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Sacred Battle Mage Guide v1.0 - Matt P
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Sacred Battle Mage Guide

by Matt P   Updated to v1.0 on
Sacred Battle Mage Guide
Version 1.
By Matt P

Please email me for permission to post this FAQ on other websites and 
definitely email me if you have insight into effective use of the battle mage, 
especially with regards to spells.

Sacred is copyright Ascaron entertainment.  It's a decent price dungeon hack 
similar to Diablo 2.  

  Of all the characters in Sacred, the battle mage is the closest to a pure 
magic user.  He has no combat arts and his entire ability set consists of 
spells.  Nonetheless, the battle mage is a potent warrior, and is one of the 
easiest starting characters for a person new to Sacred.  Whether raining down 
fire, meteorites, or ice on his enemies, the battle mage consistently comes 
out ahead of his foes.  That said, the battle mage has an astounding set of 
spells and skill choices, and not all of them are created equal.  This guide 
will detail the spells, skill choices, ability point distribution and 
equipment that are most ideal for a magical powerhouse.

  Fundamentally, there are two ways to play a battle mage in Sacred- a magic-
focused battle mage or a magic-supplemented battle mage.  One could also play 
as a weapon-focused battle mage, but that is not recommended.  A battle mage's 
strength lies in the versatility of his spells.  This guide will mainly cover 
the basics for a magic-focused battle mage as that is the character with which 
I am most familiar.  When possible I will add notes detailing the magic-
supplemented battle mage.

  The magic-supplemented battle mage must balance themselves more than the 
magic-focused battle mage, making for a significantly more difficult character 
to manage.
Ability point distribution.
  The battle mage has the same set of skills as all other characters.  
However, the battle mage gains a decent number of mental regeneration points 
per level up, consistent with his starting value of mental regeneration.  Note 
that all characters gain 10% of their starting point value in a skill per 
level up.  This amount is rounded to the nearest point, so a character will 
double their starting values per 10 level ups (at level 10, the character will 
have about double the starting points, at level 20, they will have triple, 30-
quadruple, and so on).  A list of modifiers from abilities follows.  The exact 
values resulting from each ability point will be detailed later.

Ability name (starting value): Modifiers from skill, recommendation.

  Strength (16): Increases your health by a few HP, your attack rating, your 
defense rating, and your physical damage.  May be useful if you are playing as 
a magic-supplemented battle mage.  Magic-focused battle mages should 
concentrate their points elsewhere.

  Endurance (15):  Increases resistances and perhaps some damage.  Really not 
worth it for the battle mage.  Put your points elsewhere.

  Dexterity (20): Increases your attack rating, your defense rating, and some 
damage. May be useful if you are playing as a magic-supplemented battle mage.  
Magic-focused battle mages should concentrate their points elsewhere.

  Physical Regeneration (14): Increases your health by a few HP, increases the 
rate at which you regain health, decreases combo recovery time, increases some 
resistances.  Again, not too worthwhile for a battle mage.  The biggest bonus, 
the decrease to combat art recovery time, is not useful to a battle mage since 
they don't have any combat arts.  Note that adding a few points by items will 
make your spell Reiki better, but save your ability points for other 
  Mental Regeneration (30):  Increases spell damage and decreases spell 
recovery time.  The main ability for battle mages.  Magic-focused battle mages 
should dump all of their points here, magic-supplemented battle mages should 
place about half here, if not more.  This ability allows you to keep your main 
killing power, your spells, in check and powerful.  Also, every point you have 
in this skill is significantly multiplied in strength due to magic lore and 
meditation skills.  

  Charisma (10): Decreases item prices and increases poison damage.  Gold is 
plentiful, you'll probably end up with several million before completing 
bronze, especially if you pick up a lot of items.  The battle mage also 
doesn't focus on poison, so that bonus is pretty useless.  Put your points 

Recommendation summary: Nearly all ability points should go into mental 
regeneration, unless you have a very specific character build in mind.
  The battle mage has two skills initially available to him.  These two are 
the staples of the battle mage and should be the focus of your standard magic 
user.  Note that all skills max out at 255, so max out your skills at about 
200 or so, as items can boost you to 255 without too much hassle.  Many skills 
increase other abilities by a fixed percentage.  If a skill is described as 
having "sizeable" return rate, then adding points to the skill is almost 
always beneficial.  Skills with a "slow" return rate still increase after 
reaching a specific point, but do so at a very slow rate.  Examples will 

  Meditation: Increases the magic spell regeneration rate of your battle mage.  
The return rate for this skill is sizeable, and will make your spells go from 
recharge rates on the orders of 5-10 seconds to about 1/3 of this.  Try to add 
about 1 point per level up to this skill.
  Magic Lore:  This skill increases the damage output of your spells.  The 
return rate for this skill is also sizeable, with a percentage bonus 
approximately equal to the meditation bonus.  If your fireball normally does 
2000 damage, then having ~100 points will increase the damage output to about 
7000, if not more.  That's pretty dang good.  Also try to add about a point 
per level to this skill.

At level 3, eight more skills become available:
  Fire Magic:  Increases the regeneration and casting rate of fire spells.  
This means that you can launch more spells as the between-spell duration 
(cool-down period) is decreased.  A slow return skill that maxes out at about 
50 points (~100% increase).  Choose one or two of these element specific 
skills and keep it at that.  Fireball fiends will want this skill.
  Air Magic: Increases the regeneration and casting rate of fire spells.  This 
means that you can launch more spells as the between-spell duration (cool-down 
period) is decreased.  A slow return skill that maxes out at about 50 points 
(~100% increase).  Choose one or two of these element specific skills and keep 
it at that.  Lightning fiends will enjoy this skill.
  Water Magic: Increases the regeneration and casting rate of fire spells.  
This means that you can launch more spells as the between-spell duration 
(cool-down period) is decreased.  A slow return skill that maxes out at about 
50 points (~100% increase).  Choose one or two of these element specific 
skills and keep it at that.  Ice mages will want this skill.
  Earth Magic: Increases the regeneration and casting rate of fire spells.  
This means that you can launch more spells as the between-spell duration 
(cool-down period) is decreased.  A slow return skill that maxes out at about 
50 points (~100% increase).  Choose one or two of these element specific 
skills and keep it at that.  Meteor bombers will appreciate the faster cast 
  Weapon Lore: Increases the damage done from weapons.  The return rate for 
this skill is sizeable, on par with magic lore.  Still, unless you really want 
to use your weapon a lot, don't put too many points in this skill.  That said, 
it's a better skill than the next two weapon-specific skills.  Plus, some 
enemies will be invulnerable to magic, especially later in the game.  You will 
want to do physical damage to them.
  Sword Lore:  Increases the attack rating and attack speed of swords.  Skip 
it, what do you do if you find that nice staff with a big bonus to your magic 
skills?  Finally, there are some interesting unique items that don't count as 
swords but really add to your skills. 
  Long-Handled Weapons:  Increases the attack rating and attack speed of 
staves and spears.  Skip it, what do you do if you find that nice sword with a 
huge bonus to mediation and item finding chance?
  Riding:  Allows you to ride stronger horses.  If you don't take this skill, 
then horses won't be useful to you after bronze.  Light nags die way too 
easily.  However, you can survive perfectly well without a horse, and putting 
the points you would have spent on this skill into something more useful.  If 
you boost your speed by a few points, you'll move as fast as a horse anyway.  
I say skip it.

Level 6: 
  Agility: Provides an increase to your attack and defense rating.  Provides 
an especially sizeable bonus to your defense rating.  Not too bad, although 
parrying is similar.  Magic focused battle mages may find parrying somewhat 
better.  Of course, both can help.

Level 12: 
  Trading: Increases stock and decreases item prices of merchants.  Without 
this skill merchants will pretty much never carry rare items.  Battle mages 
also get a potent item set that increases this skill by 10 (and more), and 
this set is pretty common.  However, this skill must be at about your level in 
order for the merchants to consistently provide a nice inventory.  Taking this 
skill will help you never have to worry about money. 

Level 20:
  Constitution: An excellent skill that enables you to survive for longer by 
increasing your HP and your HP regeneration rate.  Definitely worth it.  Don't 
focus on it, but do take it.

Level 30:
  Disarming: Provides a chance of disarming an enemy while attacking them.  
Disarmed enemies drop their weapons and are much weaker.  However, the weapons 
they drop are usually low level white items.  Also, the battle mage has a 
spell that has a chance of disarming opponents anyway, whirlwind.  Skip it.
Level 50:
  Parrying:  Increases defense rating, especially with a shield.  Choose at 
least one of agility or parrying.  Your choice.

Summary: The battle mage gets to choose six skills out of a total of 13.  Some 
are clearly better than the rest (constitution).  Others leave something to be 
desired (riding, disarming).  Choose carefully.
  General advice: You will want to focus mainly on two-three classes of 
spells.  Generally, if you're playing a magic-focused battle mage, select one 
main single damage spell, one group damage spell, and a few fun spells.  
Magic-supplemented battle mages will tend to prefer defensive spells.  Most 
all battle mages will want an active ghost meadow for the majority of 

  Fireball: Fires a ball of flame at enemies.  Most of the time only strikes 
one enemy, but if you aim the fireball just right, you can hit multiple 
enemies, especially if they are stacked on top of each other.  Easily tamed to 
produce high damage with a fast regeneration time.  You start with a point in 
this spell.  Increasing the level increases the damage done by about 100 
damage per level, plus or minus bonuses from mental regeneration and magic 
lore.  This spell also has excellent range, so even if you miss hitting an 
enemy, you will often hit an enemy 2-3 screens away.  
  Flameskin: surrounds you with fire, damaging enemies who get close enough to 
melee you.  Also burns enemies' arrows.  Doesn't do much damage, and it's 
probably better just to smack your enemies down with spells than cast this 
one.  Mostly useful for magic-supplemented battle mages.
  Purgatory: Summons up a damaging, slow-moving wall of fire that follows your 
enemies.  Way too slow for most battles to be useful.  Can be nice when 
fighting dragons or undead, but that's too much specialization for my tastes.
  Fire Spiral: Casts an expanding ring of fire that expands and sets anything 
that gets near to you on fire.  Damages enemies frequently (every few tenths 
of a second) and painfully.  Somewhat graphics intensive, the spell lasts for 
a decent amount of time, probably long enough to kill whatever is attacking 
you.  Essentially cast this spell, then smash the enemies that get close with 
a single attack spell.  Longer regeneration time.  You can't cast this spell 
very well in cramped quarters (like caves).

  Stoneskin: Increases your defense and resistances significantly.  Not the 
best, but not bad either.  Very useful for magic-supplemented battle mages.
  Petrification: Freezes your enemy in place.  Not to useful as other spells 
will kill your enemies instead of just annoying them.  Skip it.
  Circle of Fear: Keeps enemies away from you by making a ring of runes that 
enemies don't want to cross.  This spell does NOT benefit much from more spell 
points.  One rune is more than enough.
  Meteor Storm: Very potent spell that drops rocks on your enemies.  Kind of 
hard to aim, but if you figure it out, it will take a lot enemies down with 
ease.  High levels bring more meteors.

  Whirlwind: Whirlwinds surround you as you fight, perhaps disarming melee 
enemies.  This spell essentially makes the disarming skill obsolete.  
Nonetheless, not that useful 
  Gust of Wind: One of the very few poison spells available to the battle 
mage.  Not too bad, though not very strong.  There are better options 
available for damage spells.  However this spell is useful as a second spell 
for immune enemies.
  Phase Shift: a simple, slightly useful teleportation spell.  This spell 
mainly gets you past minor barriers like gates or small water bodies.  It can 
get you to places that are otherwise hard to get to, so try to get at least 
one rank in this spell.   However, it takes a long time to cast, and doesn't 
work 60% of the time due to decisions the programmers made about where you can 
and can't go, so it's not useful most of the time. 
  Chain Lightning: As a single enemy spell, this one stinks.  However, get 3-4 
enemies in close proximity to each other, and watch them fall like flies.  
Using this on solo enemies is a waste of time, as the lightning needs 
something to bounce off of, like another enemy.  Otherwise, it's a onetime hit 
rather than an eight-time hit.  Fairly easy to tame, and pretty painful.

  Ice Shards: This is one of the most beloved mage spells out there.  It 
launches a bunch of ice shards each of which do decent damage to an enemy.  
It's a very useful main attack, but it does the most damage from point blank.  
It's fairly easy to tame.  Many find this to be the most powerful spell in the 
game, especially when coupled to a high critical hit chance rate.
  Frost Ring: Freezes and slows enemies in a ring around you.  Useful when you 
  Water Form: Makes you invisible, allowing you to flee.  If you attack an 
enemy, the enemies will try to attack you, but can only do so once before they 
forget where you are again.  Not bad for stealthy types, though not that 
  Cataract of Agility: I've not tried it, but it provides a nice bonus to 
dexterity/agility.  May be very nice for magic-supplemented battle mages.

  Spiritual Healing: Heals a set amount of HP per casting.  It's a pretty 
simple spell, but is very annoying to cast during battle.  Using more runes 
significantly increases recharge time.
  Shield Wall: Haven't tried it much, but sounds like it might be interesting 
for magic-supplemented battle mages.
  Ghost Meadow: Increases your mental regeneration significantly.  A staple of 
all battle mages, this spell will let you fireballs fly for much longer, and 
your enemies will fear your ice shard flinging ways.  Very useful.
  Reiki: Increases your physical regeneration by a significant percent.   This 
spell doesn't heal as fast as spiritual healing, but requires less 
micromanagement.  Long recharge time.

Tough decisions with spells:
Ice Shards or Fireball?
Ice shards is an excellent damaging spell which can hit multiple enemies.  
However, it is limited in range.  Fireball is essentially a single enemy 
spell, but has enormous length.  You can't go wrong with either one.

Spiritual Healing or Reiki?
Spiritual healing heals a set amount of HP per cast, but you must switch to 
the spell in order to cast it.  Reiki improves your natural healing rate by 
100+%, and is more of a "cast and forget" spell.  However, your healing per 
unit time is likely less with Reiki than with spiritual healing.  I tend to 
prefer Reiki when in an enemy-rich area, and supplementing it with a spiritual 
healing when I get out of battle.
Equipment for battle mages
  Items are classified into five categories- Unique (dark gold), set (green), 
rare (light gold), magic (blue), and common (white).  This also tends to be 
the order from best to worst, and are grouped in order of decreasing rarity.  
After the first 10-20 levels for a character, you should have all magic items, 
if not all rare items.  At level 30-40, you want all rare and better items 
(maybe except for rings and amulets).  You'll probably find your first unique 
item at this time as well.  I've seen many cases where a rare item is better 
than a set item, and a few where they are better than unique items.

  What are you looking for in a good item?  It depends on your level and 
preferred fighting style.  Magic-supplemented battle mages will want bonuses 
to the attack skills and one or two spells.  I am least familiar with this 
variety of battle mage, so I will not discuss them further.  Fundamentally, a 
magic-focused battle mage will want to increase defense, spell damage, and 
spell regeneration.  A good item will have a socket or four, and usually a 
bonus to spell regeneration.  Other excellent modifiers include increases in 
critical hit % (very rare), life leech (rare), chance to find special items 
(very rare), all resistance bonuses (rare), all skill and all magic spell 
bonuses (rare).  

To summarize- it should have sockets and good bonuses.  

The magic-focused battle mage will want two main bonuses on his equipment- 
bonuses to magic damage, and bonuses to spell regeneration times.

The bonuses to magic damage include the following modifiers:
Fire + %
Magic + %
Physical +%
Poison + %
Magic Lore
Magic spell level
Mental regeneration

  The best early items that supplement magic damage will provide points in 
magic lore.  These provide the best return for your investment since magic 
lore provides significant bonuses at low levels.  After you have some 50+ 
points in magic lore, the return starts to drop off.  At this point, you will 
need to increase your damage by finding items with bonuses to a specific 
element of damage.  If you are playing a fire mage, then go for fire, if you 
are playing an ice mage/lightning mage, go for magic.  Look at your favorite 
damaging spell and add +% to the main damage that the spell causes for the 
maximum effect.

  Mental regeneration provides a fairly small bonus, but also provides a small 
bonus to the regeneration time.  Once you get about 100 points in magic lore, 
items that provide bonuses to mental regeneration may be slightly superior to 
items that provide an equivalent bonus to magic lore.

  One of the easiest ways to raise spell damage is to increase the level of 
the spell.  However, this has the added penalty of increasing the regeneration 
time of the spell.  Fortunately, the work-around is to use items that provide 
bonuses to the spell you like (or to socket its spell rune) as the time 
penalty decreases by half.

Bonuses to spell regeneration include the following:
Mental regeneration
Spell Regeneration
Elemental magic skill (Fire, water, earth, air)

  Early on, your best bet is to raise meditation and elemental magic skill.  
Both provide substantial early bonuses compared to spell regeneration.  
However, later when the return per point (~50 for elemental magic, ~100 for 
meditation) becomes lower, bonuses to spell regeneration are better.  The math 
is explained below:

Spell regeneration: The time it takes for a spell to regenerate is equal 
time = (base time) * (bonus)

The base time is roughly equal to:
base time = (initial spell time + next spell time * (runes eaten + 0.5 runes 
where the initial time and next spell time are constants dependent on the 
spell.  Some spells have very slow growth rates (like fireball, phase shift, 
and ice shards), others have very large growth rates (like water form), which 
means that large growth rate spells will take substantially longer to 
regenerate than slow growth rate spells.  Runes eaten are runes you right 
click on to add permanently instead of socketing or having a bonus from an 

Naturally your bonus is going to be less than one, and the smaller it is, the 

Your bonus is equal to:
bonus = (1/(1+mental regen/100)) * (1/(1+meditation bonus/100+spell 
regeneration/100)) * (1/(1+spell skill bonus/100))
This info was taken from the Sacred message boards.

Unique items-
  Unique items are pretty rare, and trying to find a specific one probably 
won't work.  Take them as you find them.  However, there are a few unique 
items that can be found every time you play through sacred- these items I have 
termed "common unique items."  Some, like axes and clubs, aren't all that 
useful.  Others are useful, and a description of two follows:
  Enlightened Iron is found between the towns of Silver Creek and Porto 
Vallum.  You'll find a grave about halfway between the two locations, and when 
you try to open the grave, a lich will pop out.  Kill it and it will drop the 
enlightened iron, a sword.  Enlightened iron has a chance to find special 
items (set + uniques) and when you just start playing, this is usually the 
only way of getting an item with this ability.  It also has a bonus to spell 
regeneration and two slots.
  Designer Shades are found to the SE of Khorad Nur, east of the river.  It's 
a fairly hard place to spot, but there's a path to the south which leads to a 
boat.  Take it and talk to the vacationing orc for a quest.  Do the quest (run 
across the towels- you'll fight a number of high level orcs, two of which 
dropped set items for me) and he'll give you some shades.  The shades are good 
because of their charisma bonus, but have a light radius penalty, so I'd just 
recommend wearing them when you are trading with a merchant.  These shades are 
unique for each character.

Useful set items:  
Item name (slots available- CuSn is bronze, Ag- silver, Au- gold): description
Set bonuses:

  Dagowit's set:  This is probably the first set you will find in the game.  
It's not bad as far as the individual pieces are concerned, but the total set 
bonus is lousy.  Individually the pieces are common and potent since most have 
a lot of silver slots.  Nice if you don't care about completing the set.
  Bonds (3 Ag): Body armor with bonuses to Endurance, Charisma, and 
Meditation, and attack/defense.  Good early armor with nice slots.
  Bracers (2 Ag): Bracers with bonuses to Attack, spell regeneration, charisma 
and attack/defense.  Not bad early on.
  Ghost (2 Ag): A helmet with bonuses to Mental Regeneration, spell 
regeneration, magic lore, and magic spells.  Really good early on.
  Grip (2 Ag): A belt with spell regeneration, speed, meditation and magic 
spell bonuses.  Good early on.
  Haste (2 Ag): Greaves with Speed, Mental Regeneration, Magic Lore and 
attack/defense bonuses.  Not bad.
  Wraith (3 Ag): A two-handed staff with bonuses to attack speed, spell 
regeneration, and long-handled weapons.  Also has a bonus to attack/defense 
and critical hit.  Good if you like staves.  I don't.
  Set Bonus: Magic Lore +3, Meditation +3, Physical Resistance +15%, Damage 
reduces gold instead of health + 30

  Mammon's treasures set: Get at least two pieces of this set and have them 
easily available (like the sword, ring, shield, and amulet).  Two pieces give 
+10 to trading, an excellent bonus which is very useful.  The full set has 
some good bonuses, but several of the items aren't really up to par, like the 
sword and shield.  
  Final Cut (2 CuSn): A sword with bonuses to magic damage, spell 
regeneration, stoneskin, and a chance to open wounds.  There are better 
weapons, although having this with the shield is a good way to complete the 2 
item set bonus.
  Magnificent Armor (3 CuSn): Armor with bonuses to mental regeneration, 
circle of fear, trading, and all skills.  Very nice armor, especially for the 
trading and skill bonuses.  If you find it, keep it for when you go shopping 
(or wear it as your main armor!)
  Opulent Turban (2 CuSn): A helmet with mental regeneration, petrification 
and magic lore bonuses, with a final bonus to all resistances.  
  Safeguard: An amulet with stoneskin, weapon lore, and wounds increasing 
damage done bonuses.  Good to have as a socketed item, if only for the two 
item set bonus.
  Usury: A ring with some very nice bonuses to mental regeneration, weapon 
lore, and critical hit chance.  Excellent, and I always have one equipped.
  Waxing Moon (2 CuSn): A shield with bonuses to magic weapons, spell 
regeneration, and critical hit chance.  Not bad, but there are others that are 
much better.
  Set Bonus: Trading +10, Petrification +4, 25% damage magic, Chance to gain 
gold +10%, Chance to find special items +30%

  Byleth's set: The set for fire mages.  This set does extra fire damage, and 
also has a chance for "burning bone" which does 10-20% of the fire damage you 
did per second.  This is a small set which allows for greater variety and 
strength than some of the other sets.  However, if you don't use fire spells, 
you probably can skip it (other than the amulet).
  Blaze (1 Ag, 1 CuSn): A helmet with bonuses to meditation, physical spell 
damage, purgatory, and resistances.  Not bad, though the bonus to purgatory 
isn't that useful.
  Pentacle: An amulet with bonuses to mental regeneration, physical 
resistance, and chance to land critical hit.  A nice mid-high level amulet 
you'll probably find a few times.
  Sparkle: A ring with bonuses to fire spell damage, magic lore, and wounds 
from damage.  Excellent ring for fire mages, and the bonus to magic lore is 
nice for most all characters.
  Vehemence (2 Ag, 1 CuSn): Armor with bonuses to spell regeneration, fire 
magic, and magic spell bonuses.  Again great for fireball mages.
  Wall (2 Ag, 1 CuSn): A shield with bonuses to fire spell damage, flameskin, 
earth magic, and chance to land critical damage.  Again, good for fire damage.
  Set bonus: Earth Magic +6, Fire Magic +6, 30% damage fire, Burning Bone, 
Chance to open wounds +10%

  Blackstaff's set: The set for ice mages.  Unfortunately it's a very large 
set, meaning you won't be able to wear much else besides these items.  
However, it gives some very nice bonuses, not the least of which is a constant 
ghost meadow spell.  The amulet is an excellent item which you can socket.  
Find a good item generation location (like the orc cave) and kill things till 
you get a few of these.  They're great prime socketing items.
  Body (1 Au, 2 Ag): Armor with bonuses to ring of ice, mental regeneration, 
water magic, and damage for drained health.  Not too great, especially because 
of the drained health statistic.  However, so long as you don't use your 
weapon, you'll be fine. 
  Eyes (1 Au, 1 Ag): A helmet with gust of wind, air magic, mental 
regeneration, and magic spell bonuses.  Good if you use air magic. 
  Grasp (1 Au, 1 Ag): Bracers with bonuses to attack, magic damage, lightning 
strike, and chance to find items.  Pretty good bracers for most any battle 
  Heel (1 Au): Boots with bonuses to speed, magic damage, defense and attack. 
Pretty good, though you can find better rare items.
  Limbs (1 Au): Greaves with bonuses to magic damage, speed, defense, and 
damage to gold instead of health.  Like the boots, good but there are better 
rare items.
  Loins (1 Au, 1 Ag): Belt with physical regeneration, magic damage, ice 
shards, and life drain bonuses.  Belts rarely have slots.  This is nice, 
especially for the magic damage.
  Soul: An amulet with spell regeneration, magic lore, meditation bonuses and 
a percent to all resistance bonus.  Very nice, even as a socketed amulet.
  Set Bonus: Water Magic +6, Air Magic +6, 40% damage magic, +3 to magic 
spells, Permanent ghost meadow.

  Paternus' argument set: The set for magic-supplemented mages, as this one 
provides very few bonuses to spells.  Some of the items can be pretty nice 
especially with the strength of their sockets.  That said, magic-focused 
battle mages won't be too interested.
  Armor (1 Au, 2 Ag): Armor with bonuses to strength, attack, weapon lore, and 
critical hit chance.  Good for beating things to a bloody pulp (especially in 
the UK version...)
  Belt (1 Au, 1 Ag):  A belt with bonuses to strength, speed, constitution, 
and experience. Pretty good for a belt, though you can probably find more 
appropriate rare items. 
  Boots (1 Au, 1 Ag):  Boots with speed, defense, physical regeneration, and 
experience bonuses.  Like before, good for hitting things and running.
  Hood (1 Au, 2 Ag):  A helmet with bonuses to physical regeneration, 
strength, weapon lore, sword lore, and attack/defense.  Good if you like to 
hit things.
  Shield (2 Ag): Shield with bonuses to physical regeneration, sword lore, and 
attack/defense.  Good if you like to hit things, again. 
  Sword (1 Au, 2 Ag):  A pretty cool sword with bonuses to attack speed, 
weapon lore, agility, and critical hit chance.  Actually makes the battle mage 
do some decent damage.  
  Set Bonus: Sword lore +4, Weapon Lore +4, +30% attack speed, +6% life leech.

Other set items may exist (like sets available for use by all characters), but 
I haven't found them yet.
Useful miscellaneous hints:
  Rune eating: Go ahead, you know you want to.  Burn off that fire ball rune.  
It won't hurt.  Much.  Rune eating occurs when you find or make a nice rune, 
and then decide that you want to permanently learn the spell and reap its 
benefits.  The other option is rune socketing/augmenting, which is when you 
put the rune in a socket or augment a spell with an item.
  Benefits of rune eating:  
Increased inventory space- extra runes do not fill up precious space.  
Increased socket availability- sockets are best used to hold rings and 
amulets.  Rings and amulets can both be found with greater bonuses than a rune 
can provide in a socket, especially later in the game.
  Penalties of rune eating:
Decreased chance of finding runes- the game calculates your chance to find 
another rune based largely on the number of runes you've eaten.  If you eat 
too many runes you won't get many through kills.
Spell regeneration penalty- the amount of time it takes for a spell to 
regenerate is twice the time for a rune you've eaten vs. a rune you've 

The benefits and penalties of rune augmenting are largely the opposite of the 

Should you never eat a rune then?  No.  Eat a few runes, but don't eat too 
many.  Keep a balance between extra inventory space and short spell 
regeneration times.  Use the combo master by giving him 4 runes instead of 3, 
and be selective about which runes you want to hoard.  I tend to hoard my 
favorite spells (fireball, ghost meadow, reiki, lightning for my fire/air 
mage), and I turn most of the rest to these spells.  This keeps down on the 
buildup of too many runes.  If you eat every rune you find, you'll be 
underpowered and will probably not make it too far into silver/gold.  If you 
eat every rune you make for your main damage attack, you'll probably end up 
with an extremely powerful but very slow spell.  What good is a fireball that 
does 50,000 damage but can only be fired once every 30 seconds?

  Socketing hints:
Gold sockets provide a nice bonus to the items you socket, as do silver to a 
lesser degree.  Socket your best item in the highest metal socket available, 
and put lesser items in other sockets.  Try to only put one unique/set socket 
item in each item.  Putting more in will just mean that you'll lose them when 
you want to change the item with sockets or the socketed item itself.

  A nice hint- You can override character requirements for socketed items that 
are specific to other characters (like vampiress amulets or similar) by 
socketing them into items that are specific to your character.  This was very 
beneficial to me when I found an amulet of luck (huge bonus to find special 
item % which could only be used by the vampiress) with my battle mage.  I 
placed it into a battle mage only item and the vampiress requirement 
disappeared.  Very useful.

  There are 10 dragons, 9 of which will attack you.  A useful and cheap way to 
get potent items is to save before you fight/kill a dragon, and reload if you 
don't like what it dropped.  A dragon will almost always drop at least one 
rare item, and frequently a set item.  Dragons drop unique items more 
frequently than any other type of opponent.
The nine dragons are found all around the world.  You will fight about 4 
during normal gameplay, but the others you will have to hunt down.
  Mascarell (3 dragons):  From Mascarell go south then west to Porto Draco.  
Head to the NW and take the narrow path to the end where you'll find a dragon 
and his hoard.  Kill him and take his stuff.  After rescuing the baroness, 
head north to the prince's camp, and continue north to the elven camp.  If you 
attempt the elves' quest, you'll find a pair(!) of dragons to the north.
  Khorad-Nur (1): The orc guarding the entry to Khorad-Nur wants you to kill 
D'cay, a dead dragon to the south.  She is the easiest dragon to kill, I find.
  Crow's Rock Castle (1): After talking to the Baron DeMordrey, head a bit 
north of his room to a cave.  Enter the cave, and make your way NE to a 
teleporter.  Enter the portal and you'll be taken to a small island with a 
dragon.  The close quarters make this fight harder than some other dragon 
  Seraphim monastery (1): after claiming the element located here, head to the 
NW and you'll have to fight another dragon.  When this one dies, it drops a 
rune for a nearby portal allowing easier transport.
  Alkazaba Noc Draco (1): You fight this dragon prior to claiming the fire 
element.  It also drops a rune for a nearby portal.
  Zhurag Nar (1): This one is easy to miss.  Thoroughly search the area where 
you open the dams.  One dragon is lurking here.
  Drakenden (1 and 1 non-hostile): North of Drakenden is a swamp dragon.  Kill 
it for a rune that will take you to Mystdale castle.  The other dragon is 
Loromir, and he will give you several quests.