The Diablo 2 Wiki
The Diablo 2 Wiki archive is available for anyone looking for information on Diablo 2. All information here is pre-D2R but contains a lot of useful information that is still relevant. Updated sections for new D2R features can be found on the PureDiablo Diablo 2 section

Mage

From Diablo 2 Wiki
D1-mon-mages.jpg

Mages are Demons.

Mages are found only in the hell levels (with one quest boss exception) and attack with a variety of magical spells. Mages do not walk, nor possess any melee attacks. They can only teleport and shoot fire or lightning spells at a distance. They use the magic-damage Flash spell at melee range, which does much less damage than their ranged attacks.

Ranged attackers, especially Rogues, find Mages very easy, since mages have low hit points, low armor, and do not move to attack. Spell casters have more trouble since they must get closer to Mages to kill them (except when using Fireballs). Golems can be of great help. Melee fighters usually find Mages very annoying, due to their technique of teleporting to safety when menaced at melee range. Taking out Mages without a melee weapon fast enough to stun lock them is vexing; even more annoying than dealing with Succubi. Mages can be herded into corners, but it's difficult since they may teleport further than expected. Telekilling works very well on them, though.


Statistics

  • Stats are listed by Normal / Nightmare / Hell difficulty levels.
  • MFL: Magic / Fire / Lightning.
    • I = Immune
    • R = Resistant (75%)
    • - = no resistance or immunity to that element
      • No monsters in Diablo or Hellfire have any physical resistance or immunity.
  • IntF = Intelligence Factor. Values are from 0-3; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D. 

Name

Dungeon LevelMonster LevelIntFExperienceMFL
Counselor8* 13-1425 / 40 / 55O D3876 / 9752 / 19,504RRR / RRR / RRR
Magistrate14-1527 / 42 / 571 D4478 / 9752 / 19,504RIR / RIR / IIR
Cabalist1529 / 44 / 592 D4929 / 10,956 / 23,716RRI / RRI / IRI
Advocate15** 1630 / 45 / 603 D4968 / 11,936 / 23,872IRI / IRI / III
  • *Zhar the Mad is quest monster Counselor who has the special ability to shoot Fireballs (rather than Firebolts). He's found on level 8 (single player quest only).
  • **Advocates are only found on level 15 in multiplayer; 4 of them are located within Lazarus' altar room.
    • Advocates are not found on level 15 in single player, but are found on Lazarus' special sub-level (single player only).


Combat Stats

All mages have the ability to cast Flash, which deals magical damage. This spell is only cast when a character (or golem) is at melee range, and their Flash spells deal very low damage.

  • Counselors cast Firebolts as their primary attack. (Fire damage.)
  • Magistrates cast Charged Bolt as their primary attack. (Lightning damage.)
  • Cabalists cast Lightning Bolt as their primary attack. (Lightning damage.)
  • Advocates cast Fireball as their primary attack. (Fire damage.)

The listed damages for the mages in Jarulf's Guide are meaningless numbers, and do not correspond to the damage of their spells in the game. We've listed those useless numbers again here... well, we're not quite sure why. Trivia?

A general guide: Counselors can be largely ignored by any character with good fire resistance, except in huge concentrations. Magistrates are not very damaging to characters with lightning resistance, but their bolts can be annoying since they bounce around and linger for so long, and because they cause characters to react with their hit animation, which interrupts the combat. Cabalists aren't very damaging with their lightning bolts, but can be dangerous in large groups. Advocates are the real danger, even to characters with maximum fire resistance. Warriors and Sorcerers can survive fairly well with their high hit points and magic (and mana shield) but Rogues, and Hellfire Monks and Bards must be very careful not to get popped by 3 or 4 Fireballs in close sequence, since they can deal upwards of 100 damage each.

Name

Hit Points (Diablo, MP)HPs (Hellfire, SP)ACTo/HitDamage
Counselor70 / 256 / 28335 / 155 / 1900 / 50 / 8090 / 175 / 2108-20 / 20-44 / 38-86
Magistrate85 / 256 / 34342 / 176 / 2680 / 50 / 80100 / 185 / 22010-24 / 24-52 / 46-102
Cabalist120 / 361 / 48360 / 230 / 3400 / 50 / 80110 / 205 / 23014-30 / 32-64 / 62-124
Advocate145 / 436 / 58372 / 266 / 3880 / 50 / 80120 / 215 / 24015-25 / 34-54 / 66-106


Movement Speed

Characters walk at 0.4 speed. See the Diablo Characters page other swing speeds, casting speeds, and other useful character speed break points.

  • Mages do not walk; they only move by teleport, usually when they are threatened by melee attacking characters.
    • The 1 second value is for their fade in/out animation.
  • Since mages hit recovery time is 0.40, attacks must be faster than this to stun lock them so they can not teleport. This is why Warriors need a sword of speed/haste, and why rogues can not stunlock mages with any melee weapon (but can with bows).

Name

Walk timeHit Recovery TimeAttack TimeHit Time
Counselor0.05 / 1.00.401.000.40
Magistrate0.05 / 1.00.401.000.40
Cabalist0.05 / 1.00.401.000.40
Advocate0.05 / 1.00.401.000.40