15 strength daggers are not nearly as PvP viable as 25 or 30 strength. I personally run 30 strength because I can use cheap cuprum to farm most monsters easily for cheap, it allows me to kill nak*d fighters EASILY, I can kill enemy horses quickly with it, and I can shank other mages fast mode. Seriously, it is a viable PvP weapon with little points cost while allowing me to retain 95% of maging capabilities.
 
 
Here is a screenshot of a recent murder I partook in versus a mage in horned scale ranger armor and a shield.
 
 

 
Mortal Online 2 Best Build for Mage - Character - Skills - Basic Gameplay - Equipment - 664E207
 
 
And killing a well known foot fighter in a 1v1 using mage armor and a dagger.
 
 
Mortal Online 2 Best Build for Mage - Character - Skills - Basic Gameplay - Equipment - B2F9302
 
 
Do not underestimate the killing capabilities of a dagger in pvp.
 
 
Armor: I am still doing lots of research into what works. 100%/100% Arthropode Carapace/Silk (40.28 pierce) is better than horned scales but a bit heavy. 0%/100% Arthropode Carapace/Silk is 5.04 weight and gives acceptable defense (36 pierce).
 
 
With 30 strength and 6 armor training, you can wear Kallardian padded 100%/100% Arth/Silk helmet with 0%/100% Arth/silk chest, arms, and legs. If you have access to ranger armor this is likely a better option.
 
 
Again, still exploring armor options so use your best judgement when deciding what armor to wear.
 
 
Shield: Hands down the best wood for shields are ironwood. Ironwood/Tungsteel/Ironwood is objectively the highest defense rating, but we don’t have access to that even if we have the lores. Ironwood/Bron/Ironwood is a good alternative. The most common “cheap” shield would be Ironwood/Arthropode Carapace/Ironwood.
 
 
For the shield style, Heavy Round Shield/Lion Frame is the biggest and highest durability. I prefer the full boss frame over the Lion Frame for looks, though.
 
 
 

Reagents

Reagents:
 
The main reagents you need are water, ichor, sulfur, nitre, cuprum, rock oil, and coal. Most of these are obtained from world chests, and some are more scarce than others.
 
 
Water – Bodies of water like rivers and lakes. Some towns have wells to pull it from.
 
Ichor – Magic vendor. World chests.
 
Sulfur – Magic vendor. World chest. Pickable in some cities such as Meduli.
 
Nitre – Magic vendor. World chests. Nitre crystals in some cities.
 
Cuprum – World chests. Some NPCs like Gravekeeper drop. Not much is needed as it is only for greater heal, which should be used sparingly. Lesser heal is much more mana efficient and should be used proactively instead, so cuprum will be conserved.
 
Rock oil – Magic vendors. World chests. Extraction.
 
Coal – World chests. Brute force crush Calx with no lores. You do not need much of this, as the spell is only for flamestrike which is meant to be a finisher.
 
 
Naturally resources like coal and cuprum are much easier to acquire when playing in a group. This build is intended to be completely self-sufficient, so the alternative requisition methods are listed. The good news about these coal and cuprum is you only need them sparingly. With the Thaumaturge clade gift, reagent usage is cut in approximately half anyway.
 
 
 

Hotbar

Mortal Online 2 Best Build for Mage - Character - Skills - Basic Gameplay - Hotbar - D22AC0C
 
Your hotbar setup is entirely personalized to you. Use your best judgement and what works best for your playstyle when outlining your hotbar. The picture above just demonstrates an example of what has been effective in the past. All of the common and high value spells are closest to the movement keys for easy access.
 
 
The most notable utility gained from this setup are the binding of Purify and Lesser Heal to the Q and E keys respectively. This allows for quick access with little finger movement to two of the most critical spells in game. With a setup like this, self cast needs to be rebound to another key, preferably one which is close by (such as C).
 
 
Also you will notice that I have all of my 1-8 spells rebound on the 2nd bar to use shift+key. This is because releasing a spell when sprinting works a lot better when these are double bound.
 
 
 

Playstyle

Your specific playstyle is dependent on a ton of different things. The initial theorycraft behind this build was giving mages tools for PvE while also having a last resort for PvP should the mana pool run dry. When you are attacked in a group fight, you should be utilizing your mobility, clade gift abilities, and your speed to survive. Finishing off low HP enemies, nakeds players, or using it to help with damagewhile conserving mana are completely valid uses of this build.
 
 
Ideally you should maximize the use of your magery before jumping into a fight. You are more valuable as a healer, corruptor, and ranged burst character than you are as a ghetto hybrid with a dagger. The dagger is there to give you self-sufficiency and options when the mana tank is empty.
 
 
 

Conclusion

With this build your character is versatile, you have tools, and you are self-sufficient. There is an incredibly deep pool of knowledge you can use to maximize the effectiveness of your character and make you a valuable member of a group. It also allows a much higher level of solo play than a traditional pure mage.
 
 
Do not be afraid to modify this build. It is a broad template, and what works best for me may not work for you. New discoveries and tactics emerge constantly, and you might find something that gives you an extra edge. Remember the philosophy of play: you are a mage first and foremost, and you just have access to lethal melee tools. Use your shield for surviving. Use your dagger for utility and as a last resort. Should you have access to materials other than what you can be self-sufficient with, modify your build to account for it. For example, if a guild mate supplies an endless amount of horses, drop taming and add those points to endurance or survival!
 
 
If you have any feedback please feel free to post here or message me on discord (Diph#6393). Special thanks to Apsalar for helping with a lot of the material and bouncing ideas back and forth.
 
 
If you liked my work and want to support me, here are my crypto addresses:
 
 
Algorand: LPOAATKAXY562JUSNUBYGPRRWQYROCDFDN5PPXTYYXNWBYBOG7FSNSWJMU
 
Bitcoin: 189rDFy2K1GAz9zeXW9ax1TTmSrknEjF99
 
Ethereum: 0x161a55Fde8E7a5Cee97E57a97Aa29876E199a39e
 
Litecoin: LWfP4JqWyrGA3r7VjTDHoTMiK52EqrRZFb
 
 

Written by Diph

 
 
Here we come to an end for Mortal Online 2 Best Build for Mage – Character – Skills – Basic Gameplay hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
 


2 Comments

  1. IMO you need to drop one of those primaries (like aggressive stance) for Spiritism. Spiritism is simply too good not to have for anyone with a mana bar 150+ It allows you to res people, fire mental projectile (amazing for horse sniping in mounted combat) and it allows you to go into the spirit realm and scout living players as a ghost. Example, you go to the Risar Dungeon, go into the spirit realm, and scout it out for your team. Absolutely unacceptable IMO not to have it if you ever play with other people. If all you do is play solo, MAYBE I can see not having it. I asked a guy why he didn’t have it and his serious answer was “I can’t res myself” ROFL… this is mainly a team game. (and yes he wanted to group) I would also fit in mounted Magery, you need to be able to heal your horse and other peoples in mounted combat. I would also get int to 110 personally but the rest looks good and I agree with.

  2. Yo isn’t more profitable to ditch pet gear crafting ( and buying it ) and keep anthropod + mamal 100 ( and make arth cara +iron wool ranger armor ) and butchery appliance ( for easier mats and money )

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