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Magicians are master summoners, able to call elemental pets to do their bidding and to conjure useful items from thin air. Magicians are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.[1]

Elemental pets are at the heart of a magician's offensive strategy, and typically accompany a magician in all his adventures. This pet provides protection for its master, along with powerful attacks and special abilities. Magicians have a large selection of fire and magic-based damage spells, allowing them to mount a damaging magical assault in support of their elemental pet.[1]

Magicians have a wide range of summoning spells, allowing them to conjure such diverse items as food, weapons, armor, and magical jewelry. In battle, the magician can encase his entire group in a shield of fire, damaging any opponent that strikes them. Magicians also have spells that lower a monster's resistance to magic, allowing spells to damage them more easily.[1]

Magicians are a very focused class, sacrificing some diversity for power in their area of expertise. Magicians are able to adventure solo, but also provide value in a group situation. The magician is a good choice for players who enjoy managing a powerful pet and using a tightly focused spell selection.[1]


Magicians are a major pet class. Although mages have very good direct damage spells (nukes), their pets are of great importance.

Here is a description of the types of pets available:[2]

  • Air pet - The "All-Around" standard - Decent tank, decent damage.
Have much less AC than earth pets.
  • Earth pet - The best tank, but with lowered damage abilities.
Have the most AC of any pet for any class.
  • Fire pet - Artillery.
Have slightly less AC than air pets.
Do not have the active defense bonuses that air pets have.
  • Water pet - Rogue pets - Can survive a few rounds, but should not be tanking.
Have slightly less AC than air pets.
Do not have the active defense bonuses that air pets have.

Nukes and effect stacking[edit]