Mage - Weavers of the Anguish

Arcanists who tap into the primordial energy released when the Titans clashed.

Mage - Weavers of the Anguish

Mage - Weavers of the Anguish

Ranged DPS / Crowd Control

Hard

When the Void Titan and Dark Titan destroyed each other, their clash released energy beyond comprehension. This energy-raw, chaotic, and infinitely powerful-became woven into the fabric of reality itself. Mages are those who learned to pull on these threads, to shape the Anguish into fire, ice, and lightning. It is dangerous work. The Anguish does not like to be controlled.

IntelligenceSpiritAgility

The Mage Tradition

"Every spell I cast is a negotiation with chaos. The Anguish wants to unmake reality. I convince it to burn my enemies instead. It is exhausting, terrifying, exhilarating work. Most mortals would call us mad. They're not entirely wrong."

  • Archmage Thelindra, High Council of Weavers

Origin of the Weavers

Before the gods existed, there were only two Titans. When the Void Titan and Dark Titan destroyed each other in the cataclysm called The Anguish, their clash released energy that defied description-raw creative and destructive power woven into the fabric of reality itself.

This energy was dangerous. It warped flesh, twisted minds, unmade matter. Most who encountered it went mad or died.

But some learned to listen.

The first Mages were not powerful beings seeking more power. They were scholars who heard patterns in the chaos, mathematicians who found equations in the destruction. They discovered that the Anguish, though chaotic, followed rules-rules that could be learned, if you survived long enough to learn them.

They called themselves Weavers, because that's what magic felt like: pulling threads of Titan energy from the cosmic fabric and weaving them into spells. It was dangerous. Many died. Many more went mad. But those who mastered the art became forces of nature themselves.

Philosophy of the Weave

Mages understand something other classes don't: power is never given. It is taken, at terrible risk, from forces that would destroy you if they could. Their philosophy reflects this fundamental truth.

The Weaver's Code
AttributeValueDescription
Knowledge Is SurvivalCore PrincipleUnderstanding the Anguish is the only defense against it
Risk Is AcceptableCore PrinciplePower worth having is power worth dying for
Control Is IllusionCore PrincipleWe do not control the Anguish; we negotiate with it
Madness Is NearCore PrincipleEvery Weaver knows the edge; the best never forget it

Titan Madness

The greatest danger to any Mage is Titan Madness-what happens when you draw too deeply from the Anguish. The symptoms begin subtly: obsessive thoughts, paranoid certainty, the feeling that the universe is speaking directly to you.

Then comes the transformation.

Mages lost to Titan Madness become avatars of destruction-beings of pure Anguish energy who can no longer distinguish friend from enemy, reality from chaos. They must be put down by their fellow Weavers. It is the most terrible duty in the arcane tradition.

Lore Connections

Arcane Foundations
AttributeValueDescription
Power SourceThe AnguishPrimordial Titan energy woven into reality's fabric
Divine PatronNoneThe Anguish predates and exceeds the gods
AcademyThe Spire of WeavingCentral academy in Arcania City
EnemyMorgathisHand of the Titan-raw Anguish given terrible form

Regional Ties:

  • Arcania City - The Spire of Weaving trains most Mages in the free lands
  • Various Schools - Each region has smaller academies with their own specialties
  • The Anguish Scars - Places where Titan energy bleeds through; dangerous but invaluable for research

Racial Affinities:

  • Humans - Adaptable minds can learn the complex theories required
  • Luminar - Their divine light filters the Anguish, making them safer but less powerful Weavers
  • Lilin - Some Dream-daughters have affinity for the chaotic energies
  • Darkan - Their Titan heritage gives them resistance; Darkan Mages are rare but terrifying

Class Relations

ClassRelationshipHow Mages View Them
PaladinNecessary AllianceTheir light is... comforting, if simplistic. We use the enemy's power against them; they carry the opposite. Together, we are effective. We try not to think too hard about the irony.
ClericComplementary ForceThey restore; we destroy. A Cleric's healing can save a Mage from the consequences of reaching too far. We value them more than we admit.
WarriorMutual RespectThey think we're insane for using Titan power. We think they're limiting themselves needlessly. But their discipline... we could learn from that. Many who master the Anguish have Warrior-like focus.
RangerCautious DistanceThe First World and the Anguish are... not friends. Our powers sometimes interfere with each other. Professional respect, personal distance.

Notable Figures

Archmage Thelindra

Current head of the High Council of Weavers and the most powerful mortal Mage alive. A Luminar who has mastered the art of filtering Anguish through divine light-a technique that makes her spells less raw but far more controlled. She has outlived ten generations of students and seen countless colleagues fall to Titan Madness. Her wisdom guides the arcane tradition through its darkest age.

Morgathis, Hand of the Titan

The enemy every Mage fears most. Morgathis is what happens when the Anguish fully claims a being-an avatar of pure Titan destruction serving as one of Alassa's Five Generals. Looking upon Morgathis is to see what every Mage risks becoming.

The First Weavers

Their names are lost-most went mad before they could record them. But fragments of their research survive, scrawled warnings and half-completed theories that form the foundation of modern magical study. To complete a First Weaver's work is considered the highest achievement in arcane academia.

Arcanist Vorn

A Darkan Mage who proved that Titan heritage grants resistance to Titan Madness. His techniques for managing Anguish exposure have saved countless Weaver lives. His current project: understanding how the Anguish Stone corrupts divine power, hoping to find a way to reverse Alassa's transformation.


Abilities

All Mage abilities can be leveled from 1 to 10. Higher levels increase effectiveness and reduce cooldowns.

Fireball

Type: Single Target / Fire

Hurl a ball of fire at an enemy, dealing fire damage.

LevelDamageManaCooldown
190 + (Magic Attack × 1.0)305s
2110 + (Magic Attack × 1.1)304.5s
3130 + (Magic Attack × 1.2)354s
4155 + (Magic Attack × 1.3)353.5s
5180 + (Magic Attack × 1.4)403s
6210 + (Magic Attack × 1.5)402.8s
7245 + (Magic Attack × 1.6)452.5s
8280 + (Magic Attack × 1.7)452.2s
9320 + (Magic Attack × 1.8)502s
10370 + (Magic Attack × 2.0)501.5s

Frost Nova

Type: Area / Ice / Control

Release a burst of frost around yourself, damaging and freezing nearby enemies.

LevelDamageFreezeRadiusManaCooldown
150 + (Magic Attack × 0.5)1.5s6m4018s
260 + (Magic Attack × 0.55)1.7s6m4017s
370 + (Magic Attack × 0.6)1.9s7m4516s
485 + (Magic Attack × 0.65)2.1s7m4515s
5100 + (Magic Attack × 0.7)2.3s8m5014s
6115 + (Magic Attack × 0.75)2.5s8m5013s
7135 + (Magic Attack × 0.8)2.7s9m5512s
8155 + (Magic Attack × 0.85)2.9s9m5511s
9180 + (Magic Attack × 0.9)3.1s10m6010s
10210 + (Magic Attack × 1.0)3.5s10m608s

Chain Lightning

Type: Multi-Target / Lightning

Strike an enemy with lightning that bounces to nearby targets. Each bounce deals 80% of previous hit damage.

LevelDamageBouncesManaCooldown
170 + (Magic Attack × 0.75)33510s
285 + (Magic Attack × 0.8)3359.5s
3100 + (Magic Attack × 0.85)4409s
4115 + (Magic Attack × 0.9)4408.5s
5135 + (Magic Attack × 0.95)5458s
6155 + (Magic Attack × 1.0)5457.5s
7180 + (Magic Attack × 1.05)6507s
8205 + (Magic Attack × 1.1)6506.5s
9235 + (Magic Attack × 1.15)7556s
10270 + (Magic Attack × 1.25)8555s

Meteor Storm (Ultimate)

Type: Area Attack / Ultimate

Call down meteors on a target area, dealing massive fire damage.

LevelDamageMeteorsRadiusManaCooldown
1200 + (Magic Attack × 1.25)310m120180s
2240 + (Magic Attack × 1.35)310m120170s
3280 + (Magic Attack × 1.45)411m120160s
4330 + (Magic Attack × 1.55)411m120150s
5380 + (Magic Attack × 1.65)512m120140s
6440 + (Magic Attack × 1.75)512m120130s
7500 + (Magic Attack × 1.85)613m120120s
8570 + (Magic Attack × 1.95)613m120110s
9650 + (Magic Attack × 2.05)714m120100s
10750 + (Magic Attack × 2.25)815m12090s

Playstyle

Mages are glass cannons-devastating damage, fragile bodies. Position is everything.

Combat Flow

Position at Range → Cast Opener → Build Charges → Manage Threat → Devastate with Ultimate

Mages must constantly balance damage output against survival. The most powerful spell means nothing if you die before casting it.

Starting Stats

AttributeValueDescription
Strength4The body matters little
Intelligence18Primary power source
Vitality8Fragile but focused
Agility10Survival through mobility
Spirit10Connection to the Anguish

Base HP: 100 | Base Mana: 200