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A class skilled in technology and effective with energy based weapons.

Starting stats

  • Experience: 0/40.
  • Faction: no affiliation.
  • Rating: 0/500.
  • Health: 42.
  • Energy: 48.
  • Strength: 18.
  • Dexterity: 19.
  • Technology: 24 + 3.
  • Support: 19.
  • Focus: no bonus.
  • Primary: 4-5 + 13 (Energy Damage).
  • Sidearm: none.
  • Auxiliary: none.
  • Defense: 6-8.
  • Resistance: 10-12.
  • Credits: 225.
  • Equipped weapon: Apprentice Staff (Energy Staff; +13 Damage).

Skills

Field Medic

Level Energy Required Heals
1 17 24
2 19 27
3 30
4 33
5 36
6 39
7 42
8 44
9 46
10 48
  • Tooltip: "Restores your health or an ally's health during combat."
  • Weapon Required: none.
  • Stat Required: none.
  • Level Required: 1.
  • Improves With: Support.
  • Warm up: 0.
  • Cooldown: 3.

Defense Matrix

Level Energy Required Defense Points
1 10 7
2 12 10
3 13
4 16
5 18
6 20
7 22
8 23
9 24
10 25
  • Tooltip: "Increases physical defense for you or any ally during combat."
  • Weapon Required: none.
  • Stat Required: none.
  • Level Required: 1.
  • Improves With: Support.
  • Warm up: 0.
  • Cooldown: 2.

Plasma Bolt

Level Energy Required Strength Required Energy Damage
1 15 16 24
2 17 18 27
3 19 20 30
4 21 22 33
5 23 24 36
6 39
7 42
8 45
9 48
10 51
  • Tooltip: "Fires a bolt of energy damage at an enemy target."
  • Weapon Required: staff.
  • Stat required: 16 Strength.
  • Level Required: 1.
  • Improves With: Technology.
  • Warm up: 0.
  • Cooldown: 2.

Technician

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  • Tooltip: "Improves technology of an allied character during combat."
  • Weapon Required:
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  • Level Required:
  • Improves With:
  • Warm up:
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Bludgeon

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  • Tooltip: "Inflicts enhanced physical damage using the staff's blunt end."
  • Weapon Required:
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Overload

Level Energy Required Energy Damage
1 14 21
2 16 24
3 27
4 30
5 32
6 34
7 36
8 38
9 40
10 42
  • Tooltip: "Fires a bolt of lightning with a 30% base chance to stun the enemy."
  • Weapon Required: Staff.
  • Stat required: none.
  • Level Required: 2.
  • Improves With: Dexterity.
  • Warm up: 0.
  • Cooldown: 2.

If you stun an enemy, you will get a free turn immediately after using Overload.

Malfunction

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  • Tooltip: "Strike and reduce an enemy's technology during combat."
  • Weapon Required:
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Reroute

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  • Tooltip: "Passively converts a percent of all damage received into energy."
  • Weapon Required:
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Plasma Rain

Level Energy Required Energy Damage
1 14 (1 enemy), 26 (2 enemies) 23
2 26
3 29
4 32
5 34
6 36
7 38
8 40
9 42
10 44
  • Tooltip: "Rains energy damage down upon all members of the enemy team."
  • Weapon Required: Staff.
  • Stat required: none.
  • Level Required: 5.
  • Improves With: Technology.
  • Warm up: 1.
  • Cooldown: 2.

Deals damage, but cannot be used on the first turn. In fights against two enemies, it will automatically use the most energy it can and attack both targets. This makes it difficult to use in 2v2 fights, unless your partner is another tech mage with Plasma Rain.

Super Charge

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  • Tooltip: "Fires an energy charge; ignores 20% resistance; 30% life stealing."
  • Weapon Required:
  • Stat required:
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  • Improves With:
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Deadly Aim

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  • Tooltip: "Passively increases the damage of the equipped sidearm."
  • Weapon Required:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

Builds and combat orders

Energy build
  • Level 2: 28 technology (+1 damage, +1 resistance) and 1 Overload. Strike until you can get the enemy down to where an Overload and a Plasma Bolt will kill them (about 30 Health).
  • Level 3: 30 technology, 44 Health, 50 Energy, and 2 Plasma Bolt. Strike until you can get the enemy down to where an Overload and a Plasma Bolt will kill them (about 30 Health).
  • Level 4: 31 technology, 20 strength, 52 Energy, and 3 Plasma Bolt. Strike until you can get the enemy down to where an Overload and a Plasma Bolt will kill them (about 30 Health). If you have enough Energy (if you followed the build), at level 4 you can also open up with an additional Plasma Bolt, then use Strike to get the enemy down to 30 Health.
  • Level 5: 50 health, 54 Energy, and 1 Plasma Rain. Open with Plasma Bolt, follow up with Plasma Rain, then Plasma Bolt again. If the enemy is prone to healing itself, strike until you get it down to about 30 health before using Plasma Rain and Plasma Bolt for the second time.
  • Level 6: 56 Energy, 32 technology, 22 strength, and 4 Plasma Bolt. Open with Plasma Bolt, follow up with Plasma Rain, then Plasma Bolt again. If the enemy is prone to healing itself, strike until you get it down to about 32 health before using Plasma Rain and Plasma Bolt for the second time.
  • Level 7: 62 Energy, 52 Health, and 1 Bludgeon.

This build gets devoured by Bounty Hunters with EMP grenade. Its best to use all of your skills immediately when fighting one with that ability.

  • Another comment.

-Tech mages make me fear when they use malfunction. It is really good idea to use support+hp+conversion+malfunction+ deadly aim build.

-For 2vs2 I often start it when my character level is 5 to use plasma rain and then improve it until it is maximum.

-Best result: win:loss 4:1. *until lvl 13

-Tech mage is the class that really needs high hp which I recommend you to improve it at first 5 levels.

-Many tech mages at level 25+ tend to use malfunction+plasma shot(60+ damages)+conversion+hp build.